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239 Commits

Author SHA1 Message Date
Applevangelist
0971f8ffa7 #SPAWN
* Fix for InitCleanup()
2022-09-22 10:57:43 +02:00
Applevangelist
9739f94428 #ATIS
* Add MSRSQUEUE to avoid overlaps
2022-09-20 17:15:57 +02:00
Applevangelist
450f4eaec0 #AIRBASE, ATIS
* less noise in log

#SRS
* Added enumerator for voices MSRS.Voices.Microsoft... and MSRS.Voices.Google...

#RANGE
* Added SRS support, some bug fixing
2022-09-20 15:51:16 +02:00
Applevangelist
b5186fa328 #SETTINGS
* Fix IsImperial()
2022-09-20 15:26:34 +02:00
Applevangelist
526dc8363d #DESIGNATE
* Remove useless summary autolase report, restored single lines when lasing
2022-09-20 10:26:19 +02:00
Applevangelist
242d735d8c #DETECTION
* Make designate refer A2G coordinate system as set by user
2022-09-20 09:27:19 +02:00
Applevangelist
9fedd32e78 #UTILS
* Fix for group set reloading - thanks @BlueEcko!
2022-09-20 08:23:49 +02:00
Applevangelist
a146003a6a #DESIGNATE
* Some documentation clarifications
2022-09-19 18:25:54 +02:00
Applevangelist
d17df74191 ATIS
* Remove dupe inheritance of BASE
2022-09-19 13:20:45 +02:00
Applevangelist
d23403383f #CSAR
* Added option to use the OV-10A Bronco
* Slight changes to SRS approach
* Added door check in UTILS for Bronco
2022-09-19 11:43:50 +02:00
Applevangelist
877b36f8a8 #CSAR
* overcome error cannot get Vec3
2022-09-15 19:51:15 +02:00
Applevangelist
299820162b #ATIS
* No old-style radioqueue when using SRS
2022-09-15 14:01:23 +02:00
Applevangelist
5d20a59d92 #GROUP
* Customized Callsigns - remove extra spaces
2022-09-15 13:40:37 +02:00
Applevangelist
c1ab3b5476 #GROUP
* Fix ignore leading spaces in customized callsigns
2022-09-15 08:17:37 +02:00
Applevangelist
0076130483 #GROUP
* Docu clarifications
2022-09-13 10:51:25 +02:00
Applevangelist
a5194b1999 #GROUP
-- remove log output
2022-09-12 17:33:40 +02:00
Applevangelist
b53b1f083f #GROUP
* Fix IsPlayer
* Added `GROUP:GetCustomCallSign()`
2022-09-12 17:28:49 +02:00
Frank
994a36001f Merge pull request #1782 from FlightControl-Master/FF/MasterDevel
Updates from develop
2022-09-11 13:38:00 +02:00
Frank
26b91e3f66 Updates from develop
DCS.lua
Ops/ATIS.lua
Ops/RecoveryTanker.lua
Utilities/Enums.lua
2022-09-11 13:32:57 +02:00
Applevangelist
f42aedd485 #CONTROLLABLE
*Foreign class definiton removed
2022-09-10 15:14:28 +02:00
Applevangelist
a73818a615 #BUILD files 2022-09-10 12:08:30 +02:00
Applevangelist
7c22e9fe69 #Changes from Develop 2022-09-10 11:56:03 +02:00
Applevangelist
c58e91b956 #TASKING
* Merge changes from Develop
2022-09-10 11:41:41 +02:00
Applevangelist
a61059242c #AI
* Merge changes from DEV
2022-09-10 11:38:50 +02:00
Applevangelist
cea9437e66 #GROUP
Fix GetSpeedMax() always returns zero
2022-09-09 17:33:23 +02:00
Applevangelist
3f052ef1da #GROUP
* changes from Dev
#UNIT
* changes from Dev
2022-09-08 15:49:58 +02:00
Applevangelist
c137a4b06d Revert "#ZONE"
This reverts commit 1207417894.
2022-09-06 13:18:22 +02:00
Applevangelist
6c46dafc59 Revert "Auxiliary commit to revert individual files from 1207417894a369fa4a353ca0a1f6120c2fc32666"
This reverts commit 551d4a9c85c89e4aaad2c59ed058c84ff8c7ad6c.
2022-09-06 13:16:40 +02:00
Applevangelist
1207417894 #ZONE
* ZONE_ELASTIC
* Typo
2022-09-06 11:17:50 +02:00
Frank
7c717c219c Merge pull request #1771 from grandpaSam/master
Updated CARGO tag documentation
2022-09-01 22:54:22 +02:00
grandpaSam
a9fad53255 Updated CARGO tag documentation
The documentation for the CARGO tag on static objects omitted a required C= parameter. Without this parameter the database will not register the static as a CARGO object
2022-09-01 11:49:46 -07:00
Applevangelist
372cc021bd UNIT - added optical tracker to HasSEAD() 2022-09-01 08:36:40 +02:00
Applevangelist
6820774266 GROUP - added optical tracker to ID SAMs 2022-09-01 08:03:53 +02:00
Applevangelist
a0c189a349 UTILS - added NDB 305kHz in frequency generator 2022-08-31 18:11:55 +02:00
Applevangelist
1060ff16d8 GROUP - Attributes aligned to dev 2022-08-31 17:40:44 +02:00
Applevangelist
1255f48645 Update Moose.files 2022-08-30 14:38:36 +02:00
Applevangelist
7ef69208d4 #ZONE_RADIUS
* Added `ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(...)`

#MARKEROPS_BASE
* Added Class
2022-08-30 14:36:42 +02:00
Applevangelist
5277cca4e1 Range fix issue #1753 (#1767)
Issue #1753 - when using `AddBombingTargets` the randommove flag was not passed to `AddBombingTargetUnit` for a group object
2022-08-25 16:00:47 +02:00
Applevangelist
aaf77815ca #SRS
* Added MSRSQUEUE message queue
2022-08-25 10:50:45 +02:00
Applevangelist
3f488cc091 #AIRBASE
* Added 3 new airports to the enumerator SouthAtlantic
2022-08-25 10:38:44 +02:00
Applevangelist
bdbbdfe60e #RANGE
* Added Instructor and RangeControl radio info on F10
2022-08-23 09:58:50 +02:00
Applevangelist
d15c2be2d0 Range fixes (#1764)
* Fixed some typos in self.PlayerSettings
* Fixed result messages
* Thanks for [JFG] Caponi
2022-08-22 17:03:33 +02:00
Applevangelist
73994914eb Fix for #1763 UTILS.GetOSTime() (#1765)
* Fix GetOSTime fixes #1763
2022-08-22 17:03:21 +02:00
Applevangelist
63b0dae794 Update ATC_Ground.lua (#1766)
* Make ATC_Ground work on any map
2022-08-22 17:03:02 +02:00
Engines
003e865ff7 Late break bug (#1762)
* Quick update to Airboss.lua to inluce Invincible.  Not yet tested.

* Initial quick test and calibration of the landing spot; looks good.  More testing required.

* Recompiled the Moose.lua based off the last commit.

* Removing surpurflous Moose.lua for pull request.

* There was an error with the late break paratemers on the Brit carriers causing pilots to be thrown off the pattern on the break.  Fixed, tested on Invicible, working as anticipated now.

* Removing the test Moose.lua (again).

* Fixing merge confilict

* Trying again.
2022-08-15 07:15:15 +02:00
Gavin Edwards
e3c03287b7 Engines invincible (#1758)
* Quick update to Airboss.lua to inluce Invincible.  Not yet tested.

* Initial quick test and calibration of the landing spot; looks good.  More testing required.

* Recompiled the Moose.lua based off the last commit.

* Removing surpurflous Moose.lua for pull request.
2022-08-13 21:40:53 +02:00
Applevangelist
73493c3a23 Update Unit.lua (#1751) 2022-07-31 09:17:36 +02:00
Applevangelist
562a3f6208 SET - fix for dead units 2022-07-29 08:51:23 +02:00
Applevangelist
3c5f3d6c37 UNIT - added get altitude function with AGL option 2022-07-25 08:12:28 +02:00
Applevangelist
a37d4214c0 SET - fix for left over self:I() 2022-07-22 11:06:55 +02:00
Applevangelist
636d6ce324 AIRBASE - Added 2 AFB on the Falklands Map (#1748)
--@field MarianaIslands
AIRBASE.SouthAtlantic={
  ["Port_Stanley"]="Port Stanley",
  ["Mount_Pleasant"]="Mount Pleasant",
  ["San_Carlos_FOB"]="San Carlos FOB",
  ["Rio_Grande"]="Rio Grande",
  ["Rio_Gallegos"]="Rio Gallegos",
  ["Ushuaia"]="Ushuaia",
  ["Ushuaia_Helo_Port"]="Ushuaia Helo Port",
  ["Punta_Arenas"]="Punta Arenas",
  ["Pampa_Guanaco"]="Pampa Guanaco",
  ["San_Julian"]="San Julian",
}
2022-07-22 11:02:55 +02:00
Applevangelist
eef8b362d2 Beacon - added deactivate Link4 2022-07-19 08:29:43 +02:00
Applevangelist
4ae586ebaa Controllable/Beacon - added function to switch on Link4
A2A - typo in documentation
2022-07-19 08:10:54 +02:00
rfdazzle
f6e673c2bb Fixed ATIS TTS readouts for wind direction & TACAN (#1739)
Added a substitution that takes effect when self.useSRS which converts wind direction into aviation-speak, e.g. "Zero Seven One" instead of the previous behaviour which was "Zero Seventy-One".

Updated TACAN TTS string to include the 'Ray' in 'X-Ray' when SRS is in use
2022-07-07 08:41:56 +02:00
Frank
183a60159c Update Range.lua
- Fixed bug for strafing
2022-07-01 23:05:26 +02:00
Chump
1fdf4f371d Fix for issues #1735 & #1736 (#1737)
* Update Database.lua

Remove duplicate function

* Update PseudoATC.lua

Added nil check
2022-06-26 21:11:49 +01:00
Applevangelist
f50c374d04 CSAR - hand back descriptive name as 3rd parameter on event Boarded() 2022-06-25 17:24:56 +02:00
Applevangelist
d59fc331f6 UTILS - Fix for Gazelle Door Check 2022-06-25 14:27:51 +02:00
Applevangelist
b83f478294 CSAR - fix for oncrash 2022-06-16 15:42:02 +02:00
Applevangelist
d5636f4a19 CSAR - added event "Landed" (at a friendly/neutral AFB), fix for AFB rescue 2022-06-16 13:41:44 +02:00
Applevangelist
196bcf39cf Added Falklands map stuff 2022-06-14 16:56:33 +02:00
Applevangelist
afec1c3a5b COORDINATE - additions to BRAANATO 2022-06-14 13:06:55 +02:00
Applevangelist
6025339b46 CSAR - some fixes for latest open beta 2022-06-14 12:39:17 +02:00
Applevangelist
40c6cc59d3 Update Beacon.lua 2022-06-13 15:43:10 +02:00
Applevangelist
514e568e04 Update Beacon.lua 2022-06-13 15:39:39 +02:00
Applevangelist
2f34b0a5ed Update Beacon.lua (#1734) 2022-06-13 15:34:01 +02:00
Applevangelist
708c076885 CSAR - Put wounded group back into status green, so they run to the chopper 2022-06-12 12:47:23 +02:00
Applevangelist
f0e0b918af CTLD - More docu 2022-06-09 12:12:29 +02:00
Applevangelist
e45f5e1122 CTLD - further documentation 2022-06-09 11:46:29 +02:00
Applevangelist
932015668b Added documentation for CTLD_HERCULES 2022-06-09 10:56:20 +02:00
Applevangelist
4011bc3fe6 AIRBASE added South Atlantic 2022-06-08 20:24:45 +02:00
Applevangelist
1dcccdc434 CSAR - added a couple of more lines to go out via TTS 2022-06-07 08:56:13 +02:00
Applevangelist
3380ed9360 CSAR - added options to use Google TTS 2022-06-07 08:13:19 +02:00
Applevangelist
ed9c14e63d GROUP - changes in GetDCSGroup 2022-05-22 12:06:49 +02:00
Applevangelist
4762793adc Create README.md 2022-05-22 11:16:16 +02:00
Frank
7df3946189 Update Airboss.lua
- Wind is calculated at 15 m (not 50 m)
2022-05-20 20:16:45 +02:00
Applevangelist
d5fb75fe43 Positionable - added 6 passengers (cargo weight) to Toyota HL/LC new with 2.7.2 OB 2022-05-14 13:11:30 +02:00
Applevangelist
c0b32a5584 SRS - added hints on using Google with TTS 2022-05-13 16:37:41 +02:00
Applevangelist
e2b1276d7b Point - added option to add an SSML tag to ToStringBRAANATO 2022-05-12 14:49:30 +02:00
Applevangelist
f6aea13fae SRS - put volume in "" - just in case 2022-05-11 07:30:26 +02:00
Applevangelist
646b113c55 SRS - actually pass the volume to the command line 2022-05-11 06:19:09 +02:00
Applevangelist
58074f499f AIRBASE - corrected ["Deir_ez_Zor"] = "Deir ez-Zor" (minus doesn't work in enum) 2022-05-10 19:40:32 +02:00
Applevangelist
1483ffd7ff Correct link to demo missions 2022-05-10 16:18:00 +02:00
476th-Scaley
cdaef851a0 Update AI_Air.lua (#1729)
* Update AI_Air.lua

Altered RTB airspeed (slower) and target altitude over the airfield being returned to (higher) to produce more realistic and fuel efficient descent profiles. Leads to aircraft arriving overhead the airfield quite high and generally flying one orbit to descend to land. 

Scaley

* Create AI_Air.lua

Co-authored-by: Applevangelist <72444570+Applevangelist@users.noreply.github.com>
2022-05-10 10:10:41 +02:00
Applevangelist
04068d7117 Group - small change 2022-05-07 19:42:31 +02:00
Applevangelist
41e8ddea8c GROUP - change to GetUnits(n) to make it more robust, now returns first alive unit,actually. Similar changes to GetHeading() 2022-05-07 11:54:33 +02:00
Applevangelist
cc49791997 Fallout fixes 2022-05-06 11:45:11 +02:00
Applevangelist
ba4a8050ba AI Patrol - life check on route 2022-05-06 10:36:39 +02:00
Applevangelist
7c5067a59a UNIT Register - small fix for trains 2022-05-06 08:01:31 +02:00
Applevangelist
69eb920173 AI_CAP - more fallout from the dead units in the API 2022-05-05 17:40:00 +02:00
Applevangelist
07d761941a AI_AIR - restrict AB on RTB 2022-05-05 16:41:32 +02:00
Applevangelist
ca52585759 AI/ZONE - Some fixes for units unreachable 2022-05-05 12:07:56 +02:00
Applevangelist
decc9d09f8 docu update 2022-05-05 11:34:14 +02:00
Applevangelist
466a18447c SRS - adding volume setting and a test on OS and IO available 2022-05-05 08:57:27 +02:00
Frank
27902ee107 Update Range.lua
**RANGE**
- Fixed a couple of bugs
- Added new FSM events for strafing
- Updated docs
2022-05-04 22:36:41 +02:00
Applevangelist
8a8b806362 further event related stuff not working any more 2022-05-04 18:09:56 +02:00
Applevangelist
40bb181c78 Another nil check... 2022-05-04 13:29:40 +02:00
Applevangelist
8099847e29 Fixes for DEAD event and extra nil checks 2022-05-04 10:25:50 +02:00
Applevangelist
6e8edd95ec GROUP - making GetCoordinate() a bit more resilient
POINT - slight changes to ToStringBRAANATO
2022-04-29 18:48:41 +02:00
Applevangelist
5112c9598b COORDINATE - added bogey option to COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades) 2022-04-29 12:18:26 +02:00
Applevangelist
749158c086 Range added nil check 2022-04-29 12:09:57 +02:00
Applevangelist
b3d4024f21 Nicefy docs 2022-04-28 17:10:26 +02:00
Applevangelist
c283b66c1d added MESSAGE:ToUnit), altered MESSAGE:ToClient() accordingly 2022-04-28 16:58:37 +02:00
Applevangelist
3209843318 Added POSITIONABLE:MessageToSetUnit and POSITIONABLE:MessageToUnit 2022-04-28 16:55:31 +02:00
Applevangelist
d35e5cc0f7 Added USERSOUND:ToUnit 2022-04-28 16:50:59 +02:00
Applevangelist
e5eeb592a2 Enums - corrected Hawkeye, added Super_Hercules 2022-04-28 13:10:34 +02:00
Applevangelist
3d38f4d17a Enums - added a couple of names 2022-04-26 10:08:50 +02:00
Applevangelist
2d91647e0b QOL changes from DEVELOP 2022-04-25 10:36:36 +02:00
Applevangelist
cac0f30673 Update Moose.files (#1717) 2022-04-25 10:35:38 +02:00
Applevangelist
c5ecba3389 Menu cleanup for Refresh() 2022-04-24 14:05:45 +02:00
Applevangelist
e0397dff47 GROUP - overwrite GetHeight() inherited from POSITIONABLE with something that is actually working for groups 2022-04-24 13:50:07 +02:00
Applevangelist
e08fb2e972 Make BRAA heading a 3digit number 2022-04-22 13:31:58 +02:00
Applevangelist
c02ae82003 Point - added ToStringBRAANATO 2022-04-21 18:59:31 +02:00
Applevangelist
e6fc301b0d Utils Typo 2022-04-20 19:14:36 +02:00
Applevangelist
a385ed57fb ZONE - added example to Scan, some minor changes
SET_GROUP - clarified return value to be a table, not a SET
2022-04-20 14:03:18 +02:00
Applevangelist
09dafe4b1d UTILS - added BearingToCardinal, ToStringBRAANATO 2022-04-20 14:02:16 +02:00
Applevangelist
ba8505c983 FIFO 2022-04-14 15:54:38 +02:00
Applevangelist
fba359d389 LIFO/FIFO enforce unique id 2022-04-14 15:06:14 +02:00
Applevangelist
c56763b68f FIFO:HasUniqueID(UniqueID) 2022-04-14 11:11:33 +02:00
Applevangelist
03c2943545 Nicefy docs 2022-04-14 08:53:37 +02:00
Applevangelist
98039b9048 UTISL - FiFo/LiFo stacks 2022-04-14 08:12:29 +02:00
Applevangelist
5065d3b068 UTILS - added FiFo
CTLD - correct imperial hover check messages
2022-04-13 16:13:39 +02:00
Applevangelist
6828f7e262 UTILS - corrected door check for AH64 2022-04-12 08:23:18 +02:00
Applevangelist
a685f3ffbd MSRS - honor port setting and coalition. Repaired command string for .bat sound file production
Added mission slash in SOUNDFILE
2022-04-10 18:29:09 +02:00
Applevangelist
e84156d2e9 SRS - add port to docu 2022-04-10 10:18:12 +02:00
Applevangelist
0ce1c31e1c CSAR - added SRS port option 2022-04-10 09:29:22 +02:00
Applevangelist
f7e14bb60c SET - logic correction in :Remove() 2022-04-08 11:27:31 +02:00
Penecruz
7b907df816 Airboss V/STOL Case III and grading (#1708)
* Update Airboss.lua

* Fix syntax error

C
2022-04-08 07:16:23 +02:00
Frank
7f5be2829c Update Database.lua
- Template statics saved under first statics unit name so they can be found.
2022-04-04 16:50:17 +02:00
Applevangelist
fa5afae783 A2A Dispatcher - nil checks to evade dead units 2022-04-04 12:58:32 +02:00
Frank
b17507d0fa Update SpawnStatic.lua
- Fixed isCargo flag not honored.
2022-04-04 12:18:45 +02:00
Applevangelist
5ed43a3190 CTLD - build object at the 1st crate location not randomly around helo 2022-04-04 11:31:35 +02:00
Applevangelist
d2a5144a23 AIRBASE, added ["Deir_ez-Zor"] = "Deir ez-Zor", 2022-03-30 12:06:25 +02:00
Applevangelist
fb2031d7ca docu nicefy 2022-03-29 12:01:28 +02:00
Applevangelist
4a42571925 CTLD - corrected error in setting Hercules min and max drop height, added documentation 2022-03-29 08:52:33 +02:00
Applevangelist
38413625c2 AIRBASE - Add'l AB for the Channels map 2022-03-28 10:12:39 +02:00
Frank
2d544b7a98 Merge pull request #1698 from gavinedwards/airboss.hermes.include
Added Hermes section to Airboss.  Will require tuning.
2022-03-26 23:34:54 +01:00
Lt Cdr Gavin Edwards
b1e5e1840e Adding leading lines that I accidentally truncated. 2022-03-26 15:23:38 -07:00
Lt Cdr Gavin Edwards
e6f9b4a125 Added Hermes section to Airboss. Will require tuning. 2022-03-26 11:54:53 -07:00
Applevangelist
5260b2b430 And don't forget Fahrenheit 2022-03-26 14:46:52 +01:00
Applevangelist
0213bc7aef Correcting Celcius to Celsius 2022-03-26 14:43:06 +01:00
Applevangelist
ca8b0899d0 docu changes 2022-03-23 07:56:52 +01:00
Applevangelist
a1f5c0ab9b CSAR/CTLD - added type to script 2022-03-22 10:38:20 +01:00
Applevangelist
b0e3f82d27 AIRBASE - added 10 new AB names in Syria 2022-03-18 09:48:50 +01:00
Applevangelist
327ab4766b changed descriptions 2022-03-18 07:59:58 +01:00
Applevangelist
3aee8a49c1 Added CONTROLLABLE SetSpeed() and SetAltitude() 2022-03-18 07:39:48 +01:00
Applevangelist
57de0b7351 docu fixes 2022-03-16 08:45:27 +01:00
Applevangelist
4df1e310a3 CSAR - remove timer check for "open the door" message to make behaviour more realistic 2022-03-14 09:12:24 +01:00
TommyC81
802a77238a Range re-formatting and documentation re-fixing (#1691)
* Update Range.lua

Code formatting.

* RANGE - Documentation fixes.
2022-03-12 09:47:14 +01:00
Applevangelist
85a7e18fae SCORING: Corrected calc error in summary scoring functions 2022-03-11 10:18:59 +01:00
Applevangelist
26b1fd3487 Update CTLD.lua (#1692)
minor nil check
2022-03-09 10:26:16 +01:00
Applevangelist
ae7a363012 CTLD - small extra nil check in _GetUnitCargoMass(Unit) 2022-03-03 12:34:43 +01:00
Applevangelist
473362af45 CTLD - small fix for finding crates when using engineers 2022-03-03 11:02:25 +01:00
Applevangelist
cde0d09f0a CSAR - remove double class 2022-02-21 19:36:22 +01:00
Applevangelist
94f093826b SEAD - adding workaround for AGM_154 which lost target data 2022-02-21 08:36:37 +01:00
Applevangelist
84f231ea08 CSAR - added wet feet check if also using csarUsePara (no landing event triggered) 2022-02-18 08:22:47 +01:00
Applevangelist
3d9bb14713 CSAR - added "wet feet" option for a 2nd template to be used over water 2022-02-17 17:41:32 +01:00
Applevangelist
6c6cdcf763 CTLD - fix list/build side effect from adding weight limits to helos 2022-02-16 10:06:04 +01:00
Applevangelist
00c8690e61 CTLD - corrected default weight limits when using CTLD:UnitCapabilities() - was setting loadable weight to zero 2022-02-15 18:07:26 +01:00
Applevangelist
a0d492cd2d added back GROUP:GetHighestThreat() 2022-02-15 14:41:31 +01:00
Applevangelist
ba5ccc1021 CTLD:SetTroopDropZoneRadius(Radius) 2022-02-13 12:08:23 +01:00
Applevangelist
a4163017d5 CSAR - CSAR:SpawnCSARAtZone(Zone ...) - Zone can now be a ZONE object as well as a string 2022-02-08 07:49:04 +01:00
Applevangelist
7f4a5c48ec CTLD - add subcategory option, added CTLD:AddCTLDZoneFromAirbase(AirbaseName, Type, Color, Active, HasBeacon) 2022-02-08 07:47:48 +01:00
Applevangelist
9f7588b245 DETECTION - added 3 missing functions 2022-02-04 08:54:02 +01:00
Applevangelist
63cbc0c55b RANGE - added option to save target sheet 2022-02-03 10:01:48 +01:00
Applevangelist
28eb7a678c CTLD - Added Hercules support for crates, troops & vehicles loaded with the help of the ground crew and dropped from the plane. Added weight checks for loaded crates. 2022-02-03 10:00:19 +01:00
Applevangelist
a95c49915a SET - correct error in intersection 2022-02-01 08:02:51 +01:00
Applevangelist
b7adc6add6 POINT - added function to name/stop fires and smoke 2022-01-30 09:47:11 +01:00
Applevangelist
2aeebf280b AI Dispatchers - add ability to add/remove resources to/from a squad 2022-01-24 09:54:16 +01:00
Applevangelist
8ac06979f0 CTLD added color options for smoke drops, droppable beacons w/ timer 2022-01-23 11:42:16 +01:00
Applevangelist
2d4f90d5eb Added new Callsigns as per 2.7.9 2022-01-23 11:37:07 +01:00
TommyC81
d7a44a639d Update Detection.lua (#1685)
Code formatting. Fix minor typos, errors, and references in documentation.
2022-01-23 11:21:59 +01:00
Applevangelist
7bfa05f47d DETECTION - corrected call for Vec2 in zone 2022-01-19 07:52:59 +01:00
Applevangelist
c7bbb09195 Added doors check for UH-60L 2022-01-16 17:07:44 +01:00
Applevangelist
41c9c15ae5 CTLD, CSAR - added support for UH-60L 2022-01-16 11:39:19 +01:00
Applevangelist
964831becf CTLD - make container shape configureable 2022-01-15 11:34:23 +01:00
Applevangelist
e847b92cce RAT - Docu corrections 2022-01-11 15:14:40 +01:00
TommyC81
c2ecd86bb4 Minor fixes (#1684)
* Update AI_A2A_Dispatcher.lua

Minor code formatting.

* Update Airbase.lua

Code formatting.
2022-01-10 15:10:30 +01:00
Applevangelist
70d922fad6 SHort name mina AP 2022-01-04 15:10:25 +01:00
Applevangelist
854bee0519 Mark visible as deprecated 2021-12-31 17:52:24 +01:00
Applevangelist
d54d991bdd Fix ATC new NTTR AFB names 2021-12-31 17:52:24 +01:00
Applevangelist
a4b600b97d Update Airbase.lua (#1680)
Change Nevada AFB names with latest stable patch
2021-12-31 17:44:01 +01:00
TommyC81
d6cfaa5050 Update Scoring.lua (#1674)
Code formatting and minor typo/documentation fixes.
2021-12-28 11:01:44 +01:00
TommyC81
00d1aec210 General fixes (#1673)
* General minor

Code formatting and minor typo/document fixes.

* Update Marker.lua

Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
2021-12-28 11:01:05 +01:00
Applevangelist
f62e3391e1 SCORING - make treason and fratricide switchable 2021-12-28 08:25:31 +01:00
TommyC81
4a406604bd Core modules formatting (#1670)
* Update Fsm.lua

Code formatting and minor typo/documentation fixes.

* Update Goal.lua

Code formatting and minor typo/documentation fixes.

* Update Menu.lua

Code formatting and minor typo/documentation fixes.

* Update Message.lua

Code formatting and minor typo/documentation fixes.

* Update Report.lua

Code formatting and minor typo/documentation fixes.

* Update ScheduleDispatcher.lua

Code formatting and minor typo/documentation fixes.

* Update Scheduler.lua

Code formatting and minor typo/documentation fixes.

* Update Settings.lua

Code formatting and minor typo/documentation fixes.

* Update Spawn.lua

Code formatting and minor typo/documentation fixes.
2021-12-20 12:59:56 +01:00
TommyC81
55cee46a8d Core code formatting and typo fixes. (#1669)
* Update Beacon.lua

Code formatting and minor typo/text fixes.

* Update Database.lua

Code formatting and minor typo/text fixes.

* Update Event.lua

Code formatting and minor typo/text fixes.
2021-12-19 08:47:07 +01:00
TommyC81
607c52c0b7 Update CSAR.lua (#1665)
Code formatting and general typo/documentation fixes.
2021-12-17 09:07:32 +01:00
TommyC81
2694321256 Update CTLD.lua (#1666)
Code formatting. Minor typos and text fixes.
2021-12-17 09:07:24 +01:00
TommyC81
e8e790102a Update Base.lua (#1667)
Code Formatting. General whitespace and spelling.
2021-12-17 09:07:13 +01:00
Applevangelist
9c5561921b Noise reducing measures 2021-12-15 13:46:07 +01:00
Applevangelist
78fab9ab0c CSAR - make beacon length configureable 2021-12-14 09:50:34 +01:00
TommyC81
058c750bc6 Update Set.lua (#1663)
Additional minor code formatting and typo fixes.
2021-12-13 16:52:01 +01:00
Applevangelist
f29da39dff CSAR - override suppressmessages for menu driven information 2021-12-12 19:48:36 +01:00
Applevangelist
624a7c70c9 CTLD - corrected landheight of dropped smoke 2021-12-12 19:30:33 +01:00
TommyC81
0447ee2d9e Update Airboss.lua (#1664)
Code formatting. Typo fixing.
2021-12-12 19:15:30 +01:00
TommyC81
456fcd38d0 Code and documentation tweaks. (#1662)
* Update Point.lua

General code formatting.

* Update Set.lua

General code formatting.

* Update Positionable.lua

Code formatting, and documentation fixes.
2021-12-12 13:53:04 +01:00
Applevangelist
a3cab7097a SET - Typos 2021-12-11 19:41:02 +01:00
Applevangelist
848e2f1294 SET - Added Zone Filter for STATIC 2021-12-11 14:24:20 +01:00
Applevangelist
ef4dc48ea1 CTLD - added option for smoke/flare at position 2021-12-11 14:14:44 +01:00
Applevangelist
2138a33292 CSAR fixed KM message 2021-12-10 12:02:50 +01:00
TommyC81
a59343b987 Code formatting, spelling and documentation fixes. (#1661)
* Update Point.lua

Minor code formatting fix.

* Update Airboss.lua

Minor code formatting and documentation fixes.

* Update Set.lua

Code formatting, spelling and documentation fixes.

* Update ATIS.lua

Code formatting, spelling and documentation fixes.

* Update Task_A2A_Dispatcher.lua

Minor code formatting and documentation fixes. Added TODO re. possible unused variables.
2021-12-09 17:51:38 +01:00
TommyC81
a4ca4bdc99 Code and documentation fixes (#1659)
* Update .lua-format

Adjust for observed coding standards.

* Update ATIS.lua

Correct measurement units and spelling (also changed in Utils.lua).

* Update Utils.lua

Format the file, fix typos, adjust minor text. Rename "celcius" to "celsius". Rename "farenheit" to "fahrenheit".

* Update Warehouse.lua

Adjust measurement unit text.

* Update STTS.lua

Adjust formatting, minor typos, and fix error in documentation (missing blank rows) introduced in previous update.

* Update Range.lua

Adjust minor typos and code formatting. Adjust for celsius/fahrenheit typo correction.

* Update PseudoATC.lua

Adjust for celsius/fahrenheit typo correction in utils.lua.

* Update Point.lua

Code formatting, fix minor typos, adjust for celsius/fahrenheit corrrection in utils.lua.

* Update Range.lua

Minor documentation fix.
2021-12-08 19:52:29 +01:00
TommyC81
a57b9a9081 Update Range.lua (#1658)
Adjust some minor spelling and figure out the quirks of luadocumentor...
2021-12-07 18:13:51 +01:00
Applevangelist
249a6af456 Some false values seem to be in need of being set explicitly 2021-12-06 15:16:01 +01:00
Applevangelist
18685d1a94 Update Utils.lua (#1655)
Small bugfix for UTILS.LoadSetOfGroups
2021-12-06 14:57:49 +01:00
TommyC81
493b090534 LuaFormatter, RANGE formatting, and minor code fixes. (#1653)
* Create .lua-format

* Update Range.lua

Format code.

* Display distance in meters from bombtarget.

All other numbers, including menu lists etc. uses meters. Feet kept in parens.

* Fixed displaying of targetname when bombing.
2021-12-06 14:57:36 +01:00
Applevangelist
389adab9b8 SET - slight change to remove function 2021-12-06 10:26:32 +01:00
TommyC81
6360b8c58f General documentation and code fixes (#1650)
Documentation updates for correctness and clarity.
General code formatting updates.
Ajustment to POSITIONABLE:GetCoord to make use of existing POINT:UpdateFromVec3.
Added comments about clarifying the difference between POSITIONABLE:GetCoordinate() and POSITIONABLE:GetCoord() and to perhaps consider a renaming or merging the functions with an optional flag.
2021-12-04 18:50:05 +01:00
TommyC81
b0818977cf Code formatting. (#1651)
General code formatting and fixes of minor typos.
2021-12-04 18:49:57 +01:00
TommyC81
32deb160ef Formatting and typos (#1652)
* Formatting and typo fixes.

General formatting and typo fixes.

* Update STTS.lua

Keep class table on separate lines.
2021-12-04 18:49:47 +01:00
Applevangelist
2ba5215036 Merge pull request #1649 from TommyC81/RANGE_FIXES
Update Range.lua
2021-12-02 19:25:42 +01:00
Tommy Carlsson
73ea4c7b32 Update Range.lua
Fix documentation - including typos and updates to no longer correct text.
Remove duplicated RANGE.Defaults.goodthitrange value.
DCS seems to use headings 0-359 (i.e. <360), thus also deduct 360 from an exact 360 heading.
2021-12-02 20:49:48 +04:00
Applevangelist
46c37ff06a Merge pull request #1648 from TommyC81/A2G_DISPATCHER_FIXES
Update AI_A2G_Dispatcher.lua
2021-12-01 11:54:56 +01:00
Tommy Carlsson
ff4708b624 Update AI_A2G_Dispatcher.lua
General code formatting fixes, and correction of typos/examples.
2021-12-01 13:41:27 +04:00
Applevangelist
82b2c84f13 Merge pull request #1647 from TommyC81/A2G_DISPATCHER_DOCUMENTATION_2
Update AI_A2G_Dispatcher.lua
2021-12-01 09:17:46 +01:00
Tommy Carlsson
48e8b1a9b3 Update AI_A2G_Dispatcher.lua
More updates and fixes.

Update AI_A2G_Dispatcher.lua

General documentation updates.
2021-12-01 11:34:18 +04:00
Applevangelist
1ad7c54ace Merge pull request #1645 from TommyC81/A2G_Dispatcher_documentation
Update AI_A2G_Dispatcher.lua
2021-11-30 17:02:40 +01:00
Tommy Carlsson
9998c86c1f Update AI_A2G_Dispatcher.lua
Fix typos and incorrect references (leftovers) to A2A/CAP etc.
2021-11-30 19:37:26 +04:00
Applevangelist
01a707ae0a Small changes in GROUP 2021-11-29 07:57:07 +01:00
Applevangelist
570e8388fc Bug fixes 2021-11-27 17:30:25 +01:00
Applevangelist
9c5b5d4633 CSAR - added changes by Shagrat for Casevac
CSAR - don't make usePara default. Added coalition check if using the parachute landing event
2021-11-14 13:34:23 +01:00
Applevangelist
822bf13626 Merge pull request #1625 from FlightControl-Master/Applevangelist-unit-1
Wrapper Unit - fix for missile count
2021-11-14 12:59:51 +01:00
Applevangelist
c520de0087 Wrapper Unit - fix for missile count
Wrapper Unit - fix for missile count, issue #1624
2021-11-14 12:57:00 +01:00
Applevangelist
0e9076efa3 SEAD - align to dev changes, allow callback on SEAD events 2021-11-11 16:02:13 +01:00
Applevangelist
74cd5e3387 MANTIS - added docu and addition os SEAD events 2021-11-11 16:02:13 +01:00
Applevangelist
65c92be09e Merge pull request #1621 from FlightControl-Master/Applevangelist-casevac
Update CSAR.lua
2021-11-06 15:30:15 +01:00
Applevangelist
8e776cb3ab Update CSAR.lua
Adding CASEVAC option by Shagrat
2021-11-06 15:29:09 +01:00
Applevangelist
ab6cd2b751 Fix cleanup exisiting crates 2021-10-31 11:51:31 +01:00
Applevangelist
18c3d990fc Merge pull request #1618 from rollnthndr/master
Enabled SSML when using Google text-to-speech.
2021-10-31 08:15:25 +01:00
Rolln
19d5cb8ecb Added a command line option that will enable
SSML support when using Google text-to-speech.
2021-10-30 23:35:27 -06:00
Applevangelist
2b56a78255 Merge pull request #1617 from Penecruz/master
Airboss V/STOL updates
2021-10-30 22:05:21 +02:00
Penecruz
176d9df476 Merge branch 'FlightControl-Master:master' into master 2021-10-31 06:59:50 +11:00
Penecruz
c94275cb8b Airboss V/STOL updates
-Add additional Airboss V/STOL carrier HMAS Canberra L02
-Add Waveoff for AV-8B
-Add Cut Pass if Land without LSO clearance
-Changes to V/STOL groove timings
-Stabilise call when over the V/STOL landing spot
-larger abeam landing spot margin to allow decelerating to stable abeam and still be cleared to land
-Abeam area now extends further aft to allow LSO clearance 45-90 as per NATOPS
-Minor document changes
2021-10-31 06:41:58 +11:00
Applevangelist
45dbce3677 Speedmax returning 0 not nil 2021-10-30 16:33:18 +02:00
Applevangelist
18745158a3 Speedmax returning 0 not nil 2021-10-30 16:33:14 +02:00
Applevangelist
98c6c88391 Completed GetSetComplement 2021-10-29 18:32:13 +02:00
Frank
2e4fd72781 Update Fox.lua
Removed incomplete line `--@field #boolean`
2021-10-28 10:18:43 +02:00
Applevangelist
80ced88ef1 Fix for docs build 2021-10-28 08:31:14 +02:00
103 changed files with 31191 additions and 23852 deletions

10
.vs/VSWorkspaceState.json Normal file
View File

@@ -0,0 +1,10 @@
{
"ExpandedNodes": [
"",
"\\Moose Development",
"\\Moose Development\\Moose",
"\\Moose Development\\Moose\\Ops"
],
"SelectedNode": "\\Moose Development\\Moose\\Ops\\Airboss.lua",
"PreviewInSolutionExplorer": false
}

BIN
.vs/slnx.sqlite Normal file

Binary file not shown.

View File

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

View File

@@ -0,0 +1,17 @@
{
"Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [
"undefined-doc-name"
],
"Lua.diagnostics.globals": [
"BASE",
"lfs",
"__Moose",
"trigger",
"coord",
"missionCommands"
],
"Lua.completion.displayContext": 5,
"Lua.runtime.version": "Lua 5.1",
"Lua.completion.callSnippet": "Both"
}

View File

@@ -40,8 +40,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -71,7 +71,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--

File diff suppressed because it is too large Load Diff

View File

@@ -42,8 +42,8 @@
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
@@ -73,7 +73,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--

View File

@@ -39,8 +39,8 @@
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
@@ -68,7 +68,7 @@
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
@@ -100,8 +100,8 @@
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
@@ -109,7 +109,7 @@
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
--
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- ===

File diff suppressed because it is too large Load Diff

View File

@@ -42,8 +42,8 @@
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--

View File

@@ -253,6 +253,9 @@ function AI_AIR:New( AIGroup )
self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self
end
@@ -370,11 +373,11 @@ end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_AIR self
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
@@ -387,14 +390,14 @@ function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_AIR self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_AIR self
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
@@ -476,7 +479,7 @@ function AI_AIR:onafterStatus()
local Fuel = self.Controllable:GetFuelMin()
-- If the fuel in the controllable is below the treshold percentage,
-- If the fuel in the controllable is below the threshold percentage,
-- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then
@@ -576,6 +579,19 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
-- A random value in this bracket is then applied in the waypoint routing generation.
-- @param #AI_AIR self
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
self.RTBSpeedMaxFactor = MaxFactor or 0.6
self.RTBSpeedMinFactor = MinFactor or 0.5
return self
end
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
@@ -585,11 +601,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
if AIGroup and AIGroup:IsAlive() then
self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance()
--AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {}
--- Calculate the target route point.
@@ -597,12 +615,14 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+1000 -- let's set this 1000m/3000 feet above ground
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax()
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 )
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )

View File

@@ -10,11 +10,11 @@
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, farps and carriers.
-- * Define AIR defense squadrons at airbases, FARPs and carriers.
-- * Enable airbases for AIR defenses.
-- * Add different planes and helicopter templates to squadrons.
-- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
-- * Add multiple squadrons to different airbases, farps or carriers.
-- * Add multiple squadrons to different airbases, FARPs or carriers.
-- * Define different ranges to engage upon.
-- * Establish an automatic in air refuel process for planes using refuel tankers.
-- * Setup default settings for all squadrons and AIR defenses.
@@ -40,7 +40,7 @@
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
--
-- Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.
-- Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.
--
--
-- ## 1. Which coalition am I modeling an AIR defense system for? blue or red?
@@ -128,7 +128,7 @@
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
--
--
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?
--
-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
@@ -354,7 +354,7 @@ do -- AI_AIR_DISPATCHER
-- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups.
-- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.
--
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is choosen.
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is chosen.
--
-- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network
-- configuration and setup the AIR defense detection mechanism.
@@ -647,7 +647,7 @@ do -- AI_AIR_DISPATCHER
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway.
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
--
-- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
-- You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
-- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
-- A2A defense system, as no new CAP or GCI planes can takeoff.
-- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft.
@@ -724,13 +724,13 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron.
--
-- ## 4. Set the **fuel treshold**.
-- ## 4. Set the **fuel threshold**.
--
-- When aircraft get **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- When aircraft get **out of fuel** to a certain %, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- - The aircraft will go RTB, and will be replaced with a new aircraft if possible.
-- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of the aircraft for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel threshold** of the aircraft for all squadrons.
--
-- ## 6. Other configuration options
--
@@ -786,17 +786,17 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
--
-- ## 10.5. Default RTB fuel treshold.
-- ## 10.5. Default RTB fuel threshold.
--
-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- When an airplane gets **out of fuel** to a certain %, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel threshold** of spawned airplanes for all squadrons.
--
-- ## 10.6. Default RTB damage treshold.
-- ## 10.6. Default RTB damage threshold.
--
-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- When an airplane is **damaged** to a certain %, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage threshold** of spawned airplanes for all squadrons.
--
-- ## 10.7. Default settings for **patrol**.
--
@@ -829,7 +829,7 @@ do -- AI_AIR_DISPATCHER
--
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
-- Then, use the method @{#AI_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the % left in the defender airplane tanks when a refuel action is needed.
--
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
--
@@ -843,7 +843,7 @@ do -- AI_AIR_DISPATCHER
-- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2ADispatcher:SetDefaultTanker( "Tanker" )
--
@@ -882,10 +882,7 @@ do -- AI_AIR_DISPATCHER
-- As a result, the GCI and CAP will stop!
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
--
--
--
--
--
-- @field #AI_AIR_DISPATCHER
AI_AIR_DISPATCHER = {
ClassName = "AI_AIR_DISPATCHER",
@@ -914,10 +911,10 @@ do -- AI_AIR_DISPATCHER
--- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location.
-- @field #AI_AIR_DISPATCHER.Landing
AI_AIR_DISPATCHER.Landing = {
@@ -925,7 +922,7 @@ do -- AI_AIR_DISPATCHER
AtRunway = 2,
AtEngineShutdown = 3,
}
--- A defense queue item description
-- @type AI_AIR_DISPATCHER.DefenseQueueItem
-- @field Squadron
@@ -936,7 +933,7 @@ do -- AI_AIR_DISPATCHER
-- @field Functional.Detection#DETECTION_BASE AttackerDetection
-- @field DefenderGrouping
-- @field #string SquadronName The name of the squadron.
--- Queue of planned defenses to be launched.
-- This queue exists because defenses must be launched on FARPS, or in the air, or on an airbase, or on carriers.
-- And some of these platforms have very limited amount of "launching" platforms.
@@ -945,40 +942,39 @@ do -- AI_AIR_DISPATCHER
-- This guarantees that launched defenders are also directly existing ...
-- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = {
Random = 1,
Distance = 2,
}
--- AI_AIR_DISPATCHER constructor.
-- This is defining the AIR DISPATCHER for one coaliton.
-- This is defining the AIR DISPATCHER for one coalition.
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
-- The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.
-- @param #AI_AIR_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
-- @return #AI_AIR_DISPATCHER self
-- @usage
--
-- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
--
--
-- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
function AI_AIR_DISPATCHER:New( Detection )
-- Inherits from DETECTION_MANAGER
@@ -1435,17 +1431,17 @@ do -- AI_AIR_DISPATCHER
end
--- Set the default damage treshold when defenders will RTB.
-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
--- Set the default damage threshold when defenders will RTB.
-- The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
-- @param #AI_AIR_DISPATCHER self
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default damage treshold.
-- -- Now Setup the default damage threshold.
-- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
--
function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
@@ -1989,7 +1985,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the default amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2028,7 +2024,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2068,7 +2064,7 @@ do -- AI_AIR_DISPATCHER
--- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @return #number The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @return #number The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2674,17 +2670,17 @@ do -- AI_AIR_DISPATCHER
return self
end
--- Set the default fuel treshold when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
--- Set the default fuel threshold when defenders will RTB or Refuel in the air.
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@@ -2695,18 +2691,18 @@ do -- AI_AIR_DISPATCHER
end
--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
--- Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
@@ -2726,7 +2722,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the default tanker.
@@ -2749,7 +2745,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the squadron fuel treshold.
-- -- Now Setup the squadron fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the squadron tanker.
@@ -2847,7 +2843,7 @@ do -- AI_AIR_DISPATCHER
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount )
-- First, count the active AIGroups Units, targetting the DetectedSet
-- First, count the active AIGroups Units, targeting the DetectedSet
local DefendersEngaged = 0
local DefendersTotal = 0

View File

@@ -42,8 +42,8 @@
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
@@ -533,6 +533,10 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )

View File

@@ -39,8 +39,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -70,7 +70,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--

View File

@@ -49,7 +49,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
--
@@ -87,7 +87,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
--
@@ -117,7 +117,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
--
@@ -515,8 +515,8 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -602,7 +602,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
self:__Target( -2 ) -- Start targeting
end
end

View File

@@ -9,7 +9,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
--
-- ===
--

View File

@@ -4,13 +4,13 @@
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Manage a fuel threshold to RTB on time.
-- * Engage the enemy when detected.
--
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
--
-- ===
--
@@ -65,8 +65,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -96,7 +96,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -428,8 +428,10 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return self end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

View File

@@ -11,7 +11,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
--
-- ===
--
@@ -49,7 +49,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
--
@@ -87,7 +87,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
@@ -117,7 +117,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ===
--
@@ -459,8 +459,8 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -520,7 +520,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
self:__Target( -2 ) -- Start targeting
end
end

View File

@@ -174,8 +174,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZone
self:SetPickupSpeed( 350, 150 )
self:SetDeploySpeed( 350, 150 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupRadius( 40, 12 )
self:SetDeployRadius( 40, 12 )
self:SetPickupHeight( 500, 200 )
self:SetDeployHeight( 500, 200 )
@@ -186,6 +186,9 @@ end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local dispatcher = AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
dispatcher:SetLandingSpeedAndHeight(27, 6)
return dispatcher
end

View File

@@ -21,7 +21,7 @@
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatching_For_Ship.JPG
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -7,7 +7,7 @@
-- ===
--
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatching_For_Ship.JPG
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO

View File

@@ -1140,8 +1140,8 @@ end
-- @param DCS#Vec3 CV2 Vec3
function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation and not self:Is("Stopped") then
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
FollowGroup:OptionROTEvadeFire()

View File

@@ -4,7 +4,7 @@
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Manage a fuel threshold to RTB on time.
--
-- ===
--
@@ -16,7 +16,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
--
-- ===
--
@@ -72,8 +72,8 @@
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
@@ -101,7 +101,7 @@
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
@@ -133,8 +133,8 @@
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
@@ -142,7 +142,7 @@
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
--
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
--
-- ===
@@ -581,11 +581,11 @@ function AI_PATROL_ZONE:ClearDetectedUnits()
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
@@ -596,14 +596,14 @@ function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFu
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
@@ -725,8 +725,8 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
return
end
if self.Controllable:IsAlive() then
local life = self.Controllable:GetLife() or 0
if self.Controllable:IsAlive() and life > 1 then
-- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
@@ -743,8 +743,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:InAir() == false then
self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -758,8 +759,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
else
self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -870,9 +872,10 @@ function AI_PATROL_ZONE:onafterRTB()
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

View File

@@ -194,7 +194,7 @@
-- * is of type `Workmaterials`
-- * will report when a carrier is within 500 meters
-- * will board to carriers when the carrier is within 500 meters from the cargo object
-- * will dissapear when the cargo is within 25 meters from the carrier during boarding
-- * will disappear when the cargo is within 25 meters from the carrier during boarding
--
-- So the overall syntax of the #CARGO naming tag and arguments are:
--
@@ -206,27 +206,29 @@
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
-- ## 5.2) The \#CARGO tag to create CARGO_CRATE objects:
-- ## 5.2) The \#CARGO tag to create CARGO_CRATE or CARGO_SLINGLOAD objects:
--
-- You can also use the \#CARGO tag on **static** objects, including **static cargo** objects of the mission editor.
--
-- For example, the following #CARGO naming in the **static name** of the object, will create a CARGO_CRATE object when the mission starts.
--
-- `Static #CARGO(T=Workmaterials,RR=500,NR=25)`
-- `Static #CARGO(T=Workmaterials,C=CRATE,RR=500,NR=25)`
--
-- This will create a CARGO_CRATE object:
--
-- * with the group name `Static #CARGO`
-- * is of type `Workmaterials`
-- * is of category `CRATE` (as opposed to `SLING`)
-- * will report when a carrier is within 500 meters
-- * will board to carriers when the carrier is within 500 meters from the cargo object
-- * will dissapear when the cargo is within 25 meters from the carrier during boarding
-- * will disappear when the cargo is within 25 meters from the carrier during boarding
--
-- So the overall syntax of the #CARGO naming tag and arguments are:
--
-- `StaticName #CARGO(T=CargoTypeName,RR=Range,NR=Range)`
-- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
--
-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectivly.
-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.

View File

@@ -0,0 +1,943 @@
--- **Core** - A* Pathfinding.
--
-- **Main Features:**
--
-- * Find path from A to B.
-- * Pre-defined as well as custom valid neighbour functions.
-- * Pre-defined as well as custom cost functions.
-- * Easy rectangular grid setup.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Astar
-- @image CORE_Astar.png
--- ASTAR class.
-- @type ASTAR
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table nodes Table of nodes.
-- @field #number counter Node counter.
-- @field #number Nnodes Number of nodes.
-- @field #number nvalid Number of nvalid calls.
-- @field #number nvalidcache Number of cached valid evals.
-- @field #number ncost Number of cost evaluations.
-- @field #number ncostcache Number of cached cost evals.
-- @field #ASTAR.Node startNode Start node.
-- @field #ASTAR.Node endNode End node.
-- @field Core.Point#COORDINATE startCoord Start coordinate.
-- @field Core.Point#COORDINATE endCoord End coordinate.
-- @field #function ValidNeighbourFunc Function to check if a node is valid.
-- @field #table ValidNeighbourArg Optional arguments passed to the valid neighbour function.
-- @field #function CostFunc Function to calculate the heuristic "cost" to go from one node to another.
-- @field #table CostArg Optional arguments passed to the cost function.
-- @extends Core.Base#BASE
--- *When nothing goes right... Go left!*
--
-- ===
--
-- # The ASTAR Concept
--
-- Pathfinding algorithm.
--
--
-- # Start and Goal
--
-- The first thing we need to define is obviously the place where we want to start and where we want to go eventually.
--
-- ## Start
--
-- The start
--
-- ## Goal
--
--
-- # Nodes
--
-- ## Rectangular Grid
--
-- A rectangular grid can be created using the @{#ASTAR.CreateGrid}(*ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid*), where
--
-- * *ValidSurfaceTypes* is a table of valid surface types. By default all surface types are valid.
-- * *BoxXY* is the width of the grid perpendicular the the line between start and end node. Default is 40,000 meters (40 km).
-- * *SpaceX* is the additional space behind the start and end nodes. Default is 20,000 meters (20 km).
-- * *deltaX* is the grid spacing between nodes in the direction of start and end node. Default is 2,000 meters (2 km).
-- * *deltaY* is the grid spacing perpendicular to the direction of start and end node. Default is the same as *deltaX*.
-- * *MarkGrid* If set to *true*, this places marker on the F10 map on each grid node. Note that this can stall DCS if too many nodes are created.
--
-- ## Valid Surfaces
--
-- Certain unit types can only travel on certain surfaces types, for example
--
-- * Naval units can only travel on water (that also excludes shallow water in DCS currently),
-- * Ground units can only traval on land.
--
-- By restricting the surface type in the grid construction, we also reduce the number of nodes, which makes the algorithm more efficient.
--
-- ## Box Width (BoxHY)
--
-- The box width needs to be large enough to capture all paths you want to consider.
--
-- ## Space in X
--
-- The space in X value is important if the algorithm needs to to backwards from the start node or needs to extend even further than the end node.
--
-- ## Grid Spacing
--
-- The grid spacing is an important factor as it determines the number of nodes and hence the performance of the algorithm. It should be as large as possible.
-- However, if the value is too large, the algorithm might fail to get a valid path.
--
-- A good estimate of the grid spacing is to set it to be smaller (~ half the size) of the smallest gap you need to path.
--
-- # Valid Neighbours
--
-- The A* algorithm needs to know if a transition from one node to another is allowed or not. By default, hopping from one node to another is always possible.
--
-- ## Line of Sight
--
-- For naval
--
--
-- # Heuristic Cost
--
-- In order to determine the optimal path, the pathfinding algorithm needs to know, how costly it is to go from one node to another.
-- Often, this can simply be determined by the distance between two nodes. Therefore, the default cost function is set to be the 2D distance between two nodes.
--
--
-- # Calculate the Path
--
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node.
--
-- By default, the start and end node are include in the table that is returned.
--
-- Note that a valid path must not always exist. So you should check if the function returns *nil*.
--
-- Common reasons that a path cannot be found are:
--
-- * The grid is too small ==> increase grid size, e.g. *BoxHY* and/or *SpaceX* if you use a rectangular grid.
-- * The grid spacing is too large ==> decrease *deltaX* and/or *deltaY*
-- * There simply is no valid path ==> you are screwed :(
--
--
-- # Examples
--
-- ## Strait of Hormuz
--
-- Carrier Group finds its way through the Stait of Hormuz.
--
-- ##
--
--
--
-- @field #ASTAR
ASTAR = {
ClassName = "ASTAR",
Debug = nil,
lid = nil,
nodes = {},
counter = 1,
Nnodes = 0,
ncost = 0,
ncostcache = 0,
nvalid = 0,
nvalidcache = 0,
}
--- Node data.
-- @type ASTAR.Node
-- @field #number id Node id.
-- @field Core.Point#COORDINATE coordinate Coordinate of the node.
-- @field #number surfacetype Surface type.
-- @field #table valid Cached valid/invalid nodes.
-- @field #table cost Cached cost.
--- ASTAR infinity.
-- @field #number INF
ASTAR.INF=1/0
--- ASTAR class version.
-- @field #string version
ASTAR.version="0.4.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add more valid neighbour functions.
-- TODO: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new ASTAR object.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#ASTAR
self.lid="ASTAR | "
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set coordinate from where to start.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate Start coordinate.
-- @return #ASTAR self
function ASTAR:SetStartCoordinate(Coordinate)
self.startCoord=Coordinate
return self
end
--- Set coordinate where you want to go.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate end coordinate.
-- @return #ASTAR self
function ASTAR:SetEndCoordinate(Coordinate)
self.endCoord=Coordinate
return self
end
--- Create a node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to create the node.
-- @return #ASTAR.Node The node.
function ASTAR:GetNodeFromCoordinate(Coordinate)
local node={} --#ASTAR.Node
node.coordinate=Coordinate
node.surfacetype=Coordinate:GetSurfaceType()
node.id=self.counter
node.valid={}
node.cost={}
self.counter=self.counter+1
return node
end
--- Add a node to the table of grid nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
-- @return #ASTAR self
function ASTAR:AddNode(Node)
self.nodes[Node.id]=Node
self.Nnodes=self.Nnodes+1
return self
end
--- Add a node to the table of grid nodes specifying its coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate The coordinate where the node is created.
-- @return #ASTAR.Node The node.
function ASTAR:AddNodeFromCoordinate(Coordinate)
local node=self:GetNodeFromCoordinate(Coordinate)
self:AddNode(node)
return node
end
--- Check if the coordinate of a node has is at a valid surface type.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
-- @param #table SurfaceTypes Surface types, for example `{land.SurfaceType.WATER}`. By default all surface types are valid.
-- @return #boolean If true, surface type of node is valid.
function ASTAR:CheckValidSurfaceType(Node, SurfaceTypes)
if SurfaceTypes then
if type(SurfaceTypes)~="table" then
SurfaceTypes={SurfaceTypes}
end
for _,surface in pairs(SurfaceTypes) do
if surface==Node.surfacetype then
return true
end
end
return false
else
return true
end
end
--- Add a function to determine if a neighbour of a node is valid.
-- @param #ASTAR self
-- @param #function NeighbourFunction Function that needs to return *true* for a neighbour to be valid.
-- @param ... Condition function arguments if any.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourFunction(NeighbourFunction, ...)
self.ValidNeighbourFunc=NeighbourFunction
self.ValidNeighbourArg={}
if arg then
self.ValidNeighbourArg=arg
end
return self
end
--- Set valid neighbours to require line of sight between two nodes.
-- @param #ASTAR self
-- @param #number CorridorWidth Width of LoS corridor in meters.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourLoS(CorridorWidth)
self:SetValidNeighbourFunction(ASTAR.LoS, CorridorWidth)
return self
end
--- Set valid neighbours to be in a certain distance.
-- @param #ASTAR self
-- @param #number MaxDistance Max distance between nodes in meters. Default is 2000 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourDistance(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.DistMax, MaxDistance)
return self
end
--- Set valid neighbours to be in a certain distance.
-- @param #ASTAR self
-- @param #number MaxDistance Max distance between nodes in meters. Default is 2000 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourRoad(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.Road, MaxDistance)
return self
end
--- Set the function which calculates the "cost" to go from one to another node.
-- The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments.
-- Very often the distance between nodes is a good measure for the cost.
-- @param #ASTAR self
-- @param #function CostFunction Function that returns the "cost".
-- @param ... Condition function arguments if any.
-- @return #ASTAR self
function ASTAR:SetCostFunction(CostFunction, ...)
self.CostFunc=CostFunction
self.CostArg={}
if arg then
self.CostArg=arg
end
return self
end
--- Set heuristic cost to go from one node to another to be their 2D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostDist2D()
self:SetCostFunction(ASTAR.Dist2D)
return self
end
--- Set heuristic cost to go from one node to another to be their 3D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostDist3D()
self:SetCostFunction(ASTAR.Dist3D)
return self
end
--- Set heuristic cost to go from one node to another to be their 3D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostRoad()
self:SetCostFunction(ASTAR)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Grid functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a rectangular grid of nodes between star and end coordinate.
-- The coordinate system is oriented along the line between start and end point.
-- @param #ASTAR self
-- @param #table ValidSurfaceTypes Valid surface types. By default is all surfaces are allowed.
-- @param #number BoxHY Box "height" in meters along the y-coordinate. Default 40000 meters (40 km).
-- @param #number SpaceX Additional space in meters before start and after end coordinate. Default 10000 meters (10 km).
-- @param #number deltaX Increment in the direction of start to end coordinate in meters. Default 2000 meters.
-- @param #number deltaY Increment perpendicular to the direction of start to end coordinate in meters. Default is same as deltaX.
-- @param #boolean MarkGrid If true, create F10 map markers at grid nodes.
-- @return #ASTAR self
function ASTAR:CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid)
-- Note that internally
-- x coordinate is z: x-->z Line from start to end
-- y coordinate is x: y-->x Perpendicular
-- Grid length and width.
local Dz=SpaceX or 10000
local Dx=BoxHY and BoxHY/2 or 20000
-- Increments.
local dz=deltaX or 2000
local dx=deltaY or dz
-- Heading from start to end coordinate.
local angle=self.startCoord:HeadingTo(self.endCoord)
--Distance between start and end.
local dist=self.startCoord:Get2DDistance(self.endCoord)+2*Dz
-- Origin of map. Needed to translate back to wanted position.
local co=COORDINATE:New(0, 0, 0)
local do1=co:Get2DDistance(self.startCoord)
local ho1=co:HeadingTo(self.startCoord)
-- Start of grid.
local xmin=-Dx
local zmin=-Dz
-- Number of grid points.
local nz=dist/dz+1
local nx=2*Dx/dx+1
-- Debug info.
local text=string.format("Building grid with nx=%d ny=%d => total=%d nodes", nx, nz, nx*nz)
self:T(self.lid..text)
-- Loop over x and z coordinate to create a 2D grid.
for i=1,nx do
-- x coordinate perpendicular to z.
local x=xmin+dx*(i-1)
for j=1,nz do
-- z coordinate connecting start and end.
local z=zmin+dz*(j-1)
-- Rotate 2D.
local vec3=UTILS.Rotate2D({x=x, y=0, z=z}, angle)
-- Coordinate of the node.
local c=COORDINATE:New(vec3.z, vec3.y, vec3.x):Translate(do1, ho1, true)
-- Create a node at this coordinate.
local node=self:GetNodeFromCoordinate(c)
-- Check if node has valid surface type.
if self:CheckValidSurfaceType(node, ValidSurfaceTypes) then
if MarkGrid then
c:MarkToAll(string.format("i=%d, j=%d surface=%d", i, j, node.surfacetype))
end
-- Add node to grid.
self:AddNode(node)
end
end
end
-- Debug info.
local text=string.format("Done building grid!")
self:T2(self.lid..text)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Valid neighbour functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function to check if two nodes have line of sight (LoS).
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number corridor (Optional) Width of corridor in meters.
-- @return #boolean If true, two nodes have LoS.
function ASTAR.LoS(nodeA, nodeB, corridor)
local offset=1
local dx=corridor and corridor/2 or nil
local dy=dx
local cA=nodeA.coordinate:GetVec3()
local cB=nodeB.coordinate:GetVec3()
cA.y=offset
cB.y=offset
local los=land.isVisible(cA, cB)
if los and corridor then
-- Heading from A to B.
local heading=nodeA.coordinate:HeadingTo(nodeB.coordinate)
local Ap=UTILS.VecTranslate(cA, dx, heading+90)
local Bp=UTILS.VecTranslate(cB, dx, heading+90)
los=land.isVisible(Ap, Bp)
if los then
local Am=UTILS.VecTranslate(cA, dx, heading-90)
local Bm=UTILS.VecTranslate(cB, dx, heading-90)
los=land.isVisible(Am, Bm)
end
end
return los
end
--- Function to check if two nodes have a road connection.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #boolean If true, two nodes are connected via a road.
function ASTAR.Road(nodeA, nodeB)
local path=land.findPathOnRoads("roads", nodeA.coordinate.x, nodeA.coordinate.z, nodeB.coordinate.x, nodeB.coordinate.z)
if path then
return true
else
return false
end
end
--- Function to check if distance between two nodes is less than a threshold distance.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number distmax Max distance in meters. Default is 2000 m.
-- @return #boolean If true, distance between the two nodes is below threshold.
function ASTAR.DistMax(nodeA, nodeB, distmax)
distmax=distmax or 2000
local dist=nodeA.coordinate:Get2DDistance(nodeB.coordinate)
return dist<=distmax
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Heuristic cost functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Heuristic cost is given by the 2D distance between the nodes.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist2D(nodeA, nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB)
return dist
end
--- Heuristic cost is given by the 3D distance between the nodes.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist3D(nodeA, nodeB)
local dist=nodeA.coordinate:Get3DDistance(nodeB.coordinate)
return dist
end
--- Heuristic cost is given by the distance between the nodes on road.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.DistRoad(nodeA, nodeB)
-- Get the path.
local path=land.findPathOnRoads("roads", nodeA.coordinate.x, nodeA.coordinate.z, nodeB.coordinate.x, nodeB.coordinate.z)
if path then
local dist=0
for i=2,#path do
local b=path[i] --DCS#Vec2
local a=path[i-1] --DCS#Vec2
dist=dist+UTILS.VecDist2D(a,b)
end
return dist
end
return math.huge
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find the closest node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate.
-- @return #ASTAR.Node Cloest node to the coordinate.
-- @return #number Distance to closest node in meters.
function ASTAR:FindClosestNode(Coordinate)
local distMin=math.huge
local closeNode=nil
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
local dist=node.coordinate:Get2DDistance(Coordinate)
if dist<distMin then
distMin=dist
closeNode=node
end
end
return closeNode, distMin
end
--- Find the start node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindStartNode()
local node, dist=self:FindClosestNode(self.startCoord)
self.startNode=node
if dist>1000 then
self:T(self.lid.."Adding start node to node grid!")
self:AddNode(node)
end
return self
end
--- Add a node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindEndNode()
local node, dist=self:FindClosestNode(self.endCoord)
self.endNode=node
if dist>1000 then
self:T(self.lid.."Adding end node to node grid!")
self:AddNode(node)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Main A* pathfinding function
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
-- @param #ASTAR self
-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
-- @return #table Table of nodes from start to finish.
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
self:FindStartNode()
self:FindEndNode()
local nodes=self.nodes
local start=self.startNode
local goal=self.endNode
-- Sets.
local openset = {}
local closedset = {}
local came_from = {}
local g_score = {}
local f_score = {}
openset[start.id]=true
local Nopen=1
-- Initial scores.
g_score[start.id]=0
f_score[start.id]=g_score[start.id]+self:_HeuristicCost(start, goal)
-- Set start time.
local T0=timer.getAbsTime()
-- Debug message.
local text=string.format("Starting A* pathfinding with %d Nodes", self.Nnodes)
self:T(self.lid..text)
local Tstart=UTILS.GetOSTime()
-- Loop while we still have an open set.
while Nopen > 0 do
-- Get current node.
local current=self:_LowestFscore(openset, f_score)
-- Check if we are at the end node.
if current.id==goal.id then
local path=self:_UnwindPath({}, came_from, goal)
if not ExcludeEndNode then
table.insert(path, goal)
end
if ExcludeStartNode then
table.remove(path, 1)
end
local Tstop=UTILS.GetOSTime()
local dT=nil
if Tstart and Tstop then
dT=Tstop-Tstart
end
-- Debug message.
local text=string.format("Found path with %d nodes (%d total)", #path, self.Nnodes)
if dT then
text=text..string.format(", OS Time %.6f sec", dT)
end
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
self:T(self.lid..text)
return path
end
-- Move Node from open to closed set.
openset[current.id]=nil
Nopen=Nopen-1
closedset[current.id]=true
-- Get neighbour nodes.
local neighbors=self:_NeighbourNodes(current, nodes)
-- Loop over neighbours.
for _,neighbor in pairs(neighbors) do
if self:_NotIn(closedset, neighbor.id) then
local tentative_g_score=g_score[current.id]+self:_DistNodes(current, neighbor)
if self:_NotIn(openset, neighbor.id) or tentative_g_score < g_score[neighbor.id] then
came_from[neighbor]=current
g_score[neighbor.id]=tentative_g_score
f_score[neighbor.id]=g_score[neighbor.id]+self:_HeuristicCost(neighbor, goal)
if self:_NotIn(openset, neighbor.id) then
-- Add to open set.
openset[neighbor.id]=true
Nopen=Nopen+1
end
end
end
end
end
-- Debug message.
local text=string.format("WARNING: Could NOT find valid path!")
self:E(self.lid..text)
MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
return nil -- no valid path
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- A* pathfinding helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Heuristic "cost" function to go from node A to node B. Default is the distance between the nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node nodeA Node A.
-- @param #ASTAR.Node nodeB Node B.
-- @return #number "Cost" to go from node A to node B.
function ASTAR:_HeuristicCost(nodeA, nodeB)
-- Counter.
self.ncost=self.ncost+1
-- Get chached cost if available.
local cost=nodeA.cost[nodeB.id]
if cost~=nil then
self.ncostcache=self.ncostcache+1
return cost
end
local cost=nil
if self.CostFunc then
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
else
cost=self:_DistNodes(nodeA, nodeB)
end
nodeA.cost[nodeB.id]=cost
nodeB.cost[nodeA.id]=cost -- Symmetric problem.
return cost
end
--- Check if going from a node to a neighbour is possible.
-- @param #ASTAR self
-- @param #ASTAR.Node node A node.
-- @param #ASTAR.Node neighbor Neighbour node.
-- @return #boolean If true, transition between nodes is possible.
function ASTAR:_IsValidNeighbour(node, neighbor)
-- Counter.
self.nvalid=self.nvalid+1
local valid=node.valid[neighbor.id]
if valid~=nil then
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id))
self.nvalidcache=self.nvalidcache+1
return valid
end
local valid=nil
if self.ValidNeighbourFunc then
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
else
valid=true
end
node.valid[neighbor.id]=valid
neighbor.valid[node.id]=valid -- Symmetric problem.
return valid
end
--- Calculate 2D distance between two nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node nodeA Node A.
-- @param #ASTAR.Node nodeB Node B.
-- @return #number Distance between nodes in meters.
function ASTAR:_DistNodes(nodeA, nodeB)
return nodeA.coordinate:Get2DDistance(nodeB.coordinate)
end
--- Function that calculates the lowest F score.
-- @param #ASTAR self
-- @param #table set The set of nodes IDs.
-- @param #number f_score F score.
-- @return #ASTAR.Node Best node.
function ASTAR:_LowestFscore(set, f_score)
local lowest, bestNode = ASTAR.INF, nil
for nid,node in pairs(set) do
local score=f_score[nid]
if score<lowest then
lowest, bestNode = score, nid
end
end
return self.nodes[bestNode]
end
--- Function to get valid neighbours of a node.
-- @param #ASTAR self
-- @param #ASTAR.Node theNode The node.
-- @param #table nodes Possible neighbours.
-- @param #table Valid neighbour nodes.
function ASTAR:_NeighbourNodes(theNode, nodes)
local neighbors = {}
for _,node in pairs(nodes) do
if theNode.id~=node.id then
local isvalid=self:_IsValidNeighbour(theNode, node)
if isvalid then
table.insert(neighbors, node)
end
end
end
return neighbors
end
--- Function to check if a node is not in a set.
-- @param #ASTAR self
-- @param #table set Set of nodes.
-- @param #ASTAR.Node theNode The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_NotIn(set, theNode)
return set[theNode]==nil
end
--- Unwind path function.
-- @param #ASTAR self
-- @param #table flat_path Flat path.
-- @param #table map Map.
-- @param #ASTAR.Node current_node The current node.
-- @return #table Unwinded path.
function ASTAR:_UnwindPath( flat_path, map, current_node )
if map [current_node] then
table.insert (flat_path, 1, map[current_node])
return self:_UnwindPath(flat_path, map, map[current_node])
else
return flat_path
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -16,20 +16,20 @@
--- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon
--
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
-- ## Aircraft TACAN Beacon usage
--
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON.ActivateTACAN}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON.RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
@@ -97,11 +97,11 @@ BEACON.Type={
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glideslope.
-- @field #number ILS_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
-- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omni-directional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
@@ -170,6 +170,8 @@ end
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
Mode=Mode or "Y"
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
@@ -187,11 +189,16 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode~="Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
if Mode=="X" then
--self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y!", self.Positionable})
System=BEACON.System.TACAN_TANKER_X
else
System=BEACON.System.TACAN_TANKER_Y
end
end
@@ -204,7 +211,7 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler.
-- Stop scheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
@@ -230,7 +237,7 @@ function BEACON:ActivateICLS(Channel, Callsign, Duration)
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler
-- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
@@ -238,7 +245,34 @@ function BEACON:ActivateICLS(Channel, Callsign, Duration)
return self
end
--- Activates a TACAN BEACON on an Aircraft.
--- Activates a LINK4 BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Frequency LINK4 FRequency in MHz, eg 336.
-- @param #string Morse The ID that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateLink4(Frequency, Morse, Duration)
self:F({Frequency=Frequency, Morse=Morse, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"LINK4 BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateLink4(Frequency,UnitID,Morse)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:CommandDeactivateLink4(Duration)
end
return self
end
--- DEPRECATED: Please use @{BEACON:ActivateTACAN}() instead.
-- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
@@ -267,13 +301,12 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
IsValid = false
end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing
-- or 14 (TACAN_AA_MODE_Y) if it does not
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not
local System
if Bearing then
System = 5
System = BEACON.System.TACAN_TANKER_Y
else
System = 14
System = BEACON.System.TACAN_AA_MODE_Y
end
if IsValid then -- Starts the BEACON
@@ -281,10 +314,13 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = 4,
type = BEACON.Type.TACAN,
system = System,
callsign = Message,
AA = true,
frequency = Frequency,
bearing = Bearing,
modeChannel = "Y",
}
})
@@ -316,10 +352,10 @@ function BEACON:StopAATACAN()
end
--- Activates a general pupose Radio Beacon
--- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
-- They can home in on these specific frequencies :
-- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
-- The following e.g. can home in on these specific frequencies :
-- * **Mi8**
-- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
@@ -393,7 +429,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end
end
--- Stops the AA TACAN BEACON
--- Stops the Radio Beacon
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
@@ -439,4 +475,4 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
end
return (A + TACANChannel - B) * 1000000
end
end

View File

@@ -0,0 +1,295 @@
--- **Core** - Define any or all conditions to be evaluated.
--
-- **Main Features:**
--
-- * Add arbitrary numbers of conditon functions
-- * Evaluate *any* or *all* conditions
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Condition
-- @image Core_Conditon.png
--- CONDITON class.
-- @type CONDITION
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #boolean isAny General functions are evaluated as any condition.
-- @field #boolean negateResult Negeate result of evaluation.
-- @field #table functionsGen General condition functions.
-- @field #table functionsAny Any condition functions.
-- @field #table functionsAll All condition functions.
--
-- @extends Core.Base#BASE
--- *Better three hours too soon than a minute too late.* - William Shakespeare
--
-- ===
--
-- # The CONDITION Concept
--
--
--
-- @field #CONDITION
CONDITION = {
ClassName = "CONDITION",
lid = nil,
functionsGen = {},
functionsAny = {},
functionsAll = {},
}
--- Condition function.
-- @type CONDITION.Function
-- @field #function func Callback function to check for a condition. Should return a `#boolean`.
-- @field #table arg (Optional) Arguments passed to the condition callback function if any.
--- CONDITION class version.
-- @field #string version
CONDITION.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Make FSM.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new CONDITION object.
-- @param #CONDITION self
-- @param #string Name (Optional) Name used in the logs.
-- @return #CONDITION self
function CONDITION:New(Name)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#CONDITION
self.name=Name or "Condition X"
self.lid=string.format("%s | ", self.name)
return self
end
--- Set that general condition functions return `true` if `any` function returns `true`. Default is that *all* functions must return `true`.
-- @param #CONDITION self
-- @param #boolean Any If `true`, *any* condition can be true. Else *all* conditions must result `true`.
-- @return #CONDITION self
function CONDITION:SetAny(Any)
self.isAny=Any
return self
end
--- Negate result.
-- @param #CONDITION self
-- @param #boolean Negate If `true`, result is negated else not.
-- @return #CONDITION self
function CONDITION:SetNegateResult(Negate)
self.negateResult=Negate
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
--
-- @usage
-- local function isAequalB(a, b)
-- return a==b
-- end
--
-- myCondition:AddFunction(isAequalB, a, b)
--
-- @return #CONDITION self
function CONDITION:AddFunction(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(Function, ...)
-- Add to table.
table.insert(self.functionsGen, condition)
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self
function CONDITION:AddFunctionAny(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(Function, ...)
-- Add to table.
table.insert(self.functionsAny, condition)
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self
function CONDITION:AddFunctionAll(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(Function, ...)
-- Add to table.
table.insert(self.functionsAll, condition)
return self
end
--- Evaluate conditon functions.
-- @param #CONDITION self
-- @param #boolean AnyTrue If `true`, evaluation return `true` if *any* condition function returns `true`. By default, *all* condition functions must return true.
-- @return #boolean Result of condition functions.
function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
if self.negateResult then
return true
else
return false
end
end
-- Any condition for gen.
local evalAny=self.isAny
if AnyTrue~=nil then
evalAny=AnyTrue
end
local isGen=nil
if evalAny then
isGen=self:_EvalConditionsAny(self.functionsGen)
else
isGen=self:_EvalConditionsAll(self.functionsGen)
end
-- Is any?
local isAny=self:_EvalConditionsAny(self.functionsAny)
-- Is all?
local isAll=self:_EvalConditionsAll(self.functionsAll)
-- Result.
local result=isGen and isAny and isAll
-- Negate result.
if self.negateResult then
result=not result
end
-- Debug message.
self:T(self.lid..string.format("Evaluate: isGen=%s, isAny=%s, isAll=%s (negate=%s) ==> result=%s", tostring(isGen), tostring(isAny), tostring(isAll), tostring(self.negateResult), tostring(result)))
return result
end
--- Check if all given condition are true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
-- @return #boolean If true, all conditions were true (or functions was empty/nil). Returns false if at least one condition returned false.
function CONDITION:_EvalConditionsAll(functions)
-- At least one condition?
local gotone=false
-- Any stop condition must be true.
for _,_condition in pairs(functions or {}) do
local condition=_condition --#CONDITION.Function
-- At least one condition was defined.
gotone=true
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any false will return false.
if not istrue then
return false
end
end
-- All conditions were true.
return true
end
--- Check if any of the given conditions is true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
-- @return #boolean If true, at least one condition is true (or functions was emtpy/nil).
function CONDITION:_EvalConditionsAny(functions)
-- At least one condition?
local gotone=false
-- Any stop condition must be true.
for _,_condition in pairs(functions or {}) do
local condition=_condition --#CONDITION.Function
-- At least one condition was defined.
gotone=true
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any true will return true.
if istrue then
return true
end
end
-- No condition was true.
if gotone then
return false
else
-- No functions passed.
return true
end
end
--- Create conditon function object.
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function.
function CONDITION:_CreateCondition(Function, ...)
local condition={} --#CONDITION.Function
condition.func=Function
condition.arg={}
if arg then
condition.arg=arg
end
return condition
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -124,6 +124,7 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
@@ -136,8 +137,8 @@ function DATABASE:New()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
--self:_RegisterAirbases()
--self:_RegisterPlayers()
--self:_RegisterAirbases()
self.UNITS_Position = 0
@@ -162,17 +163,11 @@ end
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
-- Debug info.
self:T( { "Add UNIT:", DCSUnitName } )
--local UnitRegister = UNIT:Register( DCSUnitName )
-- Register unit
self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
-- This is not used anywhere in MOOSE as far as I can see so I remove it until there comes an error somewhere.
--table.insert(self.UNITS_Index, DCSUnitName )
end
return self.UNITS[DCSUnitName]
@@ -182,7 +177,6 @@ end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
self.UNITS[DCSUnitName] = nil
end
@@ -217,16 +211,6 @@ function DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Finds a AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
@@ -300,23 +284,23 @@ do -- Zones
for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do
local ZoneName = ZoneData.name
-- Color
local color=ZoneData.color or {1, 0, 0, 0.15}
-- Create new Zone
local Zone=nil --Core.Zone#ZONE_BASE
if ZoneData.type==0 then
---
-- Circular zone
---
self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
Zone=ZONE:New(ZoneName)
else
---
@@ -324,51 +308,65 @@ do -- Zones
---
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
--for i,vec2 in pairs(ZoneData.verticies) do
-- local coord=COORDINATE:NewFromVec2(vec2)
-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
--end
end
if Zone then
-- Store color of zone.
-- Store color of zone.
Zone.Color=color
-- Store zone ID.
Zone.ZoneID=ZoneData.zoneId
-- Store zone properties (if any)
local ZoneProperties = ZoneData.properties or nil
Zone.Properties = {}
if ZoneName and ZoneProperties then
for _,ZoneProp in ipairs(ZoneProperties) do
if ZoneProp.key then
Zone.Properties[ZoneProp.key] = ZoneProp.value
end
end
end
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
end
end
-- Polygon zones defined by late activated groups.
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("#ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
-- Create a new polygon zone.
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
-- Set color.
Zone_Polygon:SetColor({1, 0, 0}, 0.15)
-- Store name in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon )
end
@@ -778,7 +776,9 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
local StaticTemplateName=StaticTemplate.units[1].name
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@@ -786,7 +786,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
StaticTemplate.CoalitionID = CoalitionID
StaticTemplate.CountryID = CountryID
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateGroupName
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
@@ -830,7 +830,7 @@ function DATABASE:GetStaticUnitTemplate( StaticName )
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
else
self:E("ERROR: Static unit template does NOT exist for static "..tostring(StaticName))
return nil
return nil
end
end
@@ -856,10 +856,24 @@ function DATABASE:GetGroupTemplateFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupTemplate
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
return nil
end
end
--- Get group template from unit name.
-- @param #DATABASE self
-- @param #string UnitName Name of the unit.
-- @return #table Group template.
function DATABASE:GetUnitTemplateFromUnitName( UnitName )
if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName]
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
end
end
--- Get coalition ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
@@ -934,13 +948,13 @@ end
function DATABASE:_RegisterGroupsAndUnits()
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
@@ -953,11 +967,11 @@ function DATABASE:_RegisterGroupsAndUnits()
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( DCSUnitName )
end
else
self:E({"Group does not exist: ", DCSGroup})
@@ -976,13 +990,15 @@ function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I(string.format("Register Client: %s", tostring(ClientName)))
self:AddClient( ClientName )
local client=self:AddClient( ClientName )
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
end
return self
end
--- @param #DATABASE self
--- Private method that registeres all static objects.
-- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData={GroupsRed=coalition.getStaticObjects(coalition.side.RED), GroupsBlue=coalition.getStaticObjects(coalition.side.BLUE), GroupsNeutral=coalition.getStaticObjects(coalition.side.NEUTRAL)}
@@ -1010,7 +1026,7 @@ end
function DATABASE:_RegisterAirbases()
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
-- Get the airbase name.
local DCSAirbaseName = DCSAirbase:getName()
@@ -1019,25 +1035,20 @@ function DATABASE:_RegisterAirbases()
-- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName )
-- Unique ID.
local airbaseUID=airbase:GetID(true)
local airbaseUID=airbase:GetID(true)
-- Debug output.
local text=string.format("Register %s: %s (ID=%d UID=%d), parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseID, airbaseUID, airbase.NparkingTotal)
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
end
end
text=text.."]"
text=text.."]"
self:I(text)
-- Check for DCS bug IDs.
if airbaseID~=airbase:GetID() then
--self:E("WARNING: :getID does NOT match :GetID!")
end
end
return self
@@ -1053,74 +1064,74 @@ function DATABASE:_EventOnBirth( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
self:AddStatic( Event.IniDCSUnitName )
else
if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission.
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
if DCSAirbase then
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName)
end
end
end
if Event.IniObjectCategory == 1 then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
-- TODO: create event ClientAlive
end
-- Get player name.
end
-- Get player name.
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
client:AddPlayer(PlayerName)
-- Add player.
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
end
end
end
@@ -1130,48 +1141,64 @@ end
function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniDCSUnit then
local name=Event.IniDCSUnitName
if Event.IniObjectCategory == 3 then
---
-- STATICS
---
if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName )
end
else
if Event.IniObjectCategory == 1 then
---
-- Maybe a UNIT?
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
local DCSUnit = _DATABASE:FindUnit( Event.IniDCSUnitName )
self:T({DCSUnit})
if DCSUnit then
--self:I("Creating DEAD Event for UNIT "..tostring(Event.IniDCSUnitName))
--DCSUnit:Destroy(true)
return
end
end
else
if Event.IniObjectCategory == 1 then
---
-- UNITS
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit(Event.IniDCSUnitName)
end
-- Remove client players.
local client=self.CLIENTS[name] --Wrapper.Client#CLIENT
if client then
client:RemovePlayers()
end
end
end
-- Add airbase if it was spawned later in the mission.
local airbase=self.AIRBASES[Event.IniDCSUnitName] --Wrapper.Airbase#AIRBASE
if airbase and (airbase:IsHelipad() or airbase:IsShip()) then
self:DeleteAirbase(Event.IniDCSUnitName)
end
end
-- Account destroys.
@@ -1187,28 +1214,28 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then
-- Add unit.
self:AddUnit( Event.IniDCSUnitName )
-- Ini unit.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
-- Add group.
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit.
local PlayerName = Event.IniDCSUnit:getPlayerName()
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end
@@ -1224,30 +1251,30 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then --and self.PLAYERS[PlayerName] then
-- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
-- Remove player menu.
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu(Event.IniUnit)
-- Delete player.
self:DeletePlayer(Event.IniUnit, PlayerName)
-- Client stuff.
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
client:RemovePlayer(PlayerName)
end
end
end
end
@@ -1474,19 +1501,19 @@ function DATABASE:SetPlayerSettings( PlayerName, Settings )
self.PLAYERSETTINGS[PlayerName] = Settings
end
--- Add a flight group to the data base.
--- Add an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) to the data base.
-- @param #DATABASE self
-- @param Ops.FlightGroup#FLIGHTGROUP flightgroup
function DATABASE:AddFlightGroup(flightgroup)
self:I({NewFlightGroup=flightgroup.groupname})
self.FLIGHTGROUPS[flightgroup.groupname]=flightgroup
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group added to the DB.
function DATABASE:AddOpsGroup(opsgroup)
--env.info("Adding OPSGROUP "..tostring(opsgroup.groupname))
self.FLIGHTGROUPS[opsgroup.groupname]=opsgroup
end
--- Get a flight group from the data base.
--- Get an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) from the data base.
-- @param #DATABASE self
-- @param #string groupname Group name of the flight group. Can also be passed as GROUP object.
-- @return Ops.FlightGroup#FLIGHTGROUP Flight group object.
function DATABASE:GetFlightGroup(groupname)
-- @param #string groupname Group name of the group. Can also be passed as GROUP object.
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
function DATABASE:GetOpsGroup(groupname)
-- Get group and group name.
if type(groupname)=="string" then
@@ -1494,9 +1521,53 @@ function DATABASE:GetFlightGroup(groupname)
groupname=groupname:GetName()
end
--env.info("Getting OPSGROUP "..tostring(groupname))
return self.FLIGHTGROUPS[groupname]
end
--- Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base.
-- @param #DATABASE self
-- @param #string groupname Group name of the group. Can also be passed as GROUP object.
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
function DATABASE:FindOpsGroup(groupname)
-- Get group and group name.
if type(groupname)=="string" then
else
groupname=groupname:GetName()
end
--env.info("Getting OPSGROUP "..tostring(groupname))
return self.FLIGHTGROUPS[groupname]
end
--- Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base for a given unit.
-- @param #DATABASE self
-- @param #string unitname Unit name. Can also be passed as UNIT object.
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
function DATABASE:FindOpsGroupFromUnit(unitname)
local unit=nil --Wrapper.Unit#UNIT
local groupname
-- Get group and group name.
if type(unitname)=="string" then
unit=UNIT:FindByName(unitname)
else
unit=unitname
end
if unit then
groupname=unit:GetGroup():GetName()
end
if groupname then
return self.FLIGHTGROUPS[groupname]
else
return nil
end
end
--- Add a flight control to the data base.
-- @param #DATABASE self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
@@ -1580,13 +1651,13 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else
self:_RegisterStaticTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then

View File

@@ -14,7 +14,7 @@
-- ![Objects](..\Presentations\EVENT\Dia2.JPG)
--
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission.
-- This module provides a mechanism to dispatch those events occurring within your running mission, to the different objects orchestrating your mission.
--
-- ![Objects](..\Presentations\EVENT\Dia3.JPG)
--
@@ -32,11 +32,11 @@
--
-- ![Objects](..\Presentations\EVENT\Dia5.JPG)
--
-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services:
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
--
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
-- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
--
@@ -983,13 +983,12 @@ end
-- @param #EVENTDATA Event Event data table.
function EVENT:onEvent( Event )
--- Function to handle errors.
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( debug.traceback() )
end
return errmsg
end
@@ -1002,6 +1001,7 @@ function EVENT:onEvent( Event )
if self and self.Events and self.Events[Event.id] and self.MissionEnd==false and (Event.initiator~=nil or (Event.initiator==nil and Event.id~=EVENTS.PlayerLeaveUnit)) then
-- Check if mission has ended.
if Event.id and Event.id == EVENTS.MissionEnd then
self.MissionEnd = true
end
@@ -1009,35 +1009,12 @@ function EVENT:onEvent( Event )
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
--if Event.IniGroup then
Event.IniGroupName = Event.IniDCSGroupName
--end
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.STATIC then
if Event.IniObjectCategory == Object.Category.STATIC then
---
-- Static
---
if Event.id==31 then
-- Event.initiator is a Static object representing the pilot. But getName() errors due to DCS bug.
Event.IniDCSUnit = Event.initiator
local ID=Event.initiator.id_
@@ -1063,9 +1040,47 @@ function EVENT:onEvent( Event )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
-- Dead events of units can be delayed and the initiator changed to a static.
-- Take care of that.
local Unit=UNIT:FindByName(Event.IniDCSUnitName)
if Unit then
Event.IniObjectCategory = Object.Category.UNIT
end
end
if Event.IniObjectCategory == Object.Category.UNIT then
---
-- Unit
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.IniGroupName = Event.IniDCSGroupName
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.CARGO then
---
-- Cargo
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
@@ -1076,15 +1091,22 @@ function EVENT:onEvent( Event )
end
if Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1!
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
end
if Event.IniObjectCategory == Object.Category.BASE then
---
-- Base Object
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
@@ -1096,7 +1118,12 @@ function EVENT:onEvent( Event )
end
if Event.target then
---
-- TARGET
---
-- Target category.
Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then
@@ -1109,9 +1136,7 @@ function EVENT:onEvent( Event )
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
--if Event.TgtGroup then
Event.TgtGroupName = Event.TgtDCSGroupName
--end
Event.TgtGroupName = Event.TgtDCSGroupName
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
@@ -1159,6 +1184,7 @@ function EVENT:onEvent( Event )
end
end
-- Weapon.
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
@@ -1193,23 +1219,22 @@ function EVENT:onEvent( Event )
Event.MarkGroupID = Event.groupID
end
-- Cargo object.
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
-- Zone object.
if Event.zone then
Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName
end
-- Priority order.
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
if Event.IniObjectCategory ~= Object.Category.STATIC then
self:F( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
end
local PriorityEnd = PriorityOrder == -1 and 1 or 5
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
@@ -1222,8 +1247,8 @@ function EVENT:onEvent( Event )
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
--end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
Event.IniGroup = Event.IniGroup or GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = Event.TgtGroup or GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if EventData.EventUnit then
@@ -1233,20 +1258,17 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
Event.id == EVENTS.RemoveUnit or
Event.id == EVENTS.UnitLost then
local UnitName = EventClass:GetName()
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
@@ -1259,15 +1281,12 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
else
@@ -1285,7 +1304,8 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
Event.id == EVENTS.RemoveUnit or
Event.id == EVENTS.UnitLost then
-- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName()
@@ -1296,10 +1316,6 @@ function EVENT:onEvent( Event )
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
@@ -1312,10 +1328,6 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
@@ -1328,7 +1340,7 @@ function EVENT:onEvent( Event )
--self:RemoveEvent( EventClass, Event.id )
end
else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if not EventData.EventUnit then
@@ -1337,9 +1349,6 @@ function EVENT:onEvent( Event )
if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
@@ -1351,16 +1360,14 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
end
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,89 +1,87 @@
--- **Core** - Models the process to achieve goal(s).
--
-- ===
--
--
-- ## Features:
--
--
-- * Define the goal.
-- * Monitor the goal achievement.
-- * Manage goal contribution by players.
--
--
-- ===
--
--
-- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.Goal
-- @image Core_Goal.JPG
do -- Goal
--- @type GOAL
-- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
--
-- # 1. GOAL constructor
--
--
-- * @{#GOAL.New}(): Creates a new GOAL object.
--
--
-- # 2. GOAL is a finite state machine (FSM).
--
--
-- ## 2.1. GOAL States
--
--
-- * **Pending**: The goal object is in progress.
-- * **Achieved**: The goal objective is Achieved.
--
--
-- ## 2.2. GOAL Events
--
--
-- * **Achieved**: Set the goal objective to Achieved.
--
--
-- # 3. Player contributions.
--
--
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement.
-- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal.
-- The player contributions are based on a points system, an internal counter per player.
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}().
-- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
--
--
-- # 4. Goal achievement.
--
--
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event.
-- The underlying 2 examples will achieve the goals for the `Goal` object:
--
--
-- Goal:Achieved() -- Achieve the goal immediately.
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
--
--
-- # 5. Check goal achievement.
--
--
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed).
-- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
--
--
-- @field #GOAL
GOAL = {
ClassName = "GOAL",
}
--- @field #table GOAL.Players
GOAL.Players = {}
--- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0
--- GOAL Constructor.
-- @param #GOAL self
-- @return #GOAL
function GOAL:New()
local self = BASE:Inherit( self, FSM:New() ) -- #GOAL
self:F( {} )
@@ -104,11 +102,10 @@ do -- Goal
-- @param #string From
-- @param #string Event
-- @param #string To
self:SetStartState( "Pending" )
self:AddTransition( "*", "Achieved", "Achieved" )
self:AddTransition( "*", "Achieved", "Achieved" )
--- Achieved Handler OnBefore for GOAL
-- @function [parent=#GOAL] OnBeforeAchieved
-- @param #GOAL self
@@ -116,47 +113,44 @@ do -- Goal
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Achieved Handler OnAfter for GOAL
-- @function [parent=#GOAL] OnAfterAchieved
-- @param #GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Achieved Trigger for GOAL
-- @function [parent=#GOAL] Achieved
-- @param #GOAL self
--- Achieved Asynchronous Trigger for GOAL
-- @function [parent=#GOAL] __Achieved
-- @param #GOAL self
-- @param #number Delay
self:SetEventPriority( 5 )
return self
end
--- Add a new contribution by a player.
-- @param #GOAL self
-- @param #string PlayerName The name of the player.
function GOAL:AddPlayerContribution( PlayerName )
self:F({PlayerName})
self:F( { PlayerName } )
self.Players[PlayerName] = self.Players[PlayerName] or 0
self.Players[PlayerName] = self.Players[PlayerName] + 1
self.TotalContributions = self.TotalContributions + 1
end
--- @param #GOAL self
-- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0
return self.Players[PlayerName] or 0
end
--- Get the players who contributed to achieve the goal.
-- The result is a list of players, sorted by the name of the players.
-- @param #GOAL self
@@ -165,7 +159,6 @@ do -- Goal
return self.Players or {}
end
--- Gets the total contributions that happened to achieve the goal.
-- The result is a number.
-- @param #GOAL self
@@ -173,9 +166,7 @@ do -- Goal
function GOAL:GetTotalContributions()
return self.TotalContributions or 0
end
--- Validates if the goal is achieved.
-- @param #GOAL self
-- @return #boolean true if the goal is achieved.
@@ -183,4 +174,4 @@ do -- Goal
return self:Is( "Achieved" )
end
end
end

View File

@@ -0,0 +1,267 @@
--- **Core** - MarkerOps_Base.
--
-- **Main Features:**
--
-- * Create an easy way to tap into markers added to the F10 map by users.
-- * Recognize own tag and list of keywords.
-- * Matched keywords are handed down to functions.
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Sep 2022
--
-- ===
---
-- @module Core.MarkerOps_Base
-- @image MOOSE_Core.JPG
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition.
--------------------------------------------------------------------------
--- MARKEROPS_BASE class.
-- @type MARKEROPS_BASE
-- @field #string ClassName Name of the class.
-- @field #string Tag Tag to identify commands.
-- @field #table Keywords Table of keywords to recognize.
-- @field #string version Version of #MARKEROPS_BASE.
-- @field #boolean Casesensitive Enforce case when identifying the Tag, i.e. tag ~= Tag
-- @extends Core.Fsm#FSM
--- *Fiat lux.* -- Latin proverb.
--
-- ===
--
-- # The MARKEROPS_BASE Concept
--
-- This class enable scripting text-based actions from markers.
--
-- @field #MARKEROPS_BASE
MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.0",
debug = false,
Casesensitive = true,
}
--- Function to instantiate a new #MARKEROPS_BASE object.
-- @param #MARKEROPS_BASE self
-- @param #string Tagname Name to identify us from the event text.
-- @param #table Keywords Table of keywords recognized from the event text.
-- @param #boolean Casesensitive (Optional) Switch case sensitive identification of Tagname. Defaults to true.
-- @return #MARKEROPS_BASE self
function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- Inherit FSM
local self=BASE:Inherit(self, FSM:New()) -- #MARKEROPS_BASE
-- Set some string id for output to DCS.log file.
self.lid=string.format("MARKEROPS_BASE %s | ", tostring(self.version))
self.Tag = Tagname or "mytag"-- #string
self.Keywords = Keywords or {} -- #table - might want to use lua regex here, too
self.debug = false
self.Casesensitive = true
if Casesensitive and Casesensitive == false then
self.Casesensitive = false
end
-----------------------
--- FSM Transitions ---
-----------------------
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start the FSM.
self:AddTransition("*", "MarkAdded", "*") -- Start the FSM.
self:AddTransition("*", "MarkChanged", "*") -- Start the FSM.
self:AddTransition("*", "MarkDeleted", "*") -- Start the FSM.
self:AddTransition("Running", "Stop", "Stopped") -- Stop the FSM.
self:HandleEvent(EVENTS.MarkAdded, self.OnEventMark)
self:HandleEvent(EVENTS.MarkChange, self.OnEventMark)
self:HandleEvent(EVENTS.MarkRemoved, self.OnEventMark)
-- start
self:I(self.lid..string.format("started for %s",self.Tag))
self:__Start(1)
return self
-------------------
-- PSEUDO Functions
-------------------
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop
end
--- (internal) Handle events.
-- @param #MARKEROPS_BASE self
-- @param Core.Event#EVENTDATA Event
function MARKEROPS_BASE:OnEventMark(Event)
self:T({Event})
if Event == nil or Event.idx == nil then
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
-- Handle event
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
-- Handle event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
-- Hande event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
self:MarkDeleted()
end
end
end
end
--- (internal) Match tag.
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #boolean
function MARKEROPS_BASE:_MatchTag(Eventtext)
local matches = false
if not self.Casesensitive then
local type = string.lower(self.Tag) -- #string
if string.find(string.lower(Eventtext),type) then
matches = true --event text contains tag
end
else
local type = self.Tag -- #string
if string.find(Eventtext,type) then
matches = true --event text contains tag
end
end
return matches
end
--- (internal) Match keywords table.
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #table
function MARKEROPS_BASE:_MatchKeywords(Eventtext)
local matchtable = {}
local keytable = self.Keywords
for _index,_word in pairs (keytable) do
if string.find(string.lower(Eventtext),string.lower(_word))then
table.insert(matchtable,_word)
end
end
return matchtable
end
--- On before "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
--- On before "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
--- On before "MarkDeleted" event. Triggered when a Marker is removed from the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
function MARKEROPS_BASE:onbeforeMarkDeleted(From,Event,To)
self:T({self.lid,From,Event,To})
end
--- On enter "Stopped" event. Unsubscribe events.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
function MARKEROPS_BASE:onenterStopped(From,Event,To)
self:T({self.lid,From,Event,To})
-- unsubscribe from events
self:UnHandleEvent(EVENTS.MarkAdded)
self:UnHandleEvent(EVENTS.MarkChange)
self:UnHandleEvent(EVENTS.MarkRemoved)
end
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition End.
--------------------------------------------------------------------------

View File

@@ -14,7 +14,7 @@
-- * Only create or delete menus when required, and keep existing menus persistent.
-- * Update menu structures.
-- * Refresh menu structures intelligently, based on a time stamp of updates.
-- - Delete obscolete menus.
-- - Delete obsolete menus.
-- - Create new one where required.
-- - Don't touch the existing ones.
-- * Provide a variable amount of parameters to menus.
@@ -23,7 +23,7 @@
-- * Provide a great tool to manage menus in your code.
--
-- DCS Menus can be managed using the MENU classes.
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scenarios where you need to
-- set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing
-- menus is not a easy feat if you have complex menu hierarchies defined.
-- Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy.
@@ -53,7 +53,6 @@
-- @module Core.Menu
-- @image Core_Menu.JPG
MENU_INDEX = {}
MENU_INDEX.MenuMission = {}
MENU_INDEX.MenuMission.Menus = {}
@@ -64,10 +63,7 @@ MENU_INDEX.Coalition[coalition.side.RED] = {}
MENU_INDEX.Coalition[coalition.side.RED].Menus = {}
MENU_INDEX.Group = {}
function MENU_INDEX:ParentPath( ParentMenu, MenuText )
local Path = ParentMenu and "@" .. table.concat( ParentMenu.MenuPath or {}, "@" ) or ""
if ParentMenu then
if ParentMenu:IsInstanceOf( "MENU_GROUP" ) or ParentMenu:IsInstanceOf( "MENU_GROUP_COMMAND" ) then
@@ -95,20 +91,16 @@ function MENU_INDEX:ParentPath( ParentMenu, MenuText )
Path = Path .. "@" .. MenuText
return Path
end
function MENU_INDEX:PrepareMission()
self.MenuMission.Menus = self.MenuMission.Menus or {}
end
function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end
---
-- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group )
@@ -119,42 +111,26 @@ function MENU_INDEX:PrepareGroup( Group )
end
end
function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path]
end
function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu
end
function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil
end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path]
end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu
end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil
end
function MENU_INDEX:HasGroupMenu( Group, Path )
if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName()
@@ -162,53 +138,36 @@ function MENU_INDEX:HasGroupMenu( Group, Path )
end
return nil
end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName()
Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu
end
function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil
end
function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh()
end
for MenuID, Menu in pairs( self.Coalition[coalition.side.BLUE].Menus ) do
Menu:Refresh()
end
for MenuID, Menu in pairs( self.Coalition[coalition.side.RED].Menus ) do
Menu:Refresh()
end
local GroupName = Group:GetName()
for MenuID, Menu in pairs( self.Group[GroupName].Menus ) do
Menu:Refresh()
end
return self
end
do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
-- @extends Core.Base#BASE
--- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
@@ -216,10 +175,10 @@ do -- MENU_BASE
ClassName = "MENU_BASE",
MenuPath = nil,
MenuText = "",
MenuParentPath = nil
MenuParentPath = nil,
}
--- Consructor
--- Constructor
-- @param #MENU_BASE
-- @return #MENU_BASE
function MENU_BASE:New( MenuText, ParentMenu )
@@ -228,27 +187,25 @@ do -- MENU_BASE
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() )
self.MenuPath = nil
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.MenuParentPath = MenuParentPath
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
self.MenuPath = nil
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.MenuParentPath = MenuParentPath
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
self.Menus = {}
self.MenuCount = 0
self.MenuStamp = timer.getTime()
self.MenuRemoveParent = false
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
self.ParentMenu.Menus[MenuText] = self
end
return self
return self
end
function MENU_BASE:SetParentMenu( MenuText, Menu )
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
@@ -256,7 +213,6 @@ do -- MENU_BASE
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
end
end
function MENU_BASE:ClearParentMenu( MenuText )
if self.ParentMenu and self.ParentMenu.Menus[MenuText] then
self.ParentMenu.Menus[MenuText] = nil
@@ -266,7 +222,6 @@ do -- MENU_BASE
end
end
end
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
-- @param #MENU_BASE self
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
@@ -276,7 +231,6 @@ do -- MENU_BASE
self.MenuRemoveParent = RemoveParent
return self
end
--- Gets a @{Menu} from a parent @{Menu}
-- @param #MENU_BASE self
@@ -285,7 +239,7 @@ do -- MENU_BASE
function MENU_BASE:GetMenu( MenuText )
return self.Menus[MenuText]
end
--- Sets a menu stamp for later prevention of menu removal.
-- @param #MENU_BASE self
-- @param MenuStamp
@@ -323,9 +277,7 @@ do -- MENU_BASE
end
end
do -- MENU_COMMAND_BASE
--- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
@@ -346,8 +298,7 @@ do -- MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
-- When a menu function goes into error, DCS displays an obscure menu message.
-- This error handler catches the menu error and displays the full call stack.
local ErrorHandler = function( errmsg )
@@ -367,7 +318,7 @@ do -- MENU_COMMAND_BASE
local Status, Result = xpcall( MenuFunction, ErrorHandler )
end
return self
return self
end
--- This sets the new command function of a menu,
@@ -380,7 +331,6 @@ do -- MENU_COMMAND_BASE
self.CommandMenuFunction = CommandMenuFunction
return self
end
--- This sets the new command arguments of a menu,
-- so that if a menu is regenerated, or if command arguments change,
-- that the arguments set for the menu are loosely coupled with the menu itself!!!
@@ -391,35 +341,30 @@ do -- MENU_COMMAND_BASE
self.CommandMenuArguments = CommandMenuArguments
return self
end
end
do -- MENU_MISSION
--- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE
--- Manages the main menus for a complete mission.
--
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION
MENU_MISSION = {
ClassName = "MENU_MISSION"
ClassName = "MENU_MISSION",
}
--- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file.
-- @param #MENU_MISSION self
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the parent menu of DCS world (under F10 other).
-- @return #MENU_MISSION
function MENU_MISSION:New( MenuText, ParentMenu )
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then
return MissionMenu
else
@@ -432,17 +377,16 @@ do -- MENU_MISSION
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION self
-- @return #MENU_MISSION
function MENU_MISSION:Refresh()
do
missionCommands.removeItem( self.MenuPath )
self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath )
end
return self
end
--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
@@ -466,7 +410,6 @@ do -- MENU_MISSION
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then
self:RemoveSubMenus()
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -487,10 +430,7 @@ do -- MENU_MISSION
return self
end
end
do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND
@@ -503,7 +443,7 @@ do -- MENU_MISSION_COMMAND
--
-- @field #MENU_MISSION_COMMAND
MENU_MISSION_COMMAND = {
ClassName = "MENU_MISSION_COMMAND"
ClassName = "MENU_MISSION_COMMAND",
}
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
@@ -518,7 +458,6 @@ do -- MENU_MISSION_COMMAND
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then
MissionMenu:SetCommandMenuFunction( CommandMenuFunction )
MissionMenu:SetCommandMenuArguments( arg )
@@ -532,17 +471,15 @@ do -- MENU_MISSION_COMMAND
return self
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION_COMMAND self
-- @return #MENU_MISSION_COMMAND
function MENU_MISSION_COMMAND:Refresh()
do
missionCommands.removeItem( self.MenuPath )
missionCommands.addCommand( self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a radio command item for a coalition
@@ -553,7 +490,6 @@ do -- MENU_MISSION_COMMAND
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -572,13 +508,8 @@ do -- MENU_MISSION_COMMAND
return self
end
end
do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
@@ -634,18 +565,15 @@ do -- MENU_COALITION
-- @param #MENU_COALITION self
-- @param DCS#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the parent menu of DCS world (under F10 other).
-- @return #MENU_COALITION self
function MENU_COALITION:New( Coalition, MenuText, ParentMenu )
MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then
return CoalitionMenu
else
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetCoalitionMenu( Coalition, Path, self )
@@ -656,17 +584,15 @@ do -- MENU_COALITION
return self
end
end
--- Refreshes a radio item for a coalition
-- @param #MENU_COALITION self
-- @return #MENU_COALITION
function MENU_COALITION:Refresh()
do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addSubMenuForCoalition( self.Coalition, self.MenuText, self.MenuParentPath )
end
return self
end
--- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept!
@@ -689,7 +615,6 @@ do -- MENU_COALITION
MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then
self:RemoveSubMenus()
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -709,11 +634,7 @@ do -- MENU_COALITION
return self
end
end
do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND
@@ -742,7 +663,6 @@ do -- MENU_COALITION_COMMAND
MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then
CoalitionMenu:SetCommandMenuFunction( CommandMenuFunction )
CoalitionMenu:SetCommandMenuArguments( arg )
@@ -757,20 +677,17 @@ do -- MENU_COALITION_COMMAND
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a coalition
-- @param #MENU_COALITION_COMMAND self
-- @return #MENU_COALITION_COMMAND
function MENU_COALITION_COMMAND:Refresh()
do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addCommandForCoalition( self.Coalition, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a radio command item for a coalition
@@ -781,7 +698,6 @@ do -- MENU_COALITION_COMMAND
MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -800,20 +716,16 @@ do -- MENU_COALITION_COMMAND
return self
end
end
--- MENU_GROUP
do
-- This local variable is used to cache the menus registered under groups.
-- Menus don't dissapear when groups for players are destroyed and restarted.
-- Menus don't disappear when groups for players are destroyed and restarted.
-- So every menu for a client created must be tracked so that program logic accidentally does not create.
-- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable.
local _MENUGROUPS = {}
--- @type MENU_GROUP
-- @extends Core.Menu#MENU_BASE
@@ -889,16 +801,13 @@ do
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
return GroupMenu
else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
self.GroupID = Group:GetID()
self.MenuPath = missionCommands.addSubMenuForGroup( self.GroupID, MenuText, self.MenuParentPath )
self:SetParentMenu( self.MenuText, self )
@@ -906,12 +815,11 @@ do
end
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP self
-- @return #MENU_GROUP
function MENU_GROUP:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -920,7 +828,31 @@ do
Menu:Refresh()
end
end
return self
end
--- Refreshes a new radio item for a group and submenus, ordering by (numerical) MenuTag
-- @param #MENU_GROUP self
-- @return #MENU_GROUP
function MENU_GROUP:RefreshAndOrderByTag()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
local MenuTable = {}
for MenuText, Menu in pairs( self.Menus or {} ) do
local tag = Menu.MenuTag or math.random(1,10000)
MenuTable[#MenuTable+1] = {Tag=tag, Enty=Menu}
end
table.sort(MenuTable, function (k1, k2) return k1.tag < k2.tag end )
for _, Menu in pairs( MenuTable ) do
Menu.Entry:Refresh()
end
end
return self
end
--- Removes the sub menus recursively of this MENU_GROUP.
@@ -929,7 +861,6 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP self
function MENU_GROUP:RemoveSubMenus( MenuStamp, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuStamp, MenuTag )
end
@@ -938,18 +869,15 @@ do
end
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuStamp
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
self:RemoveSubMenus( MenuStamp, MenuTag )
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -993,18 +921,15 @@ do
-- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
@@ -1015,19 +940,17 @@ do
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND self
-- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a menu structure for a group.
@@ -1036,11 +959,9 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_COMMAND:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -1059,13 +980,9 @@ do
return self
end
end
--- MENU_GROUP_DELAYED
do
--- @type MENU_GROUP_DELAYED
-- @extends Core.Menu#MENU_BASE
@@ -1093,16 +1010,13 @@ do
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
return GroupMenu
else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
self.GroupID = Group:GetID()
if self.MenuParentPath then
self.MenuPath = UTILS.DeepCopy( self.MenuParentPath )
else
@@ -1116,12 +1030,10 @@ do
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Set()
do
if not self.MenuSet then
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1132,15 +1044,12 @@ do
Menu:Set()
end
end
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1149,7 +1058,8 @@ do
Menu:Refresh()
end
end
return self
end
--- Removes the sub menus recursively of this MENU_GROUP_DELAYED.
@@ -1158,7 +1068,6 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP_DELAYED self
function MENU_GROUP_DELAYED:RemoveSubMenus( MenuStamp, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuStamp, MenuTag )
end
@@ -1167,18 +1076,15 @@ do
end
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP_DELAYED self
-- @param MenuStamp
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_DELAYED:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
self:RemoveSubMenus( MenuStamp, MenuTag )
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -1223,18 +1129,15 @@ do
-- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
@@ -1250,33 +1153,29 @@ do
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND_DELAYED self
-- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:Set()
do
if not self.MenuSet then
self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
self.MenuSet = true
end
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND_DELAYED self
-- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a menu structure for a group.
@@ -1285,11 +1184,9 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_COMMAND_DELAYED:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -1308,6 +1205,4 @@ do
return self
end
end

View File

@@ -1,18 +1,19 @@
--- **Core** - Informs the players using messages during a simulation.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * A more advanced messaging system using the DCS message system.
-- * Time messages.
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS.
-- * Send message to all players.
-- * Send messages to a coalition.
-- * Send messages to a specific group.
-- * Send messages to a specific unit or client.
--
-- ===
--
--
-- @module Core.Message
-- @image Core_Message.JPG
@@ -23,42 +24,43 @@
--- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message.
--
--
-- ## MESSAGE construction
--
--
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
--
-- ## Send messages to an audience
--
--
-- Messages are sent:
--
-- * To a @{Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}().
-- * To the red coalition using @{#MESSAGE.ToRed}().
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
-- * To all Players using @{#MESSAGE.ToAll}().
--
--
-- ## Send conditionally to an audience
--
--
-- Messages can be sent conditionally to an audience (when a condition is true):
--
--
-- * To all players using @{#MESSAGE.ToAllIf}().
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ### Contributions:
--
-- ===
--
--
-- @field #MESSAGE
MESSAGE = {
ClassName = "MESSAGE",
MessageCategory = 0,
MessageID = 0,
ClassName = "MESSAGE",
MessageCategory = 0,
MessageID = 0,
}
--- Message Types
@@ -68,10 +70,9 @@ MESSAGE.Type = {
Information = "Information",
Briefing = "Briefing Report",
Overview = "Overview Report",
Detailed = "Detailed Report"
Detailed = "Detailed Report",
}
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- @param self
-- @param #string MessageText is the text of the Message.
@@ -80,52 +81,52 @@ MESSAGE.Type = {
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE
-- @usage
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub(-1) ~= "\n" then
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": "
else
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
end
else
self.MessageCategory = ""
end
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
self.ClearScreen = false
if ClearScreen ~= nil then
self.ClearScreen = ClearScreen
end
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
return self
end
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
-- @param self
@@ -134,83 +135,86 @@ end
-- @param #boolean ClearScreen (optional) Clear all previous messages.
-- @return #MESSAGE
-- @usage
--
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
--
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText } )
self.MessageType = MessageType
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
self.ClearScreen = false
if ClearScreen ~= nil then
self.ClearScreen = ClearScreen
end
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self
end
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
-- @param #MESSAGE self
-- @return #MESSAGE
function MESSAGE:Clear()
self:F()
self.ClearScreen=true
self.ClearScreen = true
return self
end
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message.
-- @return #MESSAGE
-- @usage
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
--
function MESSAGE:ToClient( Client, Settings )
self:F( Client )
self:F( Client )
if Client and Client:GetClientGroupID() then
if Client and Client:GetClientGroupID() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
--- Sends a MESSAGE to a Group.
--- Sends a MESSAGE to a Group.
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @return #MESSAGE Message object.
@@ -218,74 +222,129 @@ function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if self.MessageType then
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageBLUE:ToBlue()
function MESSAGE:ToBlue()
self:F()
self:ToCoalition( coalition.side.BLUE )
return self
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to the Red Coalition.
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToRed()
function MESSAGE:ToRed( )
self:F()
--
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageBLUE:ToBlue()
--
function MESSAGE:ToBlue()
self:F()
self:ToCoalition( coalition.side.RED )
return self
self:ToCoalition( coalition.side.BLUE )
return self
end
--- Sends a MESSAGE to a Coalition.
--- Sends a MESSAGE to the Red Coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToRed()
--
function MESSAGE:ToRed()
self:F()
self:ToCoalition( coalition.side.RED )
return self
end
--- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings )
self:F( CoalitionSide )
self:F( CoalitionSide )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
@@ -293,20 +352,20 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if CoalitionSide then
if CoalitionSide then
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
return self
end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide )
@@ -314,7 +373,7 @@ function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
if Condition and Condition == true then
self:ToCoalition( CoalitionSide )
end
return self
end
@@ -323,14 +382,16 @@ end
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE
-- @usage
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
function MESSAGE:ToAll(Settings)
--
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings )
self:F()
if self.MessageType then
@@ -340,14 +401,13 @@ function MESSAGE:ToAll(Settings)
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
return self
end
--- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE
@@ -357,5 +417,5 @@ function MESSAGE:ToAllIf( Condition )
self:ToAll()
end
return self
return self
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,13 +1,13 @@
--- **Core** - Provides a handy means to create messages and reports.
--
-- ===
--
--
-- ## Features:
--
--
-- * Create text blocks that are formatted.
-- * Create automatic indents.
-- * Variate the delimiters between reporting lines.
--
--
-- ===
--
-- ### Authors: FlightControl : Design & Programming
@@ -15,7 +15,6 @@
-- @module Core.Report
-- @image Core_Report.JPG
--- @type REPORT
-- @extends Core.Base#BASE
@@ -36,7 +35,7 @@ function REPORT:New( Title )
self.Report = {}
self:SetTitle( Title or "" )
self:SetTitle( Title or "" )
self:SetIndent( 3 )
return self
@@ -45,28 +44,26 @@ end
--- Has the REPORT Text?
-- @param #REPORT self
-- @return #boolean
function REPORT:HasText() --R2.1
function REPORT:HasText() -- R2.1
return #self.Report > 0
end
--- Set indent of a REPORT.
-- @param #REPORT self
-- @param #number Indent
-- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1
function REPORT:SetIndent( Indent ) -- R2.1
self.Indent = Indent
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:Add( Text )
self.Report[#self.Report+1] = Text
self.Report[#self.Report + 1] = Text
return self
end
@@ -76,17 +73,17 @@ end
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
-- @return #REPORT
function REPORT:AddIndent( Text, Separator )
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
self.Report[#self.Report + 1] = ((Separator and Separator .. string.rep( " ", self.Indent - 1 )) or string.rep( " ", self.Indent )) .. Text:gsub( "\n", "\n" .. string.rep( " ", self.Indent ) )
return self
end
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
--- Produces the text of the report, taking into account an optional delimiter, which is \n by default.
-- @param #REPORT self
-- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text.
function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n"
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
local ReportText = (self.Title ~= "" and self.Title .. Delimiter or self.Title) .. table.concat( self.Report, Delimiter ) or ""
return ReportText
end
@@ -95,7 +92,7 @@ end
-- @param #string Title The title of the report.
-- @return #REPORT
function REPORT:SetTitle( Title )
self.Title = Title
self.Title = Title
return self
end

View File

@@ -1,36 +1,36 @@
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
--
--
-- ===
--
--
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
--
--
-- This class is tricky and needs some thorough explanation.
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
-- The SCHEDULEDISPATCHER class ensures that:
--
--
-- - Scheduled functions are planned according the SCHEDULER object parameters.
-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
--
--
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
--
--
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
--
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
--
-- The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
--
--
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
--
--
-- ===
--
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
--
-- @module Core.ScheduleDispatcher
-- @image Core_Schedule_Dispatcher.JPG
@@ -38,7 +38,7 @@
-- @type SCHEDULEDISPATCHER
-- @field #string ClassName Name of the class.
-- @field #number CallID Call ID counter.
-- @field #table PersistentSchedulers Persistant schedulers.
-- @field #table PersistentSchedulers Persistent schedulers.
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
-- @extends Core.Base#BASE
@@ -46,11 +46,11 @@
--- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
}
--- Player data table holding all important parameters of each player.
@@ -58,7 +58,7 @@ SCHEDULEDISPATCHER = {
-- @field #function Function The schedule function to be called.
-- @field #table Arguments Schedule function arguments.
-- @field #number Start Start time in seconds.
-- @field #number Repeat Repeat time intervall in seconds.
-- @field #number Repeat Repeat time interval in seconds.
-- @field #number Randomize Randomization factor [0,1].
-- @field #number Stop Stop time in seconds.
-- @field #number StartTime Time in seconds when the scheduler is created.
@@ -77,7 +77,7 @@ end
--- Add a Schedule to the ScheduleDispatcher.
-- The development of this method was really tidy.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil.
-- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
@@ -85,7 +85,7 @@ end
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
-- @param #number Start Start time in seconds.
-- @param #number Repeat Repeat interval in seconds.
-- @param #number Randomize Radomization factor [0,1].
-- @param #number Randomize Randomization factor [0,1].
-- @param #number Stop Stop time in seconds.
-- @param #number TraceLevel Trace level [0,3].
-- @param Core.Fsm#FSM Fsm Finite state model.
@@ -95,39 +95,40 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Increase counter.
self.CallID = self.CallID + 1
-- Create ID.
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID))
local CallID = self.CallID .. "#" .. (Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "") or ""
self:T2( string.format( "Adding schedule #%d CallID=%s", self.CallID, CallID ) )
-- Initialize PersistentSchedulers
self.PersistentSchedulers = self.PersistentSchedulers or {}
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
if Scheduler.MasterObject then
--env.info("FF Object Scheduler")
self.ObjectSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
self:F3( { CallID = CallID, ObjectScheduler = tostring( self.ObjectSchedulers[CallID] ), MasterObject = tostring( Scheduler.MasterObject ) } )
else
--env.info("FF Persistent Scheduler")
self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID] = {} -- #SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][CallID].Start = Start + 0.1
self.Schedule[Scheduler][CallID].Start = Start + 0.001
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
-- This section handles the tracing of the scheduled calls.
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
@@ -149,10 +150,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often.
-- So this little piece of code does its magic wonderfully, performance overhead is negligible, as scheduled calls don't happen that often.
local Info = {}
if debug then
TraceLevel = TraceLevel or 2
Info = debug.getinfo( TraceLevel, "nlS" )
@@ -166,7 +167,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
--- Function passed to the DCS timer.scheduleFunction()
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
local CallID = Params.CallID
local Info = Params.Info or {}
local Source = Info.source or "?"
@@ -180,27 +181,27 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
end
return errmsg
end
-- Get object or persistant scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER
-- Get object or persistent scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] -- Core.Scheduler#SCHEDULER
if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID]
end
--self:T3( { Scheduler = Scheduler } )
-- self:T3( { Scheduler = Scheduler } )
if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject)
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
--self:T3( { Schedule = Schedule } )
local MasterObject = tostring( Scheduler.MasterObject )
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object?
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- self:T3( { Schedule = Schedule } )
local SchedulerObject = Scheduler.MasterObject -- Scheduler.SchedulerObject Now is this the Master or Scheduler object?
local ShowTrace = Scheduler.ShowTrace
local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments or {}
local Start = Schedule.Start
@@ -208,17 +209,17 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
local Prefix = (Repeat == 0) and "--->" or "+++>"
local Status, Result
--self:E( { SchedulerObject = SchedulerObject } )
-- self:E( { SchedulerObject = SchedulerObject } )
if SchedulerObject then
local function Timer()
if ShowTrace then
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
-- The master object is passed as first parameter. A few :Schedule() calls in MOOSE expect this currently. But in principle it should be removed.
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
@@ -227,40 +228,39 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if ShowTrace then
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
return ScheduleFunction( unpack( ScheduleArguments ) )
return ScheduleFunction( unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
end
local CurrentTime = timer.getTime()
local StartTime = Schedule.StartTime
-- Debug info.
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
self:F3( { CallID = CallID, ScheduleID = ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and ((Result == nil) or (Result and Result ~= false)) then
if Repeat ~= 0 and ((Stop == 0) or (Stop ~= 0 and CurrentTime <= StartTime + Stop)) then
local ScheduleTime = CurrentTime + Repeat + math.random( -(Randomize * Repeat / 2), (Randomize * Repeat / 2) ) + 0.0001 -- Accuracy
-- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
end
else
self:Stop( Scheduler, CallID )
end
else
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
return nil
end
self:Start( Scheduler, CallID, Info )
return CallID
end
@@ -284,67 +284,67 @@ end
-- @param #string Info (Optional) Debug info.
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
self:F2( { Start = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule.ScheduleID then
-- Current time in seconds.
local Tnow=timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
local Tnow = timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start)
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
Schedule.ScheduleID = timer.scheduleFunction( Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start )
self:T( string.format( "Starting SCHEDULEDISPATCHER Call ID=%s ==> Schedule ID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
end
else
-- Recursive.
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Start( Scheduler, CallID, Info ) -- Recursive
end
end
end
--- Stop dispatcher.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #table CallID Call ID.
-- @param #string CallID (Optional) Scheduler Call ID. If nil, all pending schedules are stopped recursively.
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
timer.removeFunction(Schedule.ScheduleID)
timer.removeFunction( Schedule.ScheduleID )
Schedule.ScheduleID = nil
else
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID)))
self:T( string.format( "Error no ScheduleID for CallID=%s", tostring( CallID ) ) )
end
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end
end
@@ -359,7 +359,7 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
end
end
--- Shopw tracing info.
--- Show tracing info.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:ShowTrace( Scheduler )

View File

@@ -3,39 +3,39 @@
-- ===
--
-- ## Features:
--
--
-- * Schedule functions over time,
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
--
-- ===
--
--
-- # Demo Missions
--
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
--
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [SCHEDULER YouTube Channel (none)]()
--
--
-- ===
--
-- ### Contributions:
--
-- # YouTube Channel
--
-- ### [SCHEDULER YouTube Channel (none)]()
--
-- ===
--
-- ### Contributions:
--
-- * FlightControl : Concept & Testing
--
-- ### Authors:
--
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
--
-- ===
--
-- @module Core.Scheduler
@@ -48,62 +48,61 @@
-- @field #boolean ShowTrace Trace info if true.
-- @extends Core.Base#BASE
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
--
--
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
--
-- ## SCHEDULER constructor
--
--
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
--
--
-- The @{#SCHEDULER.New}() method returns 2 variables:
--
--
-- 1. The SCHEDULER object reference.
-- 2. The first schedule planned in the SCHEDULER object.
--
--
-- To clarify the different appliances, lets have a look at the following examples:
--
--
-- ### Construct a SCHEDULER object without a persistent schedule.
--
--
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
--
--
-- MasterObject = SCHEDULER:New()
-- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
--
--
-- The above example creates a new MasterObject, but does not schedule anything.
-- A separate schedule is created by using the MasterObject using the method :Schedule..., which returns a ScheduleID
--
--
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
--
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
--
--
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject )
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
--
-- The above example creates a new MasterObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
-- A separate schedule is created by using the MasterObject using the method :Schedule()..., which returns a ScheduleID
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel any planned schedule.
--
--
-- ### Construct a SCHEDULER object with a persistent schedule.
--
--
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
--
--
-- MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
--
--
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
--
--
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
--
--
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
--
-- ZoneObject = ZONE:New( "ZoneName" )
@@ -112,13 +111,13 @@
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
--
-- The above example creates a new MasterObject, and schedules a method call (ScheduleFunction),
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
-- Both a MasterObject and a SchedulerID variable are returned.
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel the planned schedule.
--
--
-- ## SCHEDULER timer stopping and (re-)starting.
--
-- The SCHEDULER can be stopped and restarted with the following methods:
@@ -133,70 +132,70 @@
-- MasterObject:Stop( SchedulerID )
-- ...
-- MasterObject:Start( SchedulerID )
--
--
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
-- ## Create a new schedule
--
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
--
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
-- This method is used by the :New() constructor when a new schedule is planned.
--
--
-- Consider the following code fragment of the SCHEDULER object creation.
--
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject )
--
-- Several parameters can be specified that influence the behaviour of a Schedule.
--
--
-- Several parameters can be specified that influence the behavior of a Schedule.
--
-- ### A single schedule, immediately executed
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
--
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...
--
-- ### A single schedule, planned over time
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
--
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
--
--
-- ### A schedule with a repeating time interval, planned over time
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- and repeating 60 every seconds ...
--
--
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- and repeating 60 seconds, with a 50% time interval randomization ...
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- which is in this example between **30** and **90** seconds.
--
--
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- The schedule will repeat every 60 seconds.
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- which is in this example between **30** and **90** seconds.
-- The schedule will stop after **300** seconds.
--
--
-- @field #SCHEDULER
SCHEDULER = {
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
}
--- SCHEDULER constructor.
@@ -211,15 +210,15 @@ SCHEDULER = {
-- @return #SCHEDULER self.
-- @return #table The ScheduleID of the planned schedule.
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil
self.MasterObject = MasterObject
self.ShowTrace = false
if SchedulerFunction then
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
end
@@ -235,48 +234,47 @@ end
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
-- @param #number Stop Time interval in seconds after which the scheduler will be stopped.
-- @param #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #table The ScheduleID of the planned schedule.
-- @return #string The Schedule ID of the planned schedule.
function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
self:T3( { SchedulerArguments } )
-- Debug info.
local ObjectName = "-"
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
ObjectName = MasterObject.ClassName .. MasterObject.ClassID
end
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
-- Set master object.
self.MasterObject = MasterObject
-- Add schedule.
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
SchedulerArguments,
Start,
Repeat,
RandomizeFactor,
Stop,
TraceLevel or 3,
Fsm
)
self.Schedules[#self.Schedules+1] = ScheduleID
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( self,
SchedulerFunction,
SchedulerArguments,
Start,
Repeat,
RandomizeFactor,
Stop,
TraceLevel or 3,
Fsm
)
self.Schedules[#self.Schedules + 1] = ScheduleID
return ScheduleID
end
--- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
-- @param #SCHEDULER self
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
-- @param #string ScheduleID (Optional) The Schedule ID of the planned (repeating) schedule.
function SCHEDULER:Start( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Starting scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
end
@@ -285,7 +283,7 @@ end
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Stop( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Stopping scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
end
@@ -294,15 +292,15 @@ end
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Remove( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Removing scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
end
--- Clears all pending schedules.
-- @param #SCHEDULER self
function SCHEDULER:Clear()
self:F3( )
self:T(string.format("Clearing scheduler"))
self:F3()
self:T( string.format( "Clearing scheduler" ) )
_SCHEDULEDISPATCHER:Clear( self )
end

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View File

@@ -29,15 +29,14 @@
-- @module Core.Settings
-- @image Core_Settings.JPG
--- @type SETTINGS
-- @extends Core.Base#BASE
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
--
-- ===
--
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
-- The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
-- SETTINGS can work on 2 levels:
--
-- - **Default settings**: A running mission has **Default settings**.
@@ -59,7 +58,7 @@
--
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
-- Note that the **Default settings** will only be used when a player has not chosen its own settings.
--
-- ## 2.2) Player settings menu
--
@@ -69,7 +68,7 @@
--
-- ## 2.3) Show or Hide the Player Setting menus
--
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Of course, it may be required not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
-- Note that when this method is used, any player already in a slot will not have its menus visibility changed.
-- The option will only have effect when a player enters a new slot or changes a slot.
@@ -94,8 +93,8 @@
--
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
--
-- ### 3.1.2) A2G coordinates setting **menu**
--
@@ -183,7 +182,7 @@
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- Each Message Type has specific timings that will be applied when the message is displayed.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen.
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
-- Note that **Update** messages can be chosen not to be displayed at all!
--
@@ -196,7 +195,7 @@
--
-- ## 3.5) **Era** of the battle
--
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare.
-- Therefore, there are 4 era that are defined within the settings:
--
-- - **WWII** era: Use for warfare with equipment during the world war II time.
@@ -213,8 +212,8 @@
SETTINGS = {
ClassName = "SETTINGS",
ShowPlayerMenu = true,
MenuShort = false,
MenuStatic = false,
MenuShort = false,
MenuStatic = false,
}
SETTINGS.__Enum = {}
@@ -231,7 +230,6 @@ SETTINGS.__Enum.Era = {
Modern = 4,
}
do -- SETTINGS
--- SETTINGS constructor.
@@ -253,6 +251,7 @@ do -- SETTINGS
self:SetMessageTime( MESSAGE.Type.Overview, 60 )
self:SetMessageTime( MESSAGE.Type.Update, 15 )
self:SetEraModern()
self:SetLocale("en")
return self
else
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
@@ -268,14 +267,14 @@ do -- SETTINGS
-- Short text are better suited for, e.g., VR.
-- @param #SETTINGS self
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default).
function SETTINGS:SetMenutextShort(onoff)
function SETTINGS:SetMenutextShort( onoff )
_SETTINGS.MenuShort = onoff
end
--- Set menu to be static.
-- @param #SETTINGS self
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default).
function SETTINGS:SetMenuStatic(onoff)
function SETTINGS:SetMenuStatic( onoff )
_SETTINGS.MenuStatic = onoff
end
@@ -284,12 +283,26 @@ do -- SETTINGS
function SETTINGS:SetMetric()
self.Metric = true
end
--- Sets the SETTINGS default text locale.
-- @param #SETTINGS self
-- @param #string Locale
function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en"
end
--- Gets the SETTINGS text locale.
-- @param #SETTINGS self
-- @return #string
function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale()
end
--- Gets if the SETTINGS is metric.
-- @param #SETTINGS self
-- @return #boolean true if metric.
function SETTINGS:IsMetric()
return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
return (self.Metric ~= nil and self.Metric == true) or (self.Metric == nil and _SETTINGS:IsMetric())
end
--- Sets the SETTINGS imperial.
@@ -302,7 +315,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if imperial.
function SETTINGS:IsImperial()
return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
return (self.Metric ~= nil and self.Metric == false) or (self.Metric == nil and _SETTINGS:IsImperial())
end
--- Sets the SETTINGS LL accuracy.
@@ -344,13 +357,12 @@ do -- SETTINGS
self.MessageTypeTimings[MessageType] = MessageTime
end
--- Gets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message.
-- @return #number
function SETTINGS:GetMessageTime( MessageType )
return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType )
return (self.MessageTypeTimings and self.MessageTypeTimings[MessageType]) or _SETTINGS:GetMessageTime( MessageType )
end
--- Sets A2G LL DMS
@@ -371,14 +383,14 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2G_LL_DMS()
return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() )
return (self.A2GSystem and self.A2GSystem == "LL DMS") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS())
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2G_LL_DDM()
return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() )
return (self.A2GSystem and self.A2GSystem == "LL DDM") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM())
end
--- Sets A2G MGRS
@@ -392,7 +404,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2G_MGRS()
return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() )
return (self.A2GSystem and self.A2GSystem == "MGRS") or (not self.A2GSystem and _SETTINGS:IsA2G_MGRS())
end
--- Sets A2G BRA
@@ -406,7 +418,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2G_BR()
return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() )
return (self.A2GSystem and self.A2GSystem == "BR") or (not self.A2GSystem and _SETTINGS:IsA2G_BR())
end
--- Sets A2A BRA
@@ -420,7 +432,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2A_BRAA()
return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() )
return (self.A2ASystem and self.A2ASystem == "BRAA") or (not self.A2ASystem and _SETTINGS:IsA2A_BRAA())
end
--- Sets A2A BULLS
@@ -434,7 +446,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BULLS
function SETTINGS:IsA2A_BULLS()
return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() )
return (self.A2ASystem and self.A2ASystem == "BULLS") or (not self.A2ASystem and _SETTINGS:IsA2A_BULLS())
end
--- Sets A2A LL DMS
@@ -455,14 +467,14 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2A_LL_DMS()
return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() )
return (self.A2ASystem and self.A2ASystem == "LL DMS") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS())
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2A_LL_DDM()
return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() )
return (self.A2ASystem and self.A2ASystem == "LL DDM") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM())
end
--- Sets A2A MGRS
@@ -476,7 +488,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2A_MGRS()
return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() )
return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
end
--- @param #SETTINGS self
@@ -495,37 +507,37 @@ do -- SETTINGS
-- A2G Coordinate System
-------
local text="A2G Coordinate System"
local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then
text="A2G Coordinates"
text = "A2G Coordinates"
end
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
-- Set LL DMS
if not self:IsA2G_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="LL DMS"
text = "LL DMS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
-- Set LL DDM
if not self:IsA2G_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="LL DDM"
text = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
-- Set LL DMS accuracy.
if self:IsA2G_LL_DDM() then
local text1="LL DDM Accuracy 1"
local text2="LL DDM Accuracy 2"
local text3="LL DDM Accuracy 3"
local text1 = "LL DDM Accuracy 1"
local text2 = "LL DDM Accuracy 2"
local text3 = "LL DDM Accuracy 3"
if _SETTINGS.MenuShort then
text1="LL DDM"
text1 = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
@@ -534,18 +546,18 @@ do -- SETTINGS
-- Set BR.
if not self:IsA2G_BR() then
local text="Bearing, Range (BR)"
local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then
text="BR"
text = "BR"
end
MENU_GROUP_COMMAND:New( MenuGroup, text , A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
end
-- Set MGRS.
if not self:IsA2G_MGRS() then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="MGRS"
text = "MGRS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
@@ -563,24 +575,24 @@ do -- SETTINGS
-- A2A Coordinate System
-------
local text="A2A Coordinate System"
local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then
text="A2A Coordinates"
text = "A2A Coordinates"
end
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if not self:IsA2A_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="LL DMS"
text = "LL DMS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
if not self:IsA2A_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="LL DDM"
text = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
@@ -593,25 +605,25 @@ do -- SETTINGS
end
if not self:IsA2A_BULLS() then
local text="Bullseye (BULLS)"
local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then
text="Bulls"
text = "Bulls"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
end
if not self:IsA2A_BRAA() then
local text="Bearing Range Altitude Aspect (BRAA)"
local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then
text="BRAA"
text = "BRAA"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
end
if not self:IsA2A_MGRS() then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="MGRS"
text = "MGRS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
@@ -624,31 +636,31 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end
local text="Measures and Weights System"
local text = "Measures and Weights System"
if _SETTINGS.MenuShort then
text="Unit System"
text = "Unit System"
end
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if self:IsMetric() then
local text="Imperial (Miles,Feet)"
local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then
text="Imperial"
text = "Imperial"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
end
if self:IsImperial() then
local text="Metric (Kilometers,Meters)"
local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then
text="Metric"
text = "Metric"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
end
local text="Messages and Reports"
local text = "Messages and Reports"
if _SETTINGS.MenuShort then
text="Messages & Reports"
text = "Messages & Reports"
end
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
@@ -689,7 +701,6 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
SettingsMenu:Remove( MenuTime )
return self
@@ -733,11 +744,11 @@ do -- SETTINGS
self.PlayerMenu = PlayerMenu
self:I(string.format("Setting menu for player %s", tostring(PlayerName)))
self:I( string.format( "Setting menu for player %s", tostring( PlayerName ) ) )
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
@@ -754,40 +765,40 @@ do -- SETTINGS
-- A2G Coordinate System
------
local text="A2G Coordinate System"
local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then
text="A2G Coordinates"
text = "A2G Coordinates"
end
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="A2G LL DMS"
text = "A2G LL DMS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="A2G LL DDM"
text = "A2G LL DDM"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
local text="Bearing, Range (BR)"
local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then
text="A2G BR"
text = "A2G BR"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
end
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="A2G MGRS"
text = "A2G MGRS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
@@ -796,49 +807,48 @@ do -- SETTINGS
-- A2A Coordinates Menu
------
local text="A2A Coordinate System"
local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then
text="A2A Coordinates"
text = "A2A Coordinates"
end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="A2A LL DMS"
text = "A2A LL DMS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="A2A LL DDM"
text = "A2A LL DDM"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
local text="Bullseye (BULLS)"
local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then
text="A2A BULLS"
text = "A2A BULLS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then
local text="Bearing Range Altitude Aspect (BRAA)"
local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then
text="A2A BRAA"
text = "A2A BRAA"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
end
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="A2A MGRS"
text = "A2A MGRS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
@@ -847,24 +857,24 @@ do -- SETTINGS
-- Unit system
---
local text="Measures and Weights System"
local text = "Measures and Weights System"
if _SETTINGS.MenuShort then
text="Unit System"
text = "Unit System"
end
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if self:IsMetric() or _SETTINGS.MenuStatic then
local text="Imperial (Miles,Feet)"
local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then
text="Imperial"
text = "Imperial"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
end
if self:IsImperial() or _SETTINGS.MenuStatic then
local text="Metric (Kilometers,Meters)"
local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then
text="Metric"
text = "Metric"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
end
@@ -873,9 +883,9 @@ do -- SETTINGS
-- Messages and Reports
---
local text="Messages and Reports"
local text = "Messages and Reports"
if _SETTINGS.MenuShort then
text="Messages & Reports"
text = "Messages & Reports"
end
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
@@ -935,39 +945,38 @@ do -- SETTINGS
return self
end
--- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW
MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
@@ -980,12 +989,12 @@ do -- SETTINGS
do
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
BASE:E( { self, PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -993,9 +1002,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1003,9 +1012,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1013,9 +1022,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1023,9 +1032,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1055,7 +1064,6 @@ do -- SETTINGS
end
--- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self
-- @return #SETTINGS self
@@ -1065,7 +1073,6 @@ do -- SETTINGS
end
--- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self
-- @return #SETTINGS self
@@ -1075,7 +1082,4 @@ do -- SETTINGS
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -46,14 +46,14 @@
-- @field #number InitOffsetAngle Link offset angle in degrees.
-- @field #number InitStaticHeading Heading of the static.
-- @field #string InitStaticLivery Livery for aircraft.
-- @field #string InitStaticShape Shape of teh static.
-- @field #string InitStaticShape Shape of the static.
-- @field #string InitStaticType Type of the static.
-- @field #string InitStaticCategory Categrory of the static.
-- @field #string InitStaticName Name of the static.
-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn the static.
-- @field #boolean InitDead Set static to be dead if true.
-- @field #boolean InitCargo If true, static can act as cargo.
-- @field #number InitCargoMass Mass of cargo in kg.
-- @field #boolean InitStaticDead Set static to be dead if true.
-- @field #boolean InitStaticCargo If true, static can act as cargo.
-- @field #number InitStaticCargoMass Mass of cargo in kg.
-- @extends Core.Base#BASE
@@ -260,7 +260,7 @@ end
-- @param #number Mass Mass of the cargo in kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargoMass(Mass)
self.InitCargoMass=Mass
self.InitStaticCargoMass=Mass
return self
end
@@ -269,7 +269,16 @@ end
-- @param #boolean IsCargo If true, this static can act as cargo.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargo(IsCargo)
self.InitCargo=IsCargo
self.InitStaticCargo=IsCargo
return self
end
--- Initialize as dead.
-- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static is dead.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead
return self
end
@@ -417,16 +426,16 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.livery_id=self.InitStaticLivery
end
if self.InitDead~=nil then
Template.dead=self.InitDead
if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead
end
if self.InitCargo~=nil then
Template.canCargo=self.InitCargo
if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo
end
if self.InitCargoMass~=nil then
Template.mass=self.InitCargoMass
if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass
end
if self.InitLinkUnit then
@@ -479,6 +488,8 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
else
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
end

View File

@@ -0,0 +1,202 @@
--- **Core** - TEXTANDSOUND (MOOSE gettext) system
--
-- ===
--
-- ## Main Features:
--
-- * A GetText for Moose
-- * Build a set of localized text entries, alongside their sounds and subtitles
-- * Aimed at class developers to offer localizable language support
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/).
--
-- ===
--
-- ### Author: **applevangelist**
-- ## Date: April 2022
--
-- ===
--
-- @module Core.TextAndSound
-- @image MOOSE.JPG
--- Text and Sound class.
-- @type TEXTANDSOUND
-- @field #string ClassName Name of this class.
-- @field #string version Versioning.
-- @field #string lid LID for log entries.
-- @field #string locale Default locale of this object.
-- @field #table entries Table of entries.
-- @field #string textclass Name of the class the texts belong to.
-- @extends Core.Base#BASE
---
--
-- @field #TEXTANDSOUND
TEXTANDSOUND = {
ClassName = "TEXTANDSOUND",
version = "0.0.1",
lid = "",
locale = "en",
entries = {},
textclass = "",
}
--- Text and Sound entry.
-- @type TEXTANDSOUND.Entry
-- @field #string Classname Name of the class this entry is for.
-- @field #string Locale Locale of this entry, defaults to "en".
-- @field #table Data The list of entries.
--- Text and Sound data
-- @type TEXTANDSOUND.Data
-- @field #string ID ID of this entry for retrieval.
-- @field #string Text Text of this entry.
-- @field #string Soundfile (optional) Soundfile File name of the corresponding sound file.
-- @field #number Soundlength (optional) Length of the sound file in seconds.
-- @field #string Subtitle (optional) Subtitle for the sound file.
--- Instantiate a new object
-- @param #TEXTANDSOUND self
-- @param #string ClassName Name of the class this instance is providing texts for.
-- @param #string Defaultlocale (Optional) Default locale of this instance, defaults to "en".
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:New(ClassName,Defaultlocale)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New())
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", self.ClassName, self.version)
self.locale = Defaultlocale or (_SETTINGS:GetLocale() or "en")
self.textclass = ClassName or "none"
self.entries = {}
local initentry = {} -- #TEXTANDSOUND.Entry
initentry.Classname = ClassName
initentry.Data = {}
initentry.Locale = self.locale
self.entries[self.locale] = initentry
self:I(self.lid .. "Instantiated.")
self:T({self.entries[self.locale]})
return self
end
--- Add an entry
-- @param #TEXTANDSOUND self
-- @param #string Locale Locale to set for this entry, e.g. "de".
-- @param #string ID Unique(!) ID of this entry under this locale (i.e. use the same ID to get localized text for the entry in another language).
-- @param #string Text Text for this entry.
-- @param #string Soundfile (Optional) Sound file name for this entry.
-- @param #number Soundlength (Optional) Length of the sound file in seconds.
-- @param #string Subtitle (Optional) Subtitle to be used alongside the sound file.
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:AddEntry(Locale,ID,Text,Soundfile,Soundlength,Subtitle)
self:T(self.lid .. "AddEntry")
local locale = Locale or self.locale
local dataentry = {} -- #TEXTANDSOUND.Data
dataentry.ID = ID or "1"
dataentry.Text = Text or "none"
dataentry.Soundfile = Soundfile
dataentry.Soundlength = Soundlength or 0
dataentry.Subtitle = Subtitle
if not self.entries[locale] then
local initentry = {} -- #TEXTANDSOUND.Entry
initentry.Classname = self.textclass -- class name entry
initentry.Data = {} -- data array
initentry.Locale = locale -- default locale
self.entries[locale] = initentry
end
self.entries[locale].Data[ID] = dataentry
self:T({self.entries[locale].Data})
return self
end
--- Get an entry
-- @param #TEXTANDSOUND self
-- @param #string ID The unique ID of the data to be retrieved.
-- @param #string Locale (Optional) The locale of the text to be retrieved - defauls to default locale set with `New()`.
-- @return #string Text Text or nil if not found and no fallback.
-- @return #string Soundfile Filename or nil if not found and no fallback.
-- @return #string Soundlength Length of the sound or 0 if not found and no fallback.
-- @return #string Subtitle Text for subtitle or nil if not found and no fallback.
function TEXTANDSOUND:GetEntry(ID,Locale)
self:T(self.lid .. "GetEntry")
local locale = Locale or self.locale
if not self.entries[locale] then
-- fall back to default "en"
locale = self.locale
end
local Text,Soundfile,Soundlength,Subtitle = nil, nil, 0, nil
if self.entries[locale] then
if self.entries[locale].Data then
local data = self.entries[locale].Data[ID] -- #TEXTANDSOUND.Data
if data then
Text = data.Text
Soundfile = data.Soundfile
Soundlength = data.Soundlength
Subtitle = data.Subtitle
elseif self.entries[self.locale].Data[ID] then
-- no matching entry, try default
local data = self.entries[self.locale].Data[ID]
Text = data.Text
Soundfile = data.Soundfile
Soundlength = data.Soundlength
Subtitle = data.Subtitle
end
end
else
return nil, nil, 0, nil
end
return Text,Soundfile,Soundlength,Subtitle
end
--- Get the default locale of this object
-- @param #TEXTANDSOUND self
-- @return #string locale
function TEXTANDSOUND:GetDefaultLocale()
self:T(self.lid .. "GetDefaultLocale")
return self.locale
end
--- Set default locale of this object
-- @param #TEXTANDSOUND self
-- @param #string locale
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:SetDefaultLocale(locale)
self:T(self.lid .. "SetDefaultLocale")
self.locale = locale or "en"
return self
end
--- Check if a locale exists
-- @param #TEXTANDSOUND self
-- @return #boolean outcome
function TEXTANDSOUND:HasLocale(Locale)
self:T(self.lid .. "HasLocale")
return self.entries[Locale] and true or false
end
--- Flush all entries to the log
-- @param #TEXTANDSOUND self
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:FlushToLog()
self:I(self.lid .. "Flushing entries:")
local text = string.format("Textclass: %s | Default Locale: %s",self.textclass, self.locale)
for _,_entry in pairs(self.entries) do
local entry = _entry -- #TEXTANDSOUND.Entry
local text = string.format("Textclassname: %s | Locale: %s",entry.Classname, entry.Locale)
self:I(text)
for _ID,_data in pairs(entry.Data) do
local data = _data -- #TEXTANDSOUND.Data
local text = string.format("ID: %s\nText: %s\nSoundfile: %s With length: %d\nSubtitle: %s",tostring(_ID), data.Text or "none",data.Soundfile or "none",data.Soundlength or 0,data.Subtitle or "none")
self:I(text)
end
end
return self
end
----------------------------------------------------------------
-- End TextAndSound
----------------------------------------------------------------

View File

@@ -34,8 +34,6 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\Timer\TIMER_Main.jpg)
--
-- # The TIMER Concept
--
-- The TIMER class is the little sister of the @{Core.Scheduler#SCHEDULER} class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
@@ -107,19 +105,17 @@ TIMER = {
--- Timer ID.
_TIMERID=0
--- Timer data base.
--_TIMERDB={}
--- TIMER class version.
-- @field #string version
TIMER.version="0.1.1"
TIMER.version="0.1.2"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-- TODO: Write docs.
-- TODO: Randomization.
-- TODO: Pause/unpause.
-- DONE: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -156,9 +152,6 @@ function TIMER:New(Function, ...)
-- Log id.
self.lid=string.format("TIMER UID=%d | ", self.uid)
-- Add to DB.
--_TIMERDB[self.uid]=self
return self
end
@@ -174,7 +167,7 @@ function TIMER:Start(Tstart, dT, Duration)
local Tnow=timer.getTime()
-- Start time in sec.
self.Tstart=Tstart and Tnow+Tstart or Tnow+0.001 -- one millisecond delay if Tstart=nil
self.Tstart=Tstart and Tnow+math.max(Tstart, 0.001) or Tnow+0.001 -- one millisecond delay if Tstart=nil
-- Set time interval.
self.dT=dT
@@ -219,10 +212,7 @@ function TIMER:Stop(Delay)
-- Not running any more.
self.isrunning=false
-- Remove DB entry.
--_TIMERDB[self.uid]=nil
end
end
@@ -239,6 +229,15 @@ function TIMER:SetMaxFunctionCalls(Nmax)
return self
end
--- Set time interval. Can also be set when the timer is already running and is applied after the next function call.
-- @param #TIMER self
-- @param #number dT Time interval in seconds.
-- @return #TIMER self
function TIMER:SetTimeInterval(dT)
self.dT=dT
return self
end
--- Check if the timer has been started and was not stopped.
-- @param #TIMER self
-- @return #boolean If `true`, the timer is running.

View File

@@ -9,7 +9,7 @@
-- * Create polygon zones.
-- * Create moving zones around a unit.
-- * Create moving zones around a group.
-- * Provide the zone behaviour. Some zones are static, while others are moveable.
-- * Provide the zone behavior. Some zones are static, while others are moveable.
-- * Enquiry if a coordinate is within a zone.
-- * Smoke zones.
-- * Set a zone probability to control zone selection.
@@ -20,10 +20,10 @@
-- * Draw zones (circular and polygon) on the F10 map.
--
--
-- There are essentially two core functions that zones accomodate:
-- There are essentially two core functions that zones accommodate:
--
-- * Test if an object is within the zone boundaries.
-- * Provide the zone behaviour. Some zones are static, while others are moveable.
-- * Provide the zone behavior. Some zones are static, while others are moveable.
--
-- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
--
@@ -59,6 +59,11 @@
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
-- @field #number DrawID Unique ID of the drawn zone on the F10 map.
-- @field #table Color Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
-- @field #table FillColor Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
-- @field #number drawCoalition Draw coalition.
-- @field #number ZoneID ID of zone. Only zones defined in the ME have an ID!
-- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.
-- @field #number Surface Type of surface. Only determined at the center of the zone!
-- @extends Core.Fsm#FSM
@@ -102,13 +107,21 @@
-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
--
-- ## A zone might have additional Properties created in the DCS Mission Editor, which can be accessed:
--
-- *@{#ZONE_BASE.GetProperty}(): Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
-- *@{#ZONE_BASE.GetAllProperties}(): Returns the zone Properties table.
--
-- @field #ZONE_BASE
ZONE_BASE = {
ClassName = "ZONE_BASE",
ZoneName = "",
ZoneProbability = 1,
DrawID=nil,
Color={}
Color={},
ZoneID=nil,
Properties={},
Sureface=nil,
}
@@ -129,7 +142,9 @@ function ZONE_BASE:New( ZoneName )
self:F( ZoneName )
self.ZoneName = ZoneName
--_DATABASE:AddZone(ZoneName,self)
return self
end
@@ -170,6 +185,7 @@ end
-- @param DCS#Vec3 Vec3 The point to test.
-- @return #boolean true if the Vec3 is within the zone.
function ZONE_BASE:IsVec3InZone( Vec3 )
if not Vec3 then return false end
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
@@ -288,6 +304,23 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
return self.Coordinate
end
--- Get 2D distance to a coordinate.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Coordinate Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.
-- @return #number Distance to the reference coordinate in meters.
function ZONE_BASE:Get2DDistance(Coordinate)
local a=self:GetVec2()
local b={}
if Coordinate.z then
b.x=Coordinate.x
b.y=Coordinate.z
else
b.x=Coordinate.x
b.y=Coordinate.y
end
local dist=UTILS.VecDist2D(a,b)
return dist
end
--- Define a random @{DCS#Vec2} within the zone.
-- @param #ZONE_BASE self
@@ -314,18 +347,41 @@ end
-- @param #ZONE_BASE self
-- @return #nil The bounding square.
function ZONE_BASE:GetBoundingSquare()
--return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
return nil
end
--- Get surface type of the zone.
-- @param #ZONE_BASE self
-- @return DCS#SurfaceType Type of surface.
function ZONE_BASE:GetSurfaceType()
local coord=self:GetCoordinate()
local surface=coord:GetSurfaceType()
return surface
end
--- Bound the zone boundaries with a tires.
-- @param #ZONE_BASE self
function ZONE_BASE:BoundZone()
self:F2()
end
--- Set draw coalition of zone.
-- @param #ZONE_BASE self
-- @param #number Coalition Coalition. Default -1.
-- @return #ZONE_BASE self
function ZONE_BASE:SetDrawCoalition(Coalition)
self.drawCoalition=Coalition or -1
return self
end
--- Get draw coalition of zone.
-- @param #ZONE_BASE self
-- @return #number Draw coaliton.
function ZONE_BASE:GetDrawCoalition()
return self.drawCoalition or -1
end
--- Set color of zone.
-- @param #ZONE_BASE self
-- @param #table RGBcolor RGB color table. Default `{1, 0, 0}`.
@@ -349,7 +405,7 @@ end
-- @param #ZONE_BASE self
-- @return #table Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
function ZONE_BASE:GetColor()
return self.Color
return self.Color or {1, 0, 0, 0.15}
end
--- Get RGB color of zone.
@@ -357,9 +413,10 @@ end
-- @return #table Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.
function ZONE_BASE:GetColorRGB()
local rgb={}
rgb[1]=self.Color[1]
rgb[2]=self.Color[2]
rgb[3]=self.Color[3]
local Color=self:GetColor()
rgb[1]=Color[1]
rgb[2]=Color[2]
rgb[3]=Color[3]
return rgb
end
@@ -367,7 +424,55 @@ end
-- @param #ZONE_BASE self
-- @return #number Alpha value.
function ZONE_BASE:GetColorAlpha()
local alpha=self.Color[4]
local Color=self:GetColor()
local alpha=Color[4]
return alpha
end
--- Set fill color of zone.
-- @param #ZONE_BASE self
-- @param #table RGBcolor RGB color table. Default `{1, 0, 0}`.
-- @param #number Alpha Transparacy between 0 and 1. Default 0.15.
-- @return #ZONE_BASE self
function ZONE_BASE:SetFillColor(RGBcolor, Alpha)
RGBcolor=RGBcolor or {1, 0, 0}
Alpha=Alpha or 0.15
self.FillColor={}
self.FillColor[1]=RGBcolor[1]
self.FillColor[2]=RGBcolor[2]
self.FillColor[3]=RGBcolor[3]
self.FillColor[4]=Alpha
return self
end
--- Get fill color table of the zone.
-- @param #ZONE_BASE self
-- @return #table Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
function ZONE_BASE:GetFillColor()
return self.FillColor or {1, 0, 0, 0.15}
end
--- Get RGB fill color of zone.
-- @param #ZONE_BASE self
-- @return #table Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.
function ZONE_BASE:GetFillColorRGB()
local rgb={}
local FillColor=self:GetFillColor()
rgb[1]=FillColor[1]
rgb[2]=FillColor[2]
rgb[3]=FillColor[3]
return rgb
end
--- Get transperency Alpha fill value of zone.
-- @param #ZONE_BASE self
-- @return #number Alpha value.
function ZONE_BASE:GetFillColorAlpha()
local FillColor=self:GetFillColor()
local alpha=FillColor[4]
return alpha
end
@@ -459,6 +564,26 @@ function ZONE_BASE:GetZoneMaybe()
end
end
-- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
-- @param #ZONE_BASE self
-- @param #string PropertyName The name of a the TriggerZone Property to be retrieved.
-- @return #string The Value of the TriggerZone Property with the given PropertyName, or nil if absent.
-- @usage
--
-- local PropertiesZone = ZONE:FindByName("Properties Zone")
-- local Property = "ExampleProperty"
-- local PropertyValue = PropertiesZone:GetProperty(Property)
--
function ZONE_BASE:GetProperty(PropertyName)
return self.Properties[PropertyName]
end
-- Returns the zone Properties table.
-- @param #ZONE_BASE self
-- @return #table The Key:Value table of TriggerZone properties of the zone.
function ZONE_BASE:GetAllProperties()
return self.Properties
end
--- The ZONE_RADIUS class, defined by a zone name, a location and a radius.
-- @type ZONE_RADIUS
@@ -601,7 +726,7 @@ function ZONE_RADIUS:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, Lin
Color=Color or self:GetColorRGB()
Alpha=Alpha or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillAlpha=FillAlpha or self:GetColorAlpha()
self.DrawID=coordinate:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
@@ -789,7 +914,7 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories.
-- Note that after a zone has been scanned, the zone can be evaluated by:
-- Note that **only after** a zone has been scanned, the zone can be evaluated by:
--
-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
@@ -798,11 +923,11 @@ end
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- @{#ZONE_RADIUS.
-- @param #ZONE_RADIUS self
-- @param ObjectCategories An array of categories of the objects to find in the zone.
-- @param UnitCategories An array of unit categories of the objects to find in the zone.
-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
-- @usage
-- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-- myzone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
-- local IsAttacked = myzone:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData = {}
@@ -872,7 +997,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local SceneryName = ZoneObject:getName()
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
@@ -1135,7 +1260,9 @@ end
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsVec2InZone( Vec2 )
self:F2( Vec2 )
if not Vec2 then return false end
local ZoneVec2 = self:GetVec2()
if ZoneVec2 then
@@ -1153,7 +1280,7 @@ end
-- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsVec3InZone( Vec3 )
self:F2( Vec3 )
if not Vec3 then return false end
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
@@ -1161,24 +1288,54 @@ end
--- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @param #table surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
-- @return DCS#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
local Point = {}
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
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);
if surfacetypes and type(surfacetypes)~="table" then
surfacetypes={surfacetypes}
end
self:T( { Point } )
local function _getpoint()
local point = {}
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)
return point
end
return Point
local function _checkSurface(point)
local stype=land.getSurfaceType(point)
for _,sf in pairs(surfacetypes) do
if sf==stype then
return true
end
end
return false
end
local point=_getpoint()
if surfacetypes then
local N=1 ; local Nmax=100 ; local gotit=false
while gotit==false and N<=Nmax do
gotit=_checkSurface(point)
if gotit then
--env.info(string.format("Got random coordinate with surface type %d after N=%d/%d iterations", land.getSurfaceType(point), N, Nmax))
else
point=_getpoint()
N=N+1
end
end
end
return point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
@@ -1230,20 +1387,99 @@ end
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#COORDINATE
function ZONE_RADIUS:GetRandomCoordinate( inner, outer )
self:F( self.ZoneName, inner, outer )
-- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0 m.
-- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
-- @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!
-- @return Core.Point#COORDINATE The random coordinate.
function ZONE_RADIUS:GetRandomCoordinate(inner, outer, surfacetypes)
local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2(inner, outer) )
local vec2=self:GetRandomVec2(inner, outer, surfacetypes)
self:T3( { Coordinate = Coordinate } )
local Coordinate = COORDINATE:NewFromVec2(vec2)
return Coordinate
end
--- Returns a @{Core.Point#COORDINATE} object reflecting a random location within the zone where there are no **map objects** of type "Building".
-- Does not find statics you might have placed there. **Note** This might be quite CPU intensive, use with care.
-- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0m.
-- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
-- @param #number distance (Optional) Minumum distance from any building coordinate. Defaults to 100m.
-- @param #boolean markbuildings (Optional) Place markers on found buildings (if any).
-- @param #boolean markfinal (Optional) Place marker on the final coordinate (if any).
-- @return Core.Point#COORDINATE The random coordinate or `nil` if cannot be found in 1000 iterations.
function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,markbuildings,markfinal)
local dist = distance or 100
local objects = {}
if self.ScanData and self.ScanData.Scenery then
objects = self:GetScannedScenery()
else
self:Scan({Object.Category.SCENERY})
objects = self:GetScannedScenery()
end
local T0 = timer.getTime()
local T1 = timer.getTime()
local buildings = {}
if self.ScanData and self.ScanData.BuildingCoordinates then
buildings = self.ScanData.BuildingCoordinates
else
-- build table of buildings coordinates
for _,_object in pairs (objects) do
for _,_scen in pairs (_object) do
local scenery = _scen -- Wrapper.Scenery#SCENERY
local description=scenery:GetDesc()
if description and description.attributes and description.attributes.Buildings then
if markbuildings then
MARKER:New(scenery:GetCoordinate(),"Building"):ToAll()
end
buildings[#buildings+1] = scenery:GetCoordinate()
end
end
end
self.ScanData.BuildingCoordinates = buildings
end
-- max 1000 tries
local rcoord = nil
local found = false
local iterations = 0
for i=1,1000 do
iterations = iterations + 1
rcoord = self:GetRandomCoordinate(inner,outer)
found = false
for _,_coord in pairs (buildings) do
local coord = _coord -- Core.Point#COORDINATE
-- keep >50m dist from buildings
if coord:Get2DDistance(rcoord) > dist then
found = true
else
found = false
end
end
if found then
-- we have a winner!
if markfinal then
MARKER:New(rcoord,"FREE"):ToAll()
end
break
end
end
T1=timer.getTime()
self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %d",tostring(found),iterations,T1-T0))
if found then return rcoord else return nil end
end
--- @type ZONE
-- @extends #ZONE_RADIUS
@@ -1301,7 +1537,7 @@ function ZONE:New( ZoneName )
-- Error!
if not Zone then
error( "Zone " .. ZoneName .. " does not exist." )
env.error( "ERROR: Zone " .. ZoneName .. " does not exist!" )
return nil
end
@@ -1319,9 +1555,9 @@ function ZONE:New( ZoneName )
end
--- Find a zone in the _DATABASE using the name of the zone.
-- @param #ZONE_BASE self
-- @param #ZONE self
-- @param #string ZoneName The name of the zone.
-- @return #ZONE_BASE self
-- @return #ZONE self
function ZONE:FindByName( ZoneName )
local ZoneFound = _DATABASE:FindZone( ZoneName )
@@ -1557,7 +1793,7 @@ end
--- @type ZONE_POLYGON_BASE
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
-- @extends #ZONE_BASE
@@ -1795,7 +2031,7 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound )
end
--- Draw the zone on the F10 map. **NOTE** Currently, only polygons with **exactly four points** are supported!
--- Draw the zone on the F10 map. **NOTE** Currently, only polygons **up to ten points** are supported!
-- @param #ZONE_POLYGON_BASE self
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
@@ -1807,32 +2043,48 @@ end
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
local coordinate=COORDINATE:NewFromVec2(self._.Polygon[1])
Color=Color or self:GetColorRGB()
Alpha=Alpha or 1
FillColor=FillColor or Color
FillAlpha=FillAlpha or self:GetColorAlpha()
if #self._.Polygon==4 then
local Coord2=COORDINATE:NewFromVec2(self._.Polygon[2])
local Coord3=COORDINATE:NewFromVec2(self._.Polygon[3])
local Coord4=COORDINATE:NewFromVec2(self._.Polygon[4])
self.DrawID=coordinate:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
else
local Coordinates=self:GetVerticiesCoordinates()
table.remove(Coordinates, 1)
self.DrawID=coordinate:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
if self._.Polygon and #self._.Polygon>=3 then
local coordinate=COORDINATE:NewFromVec2(self._.Polygon[1])
Coalition=Coalition or self:GetDrawCoalition()
-- Set draw coalition.
self:SetDrawCoalition(Coalition)
Color=Color or self:GetColorRGB()
Alpha=Alpha or 1
-- Set color.
self:SetColor(Color, Alpha)
FillColor=FillColor or self:GetFillColorRGB()
if not FillColor then UTILS.DeepCopy(Color) end
FillAlpha=FillAlpha or self:GetFillColorAlpha()
if not FillAlpha then FillAlpha=0.15 end
-- Set fill color.
self:SetFillColor(FillColor, FillAlpha)
if #self._.Polygon==4 then
local Coord2=COORDINATE:NewFromVec2(self._.Polygon[2])
local Coord3=COORDINATE:NewFromVec2(self._.Polygon[3])
local Coord4=COORDINATE:NewFromVec2(self._.Polygon[4])
self.DrawID=coordinate:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
else
local Coordinates=self:GetVerticiesCoordinates()
table.remove(Coordinates, 1)
self.DrawID=coordinate:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
end
end
return self
end
@@ -1913,7 +2165,7 @@ end
-- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
if not Vec2 then return false end
local Next
local Prev
local InPolygon = false
@@ -1937,30 +2189,46 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
return InPolygon
end
--- Returns if a point is within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @param DCS#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_POLYGON_BASE:IsVec3InZone( Vec3 )
self:F2( Vec3 )
if not Vec3 then return false end
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
--- Define a random @{DCS#Vec2} within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return DCS#Vec2 The Vec2 coordinate.
function ZONE_POLYGON_BASE:GetRandomVec2()
self:F2()
--- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way...
local Vec2Found = false
local Vec2
-- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way...
-- Get the bounding square.
local BS = self:GetBoundingSquare()
self:T2( BS )
local Nmax=1000 ; local n=0
while n<Nmax do
while Vec2Found == false do
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
self:T2( Vec2 )
if self:IsVec2InZone( Vec2 ) then
Vec2Found = true
-- Random point in the bounding square.
local Vec2={x=math.random(BS.x1, BS.x2), y=math.random(BS.y1, BS.y2)}
-- Check if this is in the polygon.
if self:IsVec2InZone(Vec2) then
return Vec2
end
n=n+1
end
self:T2( Vec2 )
return Vec2
self:E("Could not find a random point in the polygon zone!")
return nil
end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
@@ -2075,12 +2343,12 @@ end
--
-- ## Declare a ZONE_POLYGON directly in the DCS mission editor!
--
-- You can declare a ZONE_POLYGON using the DCS mission editor by adding the ~ZONE_POLYGON tag in the group name.
-- You can declare a ZONE_POLYGON using the DCS mission editor by adding the #ZONE_POLYGON tag in the group name.
--
-- So, imagine you have a group declared in the mission editor, with group name `DefenseZone~ZONE_POLYGON`.
-- So, imagine you have a group declared in the mission editor, with group name `DefenseZone#ZONE_POLYGON`.
-- Then during mission startup, when loading Moose.lua, this group will be detected as a ZONE_POLYGON declaration.
-- Within the background, a ZONE_POLYGON object will be created within the @{Core.Database} using the properties of the group.
-- The ZONE_POLYGON name will be the group name without the ~ZONE_POLYGON tag.
-- The ZONE_POLYGON name will be the group name without the #ZONE_POLYGON tag.
--
-- So, you can search yourself for the ZONE_POLYGON by using the @{#ZONE_POLYGON.FindByName}() method.
-- In this example, `local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" )` would return the ZONE_POLYGON object
@@ -2149,9 +2417,212 @@ function ZONE_POLYGON:FindByName( ZoneName )
return ZoneFound
end
do -- ZONE_ELASTIC
--- @type ZONE_ELASTIC
-- @field #table points Points in 2D.
-- @field #table setGroups Set of GROUPs.
-- @field #table setOpsGroups Set of OPSGROUPS.
-- @field #table setUnits Set of UNITs.
-- @field #number updateID Scheduler ID for updating.
-- @extends #ZONE_POLYGON_BASE
--- The ZONE_ELASTIC class defines a dynamic polygon zone, where only the convex hull is used.
--
-- @field #ZONE_ELASTIC
ZONE_ELASTIC = {
ClassName="ZONE_ELASTIC",
points={},
setGroups={}
}
--- Constructor to create a ZONE_ELASTIC instance.
-- @param #ZONE_ELASTIC self
-- @param #string ZoneName Name of the zone.
-- @param DCS#Vec2 Points (Optional) Fixed points.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:New(ZoneName, Points)
local self=BASE:Inherit(self, ZONE_POLYGON_BASE:New(ZoneName, Points)) --#ZONE_ELASTIC
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self )
if Points then
self.points=Points
end
return self
end
--- Add a vertex (point) to the polygon.
-- @param #ZONE_ELASTIC self
-- @param DCS#Vec2 Vec2 Point in 2D (with x and y coordinates).
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:AddVertex2D(Vec2)
-- Add vec2 to points.
table.insert(self.points, Vec2)
return self
end
--- Add a vertex (point) to the polygon.
-- @param #ZONE_ELASTIC self
-- @param DCS#Vec3 Vec3 Point in 3D (with x, y and z coordinates). Only the x and z coordinates are used.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:AddVertex3D(Vec3)
-- Add vec2 from vec3 to points.
table.insert(self.points, {x=Vec3.x, y=Vec3.z})
return self
end
--- Add a set of groups. Positions of the group will be considered as polygon vertices when contructing the convex hull.
-- @param #ZONE_ELASTIC self
-- @param Core.Set#SET_GROUP SetGroup Set of groups.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:AddSetGroup(GroupSet)
-- Add set to table.
table.insert(self.setGroups, GroupSet)
return self
end
--- Update the convex hull of the polygon.
-- This uses the [Graham scan](https://en.wikipedia.org/wiki/Graham_scan).
-- @param #ZONE_ELASTIC self
-- @param #number Delay Delay in seconds before the zone is updated. Default 0.
-- @param #boolean Draw Draw the zone. Default `nil`.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:Update(Delay, Draw)
-- Debug info.
self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName)))
-- Copy all points.
local points=UTILS.DeepCopy(self.points or {})
if self.setGroups then
for _,_setGroup in pairs(self.setGroups) do
local setGroup=_setGroup --Core.Set#SET_GROUP
for _,_group in pairs(setGroup.Set) do
local group=_group --Wrapper.Group#GROUP
if group and group:IsAlive() then
table.insert(points, group:GetVec2())
end
end
end
end
-- Update polygon verticies from points.
self._.Polygon=self:_ConvexHull(points)
if Draw~=false then
if self.DrawID or Draw==true then
self:UndrawZone()
self:DrawZone()
end
end
return self
end
--- Start the updating scheduler.
-- @param #ZONE_ELASTIC self
-- @param #number Tstart Time in seconds before the updating starts.
-- @param #number dT Time interval in seconds between updates. Default 60 sec.
-- @param #number Tstop Time in seconds after which the updating stops. Default `nil`.
-- @param #boolean Draw Draw the zone. Default `nil`.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:StartUpdate(Tstart, dT, Tstop, Draw)
self.updateID=self:ScheduleRepeat(Tstart, dT, 0, Tstop, ZONE_ELASTIC.Update, self, 0, Draw)
return self
end
--- Stop the updating scheduler.
-- @param #ZONE_ELASTIC self
-- @param #number Delay Delay in seconds before the scheduler will be stopped. Default 0.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:StopUpdate(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, ZONE_ELASTIC.StopUpdate, self)
else
if self.updateID then
self:ScheduleStop(self.updateID)
self.updateID=nil
end
end
return self
end
--- Create a convec hull.
-- @param #ZONE_ELASTIC self
-- @param #table pl Points
-- @return #table Points
function ZONE_ELASTIC:_ConvexHull(pl)
if #pl == 0 then
return {}
end
table.sort(pl, function(left,right)
return left.x < right.x
end)
local h = {}
-- Function: ccw > 0 if three points make a counter-clockwise turn, clockwise if ccw < 0, and collinear if ccw = 0.
local function ccw(a,b,c)
return (b.x - a.x) * (c.y - a.y) > (b.y - a.y) * (c.x - a.x)
end
-- lower hull
for i,pt in pairs(pl) do
while #h >= 2 and not ccw(h[#h-1], h[#h], pt) do
table.remove(h,#h)
end
table.insert(h,pt)
end
-- upper hull
local t = #h + 1
for i=#pl, 1, -1 do
local pt = pl[i]
while #h >= t and not ccw(h[#h-1], h[#h], pt) do
table.remove(h, #h)
end
table.insert(h, pt)
end
table.remove(h, #h)
return h
end
end
do -- ZONE_AIRBASE
--- @type ZONE_AIRBASE
-- @field #boolean isShip If `true`, airbase is a ship.
-- @field #boolean isHelipad If `true`, airbase is a helipad.
-- @field #boolean isAirdrome If `true`, airbase is an airdrome.
-- @extends #ZONE_RADIUS
@@ -2180,6 +2651,20 @@ do -- ZONE_AIRBASE
self._.ZoneAirbase = Airbase
self._.ZoneVec2Cache = self._.ZoneAirbase:GetVec2()
if Airbase:IsShip() then
self.isShip=true
self.isHelipad=false
self.isAirdrome=false
elseif Airbase:IsHelipad() then
self.isShip=false
self.isHelipad=true
self.isAirdrome=false
elseif Airbase:IsAirdrome() then
self.isShip=false
self.isHelipad=false
self.isAirdrome=true
end
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self )
@@ -2194,9 +2679,9 @@ do -- ZONE_AIRBASE
return self._.ZoneAirbase
end
--- Returns the current location of the @{Wrapper.Group}.
--- Returns the current location of the AIRBASE.
-- @param #ZONE_AIRBASE self
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
-- @return DCS#Vec2 The location of the zone based on the AIRBASE location.
function ZONE_AIRBASE:GetVec2()
self:F( self.ZoneName )
@@ -2214,24 +2699,6 @@ do -- ZONE_AIRBASE
return ZoneVec2
end
--- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_AIRBASE self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
function ZONE_AIRBASE:GetRandomVec2()
self:F( self.ZoneName )
local Point = {}
local Vec2 = self._.ZoneAirbase:GetVec2()
local angle = math.random() * math.pi*2;
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { Point } )
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.

View File

@@ -471,6 +471,22 @@ do -- Types
--@field #boolean lateActivated
--@field #boolean uncontrolled
--- DCS template data structure.
-- @type Template
-- @field #boolean uncontrolled Aircraft is uncontrolled.
-- @field #boolean lateActivation Group is late activated.
-- @field #number x 2D Position on x-axis in meters.
-- @field #number y 2D Position on y-axis in meters.
-- @field #table units Unit list.
--
--- Unit data structure.
--@type Template.Unit
--@field #string name Name of the unit.
--@field #number x
--@field #number y
--@field #number alt
end --
@@ -487,8 +503,9 @@ do -- Object
-- @field UNIT
-- @field WEAPON
-- @field STATIC
-- @field SCENERY
-- @field BASE
-- @field SCENERY
-- @field CARGO
--- @type Object.Desc
-- @extends #Desc
@@ -498,6 +515,10 @@ do -- Object
--- @function [parent=#Object] isExist
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] isActive
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] destroy
-- @param #Object self
@@ -1130,6 +1151,11 @@ do -- Unit
-- @function [parent=#Unit] getAmmo
-- @param #Unit self
-- @return #Unit.Ammo
--- Returns the number of infantry that can be embark onto the aircraft. Only returns a value if run on airplanes or helicopters. Returns nil if run on ground or ship units.
-- @function [parent=#Unit] getDescentCapacity
-- @param #Unit self
-- @return #number Number of soldiers that embark.
--- Returns the unit sensors.
-- @function [parent=#Unit] getSensors
@@ -1348,7 +1374,9 @@ do -- AI
--- @type AI.Option.Ground
-- @field #AI.Option.Ground.id id
-- @field #AI.Option.Ground.val val
-- @field #AI.Option.Ground.mid mid
-- @field #AI.Option.Ground.mval mval
--
--- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val
@@ -1371,6 +1399,11 @@ do -- AI
-- @field PROHIBIT_AG
-- @field MISSILE_ATTACK
-- @field PROHIBIT_WP_PASS_REPORT
-- @field OPTION_RADIO_USAGE_CONTACT
-- @field OPTION_RADIO_USAGE_ENGAGE
-- @field OPTION_RADIO_USAGE_KILL
-- @field JETT_TANKS_IF_EMPTY
-- @field FORCED_ATTACK
--- @type AI.Option.Air.id.FORMATION
-- @field LINE_ABREAST
@@ -1440,19 +1473,35 @@ do -- AI
--- @type AI.Option.Ground.id
-- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field FORMATION
-- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
--- @type AI.Option.Ground.mid -- Moose added
-- @field RESTRICT_AAA_MIN 27
-- @field RESTRICT_AAA_MAX 29
-- @field RESTRICT_TARGETS @{#AI.Option.Ground.mval.ENGAGE_TARGETS} 28
--- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
-- @field #AI.Option.Ground.val.ENGAGE_TARGETS RESTRICT_TARGETS
--- @type AI.Option.Ground.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Ground.mval -- Moose added
-- @field #AI.Option.Ground.mval.ENGAGE_TARGETS ENGAGE_TARGETS
--- @type AI.Option.Ground.mval.ENGAGE_TARGETS -- Moose added
-- @field ANY_TARGET -- 0
-- @field AIR_UNITS_ONLY -- 1
-- @field GROUND_UNITS_ONLY -- 2
--- @type AI.Option.Ground.val.ALARM_STATE
-- @field AUTO
-- @field GREEN

File diff suppressed because it is too large Load Diff

View File

@@ -73,7 +73,7 @@
-- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there.
-- @field #boolean RearmingArtyOnRoad If true, ARTY group will move to rearming place using mainly roads. Default false.
-- @field Core.Point#COORDINATE InitialCoord Initial coordinates of the ARTY group.
-- @field #boolean report Arty group sends messages about their current state or target to its coaliton.
-- @field #boolean report Arty group sends messages about their current state or target to its coalition.
-- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells.
-- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets.
-- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles.

View File

@@ -213,7 +213,7 @@ do -- DESIGNATE
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
--
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations (target groups) put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- # 4. Laser codes
@@ -562,7 +562,8 @@ do -- DESIGNATE
end
--- Set the maximum amount of designations.
--- Set the maximum amount of designations (target groups). This will put a limit on the amount of designations in scope.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
-- @param #DESIGNATE self
-- @param #number MaximumDesignations
-- @return #DESIGNATE
@@ -602,7 +603,7 @@ do -- DESIGNATE
end
--- Set the maximum amount of markings FACs will do, per designated target group.
--- Set the maximum amount of markings FACs will do, per designated target group. This will limit the number of parallelly marked units of a target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
@@ -911,8 +912,8 @@ do -- DESIGNATE
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) )
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup, nil, true ):Text( ", " )
DetectedReport:Add( string.rep( "-", 40 ) )
DetectedReport:Add( " - " .. Report )
if string.find( Designating, "L" ) then
DetectedReport:Add( " - " .. "Lasing Targets" )
@@ -1192,8 +1193,8 @@ do -- DESIGNATE
local MarkingCount = 0
local MarkedTypes = {}
local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New()
--local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush( self )
@@ -1243,8 +1244,8 @@ do -- DESIGNATE
if not Recce then
self:F( "Lasing..." )
self.RecceSet:Flush( self)
--self.RecceSet:Flush( self)
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
@@ -1282,13 +1283,13 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
--RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
-- 5, self.AttackSet, DesignateName )
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
--ReportLaserCodes:Add(RecceUnit.LaserCode)
return
end
else
@@ -1303,16 +1304,16 @@ do -- DESIGNATE
if Recce then
Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 10, self.AttackSet, self.DesignateName )
end
else
--MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
--ReportLaserCodes:Add(RecceUnit.LaserCode)
end
end
end
@@ -1322,19 +1323,19 @@ do -- DESIGNATE
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(Recce.LaserCode)
--Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
--ReportLaserCodes:Add(Recce.LaserCode)
Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 10, self.AttackSet )
end
end
end
end
)
local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
--local MarkedTypesText = ReportTypes:Text(', ')
--local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
--self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )

File diff suppressed because it is too large Load Diff

View File

@@ -23,7 +23,6 @@
-- @module Functional.FOX
-- @image Functional_FOX.png
--- FOX class.
-- @type FOX
-- @field #string ClassName Name of the class.
@@ -47,8 +46,7 @@
-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
-- @field #number dt01 Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @field #boolean
-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @extends Core.Fsm#FSM
--- Fox 3!
@@ -794,7 +792,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
-- Say notching headings.
BASE:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
self:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
--TODO: ALERT or INFO depending on whether this is a direct target.
--TODO: lauchalertall option.
@@ -1116,6 +1114,13 @@ end
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- FOX event handler for event birth.
-- @param #FOX self
-- @param Core.Event#EVENTDATA EventData
function FOX:OnEventPlayerEnterAircraft(EventData)
end
--- FOX event handler for event birth.
-- @param #FOX self
-- @param Core.Event#EVENTDATA EventData
@@ -1157,7 +1162,7 @@ function FOX:OnEventBirth(EventData)
-- Add F10 radio menu for player.
if not self.menudisabled then
SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
self:ScheduleOnce(0.1, FOX._AddF10Commands, self, _unitname)
end
-- Player data.
@@ -1813,4 +1818,4 @@ end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -1,28 +1,28 @@
--- **Functional** -- Train missile defence and deflection.
--
--
-- ===
--
-- ## 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 °
-- * 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.
--
--
-- ===
--
--
-- ## Missions:
--
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
--
--
-- ===
--
--
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
--
--
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
--
--
-- * **Messages**: Menu to configure all messages.
-- * **Messages On**: Show all messages.
-- * **Messages Off**: Disable all messages.
@@ -45,23 +45,23 @@
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
--
-- ===
--
--
-- ### Authors: **FlightControl**
--
--
-- ### Contributions:
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
-- * **132nd Squadron**: Testing and optimizing the logic.
--
--
-- ===
--
-- @module Functional.MissileTrainer
@@ -76,7 +76,7 @@
---
--
-- # Constructor:
--
--
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
@@ -84,7 +84,7 @@
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- # Initialization:
--
--
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
@@ -97,8 +97,8 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- @field #MISSILETRAINER
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
ClassName = "MISSILETRAINER",
TrackingMissiles = {},
@@ -167,7 +167,7 @@ end
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance, Briefing )
local self = BASE:Inherit( self, BASE:New() )
@@ -194,8 +194,8 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self:F( "ForEach:" .. Client.UnitName )
-- Client:Alive( self._Alive, self )
-- end
--
self.DBClients:ForEachClient(
--
self.DBClients:ForEachClient(
function( Client )
self:F( "ForEach:" .. Client.UnitName )
Client:Alive( self._Alive, self )
@@ -207,9 +207,9 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient(
-- --- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
--
-- ... actions ...
--
--
-- end
-- )
@@ -225,7 +225,7 @@ function MISSILETRAINER:New( Distance, Briefing )
self.DetailsRangeOnOff = true
self.DetailsBearingOnOff = true
self.MenusOnOff = true
self.TrackingMissiles = {}
@@ -293,7 +293,7 @@ end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
@@ -478,30 +478,30 @@ function MISSILETRAINER:OnEventShot( EVentData )
if TrainerTargetDCSUnit then
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
self:T(TrainerTargetDCSUnitName )
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
if Client then
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
local Message = MESSAGE:New(
string.format( "%s launched a %s",
TrainerSourceUnit:GetTypeName(),
TrainerWeaponName
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
local ClientID = Client:GetID()
self:T( ClientID )
local MissileData = {}
@@ -579,52 +579,52 @@ function MISSILETRAINER:_TrackMissiles()
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
if Client and Client:IsAlive() then
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
@@ -639,7 +639,7 @@ function MISSILETRAINER:_TrackMissiles()
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
@@ -660,41 +660,41 @@ function MISSILETRAINER:_TrackMissiles()
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
--self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
--self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
@@ -712,7 +712,7 @@ function MISSILETRAINER:_TrackMissiles()
end
end
end
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )

View File

@@ -742,7 +742,7 @@ function PSEUDOATC:ReportWeather(GID, UID, position, location)
local T=position:GetTemperature()
-- Correct unit system.
local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T))
local _T=string.format('%d°F', UTILS.CelsiusToFahrenheit(T))
if settings:IsMetric() then
_T=string.format('%d°C', T)
end
@@ -949,11 +949,14 @@ function PSEUDOATC:LocalAirports(GID, UID)
for _,airbase in pairs(airports) do
local name=airbase:getName()
local q=AIRBASE:FindByName(name):GetCoordinate()
local d=q:Get2DDistance(pos)
local a=AIRBASE:FindByName(name)
if a then
local q=a:GetCoordinate()
local d=q:Get2DDistance(pos)
-- Add to table.
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
-- Add to table.
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
end
end
end
@@ -1041,6 +1044,3 @@ function PSEUDOATC:_myname(unitname)
return string.format("%s (%s)", csign, pname)
end

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File diff suppressed because it is too large Load Diff

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View File

@@ -1,56 +1,65 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
--
-- * SEAD calculates the time it takes for a HARM to reach the target - and will attempt to minimize the shut-down time.
-- * Detection and evasion of shots has a random component based on the skill level of the SAM groups.
--
-- ===
--
--
-- ## Missions:
--
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
--
--
-- ===
--
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: Aug 2021
--
--
-- Last Update: Feb 2022
--
-- ===
--
--
-- @module Functional.Sead
-- @image SEAD.JPG
---
---
-- @type SEAD
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions.
--
-- # Constructor:
--
--
-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
--
--
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
--
--
-- @field #SEAD
SEAD = {
ClassName = "SEAD",
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 10,
CallBack = nil,
UseCallBack = false,
debug = false,
}
--- Missile enumerators
@@ -68,8 +77,11 @@ SEAD = {
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2",
}
--- Missile enumerators - from DCS ME and Wikipedia
-- @field HarmData
SEAD.HarmData = {
@@ -77,7 +89,7 @@ SEAD = {
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.85},
["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2},
["LD-10"] = { 60, 4},
["X_58"] = { 70, 4},
@@ -85,24 +97,27 @@ SEAD = {
["X_25"] = { 25, 0.76},
["X_31"] = {150, 3},
["Kh25"] = {25, 0.8},
["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1},
}
--- 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 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
-- @return #SEAD self
-- @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, Padding )
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
local self = BASE:Inherit( self, FSM:New() )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@@ -110,25 +125,36 @@ function SEAD:New( SEADGroupPrefixes, Padding )
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
self.UseEmissionsOnOff = true
self.debug = false
self.CallBack = nil
self.UseCallBack = false
self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
self:I("*** SEAD - Started Version 0.3.1")
-- Start State.
self:SetStartState("Running")
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.3")
return self
end
--- Update the active SEAD Set
--- Update the active SEAD Set (while running)
-- @param #SEAD self
-- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string
-- @return #SEAD self
function SEAD:UpdateSet( SEADGroupPrefixes )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@@ -142,8 +168,8 @@ end
--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
-- @param #SEAD self
-- @param #number range Set the engagement range in percent, e.g. 50
-- @return self
-- @param #number range Set the engagement range in percent, e.g. 55 (default 75)
-- @return #SEAD self
function SEAD:SetEngagementRange(range)
self:T( { range } )
range = range or 75
@@ -157,7 +183,8 @@ 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
-- @param #number Padding Extra number of seconds to add for the switch-on (default 10 seconds)
-- @return #SEAD self
function SEAD:SetPadding(Padding)
self:T( { Padding } )
local padding = Padding or 10
@@ -166,59 +193,264 @@ function SEAD:SetPadding(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:T( { WeaponName } )
local hit = false
local name = ""
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1) then
hit = true
name = _name
break
end
end
return hit, name
end
--- Set SEAD to use emissions on/off in addition to alarm state.
-- @param #SEAD self
-- @param #boolean Switch True for on, false for off.
-- @return #SEAD self
function SEAD:SwitchEmissions(Switch)
self:T({Switch})
self.UseEmissionsOnOff = Switch
return self
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
--- Add an object to call back when going evasive.
-- @param #SEAD self
-- @param #table Object The object to call. Needs to have object functions as follows:
-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
-- `:SeadSuppressionStart(Group, Name)`,
-- `:SeadSuppressionEnd(Group, Name)`,
-- @return #SEAD self
function SEAD:AddCallBack(Object)
self:T({Class=Object.ClassName})
self.CallBack = Object
self.UseCallBack = true
return self
end
--- (Internal) 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:T( { WeaponName } )
local hit = false
local name = ""
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1,true) then
hit = true
name = _name
break
end
end
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("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SEAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @param #string SEADWeaponName Weapon Name
-- @return #SEAD self
function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup,SEADWeaponName)
self:T("**** Calculating hit zone for " .. (SEADWeaponName or "None"))
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
if string.find(SEADWeaponName,"154",1) then
wpndata = SEAD.HarmData["AGM_154"]
end
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
--- Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see SEAD
-- @param #SEAD
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
end
--end
end
end
end
return self
end
--- (Internal) Handle Evasion
-- @param #SEAD self
-- @param #string _targetskill
-- @param Wrapper.Group#GROUP _targetgroup
-- @param Core.Point#COORDINATE SEADPlanePos
-- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc
-- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset)
local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
--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("*** 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
-- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- 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
local name = args[2] -- #string Group Name
local attacker = args[3] -- Wrapper.Group#GROUP
if self.UseEmissionsOnOff then
grp:EnableEmission(false)
end
grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker)
end
end
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Nam
if self.UseEmissionsOnOff then
grp:EnableEmission(true)
end
grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[name] = false
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionEnd(grp,name)
end
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 > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding
local _targetgroupname = _targetgroup:GetName()
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, SEADGroup},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
end
end
end
end
end
return self
end
--- (Internal) 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.
-- @param #SEAD self
-- @param Core.Event#EVENTDATA EventData
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
@@ -227,100 +459,62 @@ function SEAD:HandleEventShot( EventData )
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
local _targetskill = "Random"
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
local _targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
if not _target or self.debug then -- AGM-88 or 154 w/o target data
self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
self:I("**** Tracking AGM-88/154 with no target data.")
local pos0 = SEADPlane:GetCoordinate()
local fheight = SEADPlane:GetHeight()
self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
end
return self
end
local targetcat = _target:getCategory() -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
if _targetUnit and _targetUnit:IsAlive() then
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
self:T(string.format("*** Targetcat = %d",targetcat))
if targetcat == Object.Category.UNIT then -- UNIT
self:T("*** Target Category UNIT")
_targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
if _targetUnit and _targetUnit:IsAlive() then
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end
elseif targetcat == Object.Category.STATIC then
self:T("*** Target Category STATIC")
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterOnce()
local targetpoint = _target:getPoint() or {x=0,y=0,z=0}
local tgtcoord = COORDINATE:NewFromVec3(targetpoint)
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
end
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
self:T( SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix, 1, true ) then
self:T("Target = ".. _targetgroupname .. " | Prefix = " .. SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix,1,true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Match Found' )
break
end
end
end
if SEADGroupFound == true then -- yes we are being attacked
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
--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("*** 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
-- 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
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
end
end
return self
end

View File

@@ -18,7 +18,7 @@
-- @module Functional.Shorad
-- @image Functional.Shorad.jpg
--
-- Date: July 2021
-- Date: Nov 2021
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
@@ -41,6 +41,7 @@
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @extends Core.Base#BASE
--- *Good friends are worth defending.* Mr Tushman, Wonder (the Movie)
--
-- Simple Class for a more intelligent Short Range Air Defense System
@@ -131,6 +132,7 @@ do
["Kh29"] = "Kh29",
["Kh31"] = "Kh31",
["Kh66"] = "Kh66",
--["BGM_109"] = "BGM_109",
}
--- Instantiates a new SHORAD object
@@ -138,13 +140,13 @@ do
-- @param #string Name Name of this SHORAD
-- @param #string ShoradPrefix Filter for the Shorad #SET_GROUP
-- @param Core.Set#SET_GROUP Samset The #SET_GROUP of SAM sites to defend
-- @param #number Radius Defense radius in meters, used to switch on groups
-- @param #number Radius Defense radius in meters, used to switch on SHORAD groups **within** this radius
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @retunr #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
local GroupSet = SET_GROUP:New():FilterPrefixes(ShoradPrefix):FilterCoalitions(Coalition):FilterCategoryGround():FilterStart()
@@ -162,11 +164,17 @@ do
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.2.8")
self:I("*** SHORAD - Started Version 0.3.1")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
self:HandleEvent(EVENTS.Shot, self.HandleEventShot)
-- Start State.
self:SetStartState("Running")
self:AddTransition("*", "WakeUpShorad", "*")
self:AddTransition("*", "CalculateHitZone", "*")
return self
end
@@ -310,7 +318,7 @@ do
local hit = false
if self.DefendHarms then
for _,_name in pairs (SHORAD.Harms) do
if string.find(WeaponName,_name,1) then hit = true end
if string.find(WeaponName,_name,1,true) then hit = true end
end
end
return hit
@@ -326,7 +334,7 @@ do
local hit = false
if self.DefendMavs then
for _,_name in pairs (SHORAD.Mavs) do
if string.find(WeaponName,_name,1) then hit = true end
if string.find(WeaponName,_name,1,true) then hit = true end
end
end
return hit
@@ -367,7 +375,7 @@ do
local returnname = false
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1) then
if string.find(groupname, tgtgrp, 1, true) then
returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end
@@ -388,7 +396,7 @@ do
local returnname = false
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1) then
if string.find(groupname, tgtgrp, 1, true) then
returnname = true
end
end
@@ -400,6 +408,7 @@ do
-- @return #boolean Returns true for a detection, else false
function SHORAD:_ShotIsDetected()
self:T(self.lid .. " _ShotIsDetected")
if self.debug then return true end
local IsDetected = false
local DetectionProb = math.random(self.DefenseLowProb, self.DefenseHighProb) -- reference value
local ActualDetection = math.random(1,100) -- value for this shot
@@ -423,7 +432,7 @@ do
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
function SHORAD:WakeUpShorad(TargetGroup, Radius, ActiveTimer, TargetCat)
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat)
self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT
@@ -477,6 +486,76 @@ do
return self
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end
end
end
return self
end
--- Main function - work on the EventData
-- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set
@@ -504,13 +583,48 @@ do
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
-- get target data
local targetdata = EventData.Weapon:getTarget() -- Identify target
-- Is there target data?
if not targetdata or self.debug then
if string.find(ShootingWeaponName,"AGM_88",1,true) then
self:I("**** Tracking AGM-88 with no target data.")
local pos0 = EventData.IniUnit:GetCoordinate()
local fheight = EventData.IniUnit:GetHeight()
self:__CalculateHitZone(20,ShootingWeapon,pos0,fheight,EventData.IniGroup)
end
return self
end
local targetcat = targetdata:getCategory() -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
self:T({targetdata})
local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC
targetunit = STATIC:Find(targetdata)
--self:T("Static Target Data")
--self:T({targetdata:isExist()})
--self:T({targetdata:getPoint()})
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
--tgtcoord:MarkToAll("Missile Target",true)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord1 = tgtgrp1:GetCoordinate()
--tgtcoord1:MarkToAll("Close target SAM",true)
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord2 = tgtgrp2:GetCoordinate()
--tgtcoord2:MarkToAll("Close target SHORAD",true)
local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
if dist1 < dist2 then
targetunit = tgtgrp1
targetcat = Object.Category.UNIT
else
targetunit = tgtgrp2
targetcat = Object.Category.UNIT
end
end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then
@@ -519,7 +633,11 @@ do
local targetgroup = nil
local targetgroupname = "none"
if targetcat == Object.Category.UNIT then
targetgroup = targetunit:GetGroup()
if targetunit.ClassName == "UNIT" then
targetgroup = targetunit:GetGroup()
elseif targetunit.ClassName == "GROUP" then
targetgroup = targetunit
end
targetgroupname = targetgroup:GetName() -- group name
elseif targetcat == Object.Category.STATIC then
targetgroup = targetunit
@@ -540,6 +658,7 @@ do
end
end
end
return self
end
--
end

File diff suppressed because it is too large Load Diff

View File

@@ -804,7 +804,7 @@ do -- ZONE_CAPTURE_COALITION
return IsEmpty
end
--- Check if zone is "Guarded", i.e. only one (the defending) coaliton is present inside the zone.
--- Check if zone is "Guarded", i.e. only one (the defending) coalition is present inside the zone.
-- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsGuarded()
@@ -826,7 +826,7 @@ do -- ZONE_CAPTURE_COALITION
return IsCaptured
end
--- Check if zone is "Attacked", i.e. another coaliton entered the zone.
--- Check if zone is "Attacked", i.e. another coalition entered the zone.
-- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsAttacked()
@@ -899,24 +899,23 @@ do -- ZONE_CAPTURE_COALITION
end
self:I(text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update Mark on F10 map.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:Mark()
if self.MarkOn then
local Coord = self:GetCoordinate()
local ZoneName = self:GetZoneName()
local State = self:GetState()
-- Remove marks.
if self.MarkRed then
Coord:RemoveMark(self.MarkRed)
@@ -924,21 +923,21 @@ do -- ZONE_CAPTURE_COALITION
if self.MarkBlue then
Coord:RemoveMark(self.MarkBlue)
end
-- Create new marks for each coaliton.
-- Create new marks for each coalition.
if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
elseif self.Coalition == coalition.side.RED then
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
end
end

View File

@@ -1,16 +1,16 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--
-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
--
-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
-- Derived classes implement the ways how the achievements can be realized.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
--
-- ===
--
--
-- @module Functional.ZoneGoalCoalition
-- @image MOOSE.JPG
@@ -24,34 +24,33 @@ do -- ZoneGoal
-- @field #table ObjectCategories Table of object categories that are able to hold a zone. Default is UNITS and STATICS.
-- @extends Functional.ZoneGoal#ZONE_GOAL
--- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
--- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
-- Derived classes implement the ways how the achievements can be realized.
--
--
-- ## 1. ZONE_GOAL_COALITION constructor
--
--
-- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object.
--
--
-- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM).
--
--
-- ### 2.1 ZONE_GOAL_COALITION States
--
--
-- ### 2.2 ZONE_GOAL_COALITION Events
--
--
-- ### 2.3 ZONE_GOAL_COALITION State Machine
--
--
-- @field #ZONE_GOAL_COALITION
ZONE_GOAL_COALITION = {
ClassName = "ZONE_GOAL_COALITION",
Coalition = nil,
PreviousCoaliton = nil,
UnitCategories = nil,
ClassName = "ZONE_GOAL_COALITION",
Coalition = nil,
PreviousCoalition = nil,
UnitCategories = nil,
ObjectCategories = nil,
}
--- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
@@ -59,33 +58,32 @@ do -- ZoneGoal
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
if not Zone then
BASE:E("ERROR: No Zone specified in ZONE_GOAL_COALITON!")
BASE:E( "ERROR: No Zone specified in ZONE_GOAL_COALITION!" )
return nil
end
-- Inherit ZONE_GOAL.
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION
self:F( { Zone = Zone, Coalition = Coalition } )
self:F( { Zone = Zone, Coalition = Coalition } )
-- Set initial owner.
self:SetCoalition( Coalition or coalition.side.NEUTRAL)
self:SetCoalition( Coalition or coalition.side.NEUTRAL )
-- Set default unit and object categories for the zone scan.
self:SetUnitCategories(UnitCategories)
self:SetUnitCategories( UnitCategories )
self:SetObjectCategories()
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition=self.Coalition or Coalition
self.PreviousCoalition = self.Coalition or Coalition
self.Coalition = Coalition
return self
end
@@ -95,31 +93,31 @@ do -- ZoneGoal
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories )
if UnitCategories and type(UnitCategories)~="table" then
UnitCategories={UnitCategories}
if UnitCategories and type( UnitCategories ) ~= "table" then
UnitCategories = { UnitCategories }
end
self.UnitCategories=UnitCategories or {Unit.Category.GROUND_UNIT}
self.UnitCategories = UnitCategories or { Unit.Category.GROUND_UNIT }
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories )
if ObjectCategories and type(ObjectCategories)~="table" then
ObjectCategories={ObjectCategories}
if ObjectCategories and type( ObjectCategories ) ~= "table" then
ObjectCategories = { ObjectCategories }
end
self.ObjectCategories=ObjectCategories or {Object.Category.UNIT, Object.Category.STATIC}
self.ObjectCategories = ObjectCategories or { Object.Category.UNIT, Object.Category.STATIC }
return self
end
end
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
@@ -127,39 +125,37 @@ do -- ZoneGoal
return self.Coalition
end
--- Get the previous coaliton, i.e. the one owning the zone before the current one.
--- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition
end
--- Get the owning coalition name of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return #string Coalition name.
function ZONE_GOAL_COALITION:GetCoalitionName()
return UTILS.GetCoalitionName(self.Coalition)
return UTILS.GetCoalitionName( self.Coalition )
end
--- Check status Coalition ownership.
-- @param #ZONE_GOAL_COALITION self
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:StatusZone()
-- Get current state.
local State = self:GetState()
-- Debug text.
local text=string.format("Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName())
self:F(text)
local text = string.format( "Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName() )
self:F( text )
-- Scan zone.
self:Scan( self.ObjectCategories, self.UnitCategories )
return self
end
end

View File

@@ -4,9 +4,13 @@ __Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Socket.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Astar.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )
__Moose.Include( 'Scripts/Moose/Core/Condition.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
@@ -27,6 +31,8 @@ __Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )

File diff suppressed because it is too large Load Diff

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@@ -31,7 +31,7 @@
-- @field #string tankergroupname Name of the late activated tanker template group.
-- @field Wrapper.Group#GROUP tanker Tanker group.
-- @field Wrapper.Airbase#AIRBASE airbase The home airbase object of the tanker. Normally the aircraft carrier.
-- @field Core.Radio#BEACON beacon Tanker TACAN beacon.
-- @field Core.Beacon#BEACON beacon Tanker TACAN beacon.
-- @field #number TACANchannel TACAN channel. Default 1.
-- @field #string TACANmode TACAN mode, i.e. "X" or "Y". Default "Y". Use only "Y" for AA TACAN stations!
-- @field #string TACANmorse TACAN morse code. Three letters identifying the TACAN station. Default "TKR".
@@ -784,10 +784,11 @@ end
-- @param #RECOVERYTANKER self
-- @param #number channel TACAN channel. Default 1.
-- @param #string morse TACAN morse code identifier. Three letters. Default "TKR".
-- @param #string mode TACAN mode, which can be either "Y" (default) or "X".
-- @return #RECOVERYTANKER self
function RECOVERYTANKER:SetTACAN(channel, morse)
function RECOVERYTANKER:SetTACAN(channel, morse, mode)
self.TACANchannel=channel or 1
self.TACANmode="Y"
self.TACANmode=mode or "Y"
self.TACANmorse=morse or "TKR"
self.TACANon=true
return self
@@ -1625,7 +1626,6 @@ function RECOVERYTANKER:_ActivateTACAN(delay)
if delay and delay>0 then
-- Schedule TACAN activation.
--SCHEDULER:New(nil, self._ActivateTACAN, {self}, delay)
self:ScheduleOnce(delay, RECOVERYTANKER._ActivateTACAN, self)
else

View File

@@ -802,7 +802,7 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
-- Debug.
local text=string.format("Unit %s crashed or ejected.", unitname)
MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug)
self:I(self.lid..text)
self:T(self.lid..text)
-- Get coordinate of unit.
local coord=unit:GetCoordinate()

View File

@@ -1,28 +1,28 @@
--- **Sound** - Radio transmissions.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Provide radio functionality to broadcast radio transmissions.
--
--
-- What are radio communications in DCS?
--
--
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
--
--
-- How to supply DCS my own Sound Files?
--
--
-- * Your sound files need to be encoded in **.ogg** or .wav,
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicity sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
--
--
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
-- If an FC3 aircraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircraft isn't compatible,
@@ -37,41 +37,41 @@
--- *It's not true I had nothing on, I had the radio on.* -- Marilyn Monroe
--
--
-- # RADIO usage
--
--
-- There are 3 steps to a successful radio transmission.
--
--
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
--
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
--
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
--
-- Additional Methods to set relevant parameters if the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
--
--
-- Additional Methods to set relevant parameters if the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}
--
--
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
--
--
-- What is this power thing?
--
--
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmitter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
-- * For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
--
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
--
-- @type RADIO
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will transmit the radio calls.
-- @field #string FileName Name of the sound file played.
@@ -105,12 +105,12 @@ function RADIO:New(Positionable)
-- Inherit base
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
self:F(Positionable)
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
return self
end
self:E({error="The passed positionable is invalid, no RADIO created!", positionable=Positionable})
return nil
end
@@ -137,19 +137,19 @@ end
-- @return #RADIO self
function RADIO:SetFileName(FileName)
self:F2(FileName)
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
self.FileName = FileName
return self
end
end
self:E({"File name invalid. Maybe something wrong with the extension?", FileName})
return self
end
@@ -161,34 +161,34 @@ end
-- @return #RADIO self
function RADIO:SetFrequency(Frequency)
self:F2(Frequency)
if type(Frequency) == "number" then
-- If frequency is in range
-- if (Frequency >= 30 and Frequency <= 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
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
local commandSetFrequency={
id = "SetFrequency",
params = {
frequency = self.Frequency,
modulation = self.Modulation,
}
}
}
self:T2(commandSetFrequency)
self.Positionable:SetCommand(commandSetFrequency)
end
return self
-- end
--end
end
self:E({"Frequency is not a number. Frequency unchanged.", Frequency})
return self
end
@@ -215,13 +215,13 @@ end
-- @return #RADIO self
function RADIO:SetPower(Power)
self:F2(Power)
if type(Power) == "number" then
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
else
self:E({"Power is invalid. Power unchanged.", self.Power})
end
return self
end
@@ -249,7 +249,7 @@ end
-- -- create the broadcaster and attaches it a RADIO
-- local MyUnit = UNIT:FindByName("MyUnit")
-- local MyUnitRadio = MyUnit:GetRadio()
--
--
-- -- add a subtitle for the next transmission, which will be up for 10s
-- MyUnitRadio:SetSubtitle("My Subtitle, 10)
function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
@@ -264,14 +264,14 @@ function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
self.SubtitleDuration = SubtitleDuration
else
self.SubtitleDuration = 0
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
end
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP,
-- but it will work with a UNIT or a GROUP anyway.
-- but it will work with a UNIT or a GROUP anyway.
-- Only the #RADIO and the Filename are mandatory
-- @param #RADIO self
-- @param #string FileName Name of the sound file that will be transmitted.
@@ -281,20 +281,20 @@ end
-- @return #RADIO self
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
self:F({FileName, Frequency, Modulation, Power})
self:SetFileName(FileName)
if Frequency then self:SetFrequency(Frequency) end
if Modulation then self:SetModulation(Modulation) end
if Power then self:SetPower(Power) end
if Loop then self:SetLoop(Loop) end
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
-- Only the RADIO and the Filename are mandatory.
-- @param #RADIO self
-- @param #string FileName Name of sound file.
@@ -316,20 +316,20 @@ function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequen
end
-- Set frequency.
if Frequency then
if Frequency then
self:SetFrequency(Frequency)
end
-- Set subtitle.
if Subtitle then
self:SetSubtitle(Subtitle, SubtitleDuration or 0)
end
-- Set Looping.
if Loop then
if Loop then
self:SetLoop(Loop)
end
return self
end
@@ -346,7 +346,7 @@ end
-- @return #RADIO self
function RADIO:Broadcast(viatrigger)
self:F({viatrigger=viatrigger})
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system.
if (self.Positionable.ClassName=="UNIT" or self.Positionable.ClassName=="GROUP") and (not viatrigger) then
self:T("Broadcasting from a UNIT or a GROUP")
@@ -359,7 +359,7 @@ function RADIO:Broadcast(viatrigger)
subtitle = self.Subtitle,
loop = self.Loop,
}}
self:T3(commandTransmitMessage)
self.Positionable:SetCommand(commandTransmitMessage)
else
@@ -368,7 +368,7 @@ function RADIO:Broadcast(viatrigger)
self:T("Broadcasting from a POSITIONABLE")
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
end
return self
end
@@ -380,11 +380,11 @@ end
-- @return #RADIO self
function RADIO:StopBroadcast()
self:F()
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
local commandStopTransmission={id="StopTransmission", params={}}
self.Positionable:SetCommand(commandStopTransmission)
else
-- Else, we use the appropriate singleton funciton

View File

@@ -1,9 +1,9 @@
--- **Core** - Makes the radio talk.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Send text strings using a vocabulary that is converted in spoken language.
-- * Possiblity to implement multiple language.
--
@@ -15,10 +15,10 @@
-- @image Core_Radio.JPG
--- Makes the radio speak.
--
--
-- # RADIOSPEECH usage
--
--
--
--
-- @type RADIOSPEECH
-- @extends Core.RadioQueue#RADIOQUEUE
RADIOSPEECH = {
@@ -59,24 +59,24 @@ RADIOSPEECH.Vocabulary.EN = {
["70"] = { "70", 0.48 },
["80"] = { "80", 0.26 },
["90"] = { "90", 0.36 },
["100"] = { "100", 0.55 },
["200"] = { "200", 0.55 },
["300"] = { "300", 0.61 },
["400"] = { "400", 0.60 },
["500"] = { "500", 0.61 },
["600"] = { "600", 0.65 },
["700"] = { "700", 0.70 },
["800"] = { "800", 0.54 },
["900"] = { "900", 0.60 },
["1000"] = { "1000", 0.60 },
["2000"] = { "2000", 0.61 },
["3000"] = { "3000", 0.64 },
["4000"] = { "4000", 0.62 },
["5000"] = { "5000", 0.69 },
["6000"] = { "6000", 0.69 },
["7000"] = { "7000", 0.75 },
["8000"] = { "8000", 0.59 },
["9000"] = { "9000", 0.65 },
["100"] = { "100", 0.55 },
["200"] = { "200", 0.55 },
["300"] = { "300", 0.61 },
["400"] = { "400", 0.60 },
["500"] = { "500", 0.61 },
["600"] = { "600", 0.65 },
["700"] = { "700", 0.70 },
["800"] = { "800", 0.54 },
["900"] = { "900", 0.60 },
["1000"] = { "1000", 0.60 },
["2000"] = { "2000", 0.61 },
["3000"] = { "3000", 0.64 },
["4000"] = { "4000", 0.62 },
["5000"] = { "5000", 0.69 },
["6000"] = { "6000", 0.69 },
["7000"] = { "7000", 0.75 },
["8000"] = { "8000", 0.59 },
["9000"] = { "9000", 0.65 },
["chevy"] = { "chevy", 0.35 },
["colt"] = { "colt", 0.35 },
@@ -94,10 +94,10 @@ RADIOSPEECH.Vocabulary.EN = {
["meters"] = { "meters", 0.41 },
["mi"] = { "miles", 0.45 },
["feet"] = { "feet", 0.29 },
["br"] = { "br", 1.1 },
["bra"] = { "bra", 0.3 },
["returning to base"] = { "returning_to_base", 0.85 },
["on route to ground target"] = { "on_route_to_ground_target", 1.05 },
@@ -143,24 +143,24 @@ RADIOSPEECH.Vocabulary.RU = {
["70"] = { "70", 0.68 },
["80"] = { "80", 0.84 },
["90"] = { "90", 0.71 },
["100"] = { "100", 0.35 },
["200"] = { "200", 0.59 },
["300"] = { "300", 0.53 },
["400"] = { "400", 0.70 },
["500"] = { "500", 0.50 },
["600"] = { "600", 0.58 },
["700"] = { "700", 0.64 },
["800"] = { "800", 0.77 },
["900"] = { "900", 0.75 },
["1000"] = { "1000", 0.87 },
["2000"] = { "2000", 0.83 },
["3000"] = { "3000", 0.84 },
["4000"] = { "4000", 1.00 },
["5000"] = { "5000", 0.77 },
["6000"] = { "6000", 0.90 },
["7000"] = { "7000", 0.77 },
["8000"] = { "8000", 0.92 },
["9000"] = { "9000", 0.87 },
["100"] = { "100", 0.35 },
["200"] = { "200", 0.59 },
["300"] = { "300", 0.53 },
["400"] = { "400", 0.70 },
["500"] = { "500", 0.50 },
["600"] = { "600", 0.58 },
["700"] = { "700", 0.64 },
["800"] = { "800", 0.77 },
["900"] = { "900", 0.75 },
["1000"] = { "1000", 0.87 },
["2000"] = { "2000", 0.83 },
["3000"] = { "3000", 0.84 },
["4000"] = { "4000", 1.00 },
["5000"] = { "5000", 0.77 },
["6000"] = { "6000", 0.90 },
["7000"] = { "7000", 0.77 },
["8000"] = { "8000", 0.92 },
["9000"] = { "9000", 0.87 },
["градусы"] = { "degrees", 0.5 },
["километры"] = { "kilometers", 0.65 },
@@ -170,10 +170,11 @@ RADIOSPEECH.Vocabulary.RU = {
["метров"] = { "meters", 0.41 },
["m"] = { "meters", 0.41 },
["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 },
@@ -199,11 +200,11 @@ function RADIOSPEECH:New(frequency, modulation)
-- Inherit base
local self = BASE:Inherit( self, RADIOQUEUE:New( frequency, modulation ) ) -- #RADIOSPEECH
self.Language = "EN"
self:BuildTree()
return self
end
@@ -261,7 +262,7 @@ end
function RADIOSPEECH:BuildTree()
self.Speech = {}
for Language, Sentences in pairs( self.Vocabulary ) do
self:I( { Language = Language, Sentences = Sentences })
self.Speech[Language] = {}
@@ -270,7 +271,7 @@ function RADIOSPEECH:BuildTree()
self:AddSentenceToSpeech( Sentence, self.Speech[Language], Sentence, Data )
end
end
self:I( { Speech = self.Speech } )
return self
@@ -289,7 +290,7 @@ function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
local Word, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
self:I( { Word = Word, Speech = Speech[Word], RemainderSentence = RemainderSentence } )
if Word then
if Word ~= "" and tonumber(Word) == nil then
@@ -301,7 +302,7 @@ function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
if Speech[Word].Next == nil then
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], Language .. "/" )
else
else
if RemainderSentence and RemainderSentence ~= "" then
return self:SpeakWords( RemainderSentence, Speech[Word].Next, Language )
end
@@ -309,11 +310,11 @@ function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
end
return RemainderSentence
end
return OriginalSentence
return OriginalSentence
else
return ""
end
end
end
--- Speak a sentence.
@@ -332,7 +333,7 @@ function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
if Digits then
if Digits ~= "" and tonumber( Digits ) ~= nil then
-- Construct numbers
local Number = tonumber( Digits )
local Multiple = nil
@@ -356,7 +357,7 @@ function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
end
return RemainderSentence
end
return OriginalSentence
return OriginalSentence
else
return ""
end
@@ -373,26 +374,26 @@ function RADIOSPEECH:Speak( Sentence, Language )
self:I( { Sentence, Language } )
local Language = Language or "EN"
self:I( { Language = Language } )
-- If there is no node for Speech, then we start at the first nodes of the language.
local Speech = self.Speech[Language]
self:I( { Speech = Speech, Language = Language } )
self:NewTransmission( "_In.wav", 0.52, Language .. "/" )
repeat
Sentence = self:SpeakWords( Sentence, Speech, Language )
self:I( { Sentence = Sentence } )
Sentence = self:SpeakDigits( Sentence, Speech, Language )
self:I( { Sentence = Sentence } )
-- Sentence = self:SpeakSymbols( Sentence, Speech )
--
-- self:I( { Sentence = Sentence } )

View File

@@ -45,14 +45,13 @@
-- @field Core.Point#COORDINATE coordinate Coordinate from where the transmission is send.
-- @field #string path Path to the SRS exe. This includes the final slash "/".
-- @field #string google Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
-- @field #string Label Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.
-- @extends Core.Base#BASE
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
--
-- ===
--
-- ![Banner Image](..\Presentations\ATIS\ATIS_Main.png)
--
-- # The MSRS Concept
--
-- This class allows to broadcast sound files or text via Simple Radio Standalone (SRS).
@@ -88,15 +87,40 @@
--
-- Use a specific "culture" with the @{#MSRS.SetCulture} function, e.g. `:SetCulture("en-US")` or `:SetCulture("de-DE")`.
--
-- ## Set Google
--
-- Use Google's text-to-speech engine with the @{#MSRS.SetGoogle} function, e.g. ':SetGoogle()'.
-- By enabling this it also allows you to utilize SSML in your text for added flexibilty.
-- For more information on setting up a cloud account, visit: https://cloud.google.com/text-to-speech
-- Google's supported SSML reference: https://cloud.google.com/text-to-speech/docs/ssml
--
-- **NOTE on using GOOGLE TTS with SRS:** You need to have the C# library installed in your SRS folder for Google to work.
-- You can obtain it e.g. here: [NuGet](https://www.nuget.org/packages/Grpc.Core)
--
-- **Pro-Tipp** - use the command line with power shell to call DCS-SR-ExternalAudio.exe - it will tell you what is missing.
-- and also the Google Console error, in case you have missed a step in setting up your Google TTS.
-- E.g. `.\DCS-SR-ExternalAudio.exe -t "Text Message" -f 255 -m AM -c 2 -s 2 -z -G "Path_To_You_Google.Json"`
-- Plays a message on 255AM for the blue coalition in-game.
--
-- ## Set Voice
--
-- Use a specifc voice with the @{#MSRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`.
-- Note that this must be installed on your windows system.
-- If enabling SetGoogle(), you can use voices provided by Google
-- Google's supported voices: https://cloud.google.com/text-to-speech/docs/voices
--
-- ## Set Coordinate
--
-- Use @{#MSRS.SetCoordinate} to define the origin from where the transmission is broadcasted.
--
-- ## Set SRS Port
--
-- Use @{#MSRS.SetPort} to define the SRS port. Defaults to 5002.
--
-- ## Set SRS Volume
--
-- Use @{#MSRS.SetVolume} to define the SRS volume. Defaults to 1.0. Allowed values are between 0.0 and 1.0, from silent to loudest.
--
-- @field #MSRS
MSRS = {
ClassName = "MSRS",
@@ -112,11 +136,113 @@ MSRS = {
volume = 1,
speed = 1,
coordinate = nil,
Label = "ROBOT",
}
--- MSRS class version.
-- @field #string version
MSRS.version="0.0.3"
MSRS.version="0.1.0"
--- Voices
-- @type Voices
MSRS.Voices = {
Microsoft = {
["Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["Hazel"] = "Microsoft Hazel Desktop", -- en-GB
["David"] = "Microsoft David Desktop", -- en-US
["Zira"] = "Microsoft Zira Desktop", -- en-US
["Hortense"] = "Microsoft Hortense Desktop", --fr-FR
},
Google = {
Standard = {
["en-AU-Standard-A"] = 'en-AU-Standard-A', -- [1] FEMALE
["en-AU-Standard-B"] = 'en-AU-Standard-B', -- [2] MALE
["en-AU-Standard-C"] = 'en-AU-Standard-C', -- [3] FEMALE
["en-AU-Standard-D"] = 'en-AU-Standard-D', -- [4] MALE
["en-IN-Standard-A"] = 'en-IN-Standard-A', -- [5] FEMALE
["en-IN-Standard-B"] = 'en-IN-Standard-B', -- [6] MALE
["en-IN-Standard-C"] = 'en-IN-Standard-C', -- [7] MALE
["en-IN-Standard-D"] = 'en-IN-Standard-D', -- [8] FEMALE
["en-GB-Standard-A"] = 'en-GB-Standard-A', -- [9] FEMALE
["en-GB-Standard-B"] = 'en-GB-Standard-B', -- [10] MALE
["en-GB-Standard-C"] = 'en-GB-Standard-C', -- [11] FEMALE
["en-GB-Standard-D"] = 'en-GB-Standard-D', -- [12] MALE
["en-GB-Standard-F"] = 'en-GB-Standard-F', -- [13] FEMALE
["en-US-Standard-A"] = 'en-US-Standard-A', -- [14] MALE
["en-US-Standard-B"] = 'en-US-Standard-B', -- [15] MALE
["en-US-Standard-C"] = 'en-US-Standard-C', -- [16] FEMALE
["en-US-Standard-D"] = 'en-US-Standard-D', -- [17] MALE
["en-US-Standard-E"] = 'en-US-Standard-E', -- [18] FEMALE
["en-US-Standard-F"] = 'en-US-Standard-F', -- [19] FEMALE
["en-US-Standard-G"] = 'en-US-Standard-G', -- [20] FEMALE
["en-US-Standard-H"] = 'en-US-Standard-H', -- [21] FEMALE
["en-US-Standard-I"] = 'en-US-Standard-I', -- [22] MALE
["en-US-Standard-J"] = 'en-US-Standard-J', -- [23] MALE
["fr-FR-Standard-A"] = "fr-FR-Standard-A", -- Female
["fr-FR-Standard-B"] = "fr-FR-Standard-B", -- Male
["fr-FR-Standard-C"] = "fr-FR-Standard-C", -- Female
["fr-FR-Standard-D"] = "fr-FR-Standard-D", -- Male
["fr-FR-Standard-E"] = "fr-FR-Standard-E", -- Female
["de-DE-Standard-A"] = "de-DE-Standard-A", -- Female
["de-DE-Standard-B"] = "de-DE-Standard-B", -- Male
["de-DE-Standard-C"] = "de-DE-Standard-C", -- Female
["de-DE-Standard-D"] = "de-DE-Standard-D", -- Male
["de-DE-Standard-E"] = "de-DE-Standard-E", -- Male
["de-DE-Standard-F"] = "de-DE-Standard-F", -- Female
["es-ES-Standard-A"] = "es-ES-Standard-A", -- Female
["es-ES-Standard-B"] = "es-ES-Standard-B", -- Male
["es-ES-Standard-C"] = "es-ES-Standard-C", -- Female
["es-ES-Standard-D"] = "es-ES-Standard-D", -- Female
["it-IT-Standard-A"] = "it-IT-Standard-A", -- Female
["it-IT-Standard-B"] = "it-IT-Standard-B", -- Female
["it-IT-Standard-C"] = "it-IT-Standard-C", -- Male
["it-IT-Standard-D"] = "it-IT-Standard-D", -- Male
},
Wavenet = {
["en-AU-Wavenet-A"] = 'en-AU-Wavenet-A', -- [1] FEMALE
["en-AU-Wavenet-B"] = 'en-AU-Wavenet-B', -- [2] MALE
["en-AU-Wavenet-C"] = 'en-AU-Wavenet-C', -- [3] FEMALE
["en-AU-Wavenet-D"] = 'en-AU-Wavenet-D', -- [4] MALE
["en-IN-Wavenet-A"] = 'en-IN-Wavenet-A', -- [5] FEMALE
["en-IN-Wavenet-B"] = 'en-IN-Wavenet-B', -- [6] MALE
["en-IN-Wavenet-C"] = 'en-IN-Wavenet-C', -- [7] MALE
["en-IN-Wavenet-D"] = 'en-IN-Wavenet-D', -- [8] FEMALE
["en-GB-Wavenet-A"] = 'en-GB-Wavenet-A', -- [9] FEMALE
["en-GB-Wavenet-B"] = 'en-GB-Wavenet-B', -- [10] MALE
["en-GB-Wavenet-C"] = 'en-GB-Wavenet-C', -- [11] FEMALE
["en-GB-Wavenet-D"] = 'en-GB-Wavenet-D', -- [12] MALE
["en-GB-Wavenet-F"] = 'en-GB-Wavenet-F', -- [13] FEMALE
["en-US-Wavenet-A"] = 'en-US-Wavenet-A', -- [14] MALE
["en-US-Wavenet-B"] = 'en-US-Wavenet-B', -- [15] MALE
["en-US-Wavenet-C"] = 'en-US-Wavenet-C', -- [16] FEMALE
["en-US-Wavenet-D"] = 'en-US-Wavenet-D', -- [17] MALE
["en-US-Wavenet-E"] = 'en-US-Wavenet-E', -- [18] FEMALE
["en-US-Wavenet-F"] = 'en-US-Wavenet-F', -- [19] FEMALE
["en-US-Wavenet-G"] = 'en-US-Wavenet-G', -- [20] FEMALE
["en-US-Wavenet-H"] = 'en-US-Wavenet-H', -- [21] FEMALE
["en-US-Wavenet-I"] = 'en-US-Wavenet-I', -- [22] MALE
["en-US-Wavenet-J"] = 'en-US-Wavenet-J', -- [23] MALE
["fr-FR-Wavenet-A"] = "fr-FR-Wavenet-A", -- Female
["fr-FR-Wavenet-B"] = "fr-FR-Wavenet-B", -- Male
["fr-FR-Wavenet-C"] = "fr-FR-Wavenet-C", -- Female
["fr-FR-Wavenet-D"] = "fr-FR-Wavenet-D", -- Male
["fr-FR-Wavenet-E"] = "fr-FR-Wavenet-E", -- Female
["de-DE-Wavenet-A"] = "de-DE-Wavenet-A", -- Female
["de-DE-Wavenet-B"] = "de-DE-Wavenet-B", -- Male
["de-DE-Wavenet-C"] = "de-DE-Wavenet-C", -- Female
["de-DE-Wavenet-D"] = "de-DE-Wavenet-D", -- Male
["de-DE-Wavenet-E"] = "de-DE-Wavenet-E", -- Male
["de-DE-Wavenet-F"] = "de-DE-Wavenet-F", -- Female
["es-ES-Wavenet-B"] = "es-ES-Wavenet-B", -- Male
["es-ES-Wavenet-C"] = "es-ES-Wavenet-C", -- Female
["es-ES-Wavenet-D"] = "es-ES-Wavenet-D", -- Female
["it-IT-Wavenet-A"] = "it-IT-Wavenet-A", -- Female
["it-IT-Wavenet-B"] = "it-IT-Wavenet-B", -- Female
["it-IT-Wavenet-C"] = "it-IT-Wavenet-C", -- Male
["it-IT-Wavenet-D"] = "it-IT-Wavenet-D", -- Male
} ,
},
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -135,8 +261,9 @@ MSRS.version="0.0.3"
-- @param #string PathToSRS Path to the directory, where SRS is located.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @param #number Volume Volume - 1.0 is max, 0.0 is silence
-- @return #MSRS self
function MSRS:New(PathToSRS, Frequency, Modulation)
function MSRS:New(PathToSRS, Frequency, Modulation, Volume)
-- Defaults.
Frequency =Frequency or 143
@@ -151,6 +278,13 @@ function MSRS:New(PathToSRS, Frequency, Modulation)
self:SetModulations(Modulation)
self:SetGender()
self:SetCoalition()
self:SetLabel()
self:SetVolume()
self.lid = string.format("%s-%s | ", self.name, self.version)
if not io or not os then
self:E(self.lid.."***** ERROR - io or os NOT desanitized! MSRS will not work!")
end
return self
end
@@ -193,12 +327,47 @@ function MSRS:GetPath()
return self.path
end
--- Set SRS volume.
-- @param #MSRS self
-- @param #number Volume Volume - 1.0 is max, 0.0 is silence
-- @return #MSRS self
function MSRS:SetVolume(Volume)
local volume = Volume or 1
if volume > 1 then volume = 1 elseif volume < 0 then volume = 0 end
self.volume = volume
return self
end
--- Get SRS volume.
-- @param #MSRS self
-- @return #number Volume Volume - 1.0 is max, 0.0 is silence
function MSRS:GetVolume()
return self.volume
end
--- Set label.
-- @param #MSRS self
-- @param #number Label. Default "ROBOT"
-- @return #MSRS self
function MSRS:SetLabel(Label)
self.Label=Label or "ROBOT"
return self
end
--- Get label.
-- @param #MSRS self
-- @return #number Label.
function MSRS:GetLabel()
return self.Label
end
--- Set port.
-- @param #MSRS self
-- @param #number Port Port. Default 5002.
-- @return #MSRS self
function MSRS:SetPort(Port)
self.port=Port or 5002
return self
end
--- Get port.
@@ -214,6 +383,7 @@ end
-- @return #MSRS self
function MSRS:SetCoalition(Coalition)
self.coalition=Coalition or 0
return self
end
--- Get coalition.
@@ -382,21 +552,10 @@ function MSRS:PlaySoundFile(Soundfile, Delay)
local command=self:_GetCommand()
-- Append file.
command=command.." --file="..tostring(soundfile)
command=command..' --file="'..tostring(soundfile)..'"'
-- Execute command.
self:_ExecCommand(command)
--[[
command=command.." > bla.txt"
-- Debug output.
self:I(string.format("MSRS PlaySoundfile command=%s", command))
-- Execute SRS command.
local x=os.execute(command)
]]
end
@@ -422,16 +581,6 @@ function MSRS:PlaySoundText(SoundText, Delay)
-- Execute command.
self:_ExecCommand(command)
--[[
command=command.." > bla.txt"
-- Debug putput.
self:I(string.format("MSRS PlaySoundfile command=%s", command))
-- Execute SRS command.
local x=os.execute(command)
]]
end
@@ -458,37 +607,48 @@ function MSRS:PlayText(Text, Delay)
-- Execute command.
self:_ExecCommand(command)
--[[
-- Check that length of command is max 255 chars or os.execute() will not work!
if string.len(command)>255 then
-- Create a tmp file.
local filename = os.getenv('TMP') .. "\\MSRS-"..STTS.uuid()..".bat"
local script = io.open(filename, "w+")
script:write(command.." && exit")
script:close()
-- Play command.
command=string.format("\"%s\"", filename)
-- Play file in 0.05 seconds
timer.scheduleFunction(os.execute, command, timer.getTime()+0.05)
-- Remove file in 1 second.
timer.scheduleFunction(os.remove, filename, timer.getTime()+1)
else
-- Debug output.
self:I(string.format("MSRS Text command=%s", command))
end
-- Execute SRS command.
local x=os.execute(command)
return self
end
--- Play text message via STTS with explicitly specified options.
-- @param #MSRS self
-- @param #string Text Text message.
-- @param #number Delay Delay in seconds, before the message is played.
-- @param #table Frequencies Radio frequencies.
-- @param #table Modulations Radio modulations.
-- @param #string Gender Gender.
-- @param #string Culture Culture.
-- @param #string Voice Voice.
-- @param #number Volume Volume.
-- @param #string Label Label.
-- @return #MSRS self
function MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlayTextExt, self, Text, 0, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label)
else
-- Ensure table.
if Frequencies and type(Frequencies)~="table" then
Frequencies={Frequencies}
end
-- Ensure table.
if Modulations and type(Modulations)~="table" then
Modulations={Modulations}
end
-- Get command line.
local command=self:_GetCommand(Frequencies, Modulations, nil, Gender, Voice, Culture, Volume, nil, nil, Label)
-- Append text.
command=command..string.format(" --text=\"%s\"", tostring(Text))
end
-- Execute command.
self:_ExecCommand(command)
]]
end
return self
@@ -625,8 +785,9 @@ end
-- @param #number volume Volume.
-- @param #number speed Speed.
-- @param #number port Port.
-- @param #string label Label, defaults to "ROBOT" (displayed sender name in the radio overlay of SRS) - No spaces allowed!
-- @return #string Command.
function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port)
function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port,label)
local path=self:GetPath() or STTS.DIRECTORY
local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe"
@@ -639,6 +800,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
volume=volume or self.volume
speed=speed or self.speed
port=port or self.port
label=label or self.Label
-- Replace modulation
modus=modus:gsub("0", "AM")
@@ -648,12 +810,12 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
--local command=string.format("%s --freqs=%s --modulations=%s --coalition=%d --port=%d --volume=%.2f --speed=%d", exe, freqs, modus, coal, port, volume, speed)
-- Command from orig STTS script. Works better for some unknown reason!
local command=string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", path, exe, freqs, modus, coal, port, "ROBOT")
--local command=string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", path, exe, freqs, modus, coal, port, "ROBOT")
--local command=string.format('start /b "" /d "%s" "%s" -f %s -m %s -c %s -p %s -n "%s" > bla.txt', path, exe, freqs, modus, coal, port, "ROBOT")
-- Command.
local command=string.format('%s/%s -f %s -m %s -c %s -p %s -n "%s"', path, exe, freqs, modus, coal, port, "ROBOT")
local command=string.format('"%s\\%s" -f %s -m %s -c %s -p %s -n "%s" -v "%.1f"', path, exe, freqs, modus, coal, port, label,volume)
-- Set voice or gender/culture.
if voice then
@@ -662,7 +824,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
else
-- Add gender.
if gender and gender~="female" then
command=command..string.format(" --gender=%s", tostring(gender))
command=command..string.format(" -g %s", tostring(gender))
end
-- Add culture.
if culture and culture~="en-GB" then
@@ -678,7 +840,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
-- Set google.
if self.google then
command=command..string.format(' -G "%s"', self.google)
command=command..string.format(' --ssml -G "%s"', self.google)
end
-- Debug output.
@@ -687,6 +849,353 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
return command
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Manages radio transmissions.
--
-- The purpose of the MSRSQUEUE class is to manage SRS text-to-speech (TTS) messages using the MSRS class.
-- This can be used to submit multiple TTS messages and the class takes care that they are transmitted one after the other (and not overlapping).
--
-- @type MSRSQUEUE
-- @field #string ClassName Name of the class "MSRSQUEUE".
-- @field #string lid ID for dcs.log.
-- @field #table queue The queue of transmissions.
-- @field #string alias Name of the radio queue.
-- @field #number dt Time interval in seconds for checking the radio queue.
-- @field #number Tlast Time (abs) when the last transmission finished.
-- @field #boolean checking If `true`, the queue update function is scheduled to be called again.
-- @extends Core.Base#BASE
MSRSQUEUE = {
ClassName = "MSRSQUEUE",
Debugmode = nil,
lid = nil,
queue = {},
alias = nil,
dt = nil,
Tlast = nil,
checking = nil,
}
--- Radio queue transmission data.
-- @type MSRSQUEUE.Transmission
-- @field #string text Text to be transmitted.
-- @field Sound.SRS#MSRS msrs MOOSE SRS object.
-- @field #number duration Duration in seconds.
-- @field #table subgroups Groups to send subtitle to.
-- @field #string subtitle Subtitle of the transmission.
-- @field #number subduration Duration of the subtitle being displayed.
-- @field #number frequency Frequency.
-- @field #number modulation Modulation.
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
-- @field #boolean isplaying If true, transmission is currently playing.
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
-- @field #number interval Interval in seconds before next transmission.
--- Create a new MSRSQUEUE object for a given radio frequency/modulation.
-- @param #MSRSQUEUE self
-- @param #string alias (Optional) Name of the radio queue.
-- @return #MSRSQUEUE self The MSRSQUEUE object.
function MSRSQUEUE:New(alias)
-- Inherit base
local self=BASE:Inherit(self, BASE:New()) --#MSRSQUEUE
self.alias=alias or "My Radio"
self.dt=1.0
self.lid=string.format("MSRSQUEUE %s | ", self.alias)
return self
end
--- Clear the radio queue.
-- @param #MSRSQUEUE self
-- @return #MSRSQUEUE self The MSRSQUEUE object.
function MSRSQUEUE:Clear()
self:I(self.lid.."Clearning MSRSQUEUE")
self.queue={}
return self
end
--- Add a transmission to the radio queue.
-- @param #MSRSQUEUE self
-- @param #MSRSQUEUE.Transmission transmission The transmission data table.
-- @return #MSRSQUEUE self
function MSRSQUEUE:AddTransmission(transmission)
-- Init.
transmission.isplaying=false
transmission.Tstarted=nil
-- Add to queue.
table.insert(self.queue, transmission)
-- Start checking.
if not self.checking then
self:_CheckRadioQueue()
end
return self
end
--- Create a new transmission and add it to the radio queue.
-- @param #MSRSQUEUE self
-- @param #string text Text to play.
-- @param #number duration Duration in seconds the file lasts. Default is determined by number of characters of the text message.
-- @param Sound.SRS#MSRS msrs MOOSE SRS object.
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @param #table subgroups Groups that should receive the subtiltle.
-- @param #string subtitle Subtitle displayed when the message is played.
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
-- @param #number frequency Radio frequency if other than MSRS default.
-- @param #number modulation Radio modulation if other then MSRS default.
-- @return #MSRSQUEUE.Transmission Radio transmission table.
function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation)
-- Sanity checks.
if not text then
self:E(self.lid.."ERROR: No text specified.")
return nil
end
if type(text)~="string" then
self:E(self.lid.."ERROR: Text specified is NOT a string.")
return nil
end
-- Create a new transmission object.
local transmission={} --#MSRSQUEUE.Transmission
transmission.text=text
transmission.duration=duration or STTS.getSpeechTime(text)
transmission.msrs=msrs
transmission.Tplay=tstart or timer.getAbsTime()
transmission.subtitle=subtitle
transmission.interval=interval or 0
transmission.frequency=frequency
transmission.modulation=modulation
transmission.subgroups=subgroups
if transmission.subtitle then
transmission.subduration=subduration or transmission.duration
else
transmission.subduration=0 --nil
end
-- Add transmission to queue.
self:AddTransmission(transmission)
return transmission
end
--- Broadcast radio message.
-- @param #MSRSQUEUE self
-- @param #MSRSQUEUE.Transmission transmission The transmission.
function MSRSQUEUE:Broadcast(transmission)
if transmission.frequency then
transmission.msrs:PlayTextExt(transmission.text, nil, transmission.frequency, transmission.modulation, Gender, Culture, Voice, Volume, Label)
else
transmission.msrs:PlayText(transmission.text)
end
local function texttogroup(gid)
-- Text to group.
trigger.action.outTextForGroup(gid, transmission.subtitle, transmission.subduration, true)
end
if transmission.subgroups and #transmission.subgroups>0 then
for _,_group in pairs(transmission.subgroups) do
local group=_group --Wrapper.Group#GROUP
if group and group:IsAlive() then
local gid=group:GetID()
self:ScheduleOnce(4, texttogroup, gid)
end
end
end
end
--- Calculate total transmission duration of all transmission in the queue.
-- @param #MSRSQUEUE self
-- @return #number Total transmission duration.
function MSRSQUEUE:CalcTransmisstionDuration()
local Tnow=timer.getAbsTime()
local T=0
for _,_transmission in pairs(self.queue) do
local transmission=_transmission --#MSRSQUEUE.Transmission
if transmission.isplaying then
-- Playing for dt seconds.
local dt=Tnow-transmission.Tstarted
T=T+transmission.duration-dt
else
T=T+transmission.duration
end
end
return T
end
--- Check radio queue for transmissions to be broadcasted.
-- @param #MSRSQUEUE self
-- @param #number delay Delay in seconds before checking.
function MSRSQUEUE:_CheckRadioQueue(delay)
-- Transmissions in queue.
local N=#self.queue
-- Debug info.
self:T2(self.lid..string.format("Check radio queue %s: delay=%.3f sec, N=%d, checking=%s", self.alias, delay or 0, N, tostring(self.checking)))
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, MSRSQUEUE._CheckRadioQueue, self)
-- Checking on.
self.checking=true
else
-- Check if queue is empty.
if N==0 then
-- Debug info.
self:T(self.lid..string.format("Check radio queue %s empty ==> disable checking", self.alias))
-- Queue is now empty. Nothing to else to do. We start checking again, if a transmission is added.
self.checking=false
return
end
-- Get current abs time.
local time=timer.getAbsTime()
-- Checking on.
self.checking=true
-- Set dt.
local dt=self.dt
local playing=false
local next=nil --#MSRSQUEUE.Transmission
local remove=nil
for i,_transmission in ipairs(self.queue) do
local transmission=_transmission --#MSRSQUEUE.Transmission
-- Check if transmission time has passed.
if time>=transmission.Tplay then
-- Check if transmission is currently playing.
if transmission.isplaying then
-- Check if transmission is finished.
if time>=transmission.Tstarted+transmission.duration then
-- Transmission over.
transmission.isplaying=false
-- Remove ith element in queue.
remove=i
-- Store time last transmission finished.
self.Tlast=time
else -- still playing
-- Transmission is still playing.
playing=true
dt=transmission.duration-(time-transmission.Tstarted)
end
else -- not playing yet
local Tlast=self.Tlast
if transmission.interval==nil then
-- Not playing ==> this will be next.
if next==nil then
next=transmission
end
else
if Tlast==nil or time-Tlast>=transmission.interval then
next=transmission
else
end
end
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
if next or Tlast then
break
end
end
else
-- Transmission not due yet.
end
end
-- Found a new transmission.
if next~=nil and not playing then
-- Debug info.
self:T(self.lid..string.format("Broadcasting text=\"%s\" at T=%.3f", next.text, time))
-- Call SRS.
self:Broadcast(next)
next.isplaying=true
next.Tstarted=time
dt=next.duration
end
-- Remove completed call from queue.
if remove then
-- Remove from queue.
table.remove(self.queue, remove)
N=N-1
-- Check if queue is empty.
if #self.queue==0 then
-- Debug info.
self:T(self.lid..string.format("Check radio queue %s empty ==> disable checking", self.alias))
self.checking=false
return
end
end
-- Check queue.
self:_CheckRadioQueue(dt)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -183,13 +183,17 @@ do -- Sound File
--- Set path, where the sound file is located.
-- @param #SOUNDFILE self
-- @param #string Path Path to the directory, where the sound file is located.
-- @param #string Path Path to the directory, where the sound file is located. In case this is nil, it defaults to the DCS mission temp directory.
-- @return #SOUNDFILE self
function SOUNDFILE:SetPath(Path)
-- Init path.
self.path=Path or "l10n/DEFAULT/"
if not Path and self.useSRS then -- use path to mission temp dir
self.path = os.getenv('TMP') .. "\\DCS\\Mission\\l10n\\DEFAULT"
end
-- Remove (back)slashes.
local nmax=1000 ; local n=1
while (self.path:sub(-1)=="/" or self.path:sub(-1)==[[\]]) and n<=nmax do

View File

@@ -40,7 +40,7 @@ do -- UserSound
-- @param #USERSOUND self
-- @param #string UserSoundFileName The filename of the usersound.
-- @return #USERSOUND
function USERSOUND:New( UserSoundFileName ) --R2.3
function USERSOUND:New( UserSoundFileName )
local self = BASE:Inherit( self, BASE:New() ) -- #USERSOUND
@@ -58,7 +58,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:SetFileName( "BlueVictoryLoud.ogg" ) -- Set the BlueVictory to change the file name to play a louder sound.
--
function USERSOUND:SetFileName( UserSoundFileName ) --R2.3
function USERSOUND:SetFileName( UserSoundFileName )
self.UserSoundFileName = UserSoundFileName
@@ -75,7 +75,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToAll() -- Play the sound that Blue has won.
--
function USERSOUND:ToAll() --R2.3
function USERSOUND:ToAll()
trigger.action.outSound( self.UserSoundFileName )
@@ -91,7 +91,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToCoalition( coalition.side.BLUE ) -- Play the sound that Blue has won to the blue coalition.
--
function USERSOUND:ToCoalition( Coalition ) --R2.3
function USERSOUND:ToCoalition( Coalition )
trigger.action.outSoundForCoalition(Coalition, self.UserSoundFileName )
@@ -107,7 +107,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToCountry( country.id.USA ) -- Play the sound that Blue has won to the USA country.
--
function USERSOUND:ToCountry( Country ) --R2.3
function USERSOUND:ToCountry( Country )
trigger.action.outSoundForCountry( Country, self.UserSoundFileName )
@@ -123,9 +123,9 @@ do -- UserSound
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player.
-- BlueVictory:ToGroup( PlayerGroup ) -- Play the sound that Blue has won to the player group.
-- BlueVictory:ToGroup( PlayerGroup ) -- Play the victory sound to the player group.
--
function USERSOUND:ToGroup( Group, Delay ) --R2.3
function USERSOUND:ToGroup( Group, Delay )
Delay=Delay or 0
if Delay>0 then
@@ -136,5 +136,27 @@ do -- UserSound
return self
end
--- Play the usersound to the given @{Wrapper.Unit}.
-- @param #USERSOUND self
-- @param Wrapper.Unit#UNIT Unit The @{Wrapper.Unit} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerUnit = UNIT:FindByName( "PlayerUnit" ) -- Search for the active unit named "PlayerUnit", a human player.
-- BlueVictory:ToUnit( PlayerUnit ) -- Play the victory sound to the player unit.
--
function USERSOUND:ToUnit( Unit, Delay )
Delay=Delay or 0
if Delay>0 then
SCHEDULER:New(nil, USERSOUND.ToUnit,{self, Unit}, Delay)
else
trigger.action.outSoundForUnit( Unit:GetID(), self.UserSoundFileName )
end
return self
end
end

View File

@@ -216,7 +216,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu )
local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportSummary, self, EventGroup )
local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup )
self:ReportSummary( EventGroup )
--self:ReportSummary( EventGroup )
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
@@ -560,9 +560,11 @@ function COMMANDCENTER:SetAutoAssignTasks( AutoAssign )
self.AutoAssignTasks = AutoAssign or false
if self.AutoAssignTasks == true then
self:ScheduleRepeat( 10, 30, 0, nil, self.AssignTasks, self )
self.autoAssignTasksScheduleID=self:ScheduleRepeat( 10, 30, 0, nil, self.AssignTasks, self )
else
self:ScheduleStop( self.AssignTasks )
self:ScheduleStop()
-- FF this is not the schedule ID
--self:ScheduleStop( self.AssignTasks )
end
end

View File

@@ -132,7 +132,7 @@ MISSION = {
-- @param #string MissionName Name of the mission. This name will be used to reference the status of each mission by the players.
-- @param #string MissionPriority String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.
-- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{CLIENT}.
-- @param DCS#coaliton.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL.
-- @param DCS#coalition.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL.
-- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )

View File

@@ -82,7 +82,7 @@
--
-- ![Mission](../Tasking/Report_Statistics_Progress.JPG)
--
-- A statistic report on the progress of the mission. Each task achievement will increase the %-tage to 100% as a goal to complete the task.
-- A statistic report on the progress of the mission. Each task achievement will increase the % to 100% as a goal to complete the task.
--
-- ## 1.3) Join a Task.
--

View File

@@ -1,13 +1,13 @@
--- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2A
-- @image MOOSE.JPG
@@ -35,12 +35,12 @@ do -- TASK_A2A
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
--
--
-- @field #TASK_A2A
TASK_A2A = {
ClassName = "TASK_A2A",
ClassName = "TASK_A2A"
}
--- Instantiates a new TASK_A2A.
-- @param #TASK_A2A self
-- @param Tasking.Mission#MISSION Mission
@@ -54,51 +54,49 @@ do -- TASK_A2A
function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing )
local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A
self:F()
self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType
local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
---- @param #FSM_PROCESS self
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #TASK_CARGO Task
function Fsm:OnLeaveAssigned( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self:SelectAction()
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
if Task:GetRendezVousZone( TaskUnit ) then
self:__RouteToRendezVousZone( 0.1 )
else
@@ -110,36 +108,36 @@ do -- TASK_A2A
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2A Task
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
self:__Engage( 0.1 )
self:__Engage( 0.1 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2A Task
function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } )
self:__Account( 0.1 )
self:__RouteToTarget(0.1 )
self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToTarget( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
if Task:GetTargetZone( TaskUnit ) then
self:__RouteToTargetZone( 0.1 )
else
@@ -152,8 +150,8 @@ do -- TASK_A2A
self:__RouteToTargetPoint( 0.1 )
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
@@ -165,20 +163,18 @@ do -- TASK_A2A
end
self:__RouteToTargets( -10 )
end
return self
end
--- @param #TASK_A2A self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2A:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit
end
--- @param #TASK_A2A self
function TASK_A2A:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
@@ -188,34 +184,32 @@ do -- TASK_A2A
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
ActRouteRendezVous:SetRange( RendezVousRange )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
function TASK_A2A:GetRendezVousCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end
--- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
@@ -232,18 +226,17 @@ do -- TASK_A2A
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteRendezVous:GetZone()
end
--- @param #TASK_A2A self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetCoordinate( TargetCoordinate )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -256,18 +249,16 @@ do -- TASK_A2A
return ActRouteTarget:GetCoordinate()
end
--- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetTargetZone( TargetZone, Altitude, Heading, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone, Altitude, Heading )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -281,45 +272,43 @@ do -- TASK_A2A
end
function TASK_A2A:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
end
function TASK_A2A:GetGoalTotal()
return self.GoalTotal
end
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2A self
function TASK_A2A:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2A self
function TASK_A2A:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- @param #TASK_A2A self
function TASK_A2A:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self.TaskInfo:AddTaskName( 0, "MSOD" )
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
@@ -343,12 +332,12 @@ do -- TASK_A2A
end
end
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
end
end
end
@@ -359,8 +348,8 @@ do -- TASK_A2A
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
-- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
@@ -373,8 +362,7 @@ do -- TASK_A2A
return 0
end
end
end
do -- TASK_A2A_INTERCEPT
@@ -384,44 +372,39 @@ do -- TASK_A2A_INTERCEPT
-- @extends Tasking.Task#TASK
--- Defines an intercept task for a human player to be executed.
-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- When enemy planes need to be intercepted by human players, use this task type to urge the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
--
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
--
-- @field #TASK_A2A_INTERCEPT
TASK_A2A_INTERCEPT = {
ClassName = "TASK_A2A_INTERCEPT",
ClassName = "TASK_A2A_INTERCEPT"
}
--- Instantiates a new TASK_A2A_INTERCEPT.
-- @param #TASK_A2A_INTERCEPT self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_INTERCEPT
function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Intercept incoming intruders.\n"
)
self:SetBriefing( TaskBriefing or "Intercept incoming intruders.\n" )
return self
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
--- Set a score when a target in scope of the A2A attack, has been destroyed.
-- @param #TASK_A2A_INTERCEPT self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
@@ -433,7 +416,7 @@ do -- TASK_A2A_INTERCEPT
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score )
return self
end
@@ -449,7 +432,7 @@ do -- TASK_A2A_INTERCEPT
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score )
return self
end
@@ -465,14 +448,12 @@ do -- TASK_A2A_INTERCEPT
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty )
return self
end
end
do -- TASK_A2A_SWEEP
--- The TASK_A2A_SWEEP class
@@ -484,20 +465,18 @@ do -- TASK_A2A_SWEEP
-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
--
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
--
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
--
--
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
--
-- @field #TASK_A2A_SWEEP
TASK_A2A_SWEEP = {
ClassName = "TASK_A2A_SWEEP",
ClassName = "TASK_A2A_SWEEP"
}
--- Instantiates a new TASK_A2A_SWEEP.
-- @param #TASK_A2A_SWEEP self
-- @param Tasking.Mission#MISSION Mission
@@ -509,29 +488,26 @@ do -- TASK_A2A_SWEEP
function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n"
)
self:SetBriefing( TaskBriefing or "Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n" )
return self
end
end
--- @param #TASK_A2A_SWEEP self
function TASK_A2A_SWEEP:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
--- Set a score when a target in scope of the A2A attack, has been destroyed.
-- @param #TASK_A2A_SWEEP self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
@@ -543,7 +519,7 @@ do -- TASK_A2A_SWEEP
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score )
return self
end
@@ -559,7 +535,7 @@ do -- TASK_A2A_SWEEP
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score )
return self
end
@@ -575,13 +551,12 @@ do -- TASK_A2A_SWEEP
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty )
return self
end
end
do -- TASK_A2A_ENGAGE
--- The TASK_A2A_ENGAGE class
@@ -591,42 +566,37 @@ do -- TASK_A2A_ENGAGE
--- Defines an engage task for a human player to be executed.
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
--
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
--
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
--
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
--
-- @field #TASK_A2A_ENGAGE
TASK_A2A_ENGAGE = {
ClassName = "TASK_A2A_ENGAGE",
ClassName = "TASK_A2A_ENGAGE"
}
--- Instantiates a new TASK_A2A_ENGAGE.
-- @param #TASK_A2A_ENGAGE self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_ENGAGE self
function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
)
self:SetBriefing( TaskBriefing or "Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n" )
return self
end
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
-- @param #TASK_A2A_ENGAGE self
-- @param #string PlayerName The name of the player.
@@ -639,7 +609,7 @@ do -- TASK_A2A_ENGAGE
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
return self
end
@@ -655,7 +625,7 @@ do -- TASK_A2A_ENGAGE
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score )
return self
end
@@ -671,7 +641,7 @@ do -- TASK_A2A_ENGAGE
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty )
return self
end

View File

@@ -1,7 +1,7 @@
--- **Tasking** - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
--
--
-- **Features:**
--
--
-- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
@@ -11,15 +11,15 @@
-- * Define different ranges to engage upon intruders.
-- * Keep task achievements.
-- * Score task achievements.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2A_Dispatcher
-- @image Task_A2A_Dispatcher.JPG
@@ -30,72 +30,72 @@ do -- TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--
--
-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG)
--
--
-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
--
--
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
--
--
-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
--
--
-- ### 1.1. Define or set the **Mission**:
--
--
-- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
--
--
-- local HQ = GROUP:FindByName( "HQ", "Bravo" )
-- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
-- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
--
--
-- Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission.
-- Create the MISSION object, and hook it under the command center.
--
--
-- ### 1.2. Build a set of the groups seated by human players:
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia6.JPG)
--
--
-- A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.
--
--
-- local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
--
--
-- The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission.
-- Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.
--
--
-- ### 1.3. Define the **EWR network**:
--
--
-- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter.
-- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia5.JPG)
--
--
-- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units.
-- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US).
-- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar.
-- The position of these units is very important as they need to provide enough coverage
-- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia7.JPG)
--
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
-- It all depends on what the desired effect is.
--
--
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
-- It all depends on what the desired effect is.
--
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
-- increasing or decreasing the radar coverage of the Early Warning System.
--
--
-- See the following example to setup an EWR network containing EWR stations and AWACS.
--
--
-- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
--
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
@@ -104,50 +104,50 @@ do -- TASK_A2A_DISPATCHER
--
-- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
--
--
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**.
-- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set.
-- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km.
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is chosen, which is 6 km.
-- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
--
--
-- ### 2. Define the detected **target grouping radius**:
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia8.JPG)
--
--
-- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed.
-- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
-- Fast planes like in the 80s, need a larger radius than WWII planes.
-- Fast planes like in the 80s, need a larger radius than WWII planes.
-- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.
--
--
-- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate
-- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!
--
--
-- ## 3. Set the **Engage radius**:
--
--
-- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia11.JPG)
--
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
--
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
-- will be considered to receive the command to engage that target area.
-- You need to evaluate the value of this parameter carefully.
-- If too small, more intercept missions may be triggered upon detected target areas.
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
--
--
-- ## 4. Set **Scoring** and **Messages**:
--
--
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
-- when the player reaches certain achievements in the task.
--
--
-- The prototype to handle the **Assign** event needs to be developed as follows:
--
--
-- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
--
--
-- --- @param #TaskDispatcher self
-- -- @param #string From Contains the name of the state from where the Event was triggered.
-- -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
@@ -160,22 +160,22 @@ do -- TASK_A2A_DISPATCHER
-- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
-- end
--
--
-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object.
-- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
-- So, this method will be called only **ONCE** when a player joins a unit in scope of the task.
--
--
-- The TASK class implements various methods to additional **set scoring** for player achievements:
--
--
-- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task.
-- Examples of **task progress** can be destroying units, arriving at zones etc.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
-- This means the **task has been successfully completed**.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
-- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
--
--
-- @field #TASK_A2A_DISPATCHER
TASK_A2A_DISPATCHER = {
ClassName = "TASK_A2A_DISPATCHER",
@@ -184,8 +184,7 @@ do -- TASK_A2A_DISPATCHER
Tasks = {},
SweepZones = {},
}
--- TASK_A2A_DISPATCHER constructor.
-- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
@@ -193,22 +192,21 @@ do -- TASK_A2A_DISPATCHER
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2A_DISPATCHER self
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = false
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
self.Detection:InitDetectRadar( true )
self.Detection:SetRefreshTimeInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
-- @param #TASK_A2A_DISPATCHER self
@@ -220,14 +218,13 @@ do -- TASK_A2A_DISPATCHER
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
-- An ENGAGE task will be created for those pilots.
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
@@ -239,27 +236,27 @@ do -- TASK_A2A_DISPATCHER
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
-- @return #TASK_A2A_DISPATCHER
-- @usage
--
--
-- -- Set 50km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius( 50000 )
--
--
-- -- Set 100km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
--
--
function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius )
self.Detection:SetFriendliesRange( EngageRadius or 100000 )
return self
end
--- Set flashing player messages on or off
-- @param #TASK_A2A_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
self.FlashNewTask = onoff
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@@ -267,26 +264,25 @@ do -- TASK_A2A_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Check if there is at least one UNIT in the DetectedSet is visible.
if DetectedItem.IsDetected == true then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an SWEEP task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@@ -294,10 +290,9 @@ do -- TASK_A2A_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
if DetectedItem.IsDetected == false then
@@ -305,14 +300,13 @@ do -- TASK_A2A_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@@ -320,13 +314,12 @@ do -- TASK_A2A_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if PlayersCount > 0 and DetectedItem.IsDetected == true then
@@ -334,16 +327,13 @@ do -- TASK_A2A_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2A_DISPATCHER self
@@ -354,24 +344,24 @@ do -- TASK_A2A_DISPATCHER
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
if Task then
if Task:IsStatePlanned() then
local TaskName = Task:GetName()
local TaskType = TaskName:match( "(%u+)%.%d+" )
self:T2( { TaskType = TaskType } )
local Remove = false
local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
if TaskType == "ENGAGE" then
if IsPlayers == false then
Remove = true
end
end
if TaskType == "INTERCEPT" then
if IsPlayers == true then
Remove = true
@@ -380,7 +370,7 @@ do -- TASK_A2A_DISPATCHER
Remove = true
end
end
if TaskType == "SWEEP" then
if DetectedItem.IsDetected == true then
Remove = true
@@ -388,18 +378,18 @@ do -- TASK_A2A_DISPATCHER
end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
--DetectedSet:Flush( self )
--self:F( { DetectedSetCount = DetectedSet:Count() } )
-- DetectedSet:Flush( self )
-- self:F( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then
Remove = true
end
if DetectedItemChanged == true or Remove then
Task = self:RemoveTask( DetectedItemIndex )
end
end
end
return Task
end
@@ -408,10 +398,10 @@ do -- TASK_A2A_DISPATCHER
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
local FriendlyTypes = {}
local FriendliesCount = 0
@@ -423,27 +413,26 @@ do -- TASK_A2A_DISPATCHER
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and (FriendlyTypes[FriendlyType] + 1) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:F( { FriendliesCount = FriendliesCount } )
-- self:F( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
FriendlyTypesReport:Add( string.format( "%d of %s", FriendlyTypeCount, FriendlyType ) )
end
else
FriendlyTypesReport:Add( "-" )
end
return FriendliesCount, FriendlyTypesReport
end
@@ -452,10 +441,10 @@ do -- TASK_A2A_DISPATCHER
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
@@ -464,7 +453,7 @@ do -- TASK_A2A_DISPATCHER
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
--self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
-- self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
@@ -474,20 +463,19 @@ do -- TASK_A2A_DISPATCHER
end
end
end
end
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
PlayerTypesReport:Add( string.format( '"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
@@ -496,24 +484,23 @@ do -- TASK_A2A_DISPATCHER
self.Tasks[TaskIndex] = nil
end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
self:F()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task!
for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK
@@ -531,18 +518,18 @@ do -- TASK_A2A_DISPATCHER
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self )
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
-- DetectedSet:Flush( self )
local DetectedID = DetectedItem.ID
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
local Task = self.Tasks[TaskIndex]
Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
@@ -565,7 +552,7 @@ do -- TASK_A2A_DISPATCHER
Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
end
end
end
end
@@ -582,7 +569,7 @@ do -- TASK_A2A_DISPATCHER
function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task )
end
function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task )
end
@@ -590,38 +577,38 @@ do -- TASK_A2A_DISPATCHER
function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task )
end
TaskReport:Add( Task:GetName() )
else
self:F("This should not happen")
self:F( "This should not happen" )
end
end
if Task then
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" )
Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" )
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" )
Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" )
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and (self.FlashNewTask) then
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and (self.FlashNewTask) then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end
end
return true
end

View File

@@ -1,13 +1,13 @@
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2G
-- @image MOOSE.JPG
@@ -18,29 +18,29 @@ do -- TASK_A2G
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}.
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
--
-- ## 1) Set the scoring of achievements in an A2G attack.
--
--
-- Scoring or penalties can be given in the following circumstances:
--
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
--
--
-- @field #TASK_A2G
TASK_A2G = {
ClassName = "TASK_A2G",
ClassName = "TASK_A2G"
}
--- Instantiates a new TASK_A2G.
-- @param #TASK_A2G self
-- @param Tasking.Mission#MISSION Mission
@@ -54,53 +54,51 @@ do -- TASK_A2G
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
self:F()
self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType
local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
--Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
--Fsm:AddTransition( "Accounted", "Success", "Success" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterAssigned( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
self:RouteToRendezVous()
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
if Task:GetRendezVousZone( TaskUnit ) then
self:__RouteToRendezVousZone( 0.1 )
else
@@ -112,36 +110,36 @@ do -- TASK_A2G
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2G Task
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
self:__Engage( 0.1 )
self:__Engage( 0.1 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2G Task
function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } )
self:__Account( 0.1 )
self:__RouteToTarget(0.1 )
self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterRouteToTarget( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
if Task:GetTargetZone( TaskUnit ) then
self:__RouteToTargetZone( 0.1 )
else
@@ -154,8 +152,8 @@ do -- TASK_A2G
self:__RouteToTargetPoint( 0.1 )
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
@@ -167,20 +165,18 @@ do -- TASK_A2G
end
self:__RouteToTargets( -10 )
end
return self
end
--- @param #TASK_A2G self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit
end
--- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
@@ -190,34 +186,32 @@ do -- TASK_A2G
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
ActRouteRendezVous:SetRange( RendezVousRange )
end
--- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end
--- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
@@ -234,18 +228,17 @@ do -- TASK_A2G
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteRendezVous:GetZone()
end
--- @param #TASK_A2G self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetCoordinate( TargetCoordinate )
end
--- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -258,18 +251,16 @@ do -- TASK_A2G
return ActRouteTarget:GetCoordinate()
end
--- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone )
end
--- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -283,47 +274,46 @@ do -- TASK_A2G
end
function TASK_A2G:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
end
function TASK_A2G:GetGoalTotal()
return self.GoalTotal
end
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2G self
function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2G self
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- @param #TASK_A2G self
function TASK_A2G:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self.TaskInfo:AddTaskName( 0, "MSOD" )
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
local ThreatLevel, ThreatText
if DetectedItem then
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem )
@@ -331,7 +321,7 @@ do -- TASK_A2G
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
end
self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
@@ -344,33 +334,33 @@ do -- TASK_A2G
end
end
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
end
self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" )
self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" )
self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" )
end
end
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
-- @param #TASK_A2G self
-- @param #number AutoAssignMethod The method to be applied to the task.
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
-- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
self:F({Distance=Distance})
self:F( { Distance = Distance } )
return math.floor( Distance )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
return 1
@@ -379,8 +369,7 @@ do -- TASK_A2G
return 0
end
end
end
do -- TASK_A2G_SEAD
@@ -397,9 +386,9 @@ do -- TASK_A2G_SEAD
--
-- @field #TASK_A2G_SEAD
TASK_A2G_SEAD = {
ClassName = "TASK_A2G_SEAD",
ClassName = "TASK_A2G_SEAD"
}
--- Instantiates a new TASK_A2G_SEAD.
-- @param #TASK_A2G_SEAD self
-- @param Tasking.Mission#MISSION Mission
@@ -408,19 +397,16 @@ do -- TASK_A2G_SEAD
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2G_SEAD self
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Suppression of Enemy Air Defenses."
)
self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses." )
return self
end
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_SEAD self
@@ -434,7 +420,7 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
return self
end
@@ -450,7 +436,7 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
return self
end
@@ -466,11 +452,10 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
return self
end
end
do -- TASK_A2G_BAI
@@ -488,10 +473,8 @@ do -- TASK_A2G_BAI
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_BAI
TASK_A2G_BAI = {
ClassName = "TASK_A2G_BAI",
}
TASK_A2G_BAI = { ClassName = "TASK_A2G_BAI" }
--- Instantiates a new TASK_A2G_BAI.
-- @param #TASK_A2G_BAI self
-- @param Tasking.Mission#MISSION Mission
@@ -503,14 +486,11 @@ do -- TASK_A2G_BAI
function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Battlefield Air Interdiction of a group of enemy targets."
)
self:SetBriefing( TaskBriefing or "Execute a Battlefield Air Interdiction of a group of enemy targets." )
return self
end
@@ -526,7 +506,7 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
return self
end
@@ -542,7 +522,7 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
return self
end
@@ -558,15 +538,12 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
return self
end
end
do -- TASK_A2G_CAS
--- The TASK_A2G_CAS class
@@ -581,10 +558,8 @@ do -- TASK_A2G_CAS
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_CAS
TASK_A2G_CAS = {
ClassName = "TASK_A2G_CAS",
}
TASK_A2G_CAS = { ClassName = "TASK_A2G_CAS" }
--- Instantiates a new TASK_A2G_CAS.
-- @param #TASK_A2G_CAS self
-- @param Tasking.Mission#MISSION Mission
@@ -596,19 +571,13 @@ do -- TASK_A2G_CAS
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Close Air Support for a group of enemy targets. " ..
"Beware of friendlies at the vicinity! "
)
Mission:AddTask( self )
self:SetBriefing( TaskBriefing or ( "Execute a Close Air Support for a group of enemy targets. " .. "Beware of friendlies at the vicinity! " ) )
return self
end
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_CAS self
@@ -622,7 +591,7 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
return self
end
@@ -638,7 +607,7 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
return self
end
@@ -654,9 +623,8 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
return self
end
end

View File

@@ -1,24 +1,25 @@
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
--
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
--
-- **Features:**
--
--
-- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAS) Close Air Support tasks for human players.
-- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players.
-- * Dynamically assign (SEAD) Supression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
-- * Dynamically assign (SEAD) Suppression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
-- * Define and use an EWR (Early Warning Radar) network.
-- * Define different ranges to engage upon intruders.
-- * Keep task achievements.
-- * Score task achievements.--
-- * Score task achievements.
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2G_Dispatcher
-- @image Task_A2G_Dispatcher.JPG
@@ -32,151 +33,151 @@ do -- TASK_A2G_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
--
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
--
--
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**.
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}.
--
--
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
-- We call this the **RecceSet** of the A2G dispatcher.
--
--
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
-- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER:
--
--
-- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area.
-- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
-- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
--
-- # 0. Tactical Situations
--
--
-- This chapters provides some insights in the tactical situations when certain Task Types are created.
-- The Task Types are depending on the enemy positions that were detected, and the current location of friendly units.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia3.JPG)
--
--
-- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test],
-- the tactical situation is a demonstration how the A2G detection works.
-- This example will be taken further in the explanation in the following chapters.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia4.JPG)
--
--
-- The red coalition are the players, the blue coalition is the enemy.
--
--
-- Red reconnaissance vehicles and airborne units are detecting the targets.
-- We call this the RecceSet as explained above, which is a Set of Groups that
-- have a group name starting with `Recce` (configured in the mission script).
--
--
-- Red attack units are responsible for executing the mission for the command center.
-- We call this the AttackSet, which is a Set of Groups with a group name starting with `Attack` (configured in the mission script).
-- These units are setup in this demonstration mission to be ground vehicles and airplanes.
-- For demonstration purposes, the attack airplane is stationed on the ground to explain
-- the messages and the menus properly.
-- Further test missions demonstrate the A2G task dispatcher from within air.
--
--
-- Depending upon the detection results, the A2G dispatcher will create different tasks.
--
--
-- # 0.1. SEAD Task
--
--
-- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia9.JPG)
--
--
-- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task!
-- - A CAS and BAI task may be converted into a SEAD task, once a radar has been detected within the area!
--
--
-- # 0.2. CAS Task
--
--
-- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia10.JPG)
--
--
-- - After the detection of the CAS task, if the friendly Units are destroyed, the CAS task will convert into a BAI task!
-- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support.
--
--
-- # 0.3. BAI Task
--
--
-- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG)
--
-- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range!
--
-- # 1. Player Experience
--
--
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}.
-- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**.
--
--
-- For example, if there are 2 Command Centers (CC).
-- Each CC is controlling a couple of Missions, the Radio Menu Structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha (Primary)"
-- F2. Mission "Beta (Secondary)"
-- F3. Mission "Gamma (Tactical)"
-- F1. Command Center [Lima]
-- F1. Mission "Overlord (High)"
--
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tacical mission Gamma.
--
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tactical mission Gamma.
-- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
--
-- ## 1.1. Mission Menu (Under the Command Center Menu)
--
--
-- The Mission Menu controls the information of the mission, including the:
--
--
-- - **Mission Briefing**: A briefing of the Mission in text, which will be shown as a message.
-- - **Mark Task Locations**: A summary of each Task will be shown on the map as a marker.
-- - **Create Task Reports**: A menu to create various reports of the current tasks dispatched by the A2G dispatcher.
-- - **Create Mission Reports**: A menu to create various reports on the current mission.
--
--
-- For CC [Lima], Mission "Overlord", the menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Lima]
-- F1. Mission "Overlord"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia5.JPG)
--
--
-- ### 1.1.1. Mission Briefing Menu
--
--
-- The Mission Briefing Menu will show in text a summary description of the overall mission objectives and expectations.
-- Note that the Mission Briefing is not the briefing of a specific task, but rather provides an overall strategy and tactical situation,
-- and explains the mission goals.
--
--
-- and explains the mission goals.
--
--
-- ### 1.1.2. Mark Task Locations Menu
--
--
-- The Mark Task Locations Menu will mark the location indications of the Tasks on the map, if this intelligence is known by the Command Center.
-- For A2G tasks this information will always be know, but it can be that for other tasks a location intelligence will be less relevant.
-- Note that each Planned task and each Engaged task will be marked. Completed, Failed and Cancelled tasks are not marked.
-- Depending on the task type, a summary information is shown to bring to the player the relevant information for situational awareness.
--
--
-- ### 1.1.3. Task Reports Menu
--
--
-- The Task Reports Menu is a sub menu, that allows to create various reports:
--
--
-- - **Tasks Summary**: This report will list all the Tasks that are or were active within the mission, indicating its status.
-- - **Planned Tasks**: This report will list all the Tasks that are in status Planned, which are Tasks not assigned to any player, and are ready to be executed.
-- - **Assigned Tasks**: This report will list all the Tasks that are in status Assigned, which are Tasks assigned to (a) player(s) and are currently executed.
-- - **Successful Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and are completed successfully.
-- - **Failed Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and that have failed.
--
--
-- The information shown of the tasks will vary according the underlying task type, but are self explanatory.
--
-- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -188,21 +189,21 @@ do -- TASK_A2G_DISPATCHER
-- F4. Successful Tasks
-- F5. Failed Tasks
-- F4. Mission Reports
--
--
-- Note that these reports provide an "overview" of the tasks. Detailed information of the task can be retrieved using the Detailed Report on the Task Menu.
-- (See later).
--
--
-- ### 1.1.4. Mission Reports Menu
--
--
-- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission:
--
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a %-tage of completion.
--
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a % of completion.
-- - **Report Players per Task**: Show which players are engaged on which Task within the Mission.
--
--
-- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -211,25 +212,25 @@ do -- TASK_A2G_DISPATCHER
-- F4. Mission Reports
-- F1. Report Mission Progress
-- F2. Report Players per Task
--
--
--
--
-- ## 1.2. Task Management Menus
--
--
-- Very important to remember is: **Multiple Players can be assigned to the same Task, but from the player perspective, the Player can only be assigned to one Task per Mission at the same time!**
-- Consider this like the two major modes in which a player can be in. He can be free of tasks or he can be assigned to a Task.
-- Depending on whether a Task has been Planned or Assigned to a Player (Group),
-- **the Mission Menu will contain extra Menus to control specific Tasks.**
--
--
-- #### 1.2.1. Join a Planned Task
--
--
-- If the Player has not yet been assigned to a Task within the Mission, the Mission Menu will contain additionally a:
--
--
-- - Join Planned Task Menu: This menu structure allows the player to join a planned task (a Task with status Planned).
--
--
-- For CC |Gori|, Mission "Alpha", the menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -237,23 +238,23 @@ do -- TASK_A2G_DISPATCHER
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Join Planned Task
--
--
-- **The F5. Join Planned Task allows the player to join a Planned Task and take an engagement in the running Mission.**
--
-- #### 1.2.2. Manage an Assigned Task
--
--
-- #### 1.2.2. Manage an Assigned Task
--
-- If the Player has been assigned to one Task within the Mission, the Mission Menu will contain an extra:
--
--
-- - Assigned Task __TaskName__ Menu: This menu structure allows the player to take actions on the currently engaged task.
--
--
-- In this example, the Group currently seated by the player is not assigned yet to a Task.
-- The Player has the option to assign itself to a Planned Task using menu option F5 under the Mission Menu "Alpha".
--
--
-- This would be an example menu structure,
-- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -261,26 +262,25 @@ do -- TASK_A2G_DISPATCHER
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Assigned Task CAS.001
--
--
-- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.**
--
--
--
-- ## 1.3. Join Planned Task Menu
--
--
-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**.
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
--
-- For example, for CC [Gori], Mission "Alpha",
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
--
-- For example, for CC [Gori], Mission "Alpha",
-- if a Mission "ALpha" contains 5 Planned Tasks, which would be:
--
-- - 2 CAS Tasks
--
-- - 2 CAS Tasks
-- - 1 BAI Task
-- - 2 SEAD Tasks
--
--
-- the Join Planned Task Menu Hierarchy could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -296,26 +296,26 @@ do -- TASK_A2G_DISPATCHER
-- F1. SEAD.003
-- F2. SEAD.004
-- F3. SEAD.005
--
--
-- An example from within a running simulation:
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia6.JPG)
--
--
-- Each Task Type Menu would have a list of the Task Menus underneath.
-- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**!
--
-- ### 1.3.1. Planned Task Menu
--
-- Each Planned Task Menu will allow for the following actions:
--
--
-- - Report Task Details: Provides a detailed report on the Planned Task.
-- - Mark Task Location on Map: Mark the approximate location of the Task on the Map, if relevant.
-- - Join Task: Join the Task. This is THE menu option to let a Player join the Task, and to engage within the Mission.
--
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
--
--
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center |Gori|
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -328,22 +328,22 @@ do -- TASK_A2G_DISPATCHER
-- F1. Report Task Details
-- F2. Mark Task Location on Map
-- F3. Join Task
--
--
-- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.**
--
--
--
--
-- ## 1.4. Assigned Task Menu
--
--
-- The Assigned Task Menu allows to control the **current assigned task** within the Mission.
--
--
-- Depending on the Type of Task, the following menu options will be available:
--
--
-- - **Report Task Details**: Provides a detailed report on the Planned Task.
-- - **Mark Task Location on Map**: Mark the approximate location of the Task on the Map, if relevant.
-- - **Abort Task: Abort the current assigned Task:** This menu option lets the player abort the Task.
--
--
-- For example, for CC |Gori|, Mission "Alpha", the Assigned Menu could be:
--
--
-- F1. Command Center |Gori|
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@@ -354,90 +354,89 @@ do -- TASK_A2G_DISPATCHER
-- F1. Report Task Details
-- F2. Mark Task Location on Map
-- F3. Abort Task
--
--
-- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**.
-- However, this will depend on the setup of each Mission.
--
-- However, this will depend on the setup of each Mission.
--
-- ## 1.5. Messages
--
--
-- During game play, different messages are displayed.
-- These messages provide an update of the achievements made, and the state wherein the task is.
--
--
-- The various reports can be used also to retrieve the current status of the mission and its tasks.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia7.JPG)
--
--
-- The @{Settings} menu provides additional options to control the timing of the messages.
-- There are:
--
--
-- - Status messages, which are quick status updates. The settings menu allows to switch off these messages.
-- - Information messages, which are shown a bit longer, as they contain important information.
-- - Summary reports, which are quick reports showing a high level summary.
-- - Overview reports, which are providing the essential information. It provides an overview of a greater thing, and may take a bit of time to read.
-- - Detailed reports, which provide with very detailed information. It takes a bit longer to read those reports, so the display of those could be a bit longer.
--
--
-- # 2. TASK\_A2G\_DISPATCHER constructor
--
--
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance.
--
-- # 3. Usage
--
-- To use the TASK\_A2G\_DISPATCHER class, you need:
--
--
-- - A @{CommandCenter} object. The master communication channel.
-- - A @{Mission} object. Each task belongs to a Mission.
-- - A @{Detection} object. There are several detection grouping methods to choose from.
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the emeny, the RecceSet. This is attached to the @{Detection} object.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object.
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object.
--
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
--
-- -- Declare the Command Center
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
--
-- -- Declare the Command Center
-- local HQ = GROUP
-- :FindByName( "HQ", "Bravo HQ" )
--
-- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" )
--
--
-- -- Declare the Mission for the Command Center.
-- local Mission = MISSION
-- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
--
--
-- -- Define the RecceSet that will detect the enemy.
-- local RecceSet = SET_GROUP
-- :New()
-- :FilterPrefixes( "FAC" )
-- :FilterCoalitions("red")
-- :FilterStart()
--
--
-- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius.
-- local DetectionAreas = DETECTION_AREAS
-- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies.
--
--
-- -- Setup the AttackSet, which is a SET_GROUP.
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
-- local AttackSet = SET_GROUP
-- :New() -- Create the SET_GROUP object.
-- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
-- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
-- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack.
--
--
-- -- Now we have everything to setup the main A2G TaskDispatcher.
-- TaskDispatcher = TASK_A2G_DISPATCHER
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
--
--
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will receive the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
--
--
--
-- @field #TASK_A2G_DISPATCHER
TASK_A2G_DISPATCHER = {
ClassName = "TASK_A2G_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
Tasks = {}
}
--- TASK_A2G_DISPATCHER constructor.
-- @param #TASK_A2G_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
@@ -445,18 +444,18 @@ do -- TASK_A2G_DISPATCHER
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2G_DISPATCHER self
function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = true --set to false to suppress flash messages
self.FlashNewTask = true -- set to false to suppress flash messages
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
-- @param #TASK_A2G_DISPATCHER self
@@ -466,19 +465,19 @@ do -- TASK_A2G_DISPATCHER
-- @param Tasking.Task_A2G#TASK_A2G Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Set flashing player messages on or off
--- Set flashing player messages on or off
-- @param #TASK_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
self.FlashNewTask = onoff
end
--- Creates a SEAD task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
@@ -486,7 +485,7 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
@@ -500,10 +499,10 @@ do -- TASK_A2G_DISPATCHER
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterHasSEAD()
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
@@ -514,11 +513,10 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units.
-- There should be ground unit friendlies nearby. Airborne units are valid friendlies types.
-- And there shouldn't be any radar.
@@ -532,13 +530,13 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates a BAI task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
@@ -546,11 +544,10 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units.
-- There shouldn't be any ground unit friendlies nearby.
-- And there shouldn't be any radar.
@@ -564,19 +561,18 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2G_DISPATCHER self
@@ -586,17 +582,16 @@ do -- TASK_A2G_DISPATCHER
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
if Task then
if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then
--self:F( "Removing Tasking: " .. Task:GetTaskName() )
if (Task:IsStatePlanned() and DetectedItemChanged == true) or Task:IsStateCancelled() then
-- self:F( "Removing Tasking: " .. Task:GetTaskName() )
self:RemoveTask( TaskIndex )
end
end
return Task
end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2G_DISPATCHER self
@@ -604,15 +599,15 @@ do -- TASK_A2G_DISPATCHER
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
self:F()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task!
@@ -634,21 +629,21 @@ do -- TASK_A2G_DISPATCHER
--- First we need to the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self )
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
-- DetectedSet:Flush( self )
local DetectedItemID = DetectedItem.ID
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
if Task then
-- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets.
if Task:IsStateAssigned() then
@@ -660,7 +655,7 @@ do -- TASK_A2G_DISPATCHER
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
end
@@ -691,18 +686,18 @@ do -- TASK_A2G_DISPATCHER
end
end
end
-- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text(", ")
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then
local TargetsText = TargetsReport:Text( ", " )
if (Mission:IsGroupAssigned( TaskGroup )) and TargetsText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end
end
end
end
end
if Task then
if Task:IsStatePlanned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
@@ -753,7 +748,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
@@ -762,7 +757,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
@@ -771,19 +766,19 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
end
end
if Task then
self.Tasks[TaskIndex] = Task
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
Task:UpdateTaskInfo( DetectedItem )
Mission:AddTask( Task )
function Task.OnEnterSuccess( Task, From, Event, To )
self:Success( Task )
end
@@ -791,7 +786,7 @@ do -- TASK_A2G_DISPATCHER
function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task )
end
function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task )
end
@@ -799,31 +794,29 @@ do -- TASK_A2G_DISPATCHER
function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task )
end
TaskReport:Add( Task:GetName() )
else
self:F("This should not happen")
self:F( "This should not happen" )
end
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and self.FlashNewTask then
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end
end
return true
end

View File

@@ -683,6 +683,7 @@ do -- TASK_CARGO_DISPATCHER
-- If no TaskPrefix is given, then "Transport" will be used as the prefix.
-- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported.
-- @param #string Briefing The briefing of the task transport to be shown to the player.
-- @param #boolean Silent If true don't send a message that a new task is available.
-- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT
-- @usage
--
@@ -705,10 +706,12 @@ do -- TASK_CARGO_DISPATCHER
-- -- Here we set a TransportDeployZone. We use the WorkplaceTask as the reference, and provide a ZONE object.
-- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
--
function TASK_CARGO_DISPATCHER:AddTransportTask( TaskPrefix, SetCargo, Briefing )
function TASK_CARGO_DISPATCHER:AddTransportTask( TaskPrefix, SetCargo, Briefing, Silent )
self.TransportCount = self.TransportCount + 1
local verbose = Silent or false
local TaskName = string.format( ( TaskPrefix or "Transport" ) .. ".%03d", self.TransportCount )
self.Transport[TaskName] = {}
@@ -717,7 +720,7 @@ do -- TASK_CARGO_DISPATCHER
self.Transport[TaskName].Task = nil
self.Transport[TaskName].TaskPrefix = TaskPrefix
self:ManageTasks()
self:ManageTasks(verbose)
return self.Transport[TaskName] and self.Transport[TaskName].Task
end
@@ -785,10 +788,11 @@ do -- TASK_CARGO_DISPATCHER
--- Assigns tasks to the @{Core.Set#SET_GROUP}.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #boolean Silent Announce new task (nil/false) or not (true).
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_CARGO_DISPATCHER:ManageTasks()
function TASK_CARGO_DISPATCHER:ManageTasks(Silent)
self:F()
local verbose = Silent and true
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
@@ -897,7 +901,7 @@ do -- TASK_CARGO_DISPATCHER
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and not verbose then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end

View File

@@ -2,7 +2,7 @@
--
-- **Specific features:**
--
-- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones.
-- * Creates a task to transport #Cargo.Cargo to and between deployment zones.
-- * Derived from the TASK_CARGO class, which is derived from the TASK class.
-- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled.
-- * Co-operation tasking, so a player joins a group of players executing the same task.
@@ -44,7 +44,7 @@
--
-- ===
--
-- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling.
-- Please read through the #Tasking.Task_Cargo process to understand the mechanisms of tasking and cargo tasking and handling.
--
-- Enjoy!
-- FC
@@ -57,7 +57,7 @@
do -- TASK_CARGO_TRANSPORT
--- @type TASK_CARGO_TRANSPORT
-- @type TASK_CARGO_TRANSPORT
-- @extends Tasking.Task_CARGO#TASK_CARGO
--- Orchestrates the task for players to transport cargo to or between deployment zones.
@@ -76,7 +76,7 @@ do -- TASK_CARGO_TRANSPORT
--
-- ## 1.1) Create a command center.
--
-- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor.
-- First you need to create a command center using the Tasking.CommandCenter#COMMANDCENTER.New constructor.
--
-- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" ) -- Create the CommandCenter.
@@ -85,7 +85,7 @@ do -- TASK_CARGO_TRANSPORT
--
-- Tasks work in a mission, which groups these tasks to achieve a joint mission goal.
-- A command center can govern multiple missions.
-- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor.
-- Create a new mission, using the Tasking.Mission#MISSION.New constructor.
--
-- -- Declare the Mission for the Command Center.
-- local Mission = MISSION
@@ -99,7 +99,7 @@ do -- TASK_CARGO_TRANSPORT
-- ## 1.3) Create the transport cargo task.
--
-- So, now that we have a command center and a mission, we now create the transport task.
-- We create the transport task using the @{#TASK_CARGO_TRANSPORT.New}() constructor.
-- We create the transport task using the #TASK_CARGO_TRANSPORT.New constructor.
--
-- Because a transport task will not generate the cargo itself, you'll need to create it first.
-- The cargo in this case will be the downed pilot!
@@ -118,7 +118,7 @@ do -- TASK_CARGO_TRANSPORT
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 )
--
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
-- What is also needed, is to have a set of Core.Groups defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
@@ -139,48 +139,48 @@ do -- TASK_CARGO_TRANSPORT
-- By doing this, cargo transport tasking will become a dynamic experience.
--
--
-- # 2) Create a task using the @{Tasking.Task_Cargo_Dispatcher} module.
-- # 2) Create a task using the Tasking.Task_Cargo_Dispatcher module.
--
-- Actually, it is better to **GENERATE** these tasks using the @{Tasking.Task_Cargo_Dispatcher} module.
-- Using the dispatcher module, transport tasks can be created much more easy.
-- Actually, it is better to **GENERATE** these tasks using the Tasking.Task_Cargo_Dispatcher module.
-- Using the dispatcher module, transport tasks can be created easier.
--
-- Find below an example how to use the TASK_CARGO_DISPATCHER class:
--
--
-- -- Find the HQ group.
-- HQ = GROUP:FindByName( "HQ", "Bravo" )
-- -- Find the HQ group.
-- HQ = GROUP:FindByName( "HQ", "Bravo" )
--
-- -- Create the command center with the name "Lima".
-- CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" )
-- -- Create the command center with the name "Lima".
-- CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" )
--
-- -- Create the mission, for the command center, with the name "Operation Cargo Fun", a "Tactical" mission, with the mission briefing "Transport Cargo", for the BLUE coalition.
-- Mission = MISSION
-- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.BLUE )
-- -- Create the mission, for the command center, with the name "Operation Cargo Fun", a "Tactical" mission, with the mission briefing "Transport Cargo", for the BLUE coalition.
-- Mission = MISSION
-- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.BLUE )
--
-- -- Create the SET of GROUPs containing clients (players) that will transport the cargo.
-- -- These are have a name that start with "Transport" and are of the "blue" coalition.
-- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart()
-- -- Create the SET of GROUPs containing clients (players) that will transport the cargo.
-- -- These are have a name that start with "Transport" and are of the "blue" coalition.
-- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart()
--
--
-- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the TransportGroups.
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
-- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the TransportGroups.
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
--
--
-- -- Here we declare the SET of CARGOs called "Workmaterials".
-- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
-- -- Here we declare the SET of CARGOs called "Workmaterials".
-- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
--
-- -- Here we declare (add) CARGO_GROUP objects of various types, that are filtered and added in the CargoSetworkmaterials cargo set.
-- -- These cargo objects have the type "Workmaterials" which is exactly the type of cargo the CargoSetworkmaterials is filtering on.
-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
-- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
-- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
-- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
-- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
-- -- Here we declare (add) CARGO_GROUP objects of various types, that are filtered and added in the CargoSetworkmaterials cargo set.
-- -- These cargo objects have the type "Workmaterials" which is exactly the type of cargo the CargoSetworkmaterials is filtering on.
-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
-- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
-- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
-- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
-- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
--
-- -- And here we create a new WorkplaceTask, using the :AddTransportTask method of the TaskDispatcher.
-- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
-- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
-- -- And here we create a new WorkplaceTask, using the :AddTransportTask method of the TaskDispatcher.
-- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
-- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
--
-- # 3) Handle cargo task events.
--
@@ -189,7 +189,7 @@ do -- TASK_CARGO_TRANSPORT
-- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions:
--
-- * **Copy / Paste** the code section into your script.
-- * **Change** the CLASS literal to the task object name you have in your script.
-- * **Change** the "myclass" literal to the task object name you have in your script.
-- * Within the function, you can now **write your own code**!
-- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored,
-- but you need to declare them as they are automatically provided by the event handling system of MOOSE.
@@ -210,14 +210,13 @@ do -- TASK_CARGO_TRANSPORT
-- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
-- --- CargoPickedUp event handler OnAfter for CLASS.
-- -- @param #CLASS self
-- --- CargoPickedUp event handler OnAfter for "myclass".
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object!
-- function CLASS:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo )
-- function myclass:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo )
--
-- -- Write here your own code.
--
@@ -240,15 +239,14 @@ do -- TASK_CARGO_TRANSPORT
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- CargoDeployed event handler OnAfter for CLASS.
-- -- @param #CLASS self
-- --- CargoDeployed event handler OnAfter foR "myclass".
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object!
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone )
-- function myclass:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone )
--
-- -- Write here your own code.
--

View File

@@ -11,7 +11,7 @@
--
-- DCS itself provides a lot of enumerators for various things. See [Enumerators](https://wiki.hoggitworld.com/view/Category:Enumerators) on Hoggit.
--
-- Other Moose classe also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
-- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
--
-- @module ENUMS
-- @image MOOSE.JPG
@@ -126,6 +126,8 @@ ENUMS.WeaponFlag={
AnyMissile = 268402688, -- AnyASM + AnyAAM
--- Guns
Cannons = 805306368, -- GUN_POD + BuiltInCannon
--- Torpedo
Torpedo = 4294967296,
---
-- Even More Genral
Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
@@ -136,6 +138,93 @@ ENUMS.WeaponFlag={
AnyGuided = 268402702, -- Any Guided Weapon
}
--- Weapon types by category. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerator on hoggit wiki.
-- @type ENUMS.WeaponType
-- @field #table Bomb Bombs.
-- @field #table Rocket Rocket.
-- @field #table Gun Guns.
-- @field #table Missile Missiles.
-- @field #table AAM Air-to-Air missiles.
-- @field #table Torpedo Torpedos.
-- @field #table Any Combinations.
ENUMS.WeaponType={}
ENUMS.WeaponType.Bomb={
-- Bombs
LGB = 2,
TvGB = 4,
SNSGB = 8,
HEBomb = 16,
Penetrator = 32,
NapalmBomb = 64,
FAEBomb = 128,
ClusterBomb = 256,
Dispencer = 512,
CandleBomb = 1024,
ParachuteBomb = 2147483648,
-- Combinations
GuidedBomb = 14, -- (LGB + TvGB + SNSGB)
AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb)
}
ENUMS.WeaponType.Rocket={
-- Rockets
LightRocket = 2048,
MarkerRocket = 4096,
CandleRocket = 8192,
HeavyRocket = 16384,
-- Combinations
AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
}
ENUMS.WeaponType.Gun={
-- Guns
GunPod = 268435456,
BuiltInCannon = 536870912,
-- Combinations
Cannons = 805306368, -- GUN_POD + BuiltInCannon
}
ENUMS.WeaponType.Missile={
-- Missiles
AntiRadarMissile = 32768,
AntiShipMissile = 65536,
AntiTankMissile = 131072,
FireAndForgetASM = 262144,
LaserASM = 524288,
TeleASM = 1048576,
CruiseMissile = 2097152,
AntiRadarMissile2 = 1073741824,
-- Combinations
GuidedASM = 1572864, -- (LaserASM + TeleASM)
TacticalASM = 1835008, -- (GuidedASM + FireAndForgetASM)
AnyASM = 4161536, -- (AntiRadarMissile + AntiShipMissile + AntiTankMissile + FireAndForgetASM + GuidedASM + CruiseMissile)
AnyASM2 = 1077903360, -- 4161536+1073741824,
AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
AnyMissile = 268402688, -- AnyASM + AnyAAM
}
ENUMS.WeaponType.AAM={
-- Air-To-Air Missiles
SRAM = 4194304,
MRAAM = 8388608,
LRAAM = 16777216,
IR_AAM = 33554432,
SAR_AAM = 67108864,
AR_AAM = 134217728,
-- Combinations
AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
}
ENUMS.WeaponType.Torpedo={
-- Torpedo
Torpedo = 4294967296,
}
ENUMS.WeaponType.Any={
-- General combinations
Weapon = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
AG = 2956984318, -- Any Air-To-Ground Weapon
AA = 264241152, -- Any Air-To-Air Weapon
Unguided = 2952822768, -- Any Unguided Weapon
Guided = 268402702, -- Any Guided Weapon
}
--- Mission tasks.
-- @type ENUMS.MissionTask
-- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics.
@@ -359,4 +448,114 @@ ENUMS.Phonetic =
X = 'Xray',
Y = 'Yankee',
Z = 'Zulu',
}
}
--- Reporting Names (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_NATO_reporting_names_for_fighter_aircraft).
-- DCS known aircraft types
--
-- @type ENUMS.ReportingName
ENUMS.ReportingName =
{
NATO = {
-- Fighters
Dragon = "JF-17", -- China, correctly Fierce Dragon, Thunder for PAC
Fagot = "MiG-15",
Farmer = "MiG-19", -- Shenyang J-6 and Mikoyan-Gurevich MiG-19
Felon = "Su-57",
Fencer = "Su-24",
Fishbed = "MiG-21",
Fitter = "Su-17", -- Sukhoi Su-7 and Su-17/Su-20/Su-22
Flogger = "MiG-23", --and MiG-27
Flogger_D = "MiG-27", --and MiG-23
Flagon = "Su-15",
Foxbat = "MiG-25",
Fulcrum = "MiG-29",
Foxhound = "MiG-31",
Flanker = "Su-27", -- Sukhoi Su-27/Su-30/Su-33/Su-35/Su-37 and Shenyang J-11/J-15/J-16
Flanker_C = "Su-30",
Flanker_E = "Su-35",
Flanker_F = "Su-37",
Flanker_L = "J-11A",
Firebird = "J-10",
Sea_Flanker = "Su-33",
Fullback = "Su-34", -- also Su-32
Frogfoot = "Su-25",
Tomcat = "F-14", -- Iran
Mirage = "Mirage", -- various non-NATO
Codling = "Yak-40",
Maya = "L-39",
-- Fighters US/NATO
Warthog = "A-10",
--Mosquito = "A-20",
Skyhawk = "A-4E",
Viggen = "AJS37",
Harrier = "AV-8B",
Spirit = "B-2",
Aviojet = "C-101",
Nighthawk = "F-117A",
Eagle = "F-15C",
Mudhen = "F-15E",
Viper = "F-16",
Phantom = "F-4E",
Tiger = "F-5", -- was thinkg to name this MiG-25 ;)
Sabre = "F-86",
Hornet = "A-18", -- avoiding the slash
Hawk = "Hawk",
Albatros = "L-39",
Goshawk = "T-45",
Starfighter = "F-104",
Tornado = "Tornado",
-- Transport / Bomber / Others
Atlas = "A400",
Lancer = "B1-B",
Stratofortress = "B-52H",
Hercules = "C-130",
Super_Hercules = "Hercules",
Globemaster = "C-17",
Greyhound = "C-2A",
Galaxy = "C-5",
Hawkeye = "E-2D",
Sentry = "E-3A",
Stratotanker = "KC-135",
Extender = "KC-10",
Orion = "P-3C",
Viking = "S-3B",
Osprey = "V-22",
-- Bomber Rus
Badger = "H6-J",
Bear_J = "Tu-142", -- also Tu-95
Bear = "Tu-95", -- also Tu-142
Blinder = "Tu-22",
Blackjack = "Tu-160",
-- AIC / Transport / Other
Clank = "An-30",
Curl = "An-26",
Candid = "IL-76",
Midas = "IL-78",
Mainstay = "A-50",
Mainring = "KJ-2000", -- A-50 China
Yak = "Yak-52",
-- Helos
Helix = "Ka-27",
Shark = "Ka-50",
Hind = "Mi-24",
Halo = "Mi-26",
Hip = "Mi-8",
Havoc = "Mi-28",
Gazelle = "SA342",
-- Helos US
Huey = "UH-1H",
Cobra = "AH-1",
Apache = "AH-64",
Chinook = "CH-47",
Sea_Stallion = "CH-53",
Kiowa = "OH-58",
Seahawk = "SH-60",
Blackhawk = "UH-60",
Sea_King = "S-61",
-- Drones
UCAV = "WingLoong",
Reaper = "MQ-9",
Predator = "MQ-1A",
}
}

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@@ -0,0 +1,773 @@
--- **UTILS** - ClassicFiFo Stack.
--
-- ===
--
-- ## Main Features:
--
-- * Build a simple multi-purpose FiFo (First-In, First-Out) stack for generic data.
-- * [Wikipedia](https://en.wikipedia.org/wiki/FIFO_(computing_and_electronics)
--
-- ===
--
-- ### Author: **applevangelist**
-- @module Utils.FiFo
-- @image MOOSE.JPG
-- Date: April 2022
do
--- FIFO class.
-- @type FIFO
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string version Version of FiFo.
-- @field #number counter Counter.
-- @field #number pointer Pointer.
-- @field #table stackbypointer Stack by pointer.
-- @field #table stackbyid Stack by ID.
-- @extends Core.Base#BASE
---
-- @type FIFO.IDEntry
-- @field #number pointer
-- @field #table data
-- @field #table uniqueID
---
-- @field #FIFO
FIFO = {
ClassName = "FIFO",
lid = "",
version = "0.0.5",
counter = 0,
pointer = 0,
stackbypointer = {},
stackbyid = {}
}
--- Instantiate a new FIFO Stack.
-- @param #FIFO self
-- @return #FIFO self
function FIFO:New()
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) --#FIFO
self.pointer = 0
self.counter = 0
self.stackbypointer = {}
self.stackbyid = {}
self.uniquecounter = 0
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", "FiFo", self.version)
self:T(self.lid .."Created.")
return self
end
--- Empty FIFO Stack.
-- @param #FIFO self
-- @return #FIFO self
function FIFO:Clear()
self:T(self.lid.."Clear")
self.pointer = 0
self.counter = 0
self.stackbypointer = nil
self.stackbyid = nil
self.stackbypointer = {}
self.stackbyid = {}
self.uniquecounter = 0
return self
end
--- FIFO Push Object to Stack.
-- @param #FIFO self
-- @param #table Object
-- @param #string UniqueID (optional) - will default to current pointer + 1. Note - if you intend to use `FIFO:GetIDStackSorted()` keep the UniqueID numerical!
-- @return #FIFO self
function FIFO:Push(Object,UniqueID)
self:T(self.lid.."Push")
self:T({Object,UniqueID})
self.pointer = self.pointer + 1
self.counter = self.counter + 1
local uniID = UniqueID
if not UniqueID then
self.uniquecounter = self.uniquecounter + 1
uniID = self.uniquecounter
end
self.stackbyid[uniID] = { pointer = self.pointer, data = Object, uniqueID = uniID }
self.stackbypointer[self.pointer] = { pointer = self.pointer, data = Object, uniqueID = uniID }
return self
end
--- FIFO Pull Object from Stack.
-- @param #FIFO self
-- @return #table Object or nil if stack is empty
function FIFO:Pull()
self:T(self.lid.."Pull")
if self.counter == 0 then return nil end
--local object = self.stackbypointer[self.pointer].data
--self.stackbypointer[self.pointer] = nil
local object = self.stackbypointer[1].data
self.stackbypointer[1] = nil
self.counter = self.counter - 1
--self.pointer = self.pointer - 1
self:Flatten()
return object
end
--- FIFO Pull Object from Stack by Pointer
-- @param #FIFO self
-- @param #number Pointer
-- @return #table Object or nil if stack is empty
function FIFO:PullByPointer(Pointer)
self:T(self.lid.."PullByPointer " .. tostring(Pointer))
if self.counter == 0 then return nil end
local object = self.stackbypointer[Pointer] -- #FIFO.IDEntry
self.stackbypointer[Pointer] = nil
if object then self.stackbyid[object.uniqueID] = nil end
self.counter = self.counter - 1
self:Flatten()
if object then
return object.data
else
return nil
end
end
--- FIFO Read, not Pull, Object from Stack by Pointer
-- @param #FIFO self
-- @param #number Pointer
-- @return #table Object or nil if stack is empty or pointer does not exist
function FIFO:ReadByPointer(Pointer)
self:T(self.lid.."ReadByPointer " .. tostring(Pointer))
if self.counter == 0 or not Pointer or not self.stackbypointer[Pointer] then return nil end
local object = self.stackbypointer[Pointer] -- #FIFO.IDEntry
if object then
return object.data
else
return nil
end
end
--- FIFO Read, not Pull, Object from Stack by UniqueID
-- @param #FIFO self
-- @param #number UniqueID
-- @return #table Object data or nil if stack is empty or ID does not exist
function FIFO:ReadByID(UniqueID)
self:T(self.lid.."ReadByID " .. tostring(UniqueID))
if self.counter == 0 or not UniqueID or not self.stackbyid[UniqueID] then return nil end
local object = self.stackbyid[UniqueID] -- #FIFO.IDEntry
if object then
return object.data
else
return nil
end
end
--- FIFO Pull Object from Stack by UniqueID
-- @param #FIFO self
-- @param #tableUniqueID
-- @return #table Object or nil if stack is empty
function FIFO:PullByID(UniqueID)
self:T(self.lid.."PullByID " .. tostring(UniqueID))
if self.counter == 0 then return nil end
local object = self.stackbyid[UniqueID] -- #FIFO.IDEntry
--self.stackbyid[UniqueID] = nil
if object then
return self:PullByPointer(object.pointer)
else
return nil
end
end
--- FIFO Housekeeping
-- @param #FIFO self
-- @return #FIFO self
function FIFO:Flatten()
self:T(self.lid.."Flatten")
-- rebuild stacks
local pointerstack = {}
local idstack = {}
local counter = 0
for _ID,_entry in pairs(self.stackbypointer) do
counter = counter + 1
pointerstack[counter] = { pointer = counter, data = _entry.data, uniqueID = _entry.uniqueID}
end
for _ID,_entry in pairs(pointerstack) do
idstack[_entry.uniqueID] = { pointer = _entry.pointer , data = _entry.data, uniqueID = _entry.uniqueID}
end
self.stackbypointer = nil
self.stackbypointer = pointerstack
self.stackbyid = nil
self.stackbyid = idstack
self.counter = counter
self.pointer = counter
return self
end
--- FIFO Check Stack is empty
-- @param #FIFO self
-- @return #boolean empty
function FIFO:IsEmpty()
self:T(self.lid.."IsEmpty")
return self.counter == 0 and true or false
end
--- FIFO Get stack size
-- @param #FIFO self
-- @return #number size
function FIFO:GetSize()
self:T(self.lid.."GetSize")
return self.counter
end
--- FIFO Get stack size
-- @param #FIFO self
-- @return #number size
function FIFO:Count()
self:T(self.lid.."Count")
return self.counter
end
--- FIFO Check Stack is NOT empty
-- @param #FIFO self
-- @return #boolean notempty
function FIFO:IsNotEmpty()
self:T(self.lid.."IsNotEmpty")
return not self:IsEmpty()
end
--- FIFO Get the data stack by pointer
-- @param #FIFO self
-- @return #table Table of #FIFO.IDEntry entries
function FIFO:GetPointerStack()
self:T(self.lid.."GetPointerStack")
return self.stackbypointer
end
--- FIFO Check if a certain UniqeID exists
-- @param #FIFO self
-- @return #boolean exists
function FIFO:HasUniqueID(UniqueID)
self:T(self.lid.."HasUniqueID")
if self.stackbyid[UniqueID] ~= nil then
return true
else
return false
end
end
--- FIFO Get the data stack by UniqueID
-- @param #FIFO self
-- @return #table Table of #FIFO.IDEntry entries
function FIFO:GetIDStack()
self:T(self.lid.."GetIDStack")
return self.stackbyid
end
--- FIFO Get table of UniqueIDs sorted smallest to largest
-- @param #FIFO self
-- @return #table Table with index [1] to [n] of UniqueID entries
function FIFO:GetIDStackSorted()
self:T(self.lid.."GetIDStackSorted")
local stack = self:GetIDStack()
local idstack = {}
for _id,_entry in pairs(stack) do
idstack[#idstack+1] = _id
self:T({"pre",_id})
end
local function sortID(a, b)
return a < b
end
table.sort(idstack)
return idstack
end
--- FIFO Get table of data entries
-- @param #FIFO self
-- @return #table Raw table indexed [1] to [n] of object entries - might be empty!
function FIFO:GetDataTable()
self:T(self.lid.."GetDataTable")
local datatable = {}
for _,_entry in pairs(self.stackbypointer) do
datatable[#datatable+1] = _entry.data
end
return datatable
end
--- FIFO Get sorted table of data entries by UniqueIDs (must be numerical UniqueIDs only!)
-- @param #FIFO self
-- @return #table Table indexed [1] to [n] of sorted object entries - might be empty!
function FIFO:GetSortedDataTable()
self:T(self.lid.."GetSortedDataTable")
local datatable = {}
local idtablesorted = self:GetIDStackSorted()
for _,_entry in pairs(idtablesorted) do
datatable[#datatable+1] = self:ReadByID(_entry)
end
return datatable
end
--- Iterate the FIFO and call an iterator function for the given FIFO data, providing the object for each element of the stack and optional parameters.
-- @param #FIFO self
-- @param #function IteratorFunction The function that will be called.
-- @param #table Arg (Optional) Further Arguments of the IteratorFunction.
-- @param #function Function (Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
-- @param #table FunctionArguments (Optional) Function arguments.
-- @return #FIFO self
function FIFO:ForEach( IteratorFunction, Arg, Function, FunctionArguments )
self:T(self.lid.."ForEach")
local Set = self:GetPointerStack() or {}
Arg = Arg or {}
local function CoRoutine()
local Count = 0
for ObjectID, ObjectData in pairs( Set ) do
local Object = ObjectData.data
self:T( {Object} )
if Function then
if Function( unpack( FunctionArguments or {} ), Object ) == true then
IteratorFunction( Object, unpack( Arg ) )
end
else
IteratorFunction( Object, unpack( Arg ) )
end
Count = Count + 1
end
return true
end
local co = CoRoutine
local function Schedule()
local status, res = co()
self:T( { status, res } )
if status == false then
error( res )
end
if res == false then
return true -- resume next time the loop
end
return false
end
Schedule()
return self
end
--- FIFO Print stacks to dcs.log
-- @param #FIFO self
-- @return #FIFO self
function FIFO:Flush()
self:T(self.lid.."FiFo Flush")
self:I("FIFO Flushing Stack by Pointer")
for _id,_data in pairs (self.stackbypointer) do
local data = _data -- #FIFO.IDEntry
self:I(string.format("Pointer: %s | Entry: Number = %s Data = %s UniqueID = %s",tostring(_id),tostring(data.pointer),tostring(data.data),tostring(data.uniqueID)))
end
self:I("FIFO Flushing Stack by ID")
for _id,_data in pairs (self.stackbyid) do
local data = _data -- #FIFO.IDEntry
self:I(string.format("ID: %s | Entry: Number = %s Data = %s UniqueID = %s",tostring(_id),tostring(data.pointer),tostring(data.data),tostring(data.uniqueID)))
end
self:I("Counter = " .. self.counter)
self:I("Pointer = ".. self.pointer)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- End FIFO
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- LIFO
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
do
--- **UTILS** - LiFo Stack.
--
-- **Main Features:**
--
-- * Build a simple multi-purpose LiFo (Last-In, First-Out) stack for generic data.
--
-- ===
--
-- ### Author: **applevangelist**
--- LIFO class.
-- @type LIFO
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string version Version of LiFo
-- @field #number counter
-- @field #number pointer
-- @field #table stackbypointer
-- @field #table stackbyid
-- @extends Core.Base#BASE
---
-- @type LIFO.IDEntry
-- @field #number pointer
-- @field #table data
-- @field #table uniqueID
---
-- @field #LIFO
LIFO = {
ClassName = "LIFO",
lid = "",
version = "0.0.5",
counter = 0,
pointer = 0,
stackbypointer = {},
stackbyid = {}
}
--- Instantiate a new LIFO Stack
-- @param #LIFO self
-- @return #LIFO self
function LIFO:New()
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New())
self.pointer = 0
self.counter = 0
self.uniquecounter = 0
self.stackbypointer = {}
self.stackbyid = {}
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", "LiFo", self.version)
self:T(self.lid .."Created.")
return self
end
--- Empty LIFO Stack
-- @param #LIFO self
-- @return #LIFO self
function LIFO:Clear()
self:T(self.lid.."Clear")
self.pointer = 0
self.counter = 0
self.stackbypointer = nil
self.stackbyid = nil
self.stackbypointer = {}
self.stackbyid = {}
self.uniquecounter = 0
return self
end
--- LIFO Push Object to Stack
-- @param #LIFO self
-- @param #table Object
-- @param #string UniqueID (optional) - will default to current pointer + 1
-- @return #LIFO self
function LIFO:Push(Object,UniqueID)
self:T(self.lid.."Push")
self:T({Object,UniqueID})
self.pointer = self.pointer + 1
self.counter = self.counter + 1
local uniID = UniqueID
if not UniqueID then
self.uniquecounter = self.uniquecounter + 1
uniID = self.uniquecounter
end
self.stackbyid[uniID] = { pointer = self.pointer, data = Object, uniqueID = uniID }
self.stackbypointer[self.pointer] = { pointer = self.pointer, data = Object, uniqueID = uniID }
return self
end
--- LIFO Pull Object from Stack
-- @param #LIFO self
-- @return #table Object or nil if stack is empty
function LIFO:Pull()
self:T(self.lid.."Pull")
if self.counter == 0 then return nil end
local object = self.stackbypointer[self.pointer].data
self.stackbypointer[self.pointer] = nil
--local object = self.stackbypointer[1].data
--self.stackbypointer[1] = nil
self.counter = self.counter - 1
self.pointer = self.pointer - 1
self:Flatten()
return object
end
--- LIFO Pull Object from Stack by Pointer
-- @param #LIFO self
-- @param #number Pointer
-- @return #table Object or nil if stack is empty
function LIFO:PullByPointer(Pointer)
self:T(self.lid.."PullByPointer " .. tostring(Pointer))
if self.counter == 0 then return nil end
local object = self.stackbypointer[Pointer] -- #FIFO.IDEntry
self.stackbypointer[Pointer] = nil
if object then self.stackbyid[object.uniqueID] = nil end
self.counter = self.counter - 1
self:Flatten()
if object then
return object.data
else
return nil
end
end
--- LIFO Read, not Pull, Object from Stack by Pointer
-- @param #LIFO self
-- @param #number Pointer
-- @return #table Object or nil if stack is empty or pointer does not exist
function LIFO:ReadByPointer(Pointer)
self:T(self.lid.."ReadByPointer " .. tostring(Pointer))
if self.counter == 0 or not Pointer or not self.stackbypointer[Pointer] then return nil end
local object = self.stackbypointer[Pointer] -- #LIFO.IDEntry
if object then
return object.data
else
return nil
end
end
--- LIFO Read, not Pull, Object from Stack by UniqueID
-- @param #LIFO self
-- @param #number UniqueID
-- @return #table Object or nil if stack is empty or ID does not exist
function LIFO:ReadByID(UniqueID)
self:T(self.lid.."ReadByID " .. tostring(UniqueID))
if self.counter == 0 or not UniqueID or not self.stackbyid[UniqueID] then return nil end
local object = self.stackbyid[UniqueID] -- #LIFO.IDEntry
if object then
return object.data
else
return nil
end
end
--- LIFO Pull Object from Stack by UniqueID
-- @param #LIFO self
-- @param #tableUniqueID
-- @return #table Object or nil if stack is empty
function LIFO:PullByID(UniqueID)
self:T(self.lid.."PullByID " .. tostring(UniqueID))
if self.counter == 0 then return nil end
local object = self.stackbyid[UniqueID] -- #LIFO.IDEntry
--self.stackbyid[UniqueID] = nil
if object then
return self:PullByPointer(object.pointer)
else
return nil
end
end
--- LIFO Housekeeping
-- @param #LIFO self
-- @return #LIFO self
function LIFO:Flatten()
self:T(self.lid.."Flatten")
-- rebuild stacks
local pointerstack = {}
local idstack = {}
local counter = 0
for _ID,_entry in pairs(self.stackbypointer) do
counter = counter + 1
pointerstack[counter] = { pointer = counter, data = _entry.data, uniqueID = _entry.uniqueID}
end
for _ID,_entry in pairs(pointerstack) do
idstack[_entry.uniqueID] = { pointer = _entry.pointer , data = _entry.data, uniqueID = _entry.uniqueID}
end
self.stackbypointer = nil
self.stackbypointer = pointerstack
self.stackbyid = nil
self.stackbyid = idstack
self.counter = counter
self.pointer = counter
return self
end
--- LIFO Check Stack is empty
-- @param #LIFO self
-- @return #boolean empty
function LIFO:IsEmpty()
self:T(self.lid.."IsEmpty")
return self.counter == 0 and true or false
end
--- LIFO Get stack size
-- @param #LIFO self
-- @return #number size
function LIFO:GetSize()
self:T(self.lid.."GetSize")
return self.counter
end
--- LIFO Get stack size
-- @param #LIFO self
-- @return #number size
function LIFO:Count()
self:T(self.lid.."Count")
return self.counter
end
--- LIFO Check Stack is NOT empty
-- @param #LIFO self
-- @return #boolean notempty
function LIFO:IsNotEmpty()
self:T(self.lid.."IsNotEmpty")
return not self:IsEmpty()
end
--- LIFO Get the data stack by pointer
-- @param #LIFO self
-- @return #table Table of #LIFO.IDEntry entries
function LIFO:GetPointerStack()
self:T(self.lid.."GetPointerStack")
return self.stackbypointer
end
--- LIFO Get the data stack by UniqueID
-- @param #LIFO self
-- @return #table Table of #LIFO.IDEntry entries
function LIFO:GetIDStack()
self:T(self.lid.."GetIDStack")
return self.stackbyid
end
--- LIFO Get table of UniqueIDs sorted smallest to largest
-- @param #LIFO self
-- @return #table Table of #LIFO.IDEntry entries
function LIFO:GetIDStackSorted()
self:T(self.lid.."GetIDStackSorted")
local stack = self:GetIDStack()
local idstack = {}
for _id,_entry in pairs(stack) do
idstack[#idstack+1] = _id
self:T({"pre",_id})
end
local function sortID(a, b)
return a < b
end
table.sort(idstack)
return idstack
end
--- LIFO Check if a certain UniqeID exists
-- @param #LIFO self
-- @return #boolean exists
function LIFO:HasUniqueID(UniqueID)
self:T(self.lid.."HasUniqueID")
return self.stackbyid[UniqueID] and true or false
end
--- LIFO Print stacks to dcs.log
-- @param #LIFO self
-- @return #LIFO self
function LIFO:Flush()
self:T(self.lid.."FiFo Flush")
self:I("LIFO Flushing Stack by Pointer")
for _id,_data in pairs (self.stackbypointer) do
local data = _data -- #LIFO.IDEntry
self:I(string.format("Pointer: %s | Entry: Number = %s Data = %s UniqueID = %s",tostring(_id),tostring(data.pointer),tostring(data.data),tostring(data.uniqueID)))
end
self:I("LIFO Flushing Stack by ID")
for _id,_data in pairs (self.stackbyid) do
local data = _data -- #LIFO.IDEntry
self:I(string.format("ID: %s | Entry: Number = %s Data = %s UniqueID = %s",tostring(_id),tostring(data.pointer),tostring(data.data),tostring(data.uniqueID)))
end
self:I("Counter = " .. self.counter)
self:I("Pointer = ".. self.pointer)
return self
end
--- LIFO Get table of data entries
-- @param #LIFO self
-- @return #table Raw table indexed [1] to [n] of object entries - might be empty!
function LIFO:GetDataTable()
self:T(self.lid.."GetDataTable")
local datatable = {}
for _,_entry in pairs(self.stackbypointer) do
datatable[#datatable+1] = _entry.data
end
return datatable
end
--- LIFO Get sorted table of data entries by UniqueIDs (must be numerical UniqueIDs only!)
-- @param #LIFO self
-- @return #table Table indexed [1] to [n] of sorted object entries - might be empty!
function LIFO:GetSortedDataTable()
self:T(self.lid.."GetSortedDataTable")
local datatable = {}
local idtablesorted = self:GetIDStackSorted()
for _,_entry in pairs(idtablesorted) do
datatable[#datatable+1] = self:ReadByID(_entry)
end
return datatable
end
--- Iterate the LIFO and call an iterator function for the given LIFO data, providing the object for each element of the stack and optional parameters.
-- @param #LIFO self
-- @param #function IteratorFunction The function that will be called.
-- @param #table Arg (Optional) Further Arguments of the IteratorFunction.
-- @param #function Function (Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
-- @param #table FunctionArguments (Optional) Function arguments.
-- @return #LIFO self
function LIFO:ForEach( IteratorFunction, Arg, Function, FunctionArguments )
self:T(self.lid.."ForEach")
local Set = self:GetPointerStack() or {}
Arg = Arg or {}
local function CoRoutine()
local Count = 0
for ObjectID, ObjectData in pairs( Set ) do
local Object = ObjectData.data
self:T( {Object} )
if Function then
if Function( unpack( FunctionArguments or {} ), Object ) == true then
IteratorFunction( Object, unpack( Arg ) )
end
else
IteratorFunction( Object, unpack( Arg ) )
end
Count = Count + 1
end
return true
end
local co = CoRoutine
local function Schedule()
local status, res = co()
self:T( { status, res } )
if status == false then
error( res )
end
if res == false then
return true -- resume next time the loop
end
return false
end
Schedule()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- End LIFO
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end

View File

@@ -5,10 +5,9 @@
-- ===
--
-- ### Author: **TAW CougarNL**, *funkyfranky*
--
--
-- @module Utilities.PROFILER
-- @image MOOSE.JPG
-- @image Utils_Profiler.jpg
--- PROFILER class.
-- @type PROFILER
@@ -26,67 +25,79 @@
-- @field #string fileNamePrefix Output file name prefix, e.g. "MooseProfiler".
-- @field #string fileNameSuffix Output file name prefix, e.g. "txt"
--- *The emperor counsels simplicity. First principles. Of each particular thing, ask: What is it in itself, in its own constitution? What is its causal nature? *
--- *The emperor counsels simplicity.* *First principles. Of each particular thing, ask: What is it in itself, in its own constitution? What is its causal nature?*
--
-- ===
--
-- ![Banner Image](..\Presentations\Utilities\PROFILER_Main.jpg)
--
-- # The PROFILER Concept
--
--
-- Profile your lua code. This tells you, which functions are called very often and which consume most real time.
-- With this information you can optimize the perfomance of your code.
--
--
-- # Prerequisites
--
-- The modules **os** and **lfs** need to be desanizied.
--
--
--
-- The modules **os**, **io** and **lfs** need to be desanizied. Comment out the lines
--
-- --sanitizeModule('os')
-- --sanitizeModule('io')
-- --sanitizeModule('lfs')
--
-- in your *"DCS World OpenBeta/Scripts/MissionScripting.lua"* file.
--
-- But be aware that these changes can make you system vulnerable to attacks.
--
-- # Disclaimer
--
-- **Profiling itself is CPU expensive!** Don't use this when you want to fly or host a mission.
--
--
-- # Start
--
--
-- The profiler can simply be started with the @{#PROFILER.Start}(*Delay, Duration*) function
--
--
-- PROFILER.Start()
--
--
-- The optional parameter *Delay* can be used to delay the start by a certain amount of seconds and the optional parameter *Duration* can be used to
-- stop the profiler after a certain amount of seconds.
--
--
-- # Stop
--
--
-- The profiler automatically stops when the mission ends. But it can be stopped any time with the @{#PROFILER.Stop}(*Delay*) function
--
--
-- PROFILER.Stop()
--
--
-- The optional parameter *Delay* can be used to specify a delay after which the profiler is stopped.
--
--
-- When the profiler is stopped, the output is written to a file.
--
--
-- # Output
--
--
-- The profiler output is written to a file in your DCS home folder
--
--
-- X:\User\<Your User Name>\Saved Games\DCS OpenBeta\Logs
--
--
-- The default file name is "MooseProfiler.txt". If that file exists, the file name is "MooseProfiler-001.txt" etc.
--
--
-- ## Data
--
--
-- The data in the output file provides information on the functions that were called in the mission.
--
--
-- It will tell you how many times a function was called in total, how many times per second, how much time in total and the percentage of time.
--
--
-- If you only want output for functions that are called more than *X* times per second, you can set
--
--
-- PROFILER.ThreshCPS=1.5
--
--
-- With this setting, only functions which are called more than 1.5 times per second are displayed. The default setting is PROFILER.ThreshCPS=0.0 (no threshold).
--
--
-- Furthermore, you can limit the output for functions that consumed a certain amount of CPU time in total by
--
--
-- PROFILER.ThreshTtot=0.005
--
--
-- With this setting, which is also the default, only functions which in total used more than 5 milliseconds CPU time.
--
--
-- @field #PROFILER
PROFILER = {
ClassName = "PROFILER",
@@ -117,97 +128,105 @@ PROFILER = {
--- Start profiler.
-- @param #number Delay Delay in seconds before profiler is stated. Default is immediately.
-- @param #number Duration Duration in (game) seconds before the profiler is stopped. Default is when mission ends.
function PROFILER.Start(Delay, Duration)
function PROFILER.Start( Delay, Duration )
-- Check if os, io and lfs are available.
local go=true
local go = true
if not os then
env.error("ERROR: Profiler needs os to be desanitized!")
go=false
env.error( "ERROR: Profiler needs os to be de-sanitized!" )
go = false
end
if not io then
env.error("ERROR: Profiler needs io to be desanitized!")
go=false
end
end
if not lfs then
env.error("ERROR: Profiler needs lfs to be desanitized!")
go=false
end
end
if not go then
return
end
if Delay and Delay>0 then
BASE:ScheduleOnce(Delay, PROFILER.Start, 0, Duration)
if Delay and Delay > 0 then
BASE:ScheduleOnce( Delay, PROFILER.Start, 0, Duration )
else
-- Set start time.
PROFILER.TstartGame=timer.getTime()
PROFILER.TstartOS=os.clock()
-- Add event handler.
world.addEventHandler(PROFILER.eventHandler)
-- Info in log.
env.info('############################ Profiler Started ############################')
env.info( '############################ Profiler Started ############################' )
if Duration then
env.info(string.format("- Will be running for %d seconds", Duration))
env.info( string.format( "- Will be running for %d seconds", Duration ) )
else
env.info(string.format("- Will be stopped when mission ends"))
env.info( string.format( "- Will be stopped when mission ends" ) )
end
env.info(string.format("- Calls per second threshold %.3f/sec", PROFILER.ThreshCPS))
env.info(string.format("- Total function time threshold %.3f sec", PROFILER.ThreshTtot))
env.info(string.format("- Output file \"%s\" in your DCS log file folder", PROFILER.getfilename(PROFILER.fileNameSuffix)))
env.info(string.format("- Output file \"%s\" in CSV format", PROFILER.getfilename("csv")))
env.info('###############################################################################')
-- Message on screen
local duration=Duration or 600
trigger.action.outText("### Profiler running ###", duration)
-- Set hook.
debug.sethook(PROFILER.hook, "cr")
-- Auto stop profiler.
if Duration then
PROFILER.Stop(Duration)
PROFILER.Stop( Duration )
end
end
end
--- Stop profiler.
-- @param #number Delay Delay before stop in seconds.
function PROFILER.Stop( Delay )
if Delay and Delay > 0 then
BASE:ScheduleOnce( Delay, PROFILER.Stop )
end
end
function PROFILER.Stop(Delay)
if Delay and Delay>0 then
BASE:ScheduleOnce(Delay, PROFILER.Stop)
else
-- Remove hook.
debug.sethook()
-- Run time game.
local runTimeGame=timer.getTime()-PROFILER.TstartGame
-- Run time real OS.
local runTimeOS=os.clock()-PROFILER.TstartOS
-- Show info.
PROFILER.showInfo(runTimeGame, runTimeOS)
end
end
--- Event handler.
function PROFILER.eventHandler:onEvent(event)
if event.id==world.event.S_EVENT_MISSION_END then
function PROFILER.eventHandler:onEvent( event )
if event.id == world.event.S_EVENT_MISSION_END then
PROFILER.Stop()
end
end
@@ -221,35 +240,35 @@ end
function PROFILER.hook(event)
local f=debug.getinfo(2, "f").func
if event=='call' then
if PROFILER.Counters[f]==nil then
PROFILER.Counters[f]=1
PROFILER.dInfo[f]=debug.getinfo(2,"Sn")
if PROFILER.fTimeTotal[f]==nil then
PROFILER.fTimeTotal[f]=0
end
else
PROFILER.Counters[f]=PROFILER.Counters[f]+1
PROFILER.Counters[f] = PROFILER.Counters[f] + 1
end
if PROFILER.fTime[f]==nil then
PROFILER.fTime[f]=os.clock()
end
elseif (event=='return') then
if PROFILER.fTime[f]~=nil then
PROFILER.fTimeTotal[f]=PROFILER.fTimeTotal[f]+(os.clock()-PROFILER.fTime[f])
PROFILER.fTime[f]=nil
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -262,105 +281,104 @@ end
-- @return #string Source file name.
-- @return #string Line number.
-- @return #number Function time in seconds.
function PROFILER.getData(func)
function PROFILER.getData( func )
local n=PROFILER.dInfo[func]
if n.what=="C" then
return n.name, "?", "?", PROFILER.fTimeTotal[func]
end
return n.name, n.short_src, n.linedefined, PROFILER.fTimeTotal[func]
return n.name, n.short_src, n.linedefined, PROFILER.fTimeTotal[func]
end
--- Write text to log file.
-- @param #function f The file.
-- @param #string txt The text.
function PROFILER._flog(f, txt)
f:write(txt.."\r\n")
function PROFILER._flog( f, txt )
f:write( txt .. "\r\n" )
end
--- Show table.
-- @param #table data Data table.
-- @param #function f The file.
-- @param #number runTimeGame Game run time in seconds.
function PROFILER.showTable(data, f, runTimeGame)
function PROFILER.showTable( data, f, runTimeGame )
-- Loop over data.
for i=1, #data do
for i=1, #data do
local t=data[i] --#PROFILER.Data
-- Calls per second.
local cps=t.count/runTimeGame
local threshCPS=cps>=PROFILER.ThreshCPS
local threshTot=t.tm>=PROFILER.ThreshTtot
if threshCPS and threshTot then
-- Output
local text=string.format("%30s: %8d calls %8.1f/sec - Time Total %8.3f sec (%.3f %%) %5.3f sec/call %s line %s", t.func, t.count, cps, t.tm, t.tm/runTimeGame*100, t.tm/t.count, tostring(t.src), tostring(t.line))
PROFILER._flog(f, text)
end
end
end
--- Print csv file.
-- @param #table data Data table.
-- @param #number runTimeGame Game run time in seconds.
function PROFILER.printCSV(data, runTimeGame)
function PROFILER.printCSV( data, runTimeGame )
-- Output file.
local file=PROFILER.getfilename("csv")
local g=io.open(file, 'w')
local file = PROFILER.getfilename( "csv" )
local g = io.open( file, 'w' )
-- Header.
local text="Function,Total Calls,Calls per Sec,Total Time,Total in %,Sec per Call,Source File;Line Number,"
g:write(text.."\r\n")
-- Loop over data.
for i=1, #data do
for i=1, #data do
local t=data[i] --#PROFILER.Data
-- Calls per second.
local cps=t.count/runTimeGame
local cps = t.count / runTimeGame
-- Output
local txt=string.format("%s,%d,%.1f,%.3f,%.3f,%.3f,%s,%s,", t.func, t.count, cps, t.tm, t.tm/runTimeGame*100, t.tm/t.count, tostring(t.src), tostring(t.line))
g:write(txt.."\r\n")
end
-- Close file.
g:close()
end
--- Write info to output file.
-- @param #string ext Extension.
-- @return #string File name.
function PROFILER.getfilename(ext)
local dir=lfs.writedir()..[[Logs\]]
ext=ext or PROFILER.fileNameSuffix
local file=dir..PROFILER.fileNamePrefix.."."..ext
if not UTILS.FileExists(file) then
return file
end
for i=1,999 do
local file=string.format("%s%s-%03d.%s", dir,PROFILER.fileNamePrefix, i, ext)
if not UTILS.FileExists(file) then
for i = 1, 999 do
local file = string.format( "%s%s-%03d.%s", dir, PROFILER.fileNamePrefix, i, ext )
if not UTILS.FileExists( file ) then
return file
end
end
end
@@ -368,34 +386,34 @@ end
--- Write info to output file.
-- @param #number runTimeGame Game time in seconds.
-- @param #number runTimeOS OS time in seconds.
function PROFILER.showInfo(runTimeGame, runTimeOS)
function PROFILER.showInfo( runTimeGame, runTimeOS )
-- Output file.
local file=PROFILER.getfilename(PROFILER.fileNameSuffix)
local f=io.open(file, 'w')
local f=io.open(file, 'w')
-- Gather data.
local Ttot=0
local Calls=0
local t={}
local tcopy=nil --#PROFILER.Data
local tserialize=nil --#PROFILER.Data
local tforgen=nil --#PROFILER.Data
local tpairs=nil --#PROFILER.Data
for func, count in pairs(PROFILER.Counters) do
local s,src,line,tm=PROFILER.getData(func)
if PROFILER.logUnknown==true then
if s==nil then s="<Unknown>" end
end
if s~=nil then
-- Profile data.
local T=
{ func=s,
@@ -404,64 +422,64 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
count=count,
tm=tm,
} --#PROFILER.Data
-- Collect special cases. Somehow, e.g. "_copy" appears multiple times so we try to gather all data.
if s=="_copy" then
if tcopy==nil then
tcopy=T
if s == "_copy" then
if tcopy == nil then
tcopy = T
else
tcopy.count=tcopy.count+T.count
tcopy.tm=tcopy.tm+T.tm
tcopy.count = tcopy.count + T.count
tcopy.tm = tcopy.tm + T.tm
end
elseif s=="_Serialize" then
if tserialize==nil then
tserialize=T
elseif s == "_Serialize" then
if tserialize == nil then
tserialize = T
else
tserialize.count=tserialize.count+T.count
tserialize.tm=tserialize.tm+T.tm
end
end
elseif s=="(for generator)" then
if tforgen==nil then
tforgen=T
else
tforgen.count=tforgen.count+T.count
tforgen.tm=tforgen.tm+T.tm
end
end
elseif s=="pairs" then
if tpairs==nil then
tpairs=T
else
tpairs.count=tpairs.count+T.count
tpairs.tm=tpairs.tm+T.tm
end
end
else
table.insert(t, T)
table.insert( t, T )
end
-- Total function time.
Ttot=Ttot+tm
-- Total number of calls.
Calls=Calls+count
end
end
-- Add special cases.
-- Add special cases.
if tcopy then
table.insert(t, tcopy)
table.insert( t, tcopy )
end
if tserialize then
table.insert(t, tserialize)
table.insert(t, tserialize)
end
if tforgen then
table.insert(t, tforgen)
table.insert( t, tforgen )
end
if tpairs then
table.insert(t, tpairs)
end
end
env.info('############################ Profiler Stopped ############################')
env.info(string.format("* Runtime Game : %s = %d sec", UTILS.SecondsToClock(runTimeGame, true), runTimeGame))
env.info(string.format("* Runtime Real : %s = %d sec", UTILS.SecondsToClock(runTimeOS, true), runTimeOS))
@@ -470,11 +488,11 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
env.info(string.format("* Total func calls : %d", Calls))
env.info(string.format("* Writing to file : \"%s\"", file))
env.info(string.format("* Writing to file : \"%s\"", PROFILER.getfilename("csv")))
env.info("##############################################################################")
env.info("##############################################################################")
-- Sort by total time.
table.sort(t, function(a,b) return a.tm>b.tm end)
-- Write data.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
@@ -493,7 +511,7 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
PROFILER._flog(f,string.format("* Total func calls = %d", Calls))
PROFILER._flog(f,"")
PROFILER._flog(f,string.format("* Calls per second threshold = %.3f/sec", PROFILER.ThreshCPS))
PROFILER._flog(f,string.format("* Total func time threshold = %.3f sec", PROFILER.ThreshTtot))
PROFILER._flog(f,string.format("* Total func time threshold = %.3f sec", PROFILER.ThreshTtot))
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"")
@@ -501,7 +519,7 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
-- Sort by number of calls.
table.sort(t, function(a,b) return a.tm/a.count>b.tm/b.count end)
-- Detailed data.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
@@ -511,10 +529,10 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
PROFILER._flog(f,"--------------------------------------")
PROFILER._flog(f,"")
PROFILER.showTable(t, f, runTimeGame)
-- Sort by number of calls.
table.sort(t, function(a,b) return a.count>b.count end)
-- Detailed data.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
@@ -524,16 +542,15 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
PROFILER._flog(f,"------------------------------------")
PROFILER._flog(f,"")
PROFILER.showTable(t, f, runTimeGame)
-- Closing.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog( f, "" )
PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog( f, "************************************************************************************************************************" )
-- Close file.
f:close()
-- Print csv file.
PROFILER.printCSV(t, runTimeGame)
end
-- Print csv file.
PROFILER.printCSV( t, runTimeGame )
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,7 +1,6 @@
--- **Utilities** DCS Simple Text-To-Speech (STTS).
--
--
--
--
--
-- @module Utils.STTS
-- @image MOOSE.JPG
@@ -10,29 +9,29 @@
-- @field #string DIRECTORY Path of the SRS directory.
--- Simple Text-To-Speech
--
--
-- Version 0.4 - Compatible with SRS version 1.9.6.0+
--
--
-- # DCS Modification Required
--
-- You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitisation.
--
-- You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitization.
-- To do this remove all the code below the comment - the line starts "local function sanitizeModule(name)"
-- Do this without DCS running to allow mission scripts to use os functions.
--
--
-- *You WILL HAVE TO REAPPLY AFTER EVERY DCS UPDATE*
--
--
-- # USAGE:
--
-- Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialise it
--
-- Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialize it
-- Make sure to edit the STTS.SRS_PORT and STTS.DIRECTORY to the correct values before adding to the mission.
-- Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts.
--
--
-- Example calls:
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2)
--
--
-- Arguments in order are:
--
--
-- * Message to say, make sure not to use a newline (\n) !
-- * Frequency in MHz
-- * Modulation - AM/FM
@@ -43,44 +42,44 @@
-- * OPTIONAL - Speed -10 to +10
-- * OPTIONAL - Gender male, female or neuter
-- * OPTIONAL - Culture - en-US, en-GB etc
-- * OPTIONAL - Voice - a specfic voice by name. Run DCS-SR-ExternalAudio.exe with --help to get the ones you can use on the command line
-- * OPTIONAL - Voice - a specific voice by name. Run DCS-SR-ExternalAudio.exe with --help to get the ones you can use on the command line
-- * OPTIONAL - Google TTS - Switch to Google Text To Speech - Requires STTS.GOOGLE_CREDENTIALS path and Google project setup correctly
--
--
-- ## Example
--
-- This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only
--
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,null,-5,"male","en-GB")
--
--
-- ## Example
--
--This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT"
--
-- This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT"
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB")
--
--
-- Arguments in order are:
--
--
-- * FULL path to the MP3 OR OGG to play
-- * Frequency in MHz - to use multiple separate with a comma - Number of frequencies MUST match number of Modulations
-- * Modulation - AM/FM - to use multiple
-- * Volume - 1.0 max, 0.5 half
-- * Name of the transmitter - ATC, RockFM etc
-- * Coalition - 0 spectator, 1 red 2 blue
--
--
-- ## Example
--
--
-- This will play that MP3 on 255MHz AM & 31 FM at half volume with a client called "Multiple" and to Spectators only
--
--
-- STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0)
--
--
-- @field #STTS
STTS={
ClassName="STTS",
DIRECTORY="",
SRS_PORT=5002,
GOOGLE_CREDENTIALS="C:\\Users\\Ciaran\\Downloads\\googletts.json",
EXECUTABLE="DCS-SR-ExternalAudio.exe",
STTS = {
ClassName = "STTS",
DIRECTORY = "",
SRS_PORT = 5002,
GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json",
EXECUTABLE = "DCS-SR-ExternalAudio.exe"
}
--- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
@@ -92,142 +91,147 @@ STTS.SRS_PORT = 5002
--- Google credentials file
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
--- DONT CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
--- DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
--- Function for UUID.
function STTS.uuid()
local random = math.random
local template ='yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c)
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
return string.format('%x', v)
end)
local template = 'yxxx-xxxxxxxxxxxx'
return string.gsub( template, '[xy]', function( c )
local v = (c == 'x') and random( 0, 0xf ) or random( 8, 0xb )
return string.format( '%x', v )
end )
end
--- Round a number.
-- @param #number x Number.
-- @param #number n Precision.
function STTS.round(x, n)
n = math.pow(10, n or 0)
function STTS.round( x, n )
n = math.pow( 10, n or 0 )
x = x * n
if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end
if x >= 0 then
x = math.floor( x + 0.5 )
else
x = math.ceil( x - 0.5 )
end
return x / n
end
--- Function returns estimated speech time in seconds.
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word so
--
-- Assumptions for time calc: 100 Words per min, average of 5 letters for english word so
--
-- * 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
--
-- So lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
--
--
-- So length of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
--
-- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
--
-- @param #number length can also be passed as #string
-- @param #number speed Defaults to 1.0
-- @param #boolean isGoogle We're using Google TTS
function STTS.getSpeechTime(length,speed,isGoogle)
local maxRateRatio = 3
local maxRateRatio = 3
speed = speed or 1.0
isGoogle = isGoogle or false
local speedFactor = 1.0
if isGoogle then
speedFactor = speed
speedFactor = speed
else
if speed ~= 0 then
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1
end
if speed < 0 then
speedFactor = 1/speedFactor
end
if speed ~= 0 then
speedFactor = math.abs( speed ) * (maxRateRatio - 1) / 10 + 1
end
if speed < 0 then
speedFactor = 1 / speedFactor
end
end
local wpm = math.ceil(100 * speedFactor)
local cps = math.floor((wpm * 5)/60)
local wpm = math.ceil( 100 * speedFactor )
local cps = math.floor( (wpm * 5) / 60 )
if type(length) == "string" then
length = string.len(length)
if type( length ) == "string" then
length = string.len( length )
end
return math.ceil(length/cps)
return length/cps --math.ceil(length/cps)
end
--- Text to speech function.
function STTS.TextToSpeech(message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS)
if os == nil or io == nil then
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ")
return
end
function STTS.TextToSpeech( message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS )
if os == nil or io == nil then
env.info( "[DCS-STTS] LUA modules os or io are sanitized. skipping. " )
return
end
speed = speed or 1
gender = gender or "female"
culture = culture or ""
voice = voice or ""
coalition=coalition or "0"
name=name or "ROBOT"
volume=1
speed=1
speed = speed or 1
gender = gender or "female"
culture = culture or ""
voice = voice or ""
coalition = coalition or "0"
name = name or "ROBOT"
volume = 1
speed = 1
message = message:gsub( "\"", "\\\"" )
local cmd = string.format( "start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs or "305", modulations or "AM", coalition, STTS.SRS_PORT, name )
message = message:gsub("\"","\\\"")
local cmd = string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs or "305", modulations or "AM", coalition, STTS.SRS_PORT, name)
if voice ~= "" then
cmd = cmd .. string.format(" -V \"%s\"",voice)
cmd = cmd .. string.format( " -V \"%s\"", voice )
else
if culture ~= "" then
cmd = cmd .. string.format(" -l %s",culture)
end
if culture ~= "" then
cmd = cmd .. string.format( " -l %s", culture )
end
if gender ~= "" then
cmd = cmd .. string.format(" -g %s",gender)
end
if gender ~= "" then
cmd = cmd .. string.format( " -g %s", gender )
end
end
if googleTTS == true then
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS)
cmd = cmd .. string.format( " -G \"%s\"", STTS.GOOGLE_CREDENTIALS )
end
if speed ~= 1 then
cmd = cmd .. string.format(" -s %s",speed)
cmd = cmd .. string.format( " -s %s", speed )
end
if volume ~= 1.0 then
cmd = cmd .. string.format(" -v %s",volume)
cmd = cmd .. string.format( " -v %s", volume )
end
if point and type(point) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point)
if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL( point )
lat = STTS.round(lat,4)
lon = STTS.round(lon,4)
alt = math.floor(alt)
lat = STTS.round( lat, 4 )
lon = STTS.round( lon, 4 )
alt = math.floor( alt )
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
end
cmd = cmd ..string.format(" -t \"%s\"",message)
cmd = cmd .. string.format( " -t \"%s\"", message )
if string.len(cmd) > 255 then
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open(filename,"w+")
script:write(cmd .. " && exit" )
script:close()
cmd = string.format("\"%s\"",filename)
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1)
if string.len( cmd ) > 255 then
local filename = os.getenv( 'TMP' ) .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open( filename, "w+" )
script:write( cmd .. " && exit" )
script:close()
cmd = string.format( "\"%s\"", filename )
timer.scheduleFunction( os.remove, filename, timer.getTime() + 1 )
end
if string.len(cmd) > 255 then
env.info("[DCS-STTS] - cmd string too long")
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n")
if string.len( cmd ) > 255 then
env.info( "[DCS-STTS] - cmd string too long" )
env.info( "[DCS-STTS] TextToSpeech Command :\n" .. cmd .. "\n" )
end
os.execute(cmd)
os.execute( cmd )
return STTS.getSpeechTime(message,speed,googleTTS)
return STTS.getSpeechTime( message, speed, googleTTS )
end
--- Play mp3 function.
@@ -235,22 +239,21 @@ end
-- @param #string freqs Frequencies, e.g. "305, 256".
-- @param #string modulations Modulations, e.g. "AM, FM".
-- @param #string volume Volume, e.g. "0.5".
function STTS.PlayMP3(pathToMP3, freqs, modulations, volume, name, coalition, point)
function STTS.PlayMP3( pathToMP3, freqs, modulations, volume, name, coalition, point )
local cmd = string.format("start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h",
STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs or "305", modulations or "AM", coalition or "0", STTS.SRS_PORT, name or "ROBOT", volume or "1")
if point and type(point) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point)
local cmd = string.format( "start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs or "305", modulations or "AM", coalition or "0", STTS.SRS_PORT, name or "ROBOT", volume or "1" )
lat = STTS.round(lat,4)
lon = STTS.round(lon,4)
alt = math.floor(alt)
if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL( point )
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
end
lat = STTS.round( lat, 4 )
lon = STTS.round( lon, 4 )
alt = math.floor( alt )
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n")
os.execute(cmd)
cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
end
end
env.info( "[DCS-STTS] MP3/OGG Command :\n" .. cmd .. "\n" )
os.execute( cmd )
end

View File

@@ -0,0 +1,152 @@
--- **Utilities** - Socket.
--
-- **Main Features:**
--
-- * Creates UDP Sockets
-- * Send messages to Discord
-- * Compatible with [FunkMan](https://github.com/funkyfranky/FunkMan)
-- * Compatible with [DCSServerBot](https://github.com/Special-K-s-Flightsim-Bots/DCSServerBot)
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Utilities.Socket
-- @image Utilities_Socket.png
--- SOCKET class.
-- @type SOCKET
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table socket The socket.
-- @field #number port The port.
-- @field #string host The host.
-- @field #table json JSON.
-- @extends Core.Fsm#FSM
--- **At times I feel like a socket that remembers its tooth.** -- Saul Bellow
--
-- ===
--
-- # The SOCKET Concept
--
-- Create a UDP socket server. It enables you to send messages to discord servers via discord bots.
--
-- **Note** that you have to **de-sanitize** `require` and `package` in your `MissionScripting.lua` file, which is in your `DCS/Scripts` folder.
--
--
-- @field #SOCKET
SOCKET = {
ClassName = "SOCKET",
verbose = 0,
lid = nil,
}
--- Data type. This is the keyword the socket listener uses.
-- @field #string TEXT Plain text.
-- @field #string BOMBRESULT Range bombing.
-- @field #string STRAFERESULT Range strafeing result.
-- @field #string LSOGRADE Airboss LSO grade.
SOCKET.DataType={
TEXT="moose_text",
BOMBRESULT="moose_bomb_result",
STRAFERESULT="moose_strafe_result",
LSOGRADE="moose_lso_grade",
}
--- SOCKET class version.
-- @field #string version
SOCKET.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot!
-- TODO: Messages as spoiler.
-- TODO: Send images?
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new SOCKET object.
-- @param #SOCKET self
-- @param #number Port UDP port. Default `10042`.
-- @param #string Host Host. Default `"127.0.0.1"`.
-- @return #SOCKET self
function SOCKET:New(Port, Host)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) --#SOCKET
package.path = package.path..";.\\LuaSocket\\?.lua;"
package.cpath = package.cpath..";.\\LuaSocket\\?.dll;"
self.socket = require("socket")
self.port=Port or 10042
self.host=Host or "127.0.0.1"
self.json=loadfile("Scripts\\JSON.lua")()
self.UDPSendSocket=self.socket.udp()
self.UDPSendSocket:settimeout(0)
return self
end
--- Set port.
-- @param #SOCKET self
-- @param #number Port Port. Default 10042.
-- @return #SOCKET self
function SOCKET:SetPort(Port)
self.port=Port or 10042
end
--- Set host.
-- @param #SOCKET self
-- @param #string Host Host. Default `"127.0.0.1"`.
-- @return #SOCKET self
function SOCKET:SetHost(Host)
self.host=Host or "127.0.0.1"
end
--- Send a table.
-- @param #SOCKET self
-- @param #table Table Table to send.
-- @return #SOCKET self
function SOCKET:SendTable(Table)
local json= self.json:encode(Table)
-- Debug info.
self:T("Json table:")
self:T(json)
-- Send data.
self.socket.try(self.UDPSendSocket:sendto(json, self.host, self.port))
return self
end
--- Send a text message.
-- @param #SOCKET self
-- @param #string Text Test message.
-- @return #SOCKET self
function SOCKET:SendText(Text)
local message={}
message.command = SOCKET.DataType.TEXT
message.text = Text
self:SendTable(message)
return self
end

View File

@@ -1,4 +1,4 @@
--- This module contains derived utilities taken from the MIST framework, which are excellent tools to be reused in an OO environment.
--- This module contains derived utilities taken from the MIST framework, as well as a lot of added helpers from the MOOSE community.
--
-- ### Authors:
--
@@ -7,6 +7,7 @@
-- ### Contributions:
--
-- * FlightControl : Rework to OO framework.
-- * And many more
--
-- @module Utils
-- @image MOOSE.JPG
@@ -51,6 +52,7 @@ BIGSMOKEPRESET = {
-- @field #string TheChannel The Channel map.
-- @field #string Syria Syria map.
-- @field #string MarianaIslands Mariana Islands map.
-- @field #string Falklands South Atlantic map.
DCSMAP = {
Caucasus="Caucasus",
NTTR="Nevada",
@@ -58,7 +60,8 @@ DCSMAP = {
PersianGulf="PersianGulf",
TheChannel="TheChannel",
Syria="Syria",
MarianaIslands="MarianaIslands"
MarianaIslands="MarianaIslands",
Falklands="Falklands",
}
@@ -130,6 +133,62 @@ CALLSIGN={
Dublin=9,
Perth=10,
},
F16={
Viper=9,
Venom=10,
Lobo=11,
Cowboy=12,
Python=13,
Rattler=14,
Panther=15,
Wolf=16,
Weasel=17,
Wild=18,
Ninja=19,
Jedi=20,
},
F18={
Hornet=9,
Squid=10,
Ragin=11,
Roman=12,
Sting=13,
Jury=14,
Jokey=15,
Ram=16,
Hawk=17,
Devil=18,
Check=19,
Snake=20,
},
F15E={
Dude=9,
Thud=10,
Gunny=11,
Trek=12,
Sniper=13,
Sled=14,
Best=15,
Jazz=16,
Rage=17,
Tahoe=18,
},
B1B={
Bone=9,
Dark=10,
Vader=11
},
B52={
Buff=9,
Dump=10,
Kenworth=11,
},
TransportAircraft={
Heavy=9,
Trash=10,
Cargo=11,
Ascot=12,
},
} --#CALLSIGN
--- Utilities static class.
@@ -409,13 +468,17 @@ end
-- @param #number knots Speed in knots.
-- @return #number Speed in m/s.
UTILS.KnotsToMps = function( knots )
return knots / 1.94384 --* 1852 / 3600
if type(knots) == "number" then
return knots / 1.94384 --* 1852 / 3600
else
return 0
end
end
--- Convert temperature from Celsius to Farenheit.
--- Convert temperature from Celsius to Fahrenheit.
-- @param #number Celcius Temperature in degrees Celsius.
-- @return #number Temperature in degrees Farenheit.
UTILS.CelciusToFarenheit = function( Celcius )
-- @return #number Temperature in degrees Fahrenheit.
UTILS.CelsiusToFahrenheit = function( Celcius )
return Celcius * 9/5 + 32
end
@@ -748,7 +811,7 @@ function UTILS.BeaufortScale(speed)
return bn,bd
end
--- Split string at seperators. C.f. http://stackoverflow.com/questions/1426954/split-string-in-lua
--- Split string at seperators. C.f. [split-string-in-lua](http://stackoverflow.com/questions/1426954/split-string-in-lua).
-- @param #string str Sting to split.
-- @param #string sep Speparator for split.
-- @return #table Split text.
@@ -970,6 +1033,15 @@ function UTILS.VecDot(a, b)
return a.x*b.x + a.y*b.y + a.z*b.z
end
--- Calculate the [dot product](https://en.wikipedia.org/wiki/Dot_product) of two 2D vectors. The result is a number.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param DCS#Vec2 b Vector in 2D with x, y components.
-- @return #number Scalar product of the two vectors a*b.
function UTILS.Vec2Dot(a, b)
return a.x*b.x + a.y*b.y
end
--- Calculate the [euclidean norm](https://en.wikipedia.org/wiki/Euclidean_distance) (length) of a 3D vector.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @return #number Norm of the vector.
@@ -977,6 +1049,13 @@ function UTILS.VecNorm(a)
return math.sqrt(UTILS.VecDot(a, a))
end
--- Calculate the [euclidean norm](https://en.wikipedia.org/wiki/Euclidean_distance) (length) of a 2D vector.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @return #number Norm of the vector.
function UTILS.Vec2Norm(a)
return math.sqrt(UTILS.Vec2Dot(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.
@@ -1020,6 +1099,14 @@ function UTILS.VecSubstract(a, b)
return {x=a.x-b.x, y=a.y-b.y, z=a.z-b.z}
end
--- Calculate the difference between two 2D vectors by substracting the x,y components from each other.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param DCS#Vec2 b Vector in 2D with x, y components.
-- @return DCS#Vec2 Vector c=a-b with c(i)=a(i)-b(i), i=x,y.
function UTILS.Vec2Substract(a, b)
return {x=a.x-b.x, y=a.y-b.y}
end
--- Calculate the total vector of two 3D vectors by adding the x,y,z components of each other.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
@@ -1028,6 +1115,14 @@ function UTILS.VecAdd(a, b)
return {x=a.x+b.x, y=a.y+b.y, z=a.z+b.z}
end
--- Calculate the total vector of two 2D vectors by adding the x,y components of each other.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param DCS#Vec2 b Vector in 2D with x, y components.
-- @return DCS#Vec2 Vector c=a+b with c(i)=a(i)+b(i), i=x,y.
function UTILS.Vec2Add(a, b)
return {x=a.x+b.x, y=a.y+b.y}
end
--- Calculate the angle 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.
@@ -1059,6 +1154,17 @@ function UTILS.VecHdg(a)
return h
end
--- Calculate "heading" of a 2D vector in the X-Y plane.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @return #number Heading in degrees in [0,360).
function UTILS.Vec2Hdg(a)
local h=math.deg(math.atan2(a.y, a.x))
if h<0 then
h=h+360
end
return h
end
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param #number h1 Heading one.
-- @param #number h2 Heading two.
@@ -1095,6 +1201,22 @@ function UTILS.VecTranslate(a, distance, angle)
return {x=TX, y=a.y, z=TY}
end
--- Translate 2D vector in the 2D (x,z) plane.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param #number distance The distance to translate.
-- @param #number angle Rotation angle in degrees.
-- @return DCS#Vec2 Translated vector.
function UTILS.Vec2Translate(a, distance, angle)
local SX = a.x
local SY = a.y
local Radians=math.rad(angle or 0)
local TX=distance*math.cos(Radians)+SX
local TY=distance*math.sin(Radians)+SY
return {x=TX, y=TY}
end
--- Rotate 3D vector in the 2D (x,z) plane. y-component (usually altitude) unchanged.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param #number angle Rotation angle in degrees.
@@ -1115,6 +1237,25 @@ function UTILS.Rotate2D(a, angle)
return A
end
--- Rotate 2D vector in the 2D (x,z) plane.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param #number angle Rotation angle in degrees.
-- @return DCS#Vec2 Vector rotated in the (x,y) plane.
function UTILS.Vec2Rotate2D(a, angle)
local phi=math.rad(angle)
local x=a.x
local y=a.y
local X=x*math.cos(phi)-y*math.sin(phi)
local Y=x*math.sin(phi)+y*math.cos(phi)
local A={x=X, y=Y}
return A
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz.
-- @param #number TACANChannel The TACAN channel, i.e. the 10 in "10X".
@@ -1198,26 +1339,6 @@ function UTILS.GetMissionDayOfYear(Time)
end
--- Returns the current date.
-- @return #string Mission date in yyyy/mm/dd format.
-- @return #number The year anno domini.
-- @return #number The month.
-- @return #number The day.
function UTILS.GetDate()
-- Mission start date
local date, year, month, day=UTILS.GetDCSMissionDate()
local time=timer.getAbsTime()
local clock=UTILS.SecondsToClock(time, false)
local x=tonumber(UTILS.Split(clock, "+")[2])
local day=day+x
end
--- Returns the magnetic declination of the map.
-- Returned values for the current maps are:
--
@@ -1228,6 +1349,7 @@ end
-- * The Cannel Map -10 (West)
-- * Syria +5 (East)
-- * Mariana Islands +2 (East)
-- * Falklands +12 (East) - note there's a LOT of deviation across the map, as we're closer to the South Pole
-- @param #string map (Optional) Map for which the declination is returned. Default is from env.mission.theatre
-- @return #number Declination in degrees.
function UTILS.GetMagneticDeclination(map)
@@ -1250,6 +1372,8 @@ function UTILS.GetMagneticDeclination(map)
declination=5
elseif map==DCSMAP.MarianaIslands then
declination=2
elseif map==DCSMAP.Falklands then
declination=12
else
declination=0
end
@@ -1328,6 +1452,23 @@ function UTILS.GetModulationName(Modulation)
end
--- Get the NATO reporting name of a unit type name
-- @param #number Typename The type name.
-- @return #string The Reporting name or "Bogey".
function UTILS.GetReportingName(Typename)
local typename = string.lower(Typename)
for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value)
if string.find(typename,svalue,1,true) then
return name
end
end
return "Bogey"
end
--- Get the callsign name from its enumerator value
-- @param #number Callsign The enumerator callsign.
-- @return #string The callsign name or "Ghostrider".
@@ -1356,7 +1497,49 @@ function UTILS.GetCallsignName(Callsign)
return name
end
end
for name, value in pairs(CALLSIGN.B1B) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.B52) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.F15E) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.F16) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.F18) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.FARP) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.TransportAircraft) do
if value==Callsign then
return name
end
end
return "Ghostrider"
end
@@ -1542,15 +1725,21 @@ end
-- @return #number Os time in seconds.
function UTILS.GetOSTime()
if os then
return os.clock()
local ts = 0
local t = os.date("*t")
local s = t.sec
local m = t.min * 60
local h = t.hour * 3600
ts = s+m+h
return ts
else
return nil
end
return nil
end
--- Shuffle a table accoring to Fisher Yeates algorithm
--@param #table table to be shuffled
--@return #table
--@param #table t Table to be shuffled.
--@return #table Shuffled table.
function UTILS.ShuffleTable(t)
if t == nil or type(t) ~= "table" then
BASE:I("Error in ShuffleTable: Missing or wrong type of Argument")
@@ -1568,60 +1757,104 @@ function UTILS.ShuffleTable(t)
return TempTable
end
--- Get a random element of a table.
--@param #table t Table.
--@param #boolean replace If `true`, the drawn element is replaced, i.e. not deleted.
--@return #number Table element.
function UTILS.GetRandomTableElement(t, replace)
if t == nil or type(t) ~= "table" then
BASE:I("Error in ShuffleTable: Missing or wrong type of Argument")
return
end
math.random()
math.random()
math.random()
local r=math.random(#t)
local element=t[r]
if not replace then
table.remove(t, r)
end
return element
end
--- (Helicopter) Check if one loading door is open.
--@param #string unit_name Unit name to be checked
--@return #boolean Outcome - true if a (loading door) is open, false if not, nil if none exists.
function UTILS.IsLoadingDoorOpen( unit_name )
local ret_val = false
local unit = Unit.getByName(unit_name)
if unit ~= nil then
local type_name = unit:getTypeName()
BASE:T("TypeName = ".. type_name)
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) < 0 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
return true
end
if type_name == "Mi-24P" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 then
if type_name == "Mi-24P" and (unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1) then
BASE:T(unit_name .. " a side door is open")
ret_val = true
return true
end
if type_name == "UH-1H" and unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1 then
if type_name == "UH-1H" and (unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1) then
BASE:T(unit_name .. " a side door is open ")
ret_val = true
return true
end
if string.find(type_name, "SA342" ) and (unit:getDrawArgumentValue(34) == 1) then
BASE:T(unit_name .. " front door(s) are open or doors removed")
return true
end
if string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then
BASE:T(unit_name .. " front door(s) are open")
ret_val = true
end
if string.find(type_name, "Hercules") and unit:getDrawArgumentValue(1215) == 1 and unit:getDrawArgumentValue(1216) == 1 then
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
return 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
return true
end
if string.find(type_name, "Hercules") and unit:getDrawArgumentValue(1217) == 1 then
if string.find(type_name, "Hercules") and (unit:getDrawArgumentValue(1217) == 1) then
BASE:T(unit_name .. " side door is open")
ret_val = true
return 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
return true
end
if ret_val == false then
BASE:T(unit_name .. " all doors are closed")
if string.find(type_name, "UH-60L") and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then
BASE:T(unit_name .. " cargo door is open")
return true
end
return ret_val
if string.find(type_name, "UH-60L" ) and (unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(400) == 1 ) then
BASE:T(unit_name .. " front door(s) are open")
return true
end
if type_name == "AH-64D_BLK_II" then
BASE:T(unit_name .. " front door(s) are open")
return true -- no doors on this one ;)
end
if type_name == "Bronco-OV-10A" then
BASE:T(unit_name .. " front door(s) are open")
return true -- no doors on this one ;)
end
return false
end -- nil
@@ -1650,7 +1883,7 @@ function UTILS.GenerateVHFrequencies()
-- known and sorted map-wise NDBs in kHz
local _skipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,307,309.5,311,312,312.5,316,
300.5,304,305,307,309.5,311,312,312.5,316,
320,324,328,329,330,332,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
@@ -1772,3 +2005,472 @@ function UTILS.GenerateLaserCodes()
end
return jtacGeneratedLaserCodes
end
--- Function to save an object to a file
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file. Existing file will be overwritten.
-- @param #table Data The LUA data structure to save. This will be e.g. a table of text lines with an \\n at the end of each line.
-- @return #boolean outcome True if saving is possible, else false.
function UTILS.SaveToFile(Path,Filename,Data)
-- Thanks to @FunkyFranky
-- Check io module is available.
if not io then
BASE:E("ERROR: io not desanitized. Can't save current file.")
return false
end
-- Check default path.
if Path==nil and not lfs then
BASE:E("WARNING: lfs not desanitized. File will be saved in DCS installation root directory rather than your \"Saved Games\\DCS\" folder.")
end
-- Set path or default.
local path = nil
if lfs then
path=Path or lfs.writedir()
end
-- Set file name.
local filename=Filename
if path~=nil then
filename=path.."\\"..filename
end
-- write
local f = assert(io.open(filename, "wb"))
f:write(Data)
f:close()
return true
end
--- Function to save an object to a file
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #boolean outcome True if reading is possible and successful, else false.
-- @return #table data The data read from the filesystem (table of lines of text). Each line is one single #string!
function UTILS.LoadFromFile(Path,Filename)
-- Thanks to @FunkyFranky
-- Check io module is available.
if not io then
BASE:E("ERROR: io not desanitized. Can't save current state.")
return false
end
-- Check default path.
if Path==nil and not lfs then
BASE:E("WARNING: lfs not desanitized. Loading will look into your DCS installation root directory rather than your \"Saved Games\\DCS\" folder.")
end
-- Set path or default.
local path = nil
if lfs then
path=Path or lfs.writedir()
end
-- Set file name.
local filename=Filename
if path~=nil then
filename=path.."\\"..filename
end
-- Check if file exists.
local exists=UTILS.CheckFileExists(Path,Filename)
if not exists then
BASE:E(string.format("ERROR: File %s does not exist!",filename))
return false
end
-- read
local file=assert(io.open(filename, "rb"))
local loadeddata = {}
for line in file:lines() do
loadeddata[#loadeddata+1] = line
end
file:close()
return true, loadeddata
end
--- Function to check if a file exists.
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #boolean outcome True if reading is possible, else false.
function UTILS.CheckFileExists(Path,Filename)
-- Thanks to @FunkyFranky
-- Function that check if a file exists.
local function _fileexists(name)
local f=io.open(name,"r")
if f~=nil then
io.close(f)
return true
else
return false
end
end
-- Check io module is available.
if not io then
BASE:E("ERROR: io not desanitized. Can't save current state.")
return false
end
-- Check default path.
if Path==nil and not lfs then
BASE:E("WARNING: lfs not desanitized. Loading will look into your DCS installation root directory rather than your \"Saved Games\\DCS\" folder.")
end
-- Set path or default.
local path = nil
if lfs then
path=Path or lfs.writedir()
end
-- Set file name.
local filename=Filename
if path~=nil then
filename=path.."\\"..filename
end
-- Check if file exists.
local exists=_fileexists(filename)
if not exists then
BASE:E(string.format("ERROR: File %s does not exist!",filename))
return false
else
return true
end
end
--- Function to save the state of a list of groups found by name
-- @param #table List Table of strings with groupnames
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #boolean outcome True if saving is successful, else false.
-- @usage
-- We will go through the list and find the corresponding group and save the current group size (0 when dead).
-- These groups are supposed to be put on the map in the ME and have *not* moved (e.g. stationary SAM sites).
-- Position is still saved for your usage.
-- The idea is to reduce the number of units when reloading the data again to restart the saved mission.
-- The data will be a simple comma separated list of groupname and size, with one header line.
function UTILS.SaveStationaryListOfGroups(List,Path,Filename)
local filename = Filename or "StateListofGroups"
local data = "--Save Stationary List of Groups: "..Filename .."\n"
for _,_group in pairs (List) do
local group = GROUP:FindByName(_group) -- Wrapper.Group#GROUP
if group and group:IsAlive() then
local units = group:CountAliveUnits()
local position = group:GetVec3()
data = string.format("%s%s,%d,%d,%d,%d\n",data,_group,units,position.x,position.y,position.z)
else
data = string.format("%s%s,0,0,0,0\n",data,_group)
end
end
-- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome
end
--- Function to save the state of a set of Wrapper.Group#GROUP objects.
-- @param Core.Set#SET_BASE Set of objects to save
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #boolean outcome True if saving is successful, else false.
-- @usage
-- We will go through the set and find the corresponding group and save the current group size and current position.
-- The idea is to respawn the groups **spawned during an earlier run of the mission** at the given location and reduce
-- the number of units in the group when reloading the data again to restart the saved mission. Note that *dead* groups
-- cannot be covered with this.
-- **Note** Do NOT use dashes or hashes in group template names (-,#)!
-- The data will be a simple comma separated list of groupname and size, with one header line.
-- The current task/waypoint/etc cannot be restored.
function UTILS.SaveSetOfGroups(Set,Path,Filename)
local filename = Filename or "SetOfGroups"
local data = "--Save SET of groups: "..Filename .."\n"
local List = Set:GetSetObjects()
for _,_group in pairs (List) do
local group = _group -- Wrapper.Group#GROUP
if group and group:IsAlive() then
local name = group:GetName()
local template = string.gsub(name,"-(.+)$","")
if string.find(template,"#") then
template = string.gsub(name,"#(%d+)$","")
end
local units = group:CountAliveUnits()
local position = group:GetVec3()
data = string.format("%s%s,%s,%d,%d,%d,%d\n",data,name,template,units,position.x,position.y,position.z)
end
end
-- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome
end
--- Function to save the state of a set of Wrapper.Static#STATIC objects.
-- @param Core.Set#SET_BASE Set of objects to save
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #boolean outcome True if saving is successful, else false.
-- @usage
-- We will go through the set and find the corresponding static and save the current name and postion when alive.
-- The data will be a simple comma separated list of name and state etc, with one header line.
function UTILS.SaveSetOfStatics(Set,Path,Filename)
local filename = Filename or "SetOfStatics"
local data = "--Save SET of statics: "..Filename .."\n"
local List = Set:GetSetObjects()
for _,_group in pairs (List) do
local group = _group -- Wrapper.Static#STATIC
if group and group:IsAlive() then
local name = group:GetName()
local position = group:GetVec3()
data = string.format("%s%s,%d,%d,%d\n",data,name,position.x,position.y,position.z)
end
end
-- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome
end
--- Function to save the state of a list of statics found by name
-- @param #table List Table of strings with statics names
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #boolean outcome True if saving is successful, else false.
-- @usage
-- We will go through the list and find the corresponding static and save the current alive state as 1 (0 when dead).
-- Position is saved for your usage. **Note** this works on UNIT-name level.
-- The idea is to reduce the number of units when reloading the data again to restart the saved mission.
-- The data will be a simple comma separated list of name and state etc, with one header line.
function UTILS.SaveStationaryListOfStatics(List,Path,Filename)
local filename = Filename or "StateListofStatics"
local data = "--Save Stationary List of Statics: "..Filename .."\n"
for _,_group in pairs (List) do
local group = STATIC:FindByName(_group,false) -- Wrapper.Static#STATIC
if group and group:IsAlive() then
local position = group:GetVec3()
data = string.format("%s%s,1,%d,%d,%d\n",data,_group,position.x,position.y,position.z)
else
data = string.format("%s%s,0,0,0,0\n",data,_group)
end
end
-- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome
end
--- Load back a stationary list of groups from file.
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @param #boolean Reduce If false, existing loaded groups will not be reduced to fit the saved number.
-- @return #table Table of data objects (tables) containing groupname, coordinate and group object. Returns nil when file cannot be read.
function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce)
local reduce = true
if Reduce == false then reduce = false end
local filename = Filename or "StateListofGroups"
local datatable = {}
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- groupname,units,position.x,position.y,position.z
local groupname = dataset[1]
local size = tonumber(dataset[2])
local posx = tonumber(dataset[3])
local posy = tonumber(dataset[4])
local posz = tonumber(dataset[5])
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
local data = { groupname=groupname, size=size, coordinate=coordinate, group=GROUP:FindByName(groupname) }
if reduce then
local actualgroup = GROUP:FindByName(groupname)
if actualgroup and actualgroup:IsAlive() and actualgroup:CountAliveUnits() > size then
local reduction = actualgroup:CountAliveUnits() - size
BASE:I("Reducing groupsize by ".. reduction .. " units!")
-- reduce existing group
local units = actualgroup:GetUnits()
local units2 = UTILS.ShuffleTable(units) -- randomize table
for i=1,reduction do
units2[i]:Destroy(false)
end
end
end
table.insert(datatable,data)
end
else
return nil
end
return datatable
end
--- Load back a SET of groups from file.
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @param #boolean Spawn If set to false, do not re-spawn the groups loaded in location and reduce to size.
-- @return Core.Set#SET_GROUP Set of GROUP objects.
-- Returns nil when file cannot be read. Returns a table of data entries if Spawn is false: `{ groupname=groupname, size=size, coordinate=coordinate, template=template }`
function UTILS.LoadSetOfGroups(Path,Filename,Spawn)
local spawn = true
if Spawn == false then spawn = false end
BASE:I("Spawn = "..tostring(spawn))
local filename = Filename or "SetOfGroups"
local setdata = SET_GROUP:New()
local datatable = {}
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- groupname,template,units,position.x,position.y,position.z
local groupname = dataset[1]
local template = dataset[2]
local size = tonumber(dataset[3])
local posx = tonumber(dataset[4])
local posy = tonumber(dataset[5])
local posz = tonumber(dataset[6])
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
local group=nil
local data = { groupname=groupname, size=size, coordinate=coordinate, template=template }
table.insert(datatable,data)
if spawn then
local group = SPAWN:New(template)
:InitDelayOff()
:OnSpawnGroup(
function(spwndgrp)
setdata:AddObject(spwndgrp)
local actualsize = spwndgrp:CountAliveUnits()
if actualsize > size then
local reduction = actualsize-size
-- reduce existing group
local units = spwndgrp:GetUnits()
local units2 = UTILS.ShuffleTable(units) -- randomize table
for i=1,reduction do
units2[i]:Destroy(false)
end
end
end
)
:SpawnFromCoordinate(coordinate)
end
end
else
return nil
end
if spawn then
return setdata
else
return datatable
end
end
--- Load back a SET of statics from file.
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return Core.Set#SET_STATIC Set SET_STATIC containing the static objects.
function UTILS.LoadSetOfStatics(Path,Filename)
local filename = Filename or "SetOfStatics"
local datatable = SET_STATIC:New()
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- staticname,position.x,position.y,position.z
local staticname = dataset[1]
local posx = tonumber(dataset[2])
local posy = tonumber(dataset[3])
local posz = tonumber(dataset[4])
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
datatable:AddObject(STATIC:FindByName(staticname,false))
end
else
return nil
end
return datatable
end
--- Load back a stationary list of statics from file.
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @param #boolean Reduce If false, do not destroy the units with size=0.
-- @return #table Table of data objects (tables) containing staticname, size (0=dead else 1), coordinate and the static object.
-- Returns nil when file cannot be read.
function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce)
local reduce = true
if Reduce == false then reduce = false end
local filename = Filename or "StateListofStatics"
local datatable = {}
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- staticname,units(1/0),position.x,position.y,position.z)
local staticname = dataset[1]
local size = tonumber(dataset[2])
local posx = tonumber(dataset[3])
local posy = tonumber(dataset[4])
local posz = tonumber(dataset[5])
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
local data = { staticname=staticname, size=size, coordinate=coordinate, static=STATIC:FindByName(staticname,false) }
table.insert(datatable,data)
if size==0 and reduce then
local static = STATIC:FindByName(staticname,false)
if static then
static:Destroy(false)
end
end
end
else
return nil
end
return datatable
end
--- Heading Degrees (0-360) to Cardinal
-- @param #number Heading The heading
-- @return #string Cardinal, e.g. "NORTH"
function UTILS.BearingToCardinal(Heading)
if Heading >= 0 and Heading <= 22 then return "North"
elseif Heading >= 23 and Heading <= 66 then return "North-East"
elseif Heading >= 67 and Heading <= 101 then return "East"
elseif Heading >= 102 and Heading <= 146 then return "South-East"
elseif Heading >= 147 and Heading <= 201 then return "South"
elseif Heading >= 202 and Heading <= 246 then return "South-West"
elseif Heading >= 247 and Heading <= 291 then return "West"
elseif Heading >= 292 and Heading <= 338 then return "North-West"
elseif Heading >= 339 then return "North"
end
end
--- Create a BRAA NATO call string BRAA between two GROUP objects
-- @param Wrapper.Group#GROUP FromGrp GROUP object
-- @param Wrapper.Group#GROUP ToGrp GROUP object
-- @return #string Formatted BRAA NATO call
function UTILS.ToStringBRAANATO(FromGrp,ToGrp)
local BRAANATO = "Merged."
local GroupNumber = FromGrp:GetSize()
local GroupWords = "Singleton"
if GroupNumber == 2 then GroupWords = "Two-Ship"
elseif GroupNumber >= 3 then GroupWords = "Heavy"
end
local grpLeadUnit = ToGrp:GetUnit(1)
local tgtCoord = grpLeadUnit:GetCoordinate()
local currentCoord = FromGrp:GetCoordinate()
local hdg = UTILS.Round(ToGrp:GetHeading()/100,1)*100
local bearing = UTILS.Round(currentCoord:HeadingTo(tgtCoord),0)
local rangeMetres = tgtCoord:Get2DDistance(currentCoord)
local rangeNM = UTILS.Round( UTILS.MetersToNM(rangeMetres), 0)
local aspect = tgtCoord:ToStringAspect(currentCoord)
local alt = UTILS.Round(UTILS.MetersToFeet(grpLeadUnit:GetAltitude())/1000,0)--*1000
local track = UTILS.BearingToCardinal(hdg)
if rangeNM > 3 then
if aspect == "" then
BRAANATO = string.format("%s, BRA, %03d, %d miles, Angels %d, Track %s",GroupWords,bearing, rangeNM, alt, track)
else
BRAANATO = string.format("%s, BRAA, %03d, %d miles, Angels %d, %s, Track %s",GroupWords, bearing, rangeNM, alt, aspect, track)
end
end
return BRAANATO
end

View File

@@ -25,9 +25,11 @@
-- @field #boolean isShip Airbase is a ship.
-- @field #table parking Parking spot data.
-- @field #table parkingByID Parking spot data table with ID as key.
-- @field #number activerwyno Active runway number (forced).
-- @field #table parkingWhitelist List of parking spot terminal IDs considered for spawning.
-- @field #table parkingBlacklist List of parking spot terminal IDs **not** considered for spawning.
-- @field #table runways Runways of airdromes.
-- @field #AIRBASE.Runway runwayLanding Runway used for landing.
-- @field #AIRBASE.Runway runwayTakeoff Runway used for takeoff.
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle the DCS Airbase objects:
@@ -52,7 +54,7 @@
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
--
-- ## DCS Airbase APIs
--
@@ -63,14 +65,14 @@
--
-- @field #AIRBASE AIRBASE
AIRBASE = {
ClassName="AIRBASE",
ClassName = "AIRBASE",
CategoryName = {
[Airbase.Category.AIRDROME] = "Airdrome",
[Airbase.Category.HELIPAD] = "Helipad",
[Airbase.Category.SHIP] = "Ship",
},
activerwyno=nil,
}
[Airbase.Category.AIRDROME] = "Airdrome",
[Airbase.Category.HELIPAD] = "Helipad",
[Airbase.Category.SHIP] = "Ship",
},
activerwyno = nil,
}
--- Enumeration to identify the airbases in the Caucasus region.
--
@@ -121,7 +123,7 @@ AIRBASE.Caucasus = {
["Nalchik"] = "Nalchik",
["Mozdok"] = "Mozdok",
["Beslan"] = "Beslan",
}
}
--- Airbases of the Nevada map:
--
@@ -137,32 +139,32 @@ AIRBASE.Caucasus = {
-- * AIRBASE.Nevada.Laughlin_Airport
-- * AIRBASE.Nevada.Lincoln_County
-- * AIRBASE.Nevada.Mesquite
-- * AIRBASE.Nevada.Mina_Airport_3Q0
-- * AIRBASE.Nevada.Mina_Airport
-- * AIRBASE.Nevada.North_Las_Vegas
-- * AIRBASE.Nevada.Pahute_Mesa_Airstrip
-- * AIRBASE.Nevada.Tonopah_Airport
-- * AIRBASE.Nevada.Tonopah_Test_Range_Airfield
--
--
-- @field Nevada
AIRBASE.Nevada = {
["Creech_AFB"] = "Creech AFB",
["Groom_Lake_AFB"] = "Groom Lake AFB",
["McCarran_International_Airport"] = "McCarran International Airport",
["Nellis_AFB"] = "Nellis AFB",
["Beatty_Airport"] = "Beatty Airport",
["Boulder_City_Airport"] = "Boulder City Airport",
["Creech_AFB"] = "Creech",
["Groom_Lake_AFB"] = "Groom Lake",
["McCarran_International_Airport"] = "McCarran International",
["Nellis_AFB"] = "Nellis",
["Beatty_Airport"] = "Beatty",
["Boulder_City_Airport"] = "Boulder City",
["Echo_Bay"] = "Echo Bay",
["Henderson_Executive_Airport"] = "Henderson Executive Airport",
["Jean_Airport"] = "Jean Airport",
["Laughlin_Airport"] = "Laughlin Airport",
["Henderson_Executive_Airport"] = "Henderson Executive",
["Jean_Airport"] = "Jean",
["Laughlin_Airport"] = "Laughlin",
["Lincoln_County"] = "Lincoln County",
["Mesquite"] = "Mesquite",
["Mina_Airport_3Q0"] = "Mina Airport 3Q0",
["Mina_Airport"] = "Mina",
["North_Las_Vegas"] = "North Las Vegas",
["Pahute_Mesa_Airstrip"] = "Pahute Mesa Airstrip",
["Tonopah_Airport"] = "Tonopah Airport",
["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range Airfield",
}
["Pahute_Mesa_Airstrip"] = "Pahute Mesa",
["Tonopah_Airport"] = "Tonopah",
["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range",
}
--- Airbases of the Normandy map:
--
@@ -316,7 +318,10 @@ AIRBASE.PersianGulf = {
-- * AIRBASE.TheChannel.Lympne
-- * AIRBASE.TheChannel.Detling
-- * AIRBASE.TheChannel.High_Halden
--
-- * AIRBASE.TheChannel.Biggin_Hill
-- * AIRBASE.TheChannel.Eastchurch
-- * AIRBASE.TheChannel.Headcorn
--
-- @field TheChannel
AIRBASE.TheChannel = {
["Abbeville_Drucat"] = "Abbeville Drucat",
@@ -328,6 +333,9 @@ AIRBASE.TheChannel = {
["Lympne"] = "Lympne",
["Detling"] = "Detling",
["High_Halden"] = "High Halden",
["Biggin_Hill"] = "Biggin Hill",
["Eastchurch"] = "Eastchurch",
["Headcorn"] = "Headcorn",
}
--- Airbases of the Syria map:
@@ -346,7 +354,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Wujah_Al_Hajar
-- * AIRBASE.Syria.Al_Dumayr
-- * AIRBASE.Syria.Gazipasa
-- * AIRBASE.Syria.Ru_Convoy_4
-- * AIRBASE.Syria.Hatay
-- * AIRBASE.Syria.Nicosia
-- * AIRBASE.Syria.Pinarbashi
@@ -364,7 +371,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Akrotiri
-- * AIRBASE.Syria.Naqoura
-- * AIRBASE.Syria.Gaziantep
-- * AIRBASE.Syria.CVN_71
-- * AIRBASE.Syria.Sayqal
-- * AIRBASE.Syria.Tiyas
-- * AIRBASE.Syria.Shayrat
@@ -385,6 +391,17 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Beirut_Rafic_Hariri
-- * AIRBASE.Syria.An_Nasiriyah
-- * AIRBASE.Syria.Abu_al_Duhur
-- * AIRBASE.Syria.At_Tanf
-- * AIRBASE.Syria.H3
-- * AIRBASE.Syria.H3_Northwest
-- * AIRBASE.Syria.H3_Southwest
-- * AIRBASE.Syria.Kharab_Ishk
-- * AIRBASE.Syria.Raj_al_Issa_East
-- * AIRBASE.Syria.Raj_al_Issa_West
-- * AIRBASE.Syria.Ruwayshid
-- * AIRBASE.Syria.Sanliurfa
-- * AIRBASE.Syria.Tal_Siman
-- * AIRBASE.Syria.Deir_ez_Zor
--
--@field Syria
AIRBASE.Syria={
@@ -402,7 +419,7 @@ AIRBASE.Syria={
["Wujah_Al_Hajar"]="Wujah Al Hajar",
["Al_Dumayr"]="Al-Dumayr",
["Gazipasa"]="Gazipasa",
["Ru_Convoy_4"]="Ru Convoy-4",
--["Ru_Convoy_4"]="Ru Convoy-4",
["Hatay"]="Hatay",
["Nicosia"]="Nicosia",
["Pinarbashi"]="Pinarbashi",
@@ -440,10 +457,19 @@ AIRBASE.Syria={
["Beirut_Rafic_Hariri"]="Beirut-Rafic Hariri",
["An_Nasiriyah"]="An Nasiriyah",
["Abu_al_Duhur"]="Abu al-Duhur",
["At_Tanf"]="At Tanf",
["H3"]="H3",
["H3_Northwest"]="H3 Northwest",
["H3_Southwest"]="H3 Southwest",
["Kharab_Ishk"]="Kharab Ishk",
["Raj_al_Issa_East"]="Raj al Issa East",
["Raj_al_Issa_West"]="Raj al Issa West",
["Ruwayshid"]="Ruwayshid",
["Sanliurfa"]="Sanliurfa",
["Tal_Siman"]="Tal Siman",
["Deir_ez_Zor"] = "Deir ez-Zor",
}
--- Airbases of the Mariana Islands map:
--
-- * AIRBASE.MarianaIslands.Rota_Intl
@@ -453,16 +479,48 @@ AIRBASE.Syria={
-- * AIRBASE.MarianaIslands.Tinian_Intl
-- * AIRBASE.MarianaIslands.Olf_Orote
--
--@field MarianaIslands
AIRBASE.MarianaIslands={
["Rota_Intl"]="Rota Intl",
["Andersen_AFB"]="Andersen AFB",
["Antonio_B_Won_Pat_Intl"]="Antonio B. Won Pat Intl",
["Saipan_Intl"]="Saipan Intl",
["Tinian_Intl"]="Tinian Intl",
["Olf_Orote"]="Olf Orote",
-- @field MarianaIslands
AIRBASE.MarianaIslands = {
["Rota_Intl"] = "Rota Intl",
["Andersen_AFB"] = "Andersen AFB",
["Antonio_B_Won_Pat_Intl"] = "Antonio B. Won Pat Intl",
["Saipan_Intl"] = "Saipan Intl",
["Tinian_Intl"] = "Tinian Intl",
["Olf_Orote"] = "Olf Orote",
}
--- Airbases of the South Atlantic map:
--
-- * AIRBASE.SouthAtlantic.Port_Stanley
-- * AIRBASE.SouthAtlantic.Mount_Pleasant
-- * AIRBASE.SouthAtlantic.San_Carlos_FOB
-- * AIRBASE.SouthAtlantic.Rio_Grande
-- * AIRBASE.SouthAtlantic.Rio_Gallegos
-- * AIRBASE.SouthAtlantic.Ushuaia
-- * AIRBASE.SouthAtlantic.Ushuaia_Helo_Port
-- * AIRBASE.SouthAtlantic.Punta_Arenas
-- * AIRBASE.SouthAtlantic.Pampa_Guanaco
-- * AIRBASE.SouthAtlantic.San_Julian
-- * AIRBASE.SouthAtlantic.Puerto_Williams
-- * AIRBASE.SouthAtlantic.Puerto_Natales
-- * AIRBASE.SouthAtlantic.El_Calafate
--
--@field MarianaIslands
AIRBASE.SouthAtlantic={
["Port_Stanley"]="Port Stanley",
["Mount_Pleasant"]="Mount Pleasant",
["San_Carlos_FOB"]="San Carlos FOB",
["Rio_Grande"]="Rio Grande",
["Rio_Gallegos"]="Rio Gallegos",
["Ushuaia"]="Ushuaia",
["Ushuaia_Helo_Port"]="Ushuaia Helo Port",
["Punta_Arenas"]="Punta Arenas",
["Pampa_Guanaco"]="Pampa Guanaco",
["San_Julian"]="San Julian",
["Puerto_Williams"]="Puerto Williams",
["Puerto_Natales"]="Puerto Natales",
["El_Calafate"]="El Calafate",
}
--- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy".
-- @type AIRBASE.ParkingSpot
@@ -473,6 +531,14 @@ AIRBASE.MarianaIslands={
-- @field #boolean Free This spot is currently free, i.e. there is no alive aircraft on it at the present moment.
-- @field #number TerminalID0 Unknown what this means. If you know, please tell us!
-- @field #number DistToRwy Distance to runway in meters. Currently bugged and giving the same number as the TerminalID.
-- @field #string AirbaseName Name of the airbase.
-- @field #number MarkerID Numerical ID of marker placed at parking spot.
-- @field Wrapper.Marker#MARKER Marker The marker on the F10 map.
-- @field #string ClientSpot If `true`, this is a parking spot of a client aircraft.
-- @field #string ClientName Client unit name of this spot.
-- @field #string Status Status of spot e.g. `AIRBASE.SpotStatus.FREE`.
-- @field #string OccupiedBy Name of the aircraft occupying the spot or "unknown". Can be *nil* if spot is not occupied.
-- @field #string ReservedBy Name of the aircraft for which this spot is reserved. Can be *nil* if spot is not reserved.
--- Terminal Types of parking spots. See also https://wiki.hoggitworld.com/view/DCS_func_getParking
--
@@ -507,13 +573,30 @@ AIRBASE.TerminalType = {
FighterAircraft=244,
}
--- Status of a parking spot.
-- @type AIRBASE.SpotStatus
-- @field #string FREE Spot is free.
-- @field #string OCCUPIED Spot is occupied.
-- @field #string RESERVED Spot is reserved.
AIRBASE.SpotStatus = {
FREE="Free",
OCCUPIED="Occupied",
RESERVED="Reserved",
}
--- Runway data.
-- @type AIRBASE.Runway
-- @field #number heading Heading of the runway in degrees.
-- @field #string name Runway name.
-- @field #string idx Runway ID: heading 070° ==> idx="07".
-- @field #number heading True heading of the runway in degrees.
-- @field #number magheading Magnetic heading of the runway in degrees. This is what is marked on the runway.
-- @field #number length Length of runway in meters.
-- @field #number width Width of runway in meters.
-- @field Core.Zone#ZONE_POLYGON zone Runway zone.
-- @field Core.Point#COORDINATE center Center of the runway.
-- @field Core.Point#COORDINATE position Position of runway start.
-- @field Core.Point#COORDINATE endpoint End point of runway.
-- @field #boolean isLeft If `true`, this is the left of two parallel runways. If `false`, this is the right of two runways. If `nil`, no parallel runway exists.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Registration
@@ -537,6 +620,9 @@ function AIRBASE:Register(AirbaseName)
-- Get descriptors.
self.descriptors=self:GetDesc()
-- Debug info.
--self:I({airbase=AirbaseName, descriptors=self.descriptors})
-- Category.
self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
@@ -553,13 +639,23 @@ function AIRBASE:Register(AirbaseName)
self.isShip=false
self.category=Airbase.Category.HELIPAD
_DATABASE:AddStatic(AirbaseName)
end
end
else
self:E("ERROR: Unknown airbase category!")
end
-- Init Runways.
self:_InitRunways()
-- Set the active runways based on wind direction.
if self.isAirdrome then
self:SetActiveRunway()
end
-- Init parking spots.
self:_InitParkingSpots()
-- Get 2D position vector.
local vec2=self:GetVec2()
-- Init coordinate.
@@ -772,6 +868,42 @@ function AIRBASE:SetParkingSpotBlacklist(TerminalIdBlacklist)
return self
end
--- Sets the ATC belonging to an airbase object to be silent and unresponsive. This is useful for disabling the award winning ATC behavior in DCS.
-- Note that this DOES NOT remove the airbase from the list. It just makes it unresponsive and silent to any radio calls to it.
-- @param #AIRBASE self
-- @param #boolean Silent If `true`, enable silent mode. If `false` or `nil`, disable silent mode.
-- @return #AIRBASE self
function AIRBASE:SetRadioSilentMode(Silent)
-- Get DCS airbase object.
local airbase=self:GetDCSObject()
-- Set mode.
if airbase then
airbase:setRadioSilentMode(Silent)
end
return self
end
--- Check whether or not the airbase has been silenced.
-- @param #AIRBASE self
-- @return #boolean If `true`, silent mode is enabled.
function AIRBASE:GetRadioSilentMode()
-- Is silent?
local silent=nil
-- Get DCS airbase object.
local airbase=self:GetDCSObject()
-- Set mode.
if airbase then
silent=airbase:getRadioSilentMode()
end
return silent
end
--- Get category of airbase.
-- @param #AIRBASE self
@@ -953,6 +1085,21 @@ function AIRBASE:_InitParkingSpots()
self.NparkingTerminal[terminalType]=0
end
-- Get client coordinates.
local function isClient(coord)
local clients=_DATABASE.CLIENTS
for clientname, _client in pairs(clients) do
local client=_client --Wrapper.Client#CLIENT
if client and client.SpawnCoord then
local dist=client.SpawnCoord:Get2DDistance(coord)
if dist<2 then
return true, clientname
end
end
end
return false, nil
end
-- Put coordinates of parking spots into table.
for _,spot in pairs(parkingdata) do
@@ -966,6 +1113,8 @@ function AIRBASE:_InitParkingSpots()
park.TerminalID0=spot.Term_Index_0
park.TerminalType=spot.Term_Type
park.TOAC=spot.TO_AC
park.ClientSpot, park.ClientName=isClient(park.Coordinate)
park.AirbaseName=self.AirbaseName
self.NparkingTotal=self.NparkingTotal+1
@@ -1024,6 +1173,7 @@ function AIRBASE:GetParkingSpotsTable(termtype)
spot.Free=_isfree(_spot) -- updated
spot.TOAC=_spot.TO_AC -- updated
spot.AirbaseName=self.AirbaseName
table.insert(spots, spot)
@@ -1060,6 +1210,7 @@ function AIRBASE:GetFreeParkingSpotsTable(termtype, allowTOAC)
spot.Free=true -- updated
spot.TOAC=_spot.TO_AC -- updated
spot.AirbaseName=self.AirbaseName
table.insert(freespots, spot)
@@ -1141,7 +1292,7 @@ end
-- @param #table parkingdata (Optional) Parking spots data table. If not given it is automatically derived from the GetParkingSpotsTable() function.
-- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID.
function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nspots, parkingdata)
-- Init default
scanradius=scanradius or 50
if scanunits==nil then
@@ -1197,7 +1348,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
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()
@@ -1304,14 +1455,14 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
--_spot:MarkToAll(string.format("Parking spot %d free=%s", parkingspot.TerminalID, tostring(not occupied)))
if occupied then
self:I(string.format("%s: Parking spot id %d occupied.", airport, _termid))
self:T(string.format("%s: Parking spot id %d occupied.", airport, _termid))
else
self:I(string.format("%s: Parking spot id %d free.", airport, _termid))
self:T(string.format("%s: Parking spot id %d free.", airport, _termid))
if nvalid<_nspots then
table.insert(validspots, {Coordinate=_spot, TerminalID=_termid})
end
nvalid=nvalid+1
self:I(string.format("%s: Parking spot id %d free. Nfree=%d/%d.", airport, _termid, nvalid,_nspots))
self:T(string.format("%s: Parking spot id %d free. Nfree=%d/%d.", airport, _termid, nvalid,_nspots))
end
end -- loop over units
@@ -1325,7 +1476,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
-- Retrun spots we found, even if there were not enough.
return validspots
end
--- Check black and white lists.
@@ -1344,7 +1495,7 @@ function AIRBASE:_CheckParkingLists(TerminalID)
end
end
-- Check if a whitelist was defined.
if self.parkingWhitelist and #self.parkingWhitelist>0 then
for _,terminalID in pairs(self.parkingWhitelist or {}) do
@@ -1411,6 +1562,231 @@ end
-- Runway
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get runways.
-- @param #AIRBASE self
-- @return #table Runway data.
function AIRBASE:GetRunways()
return self.runways or {}
end
--- Get runway by its name.
-- @param #AIRBASE self
-- @param #string Name Name of the runway, e.g. "31" or "21L".
-- @return #AIRBASE.Runway Runway data.
function AIRBASE:GetRunwayByName(Name)
if Name==nil then
return
end
if Name then
for _,_runway in pairs(self.runways) do
local runway=_runway --#AIRBASE.Runway
-- Name including L or R, e.g. "31L".
local name=self:GetRunwayName(runway)
if name==Name:upper() then
return runway
end
end
end
self:E("ERROR: Could not find runway with name "..tostring(Name))
return nil
end
--- Init runways.
-- @param #AIRBASE self
-- @param #boolean IncludeInverse If `true` or `nil`, include inverse runways.
-- @return #table Runway data.
function AIRBASE:_InitRunways(IncludeInverse)
-- Default is true.
if IncludeInverse==nil then
IncludeInverse=true
end
-- Runway table.
local Runways={}
if self:GetAirbaseCategory()~=Airbase.Category.AIRDROME then
self.runways={}
return {}
end
--- Function to create a runway data table.
local function _createRunway(name, course, width, length, center)
-- Bearing in rad.
local bearing=-1*course
-- Heading in degrees.
local heading=math.deg(bearing)
-- Data table.
local runway={} --#AIRBASE.Runway
runway.name=string.format("%02d", tonumber(name))
runway.magheading=tonumber(runway.name)*10
runway.heading=heading
runway.width=width or 0
runway.length=length or 0
runway.center=COORDINATE:NewFromVec3(center)
-- Ensure heading is [0,360]
if runway.heading>360 then
runway.heading=runway.heading-360
elseif runway.heading<0 then
runway.heading=runway.heading+360
end
-- For example at Nellis, DCS reports two runways, i.e. 03 and 21, BUT the "course" of both is -0.700 rad = 40 deg!
-- As a workaround, I check the difference between the "magnetic" heading derived from the name and the true heading.
-- If this is too large then very likely the "inverse" heading is the one we are looking for.
if math.abs(runway.heading-runway.magheading)>60 then
self:T(string.format("WARNING: Runway %s: heading=%.1f magheading=%.1f", runway.name, runway.heading, runway.magheading))
runway.heading=runway.heading-180
end
-- Ensure heading is [0,360]
if runway.heading>360 then
runway.heading=runway.heading-360
elseif runway.heading<0 then
runway.heading=runway.heading+360
end
-- Start and endpoint of runway.
runway.position=runway.center:Translate(-runway.length/2, runway.heading)
runway.endpoint=runway.center:Translate( runway.length/2, runway.heading)
local init=runway.center:GetVec3()
local width = runway.width/2
local L2=runway.length/2
local offset1 = {x = init.x + (math.cos(bearing + math.pi) * L2), y = init.z + (math.sin(bearing + math.pi) * L2)}
local offset2 = {x = init.x - (math.cos(bearing + math.pi) * L2), y = init.z - (math.sin(bearing + math.pi) * L2)}
local points={}
points[1] = {x = offset1.x + (math.cos(bearing + (math.pi/2)) * width), y = offset1.y + (math.sin(bearing + (math.pi/2)) * width)}
points[2] = {x = offset1.x + (math.cos(bearing - (math.pi/2)) * width), y = offset1.y + (math.sin(bearing - (math.pi/2)) * width)}
points[3] = {x = offset2.x + (math.cos(bearing - (math.pi/2)) * width), y = offset2.y + (math.sin(bearing - (math.pi/2)) * width)}
points[4] = {x = offset2.x + (math.cos(bearing + (math.pi/2)) * width), y = offset2.y + (math.sin(bearing + (math.pi/2)) * width)}
-- Runway zone.
runway.zone=ZONE_POLYGON_BASE:New(string.format("%s Runway %s", self.AirbaseName, runway.name), points)
return runway
end
-- Get DCS object.
local airbase=self:GetDCSObject()
if airbase then
-- Get DCS runways.
local runways=airbase:getRunways()
-- Debug info.
self:T2(runways)
if runways then
-- Loop over runways.
for _,rwy in pairs(runways) do
-- Debug info.
self:T(rwy)
-- Get runway data.
local runway=_createRunway(rwy.Name, rwy.course, rwy.width, rwy.length, rwy.position) --#AIRBASE.Runway
-- Add to table.
table.insert(Runways, runway)
-- Include "inverse" runway.
if IncludeInverse then
-- Create "inverse".
local idx=tonumber(runway.name)
local name2=tostring(idx-18)
if idx<18 then
name2=tostring(idx+18)
end
-- Create "inverse" runway.
local runway=_createRunway(name2, rwy.course-math.pi, rwy.width, rwy.length, rwy.position) --#AIRBASE.Runway
-- Add inverse to table.
table.insert(Runways, runway)
end
end
end
end
-- Look for identical (parallel) runways, e.g. 03L and 03R at Nellis.
local rpairs={}
for i,_ri in pairs(Runways) do
local ri=_ri --#AIRBASE.Runway
for j,_rj in pairs(Runways) do
local rj=_rj --#AIRBASE.Runway
if i<j then
if ri.name==rj.name then
rpairs[i]=j
end
end
end
end
local function isLeft(a, b, c)
--return ((b.x - a.x)*(c.z - a.z) - (b.z - a.z)*(c.x - a.x)) > 0
return ((b.z - a.z)*(c.x - a.x) - (b.x - a.x)*(c.z - a.z)) > 0
end
for i,j in pairs(rpairs) do
local ri=Runways[i] --#AIRBASE.Runway
local rj=Runways[j] --#AIRBASE.Runway
-- Draw arrow.
--ri.center:ArrowToAll(rj.center)
local c0=ri.center
-- Vector in the direction of the runway.
local a=UTILS.VecTranslate(c0, 1000, ri.heading)
-- Vector from runway i to runway j.
local b=UTILS.VecSubstract(rj.center, ri.center)
b=UTILS.VecAdd(ri.center, b)
-- Check if rj is left of ri.
local left=isLeft(c0, a, b)
--env.info(string.format("Found pair %s: i=%d, j=%d, left==%s", ri.name, i, j, tostring(left)))
if left then
ri.isLeft=false
rj.isLeft=true
else
ri.isLeft=true
rj.isLeft=false
end
--break
end
-- Set runways.
self.runways=Runways
return Runways
end
--- Get runways data. Only for airdromes!
-- @param #AIRBASE self
-- @param #number magvar (Optional) Magnetic variation in degrees.
@@ -1454,7 +1830,7 @@ function AIRBASE:GetRunwayData(magvar, mark)
name==AIRBASE.PersianGulf.Abu_Dhabi_International_Airport or
name==AIRBASE.PersianGulf.Dubai_Intl or
name==AIRBASE.PersianGulf.Shiraz_International_Airport or
name==AIRBASE.PersianGulf.Kish_International_Airport or
name==AIRBASE.PersianGulf.Kish_International_Airport or
name==AIRBASE.MarianaIslands.Andersen_AFB then
-- 1-->4, 2-->3, 3-->2, 4-->1
@@ -1578,26 +1954,100 @@ function AIRBASE:GetRunwayData(magvar, mark)
return runways
end
--- Set the active runway in case it cannot be determined by the wind direction.
--- Set the active runway for landing and takeoff.
-- @param #AIRBASE self
-- @param #number iactive Number of the active runway in the runway data table.
function AIRBASE:SetActiveRunway(iactive)
self.activerwyno=iactive
-- @param #string Name Name of the runway, e.g. "31" or "02L" or "90R". If not given, the runway is determined from the wind direction.
-- @param #boolean PreferLeft If `true`, perfer the left runway. If `false`, prefer the right runway. If `nil` (default), do not care about left or right.
function AIRBASE:SetActiveRunway(Name, PreferLeft)
self:SetActiveRunwayTakeoff(Name, PreferLeft)
self:SetActiveRunwayLanding(Name,PreferLeft)
end
--- Get the active runway based on current wind direction.
--- Set the active runway for landing.
-- @param #AIRBASE self
-- @param #number magvar (Optional) Magnetic variation in degrees.
-- @return #AIRBASE.Runway Active runway data table.
function AIRBASE:GetActiveRunway(magvar)
-- @param #string Name Name of the runway, e.g. "31" or "02L" or "90R". If not given, the runway is determined from the wind direction.
-- @param #boolean PreferLeft If `true`, perfer the left runway. If `false`, prefer the right runway. If `nil` (default), do not care about left or right.
-- @return #AIRBASE.Runway The active runway for landing.
function AIRBASE:SetActiveRunwayLanding(Name, PreferLeft)
-- Get runways data (initialize if necessary).
local runways=self:GetRunwayData(magvar)
-- Return user forced active runway if it was set.
if self.activerwyno then
return runways[self.activerwyno]
local runway=self:GetRunwayByName(Name)
if not runway then
runway=self:GetRunwayIntoWind(PreferLeft)
end
if runway then
self:T(string.format("%s: Setting active runway for landing as %s", self.AirbaseName, self:GetRunwayName(runway)))
else
self:E("ERROR: Could not set the runway for landing!")
end
self.runwayLanding=runway
return runway
end
--- Get the active runways.
-- @param #AIRBASE self
-- @return #AIRBASE.Runway The active runway for landing.
-- @return #AIRBASE.Runway The active runway for takeoff.
function AIRBASE:GetActiveRunway()
return self.runwayLanding, self.runwayTakeoff
end
--- Get the active runway for landing.
-- @param #AIRBASE self
-- @return #AIRBASE.Runway The active runway for landing.
function AIRBASE:GetActiveRunwayLanding()
return self.runwayLanding
end
--- Get the active runway for takeoff.
-- @param #AIRBASE self
-- @return #AIRBASE.Runway The active runway for takeoff.
function AIRBASE:GetActiveRunwayTakeoff()
return self.runwayTakeoff
end
--- Set the active runway for takeoff.
-- @param #AIRBASE self
-- @param #string Name Name of the runway, e.g. "31" or "02L" or "90R". If not given, the runway is determined from the wind direction.
-- @param #boolean PreferLeft If `true`, perfer the left runway. If `false`, prefer the right runway. If `nil` (default), do not care about left or right.
-- @return #AIRBASE.Runway The active runway for landing.
function AIRBASE:SetActiveRunwayTakeoff(Name, PreferLeft)
local runway=self:GetRunwayByName(Name)
if not runway then
runway=self:GetRunwayIntoWind(PreferLeft)
end
if runway then
self:T(string.format("%s: Setting active runway for takeoff as %s", self.AirbaseName, self:GetRunwayName(runway)))
else
self:E("ERROR: Could not set the runway for takeoff!")
end
self.runwayTakeoff=runway
return runway
end
--- Get the runway where aircraft would be taking of or landing into the direction of the wind.
-- NOTE that this requires the wind to be non-zero as set in the mission editor.
-- @param #AIRBASE self
-- @param #boolean PreferLeft If `true`, perfer the left runway. If `false`, prefer the right runway. If `nil` (default), do not care about left or right.
-- @return #AIRBASE.Runway Active runway data table.
function AIRBASE:GetRunwayIntoWind(PreferLeft)
-- Get runway data.
local runways=self:GetRunways()
-- Get wind vector.
local Vwind=self:GetCoordinate():GetWindWithTurbulenceVec3()
@@ -1618,33 +2068,64 @@ function AIRBASE:GetActiveRunway(magvar)
local dotmin=nil
for i,_runway in pairs(runways) do
local runway=_runway --#AIRBASE.Runway
if PreferLeft==nil or PreferLeft==runway.isLeft then
-- Angle in rad.
local alpha=math.rad(runway.heading)
-- Runway vector.
local Vrunway={x=math.cos(alpha), y=0, z=math.sin(alpha)}
-- Dot product: parallel component of the two vectors.
local dot=UTILS.VecDot(Vwind, Vrunway)
-- Debug.
--env.info(string.format("runway=%03d° dot=%.3f", runway.heading, dot))
-- New min?
if dotmin==nil or dot<dotmin then
dotmin=dot
iact=i
-- Angle in rad.
local alpha=math.rad(runway.heading)
-- Runway vector.
local Vrunway={x=math.cos(alpha), y=0, z=math.sin(alpha)}
-- Dot product: parallel component of the two vectors.
local dot=UTILS.VecDot(Vwind, Vrunway)
-- New min?
if dotmin==nil or dot<dotmin then
dotmin=dot
iact=i
end
end
end
else
self:E("WARNING: Norm of wind is zero! Cannot determine active runway based on wind direction.")
self:E("WARNING: Norm of wind is zero! Cannot determine runway based on wind direction")
end
return runways[iact]
end
--- Get name of a given runway, e.g. "31L".
-- @param #AIRBASE self
-- @param #AIRBASE.Runway Runway The runway. Default is the active runway.
-- @param #boolean LongLeftRight If `true`, return "Left" or "Right" instead of "L" or "R".
-- @return #string Name of the runway or "XX" if it could not be found.
function AIRBASE:GetRunwayName(Runway, LongLeftRight)
Runway=Runway or self:GetActiveRunway()
local name="XX"
if Runway then
name=Runway.name
if Runway.isLeft==true then
if LongLeftRight then
name=name.." Left"
else
name=name.."L"
end
elseif Runway.isLeft==false then
if LongLeftRight then
name=name.." Right"
else
name=name.."R"
end
end
end
return name
end
--- Function that checks if at leat one unit of a group has been spawned close to a spawn point on the runway.
-- @param #AIRBASE self
-- @param Wrapper.Group#GROUP group Group to be checked.

View File

@@ -13,6 +13,17 @@
--- The CLIENT class
-- @type CLIENT
-- @field #string ClassName Name of the class.
-- @field #string ClientName Name of the client.
-- @field #string ClientBriefing Briefing.
-- @field #function ClientCallBack Callback function.
-- @field #table ClientParameters Parameters of the callback function.
-- @field #number ClientGroupID Group ID of the client.
-- @field #string ClientGroupName Group name.
-- @field #boolean ClientAlive Client alive.
-- @field #boolean ClientAlive2 Client alive 2.
-- @field #table Players Player table.
-- @field Core.Point#COORDINATE SpawnCoord Spawn coordinate from the template.
-- @extends Wrapper.Unit#UNIT

File diff suppressed because it is too large Load Diff

View File

@@ -187,6 +187,7 @@ GROUPTEMPLATE.Takeoff = {
-- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
-- @field #string GROUND_TRUCK Unarmed ground vehicles, which has the DCS "Truck" attribute.
-- @field #string GROUND_INFANTRY Ground infantry assets.
-- @field #string GROUND_IFV Ground Infantry Fighting Vehicle.
-- @field #string GROUND_ARTILLERY Artillery assets.
-- @field #string GROUND_TANK Tanks (modern or old).
-- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently.
@@ -213,6 +214,7 @@ GROUP.Attribute = {
GROUND_APC="Ground_APC",
GROUND_TRUCK="Ground_Truck",
GROUND_INFANTRY="Ground_Infantry",
GROUND_IFV="Ground_IFV",
GROUND_ARTILLERY="Ground_Artillery",
GROUND_TANK="Ground_Tank",
GROUND_TRAIN="Ground_Train",
@@ -310,8 +312,7 @@ end
--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive.
-- @return DCS#Position The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive.
function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3()
self:F2( self.PositionableName )
@@ -339,9 +340,7 @@ end
-- If the first @{Wrapper.Unit} of the group is inactive, it will return false.
--
-- @param #GROUP self
-- @return #boolean true if the group is alive and active.
-- @return #boolean false if the group is alive but inactive.
-- @return #nil if the group does not exist anymore.
-- @return #boolean `true` if the group is alive *and* active, `false` if the group is alive but inactive or `#nil` if the group does not exist anymore.
function GROUP:IsAlive()
self:F2( self.GroupName )
@@ -363,8 +362,7 @@ end
--- Returns if the group is activated.
-- @param #GROUP self
-- @return #boolean true if group is activated.
-- @return #nil The group is not existing or alive.
-- @return #boolean `true` if group is activated or `#nil` The group is not existing or alive.
function GROUP:IsActive()
self:F2( self.GroupName )
@@ -388,7 +386,7 @@ end
-- So all event listeners will catch the destroy event of this group for each unit in the group.
-- To raise these events, provide the `GenerateEvent` parameter.
-- @param #GROUP self
-- @param #boolean GenerateEvent If true, a crash or dead event for each unit is generated. If false, if no event is triggered. If nil, a RemoveUnit event is triggered.
-- @param #boolean GenerateEvent If true, a crash [AIR] or dead [GROUND] event for each unit is generated. If false, if no event is triggered. If nil, a RemoveUnit event is triggered.
-- @param #number delay Delay in seconds before despawning the group.
-- @usage
-- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
@@ -412,7 +410,6 @@ function GROUP:Destroy( GenerateEvent, delay )
self:F2( self.GroupName )
if delay and delay>0 then
--SCHEDULER:New(nil, GROUP.Destroy, {self, GenerateEvent}, delay)
self:ScheduleOnce(delay, GROUP.Destroy, self, GenerateEvent)
else
@@ -534,26 +531,32 @@ function GROUP:HasAttribute(attribute, all)
-- Get all units of the group.
local _units=self:GetUnits()
local _allhave=true
local _onehas=false
if _units then
for _,_unit in pairs(_units) do
local _unit=_unit --Wrapper.Unit#UNIT
if _unit then
local _hastit=_unit:HasAttribute(attribute)
if _hastit==true then
_onehas=true
else
_allhave=false
end
end
local _allhave=true
local _onehas=false
for _,_unit in pairs(_units) do
local _unit=_unit --Wrapper.Unit#UNIT
if _unit then
local _hastit=_unit:HasAttribute(attribute)
if _hastit==true then
_onehas=true
else
_allhave=false
end
end
end
if all==true then
return _allhave
else
return _onehas
end
end
if all==true then
return _allhave
else
return _onehas
end
return nil
end
--- Returns the maximum speed of the group.
@@ -572,12 +575,15 @@ function GROUP:GetSpeedMax()
for _,unit in pairs(Units) do
local unit=unit --Wrapper.Unit#UNIT
local speed=unit:GetSpeedMax()
if speedmax==nil then
speedmax=speed
elseif speed<speedmax then
if speedmax==nil or speed<speedmax then
speedmax=speed
end
--env.info(string.format("FF unit %s: speed=%.1f, speedmax=%.1f", unit:GetName(), speed, speedmax))
end
return speedmax
@@ -627,7 +633,7 @@ function GROUP:GetUnits()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnits = DCSGroup:getUnits()
local DCSUnits = DCSGroup:getUnits() or {}
local Units = {}
for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData )
@@ -663,6 +669,12 @@ function GROUP:GetPlayerUnits()
return nil
end
--- Check if an (air) group is a client or player slot. Information is retrieved from the group template.
-- @param #GROUP self
-- @return #boolean If true, group is associated with a client or player slot.
function GROUP:IsPlayer()
return self:GetUnit(1):IsPlayer()
end
--- Returns the UNIT wrapper class with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. .
@@ -674,17 +686,29 @@ function GROUP:GetUnit( UnitNumber )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnit = DCSGroup:getUnit( UnitNumber )
local UnitFound = UNIT:Find(DCSUnit)
local UnitFound = nil
-- 2.7.1 dead event bug, return the first alive unit instead
local units = DCSGroup:getUnits() or {}
for _,_unit in pairs(units) do
local UnitFound = UNIT:Find(_unit)
if UnitFound then
return UnitFound
end
end
return UnitFound
end
return nil
end
--- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
@@ -692,11 +716,24 @@ end
-- @return DCS#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
local DCSGroup=self:GetDCSObject()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnitFound=DCSGroup:getUnit( UnitNumber )
return DCSUnitFound
if DCSGroup.getUnit and DCSGroup:getUnit( UnitNumber ) then
return DCSGroup:getUnit( UnitNumber )
else
local UnitFound = nil
-- 2.7.1 dead event bug, return the first alive unit instead
local units = DCSGroup:getUnits() or {}
for _,_unit in pairs(units) do
if _unit and _unit:isExist() then
return _unit
end
end
end
end
return nil
@@ -770,8 +807,7 @@ end
--- Returns the average velocity Vec3 vector.
-- @param Wrapper.Group#GROUP self
-- @return DCS#Vec3 The velocity Vec3 vector
-- @return #nil The GROUP is not existing or alive.
-- @return DCS#Vec3 The velocity Vec3 vector or `#nil` if the GROUP is not existing or alive.
function GROUP:GetVelocityVec3()
self:F2( self.GroupName )
@@ -802,11 +838,19 @@ function GROUP:GetVelocityVec3()
return nil
end
--- Returns the average group altitude in meters.
-- @param Wrapper.Group#GROUP self
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The altitude of the group or nil if is not existing or alive.
function GROUP:GetAltitude(FromGround)
self:F2( self.GroupName )
return self:GetHeight(FromGround)
end
--- Returns the average group height in meters.
-- @param Wrapper.Group#GROUP self
-- @param #boolean FromGround Measure from the ground or from sea level. Provide **true** for measuring from the ground. **false** or **nil** if you measure from sea level.
-- @return DCS#Vec3 The height of the group or nil if is not existing or alive.
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The height of the group or nil if is not existing or alive.
function GROUP:GetHeight( FromGround )
self:F2( self.GroupName )
@@ -906,6 +950,24 @@ function GROUP:GetTypeName()
return nil
end
--- [AIRPLANE] Get the NATO reporting name (platform, e.g. "Flanker") of a GROUP (note - first unit the group). "Bogey" if not found. Currently airplanes only!
--@param #GROUP self
--@return #string NatoReportingName or "Bogey" if unknown.
function GROUP:GetNatoReportingName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupTypeName = DCSGroup:getUnit(1):getTypeName()
self:T3( GroupTypeName )
return UTILS.GetReportingName(GroupTypeName)
end
return "Bogey"
end
--- Gets the player name of the group.
-- @param #GROUP self
-- @return #string The player name of the group.
@@ -998,25 +1060,34 @@ end
-- @param Wrapper.Group#GROUP self
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate()
local FirstUnit = self:GetUnit(1)
local Units = self:GetUnits() or {}
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
return FirstUnitCoordinate
for _,_unit in pairs(Units) do
local FirstUnit = _unit -- Wrapper.Unit#UNIT
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
if FirstUnitCoordinate then
local Heading = self:GetHeading()
FirstUnitCoordinate.Heading = Heading
return FirstUnitCoordinate
end
end
end
BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } )
return nil
end
--- Returns a random @{DCS#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
-- @param #GROUP self
-- @param #number Radius
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP.
-- @return #nil The GROUP is invalid or empty
-- @param #number Radius Radius in meters.
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
-- @usage
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
function GROUP:GetRandomVec3(Radius)
@@ -1037,24 +1108,25 @@ end
--- Returns the mean heading of every UNIT in the GROUP in degrees
-- @param #GROUP self
-- @return #number mean heading of the GROUP
-- @return #nil The first UNIT is not existing or alive.
-- @return #number Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive.
function GROUP:GetHeading()
self:F2(self.GroupName)
self:F2(self.GroupName)
local GroupSize = self:GetSize()
local HeadingAccumulator = 0
local n=0
local Units = self:GetUnits()
if GroupSize then
for i = 1, GroupSize do
local unit=self:GetUnit(i)
for _,unit in pairs(Units) do
if unit and unit:IsAlive() then
HeadingAccumulator = HeadingAccumulator + unit:GetHeading()
n=n+1
end
end
return math.floor(HeadingAccumulator / n)
return math.floor(HeadingAccumulator / n)
end
BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } )
@@ -1066,8 +1138,8 @@ end
--- Return the fuel state and unit reference for the unit with the least
-- amount of fuel in the group.
-- @param #GROUP self
-- @return #number The fuel state of the unit with the least amount of fuel
-- @return #Unit reference to #Unit object for further processing
-- @return #number The fuel state of the unit with the least amount of fuel.
-- @return Wrapper.Unit#UNIT reference to #Unit object for further processing.
function GROUP:GetFuelMin()
self:F3(self.ControllableName)
@@ -1109,7 +1181,7 @@ function GROUP:GetFuelAvg()
local TotalFuel = 0
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local UnitFuel = Unit:GetFuel()
local UnitFuel = Unit:GetFuel() or 0
self:F( { Fuel = UnitFuel } )
TotalFuel = TotalFuel + UnitFuel
end
@@ -1137,7 +1209,8 @@ end
-- @return #number Number of shells left.
-- @return #number Number of rockets left.
-- @return #number Number of bombs left.
-- @return #number Number of missiles left.
-- @return #number Number of missiles left.
-- @return #number Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
function GROUP:GetAmmunition()
self:F( self.ControllableName )
@@ -1148,6 +1221,7 @@ function GROUP:GetAmmunition()
local Nrockets=0
local Nmissiles=0
local Nbombs=0
local Narti=0
if DCSControllable then
@@ -1156,19 +1230,19 @@ function GROUP:GetAmmunition()
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get ammo of the unit
local ntot, nshells, nrockets, nbombs, nmissiles = Unit:GetAmmunition()
local ntot, nshells, nrockets, nbombs, nmissiles, narti = Unit:GetAmmunition()
Ntot=Ntot+ntot
Nshells=Nshells+nshells
Nrockets=Nrockets+nrockets
Nmissiles=Nmissiles+nmissiles
Nbombs=Nbombs+nbombs
Narti=Narti+narti
end
end
return Ntot, Nshells, Nrockets, Nbombs, Nmissiles
return Ntot, Nshells, Nrockets, Nbombs, Nmissiles, Narti
end
@@ -1186,13 +1260,14 @@ function GROUP:IsInZone( Zone )
for UnitID, UnitData in pairs(self:GetUnits()) do
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get 2D vector. That's all we need for the zone check.
local vec2=Unit:GetVec2()
local vec2 = nil
if Unit then
-- Get 2D vector. That's all we need for the zone check.
vec2=Unit:GetVec2()
end
if Zone:IsVec2InZone(vec2) then
if vec2 and Zone:IsVec2InZone(vec2) then
return true -- At least one unit is in the zone. That is enough.
else
-- This one is not but another could be.
end
end
@@ -2305,14 +2380,15 @@ function GROUP:GetAttribute()
--- Ground ---
--------------
-- Ground
local apc=self:HasAttribute("Infantry carriers")
local apc=self:HasAttribute("APC")
local truck=self:HasAttribute("Trucks") and self:GetCategory()==Group.Category.GROUND
local infantry=self:HasAttribute("Infantry")
local artillery=self:HasAttribute("Artillery")
local tank=self:HasAttribute("Old Tanks") or self:HasAttribute("Modern Tanks")
local aaa=self:HasAttribute("AAA")
local aaa=self:HasAttribute("AAA") and (not self:HasAttribute("SAM elements"))
local ewr=self:HasAttribute("EWR")
local sam=self:HasAttribute("SAM elements") and (not self:HasAttribute("AAA"))
local ifv=self:HasAttribute("IFV")
local sam=self:HasAttribute("SAM elements") or self:HasAttribute("Optical Tracker")
-- Train
local train=self:GetCategory()==Group.Category.TRAIN
@@ -2326,41 +2402,46 @@ function GROUP:GetAttribute()
local unarmedship=self:HasAttribute("Unarmed ships")
-- Define attribute. Order is important.
if transportplane then
attribute=GROUP.Attribute.AIR_TRANSPORTPLANE
elseif awacs then
attribute=GROUP.Attribute.AIR_AWACS
elseif fighter then
-- Define attribute. Order of attack is important.
if fighter then
attribute=GROUP.Attribute.AIR_FIGHTER
elseif bomber then
attribute=GROUP.Attribute.AIR_BOMBER
elseif awacs then
attribute=GROUP.Attribute.AIR_AWACS
elseif transportplane then
attribute=GROUP.Attribute.AIR_TRANSPORTPLANE
elseif tanker then
attribute=GROUP.Attribute.AIR_TANKER
-- helos
elseif attackhelicopter then
attribute=GROUP.Attribute.AIR_ATTACKHELO
elseif transporthelo then
attribute=GROUP.Attribute.AIR_TRANSPORTHELO
elseif attackhelicopter then
attribute=GROUP.Attribute.AIR_ATTACKHELO
elseif uav then
attribute=GROUP.Attribute.AIR_UAV
elseif apc then
attribute=GROUP.Attribute.GROUND_APC
elseif infantry then
attribute=GROUP.Attribute.GROUND_INFANTRY
elseif artillery then
attribute=GROUP.Attribute.GROUND_ARTILLERY
elseif tank then
attribute=GROUP.Attribute.GROUND_TANK
elseif aaa then
attribute=GROUP.Attribute.GROUND_AAA
-- ground - order of attack
elseif ewr then
attribute=GROUP.Attribute.GROUND_EWR
elseif sam then
attribute=GROUP.Attribute.GROUND_SAM
elseif aaa then
attribute=GROUP.Attribute.GROUND_AAA
elseif artillery then
attribute=GROUP.Attribute.GROUND_ARTILLERY
elseif tank then
attribute=GROUP.Attribute.GROUND_TANK
elseif ifv then
attribute=GROUP.Attribute.GROUND_IFV
elseif apc then
attribute=GROUP.Attribute.GROUND_APC
elseif infantry then
attribute=GROUP.Attribute.GROUND_INFANTRY
elseif truck then
attribute=GROUP.Attribute.GROUND_TRUCK
elseif train then
attribute=GROUP.Attribute.GROUND_TRAIN
-- ships
elseif aircraftcarrier then
attribute=GROUP.Attribute.NAVAL_AIRCRAFTCARRIER
elseif warship then
@@ -2611,94 +2692,120 @@ function GROUP:GetSkill()
return skill
end
--do -- Smoke
--- Get the unit in the group with the highest threat level, which is still alive.
-- @param #GROUP self
-- @return Wrapper.Unit#UNIT The most dangerous unit in the group.
-- @return #number Threat level of the unit.
function GROUP:GetHighestThreat()
-- Get units of the group.
local units=self:GetUnits()
if units then
local threat=nil ; local maxtl=0
for _,_unit in pairs(units or {}) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
-- Threat level of group.
local tl=unit:GetThreatLevel()
-- Check if greater the current threat.
if tl>maxtl then
maxtl=tl
threat=unit
end
end
end
return threat, maxtl
end
return nil, nil
end
--- Get TTS friendly, optionally customized callsign mainly for **player groups**. A customized callsign is taken from the #GROUP name, after an optional '#' sign, e.g. "Aerial 1-1#Ghostrider" resulting in "Ghostrider 9", or,
-- if that isn't available, from the playername, as set in the mission editor main screen under Logbook, after an optional '|' sign (actually, more of a personal call sign), e.g. "Apple|Moose" results in "Moose 9 1". Options see below.
-- @param #GROUP self
-- @param #boolean ShortCallsign Return a shortened customized callsign, i.e. "Ghostrider 9" and not "Ghostrider 9 1"
-- @param #boolean Keepnumber (Player only) Return customized callsign, incl optional numbers at the end, e.g. "Aerial 1-1#Ghostrider 109" results in "Ghostrider 109", if you want to e.g. use historical US Navy Callsigns
-- @param #table CallsignTranslations Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized
-- callsigns from playername or group name.
-- @return #string Callsign
-- @usage
-- -- Set Custom CAP Flight Callsigns for use with TTS
-- mygroup:GetCustomCallSign(true,false,{
-- Devil = 'Bengal',
-- Snake = 'Winder',
-- Colt = 'Camelot',
-- Enfield = 'Victory',
-- Uzi = 'Evil Eye'
-- })
--
----- Signal a flare at the position of the GROUP.
---- @param #GROUP self
---- @param Utilities.Utils#FLARECOLOR FlareColor
--function GROUP:Flare( FlareColor )
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), FlareColor , 0 )
--end
-- results in this outcome if the group has Callsign "Enfield 9 1" on the 1st #UNIT of the group:
--
----- Signal a white flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareWhite()
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White , 0 )
--end
-- 'Victory 9'
--
----- Signal a yellow flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareYellow()
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow , 0 )
--end
--
----- Signal a green flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareGreen()
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green , 0 )
--end
--
----- Signal a red flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareRed()
-- self:F2()
-- local Vec3 = self:GetVec3()
-- if Vec3 then
-- trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 )
-- end
--end
--
----- Smoke the GROUP.
---- @param #GROUP self
--function GROUP:Smoke( SmokeColor, Range )
-- self:F2()
-- if Range then
-- trigger.action.smoke( self:GetRandomVec3( Range ), SmokeColor )
-- else
-- trigger.action.smoke( self:GetVec3(), SmokeColor )
-- end
--
--end
--
----- Smoke the GROUP Green.
---- @param #GROUP self
--function GROUP:SmokeGreen()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green )
--end
--
----- Smoke the GROUP Red.
---- @param #GROUP self
--function GROUP:SmokeRed()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red )
--end
--
----- Smoke the GROUP White.
---- @param #GROUP self
--function GROUP:SmokeWhite()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White )
--end
--
----- Smoke the GROUP Orange.
---- @param #GROUP self
--function GROUP:SmokeOrange()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange )
--end
--
----- Smoke the GROUP Blue.
---- @param #GROUP self
--function GROUP:SmokeBlue()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue )
--end
--
--
--
--end
--
function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
--self:I("GetCustomCallSign")
local callsign = "Ghost 1"
if self:IsAlive() then
local IsPlayer = self:IsPlayer()
local shortcallsign = self:GetCallsign() or "unknown91" -- e.g.Uzi91, but we want Uzi 9 1
local callsignroot = string.match(shortcallsign, '(%a+)') -- Uzi
--self:I("CallSign = " .. callsignroot)
local groupname = self:GetName()
local callnumber = string.match(shortcallsign, "(%d+)$" ) or "91" -- 91
local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9
local callnumberminor = string.char(string.byte(callnumber,2)) -- 1
local personalized = false
if IsPlayer and string.find(groupname,"#") then
-- personalized flight name in group naming
if Keepnumber then
shortcallsign = string.match(groupname,"#(.+)") -- Ghostrider 219
else
shortcallsign = string.match(groupname,"#%s*([%a]+)") -- Ghostrider
end
personalized = true
elseif IsPlayer and string.find(self:GetPlayerName(),"|") then
-- personalized flight name in group naming
shortcallsign = string.match(self:GetPlayerName(),"|%s*([%a]+)") -- Ghostrider
personalized = true
end
if (not personalized) and CallsignTranslations and CallsignTranslations[callsignroot] then
callsignroot = CallsignTranslations[callsignroot]
end
if personalized then
-- player personalized callsign
-- remove trailing/leading spaces
shortcallsign=string.gsub(shortcallsign,"^%s*","")
shortcallsign=string.gsub(shortcallsign,"%s*$","")
if Keepnumber then
return shortcallsign -- Ghostrider 219
elseif ShortCallsign then
callsign = shortcallsign.." "..callnumbermajor -- Ghostrider 9
else
callsign = shortcallsign.." "..callnumbermajor.." "..callnumberminor -- Ghostrider 9 1
end
return callsign
end
-- AI or not personalized
if ShortCallsign then
callsign = callsignroot.." "..callnumbermajor -- Uzi/Victory 9
else
callsign = callsignroot.." "..callnumbermajor.." "..callnumberminor -- Uzi/Victory 9 1
end
--self:I("Generated Callsign = " .. callsign)
end
return callsign
end

View File

@@ -35,7 +35,7 @@ IDENTIFIABLE = {
local _CategoryName = {
[Unit.Category.AIRPLANE] = "Airplane",
[Unit.Category.HELICOPTER] = "Helicoper",
[Unit.Category.HELICOPTER] = "Helicopter",
[Unit.Category.GROUND_UNIT] = "Ground Identifiable",
[Unit.Category.SHIP] = "Ship",
[Unit.Category.STRUCTURE] = "Structure",
@@ -56,8 +56,7 @@ end
-- If the Identifiable is not alive, nil is returned.
-- If the Identifiable is alive, true is returned.
-- @param #IDENTIFIABLE self
-- @return #boolean true if Identifiable is alive.
-- @return #nil if the Identifiable is not existing or is not alive.
-- @return #boolean true if Identifiable is alive or `#nil` if the Identifiable is not existing or is not alive.
function IDENTIFIABLE:IsAlive()
self:F3( self.IdentifiableName )
@@ -77,11 +76,8 @@ end
--- Returns DCS Identifiable object name.
-- The function provides access to non-activated objects too.
-- @param #IDENTIFIABLE self
-- @return #string The name of the DCS Identifiable.
-- @return #nil The DCS Identifiable is not existing or alive.
-- @return #string The name of the DCS Identifiable or `#nil`.
function IDENTIFIABLE:GetName()
self:F2( self.IdentifiableName )
local IdentifiableName = self.IdentifiableName
return IdentifiableName
end
@@ -148,8 +144,7 @@ end
--- Returns coalition of the Identifiable.
-- @param #IDENTIFIABLE self
-- @return DCS#coalition.side The side of the coalition.
-- @return #nil The DCS Identifiable is not existing or alive.
-- @return DCS#coalition.side The side of the coalition or `#nil` The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetCoalition()
self:F2( self.IdentifiableName )
@@ -176,7 +171,7 @@ function IDENTIFIABLE:GetCoalitionName()
if DCSIdentifiable then
-- Get coaliton ID.
-- Get coalition ID.
local IdentifiableCoalition = DCSIdentifiable:getCoalition()
self:T3( IdentifiableCoalition )
@@ -190,8 +185,7 @@ end
--- Returns country of the Identifiable.
-- @param #IDENTIFIABLE self
-- @return DCS#country.id The country identifier.
-- @return #nil The DCS Identifiable is not existing or alive.
-- @return DCS#country.id The country identifier or `#nil` The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetCountry()
self:F2( self.IdentifiableName )
@@ -222,8 +216,7 @@ end
--- Returns Identifiable descriptor. Descriptor type depends on Identifiable category.
-- @param #IDENTIFIABLE self
-- @return DCS#Object.Desc The Identifiable descriptor.
-- @return #nil The DCS Identifiable is not existing or alive.
-- @return DCS#Object.Desc The Identifiable descriptor or `#nil` The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetDesc()
self:F2( self.IdentifiableName )
@@ -242,8 +235,7 @@ end
--- Check if the Object has the attribute.
-- @param #IDENTIFIABLE self
-- @param #string AttributeName The attribute name.
-- @return #boolean true if the attribute exists.
-- @return #nil The DCS Identifiable is not existing or alive.
-- @return #boolean true if the attribute exists or `#nil` The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:HasAttribute( AttributeName )
self:F2( self.IdentifiableName )
@@ -266,8 +258,10 @@ function IDENTIFIABLE:GetCallsign()
return ''
end
--- Gets the threat level.
-- @param #IDENTIFIABLE self
-- @return #number Threat level.
-- @return #string Type.
function IDENTIFIABLE:GetThreatLevel()
return 0, "Scenery"
end

View File

@@ -13,8 +13,7 @@
--
-- ### Author: **funkyfranky**
-- @module Wrapper.Marker
-- @image Wrapper_Marker.png
-- @image MOOSE_Core.JPG
--- Marker class.
-- @type MARKER
@@ -24,7 +23,7 @@
-- @field #number mid Marker ID.
-- @field Core.Point#COORDINATE coordinate Coordinate of the mark.
-- @field #string text Text displayed in the mark panel.
-- @field #string message Message dispayed when the mark is added.
-- @field #string message Message displayed when the mark is added.
-- @field #boolean readonly Marker is read-only.
-- @field #number coalition Coalition to which the marker is displayed.
-- @extends Core.Fsm#FSM
@@ -42,29 +41,29 @@
-- # Create a Marker
--
-- -- Create a MARKER object at Batumi with a trivial text.
-- local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate()
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield")
-- local Coordinate = AIRBASE:FindByName( "Batumi" ):GetCoordinate()
-- mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" )
--
-- Now this does **not** show the marker yet. We still need to specifiy to whom it is shown. There are several options, i.e.
-- show the marker to everyone, to a speficic coaliton only, or only to a specific group.
-- Now this does **not** show the marker yet. We still need to specify to whom it is shown. There are several options, i.e.
-- show the marker to everyone, to a specific coalition only, or only to a specific group.
--
-- ## For Everyone
--
-- If the marker should be visible to everyone, you can use the :ToAll() function.
--
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToAll()
-- mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" ):ToAll()
--
-- ## For a Coaliton
-- ## For a Coalition
--
-- If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.
--
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToCoaliton(coaliton.side.BLUE)
-- mymarker = MARKER:New( Coordinate , "I am Batumi Airfield" ):ToCoalition( coalition.side.BLUE )
--
-- ### To Blue Coaliton
-- ### To Blue Coalition
--
-- ### To Red Coalition
--
-- This would show the marker only to the Blue coaliton.
-- This would show the marker only to the Blue coalition.
--
-- ## For a Group
--
@@ -76,28 +75,28 @@
--
-- The marker text and coordinate can be updated easily as shown below.
--
-- However, note that **updateing involves to remove and recreate the marker if either text or its coordinate is changed**.
-- However, note that **updating involves to remove and recreate the marker if either text or its coordinate is changed**.
-- *This is a DCS scripting engine limitation.*
--
-- ## Update Text
--
-- If you created a marker "mymarker" as shown above, you can update the dispayed test by
-- If you created a marker "mymarker" as shown above, you can update the displayed test by
--
-- mymarker:UpdateText("I am the new text at Batumi")
-- mymarker:UpdateText( "I am the new text at Batumi" )
--
-- The update can also be delayed by, e.g. 90 seconds, using
--
-- mymarker:UpdateText("I am the new text at Batumi", 90)
-- mymarker:UpdateText( "I am the new text at Batumi", 90 )
--
-- ## Update Coordinate
--
-- If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by
--
-- mymarker:UpdateCoordinate(NewCoordinate)
-- mymarker:UpdateCoordinate( NewCoordinate )
--
-- The update can also be delayed by, e.g. 60 seconds, using
--
-- mymarker:UpdateCoordinate(NewCoordinate, 60)
-- mymarker:UpdateCoordinate( NewCoordinate , 60 )
--
-- # Retrieve Data
--
@@ -105,18 +104,18 @@
--
-- ## Text
--
-- local text=mymarker:GetText()
-- env.info("Marker Text = " .. text)
-- local text =mymarker:GetText()
-- env.info( "Marker Text = " .. text )
--
-- ## Coordinate
--
-- local Coordinate=mymarker:GetCoordinate()
-- env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
-- local Coordinate = mymarker:GetCoordinate()
-- env.info( "Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS() )
--
--
-- # FSM Events
--
-- Moose creates addditonal events, so called FSM event, when markers are added, changed, removed, and text or the coordianteis updated.
-- Moose creates additional events, so called FSM event, when markers are added, changed, removed, and text or the coordinate is updated.
--
-- These events can be captured and used for processing via OnAfter functions as shown below.
--
@@ -133,26 +132,25 @@
--
-- # Examples
--
--
-- @field #MARKER
MARKER = {
ClassName = "MARKER",
Debug = false,
lid = nil,
mid = nil,
coordinate = nil,
text = nil,
message = nil,
readonly = nil,
coalition = nil,
ClassName = "MARKER",
Debug = false,
lid = nil,
mid = nil,
coordinate = nil,
text = nil,
message = nil,
readonly = nil,
coalition = nil,
}
--- Marker ID. Running number.
_MARKERID=0
_MARKERID = 0
--- Marker class version.
-- @field #string version
MARKER.version="0.1.0"
MARKER.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -172,38 +170,40 @@ MARKER.version="0.1.0"
-- @param Core.Point#COORDINATE Coordinate Coordinate where to place the marker.
-- @param #string Text Text displayed on the mark panel.
-- @return #MARKER self
function MARKER:New(Coordinate, Text)
function MARKER:New( Coordinate, Text )
-- Inherit everything from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #MARKER
local self=BASE:Inherit(self, FSM:New()) -- #MARKER
self.coordinate=Coordinate
self.coordinate=UTILS.DeepCopy(Coordinate)
self.text=Text
self.text = Text
-- Defaults
self.readonly=false
self.message=""
self.readonly = false
self.message = ""
-- New marker ID. This is not the one of the actual marker.
_MARKERID=_MARKERID+1
_MARKERID = _MARKERID + 1
self.myid=_MARKERID
self.myid = _MARKERID
-- Log ID.
self.lid=string.format("Marker #%d | ", self.myid)
self.lid = string.format( "Marker #%d | ", self.myid )
-- Start State.
self:SetStartState("Invisible")
self:SetStartState( "Invisible" )
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Invisible", "Added", "Visible") -- Marker was added.
self:AddTransition("Visible", "Removed", "Invisible") -- Marker was removed.
self:AddTransition("*", "Changed", "*") -- Marker was changed.
self:AddTransition( "Invisible", "Added", "Visible" ) -- Marker was added.
self:AddTransition( "Visible", "Removed", "Invisible" ) -- Marker was removed.
self:AddTransition( "*", "Changed", "*" ) -- Marker was changed.
self:AddTransition("*", "TextUpdate", "*") -- Text updated.
self:AddTransition("*", "CoordUpdate", "*") -- Coordinates updated.
self:AddTransition( "*", "TextUpdate", "*" ) -- Text updated.
self:AddTransition( "*", "CoordUpdate", "*" ) -- Coordinates updated.
--- Triggers the FSM event "Added".
-- @function [parent=#MARKER] Added
@@ -223,7 +223,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Removed".
-- @function [parent=#MARKER] Removed
-- @param #MARKER self
@@ -242,7 +241,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Changed".
-- @function [parent=#MARKER] Changed
-- @param #MARKER self
@@ -261,7 +259,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "TextUpdate".
-- @function [parent=#MARKER] TextUpdate
-- @param #MARKER self
@@ -280,7 +277,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state.
-- @param #string Text The new text.
--- Triggers the FSM event "CoordUpdate".
-- @function [parent=#MARKER] CoordUpdate
-- @param #MARKER self
@@ -299,11 +295,10 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated Coordinate.
-- Handle events.
self:HandleEvent(EVENTS.MarkAdded)
self:HandleEvent(EVENTS.MarkRemoved)
self:HandleEvent(EVENTS.MarkChange)
self:HandleEvent( EVENTS.MarkAdded )
self:HandleEvent( EVENTS.MarkRemoved )
self:HandleEvent( EVENTS.MarkChange )
return self
end
@@ -317,7 +312,17 @@ end
-- @return #MARKER self
function MARKER:ReadOnly()
self.readonly=true
self.readonly = true
return self
end
--- Marker is readonly. Text cannot be changed and marker cannot be removed.
-- @param #MARKER self
-- @return #MARKER self
function MARKER:ReadWrite()
self.readonly=false
return self
end
@@ -326,9 +331,9 @@ end
-- @param #MARKER self
-- @param #string Text Message displayed when the marker is added.
-- @return #MARKER self
function MARKER:Message(Text)
function MARKER:Message( Text )
self.message=Text or ""
self.message = Text or ""
return self
end
@@ -337,28 +342,28 @@ end
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToAll(Delay)
function MARKER:ToAll( Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.ToAll, self)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.ToAll, self )
else
self.toall=true
self.tocoaliton=nil
self.coalition=nil
self.togroup=nil
self.groupname=nil
self.groupid=nil
self.toall = true
self.tocoalition = nil
self.coalition = nil
self.togroup = nil
self.groupname = nil
self.groupid = nil
-- First remove an existing mark.
if self.shown then
self:Remove()
end
self.mid=UTILS.GetMarkID()
self.mid = UTILS.GetMarkID()
-- Call DCS function.
trigger.action.markToAll(self.mid, self.text, self.coordinate:GetVec3(), self.readonly, self.message)
trigger.action.markToAll( self.mid, self.text, self.coordinate:GetVec3(), self.readonly, self.message )
end
@@ -367,32 +372,32 @@ end
--- Place marker visible for a specific coalition only.
-- @param #MARKER self
-- @param #number Coalition Coalition 1=Red, 2=Blue, 0=Neutral. See `coaliton.side.RED`.
-- @param #number Coalition Coalition 1=Red, 2=Blue, 0=Neutral. See `coalition.side.RED`.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToCoalition(Coalition, Delay)
function MARKER:ToCoalition( Coalition, Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.ToCoalition, self, Coalition)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.ToCoalition, self, Coalition )
else
self.coalition=Coalition
self.coalition = Coalition
self.tocoaliton=true
self.toall=false
self.togroup=false
self.groupname=nil
self.groupid=nil
self.tocoalition = true
self.toall = false
self.togroup = false
self.groupname = nil
self.groupid = nil
-- First remove an existing mark.
if self.shown then
self:Remove()
end
self.mid=UTILS.GetMarkID()
self.mid = UTILS.GetMarkID()
-- Call DCS function.
trigger.action.markToCoalition(self.mid, self.text, self.coordinate:GetVec3(), self.coalition, self.readonly, self.message)
trigger.action.markToCoalition( self.mid, self.text, self.coordinate:GetVec3(), self.coalition, self.readonly, self.message )
end
@@ -403,8 +408,8 @@ end
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToBlue(Delay)
self:ToCoalition(coalition.side.BLUE, Delay)
function MARKER:ToBlue( Delay )
self:ToCoalition( coalition.side.BLUE, Delay )
return self
end
@@ -412,8 +417,8 @@ end
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToRed(Delay)
self:ToCoalition(coalition.side.RED, Delay)
function MARKER:ToRed( Delay )
self:ToCoalition( coalition.side.RED, Delay )
return self
end
@@ -421,51 +426,50 @@ end
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToNeutral(Delay)
self:ToCoalition(coalition.side.NEUTRAL, Delay)
function MARKER:ToNeutral( Delay )
self:ToCoalition( coalition.side.NEUTRAL, Delay )
return self
end
--- Place marker visible for a specific group only.
-- @param #MARKER self
-- @param Wrapper.Group#GROUP Group The group to which the marker is displayed.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToGroup(Group, Delay)
function MARKER:ToGroup( Group, Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.ToGroup, self, Group)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.ToGroup, self, Group )
else
-- Check if group exists.
if Group and Group:IsAlive()~=nil then
if Group and Group:IsAlive() ~= nil then
self.groupid=Group:GetID()
self.groupid = Group:GetID()
if self.groupid then
self.groupname=Group:GetName()
self.groupname = Group:GetName()
self.togroup=true
self.tocoaliton=nil
self.coalition=nil
self.toall=nil
self.togroup = true
self.tocoalition = nil
self.coalition = nil
self.toall = nil
-- First remove an existing mark.
if self.shown then
self:Remove()
end
self.mid=UTILS.GetMarkID()
self.mid = UTILS.GetMarkID()
-- Call DCS function.
trigger.action.markToGroup(self.mid, self.text, self.coordinate:GetVec3(), self.groupid, self.readonly, self.message)
trigger.action.markToGroup( self.mid, self.text, self.coordinate:GetVec3(), self.groupid, self.readonly, self.message )
end
else
--TODO: Warning!
-- TODO: Warning!
end
end
@@ -478,17 +482,17 @@ end
-- @param #string Text Updated text.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:UpdateText(Text, Delay)
function MARKER:UpdateText( Text, Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.UpdateText, self, Text)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.UpdateText, self, Text )
else
self.text=tostring(Text)
self.text = tostring( Text )
self:Refresh()
self:TextUpdate(tostring(Text))
self:TextUpdate( tostring( Text ) )
end
@@ -500,17 +504,17 @@ end
-- @param Core.Point#COORDINATE Coordinate The new coordinate.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:UpdateCoordinate(Coordinate, Delay)
function MARKER:UpdateCoordinate( Coordinate, Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.UpdateCoordinate, self, Coordinate)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.UpdateCoordinate, self, Coordinate )
else
self.coordinate=Coordinate
self.coordinate = Coordinate
self:Refresh()
self:CoordUpdate(Coordinate)
self:CoordUpdate( Coordinate )
end
@@ -521,28 +525,28 @@ end
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:Refresh(Delay)
function MARKER:Refresh( Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.Refresh, self)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.Refresh, self )
else
if self.toall then
self:ToAll()
elseif self.tocoaliton then
elseif self.tocoalition then
self:ToCoalition(self.coalition)
self:ToCoalition( self.coalition )
elseif self.togroup then
local group=GROUP:FindByName(self.groupname)
local group = GROUP:FindByName( self.groupname )
self:ToGroup(group)
self:ToGroup( group )
else
self:E(self.lid.."ERROR: unknown To in :Refresh()!")
self:E( self.lid .. "ERROR: unknown To in :Refresh()!" )
end
end
@@ -554,16 +558,16 @@ end
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is removed.
-- @return #MARKER self
function MARKER:Remove(Delay)
function MARKER:Remove( Delay )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.Remove, self)
if Delay and Delay > 0 then
self:ScheduleOnce( Delay, MARKER.Remove, self )
else
if self.shown then
-- Call DCS function.
trigger.action.removeMark(self.mid)
trigger.action.removeMark( self.mid )
end
@@ -588,26 +592,25 @@ end
--- Set text that is displayed in the marker panel. Note this does not show the marker.
-- @param #MARKER self
-- @param #string Text Marker text. Default is an empty sting "".
-- @param #string Text Marker text. Default is an empty string "".
-- @return #MARKER self
function MARKER:SetText(Text)
self.text=Text and tostring(Text) or ""
function MARKER:SetText( Text )
self.text = Text and tostring( Text ) or ""
return self
end
--- Check if marker is currently visible on the F10 map.
-- @param #MARKER self
-- @return #boolean True if the marker is currently visible.
function MARKER:IsVisible()
return self:Is("Visible")
return self:Is( "Visible" )
end
--- Check if marker is currently invisible on the F10 map.
-- @param #MARKER self
-- @return
function MARKER:IsInvisible()
return self:Is("Invisible")
return self:Is( "Invisible" )
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -617,19 +620,19 @@ end
--- Event function when a MARKER is added.
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkAdded(EventData)
function MARKER:OnEventMarkAdded( EventData )
if EventData and EventData.MarkID then
local MarkID=EventData.MarkID
local MarkID = EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkAdded for Mark ID=%s", tostring(MarkID)))
self:T3( self.lid .. string.format( "Captured event MarkAdded for Mark ID=%s", tostring( MarkID ) ) )
if MarkID==self.mid then
if MarkID == self.mid then
self.shown=true
self.shown = true
self:Added(EventData)
self:Added( EventData )
end
@@ -640,19 +643,21 @@ end
--- Event function when a MARKER is removed.
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkRemoved(EventData)
function MARKER:OnEventMarkRemoved( EventData )
if EventData and EventData.MarkID then
local MarkID = EventData.MarkID
local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkAdded for Mark ID=%s", tostring(MarkID)))
self:T3(self.lid..string.format("Captured event MarkRemoved for Mark ID=%s", tostring(MarkID)))
if MarkID==self.mid then
if MarkID == self.mid then
self.shown=false
self.shown = false
self:Removed(EventData)
self:Removed( EventData )
end
@@ -663,26 +668,32 @@ end
--- Event function when a MARKER changed.
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkChange(EventData)
function MARKER:OnEventMarkChange( EventData )
if EventData and EventData.MarkID then
local MarkID = EventData.MarkID
self:T3( self.lid .. string.format( "Captured event MarkChange for Mark ID=%s", tostring( MarkID ) ) )
if MarkID == self.mid then
local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkChange for Mark ID=%s", tostring(MarkID)))
if MarkID==self.mid then
self:Changed(EventData)
self.text=tostring(EventData.MarkText)
self:TextChanged(tostring(EventData.MarkText))
self:Changed(EventData)
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -693,17 +704,17 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterAdded(From, Event, To, EventData)
function MARKER:onafterAdded( From, Event, To, EventData )
-- Debug info.
local text=string.format("Captured event MarkAdded for myself:\n")
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID))
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition))
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID))
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody")
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere")
text=text..string.format("Text: \n%s", tostring(EventData.MarkText))
self:T2(self.lid..text)
local text = string.format( "Captured event MarkAdded for myself:\n" )
text = text .. string.format( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text = text .. string.format( "Coalition = %s\n", tostring( EventData.MarkCoalition ) )
text = text .. string.format( "Group ID = %s\n", tostring( EventData.MarkGroupID ) )
text = text .. string.format( "Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody" )
text = text .. string.format( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2( self.lid .. text )
end
@@ -713,17 +724,17 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterRemoved(From, Event, To, EventData)
function MARKER:onafterRemoved( From, Event, To, EventData )
-- Debug info.
local text=string.format("Captured event MarkRemoved for myself:\n")
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID))
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition))
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID))
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody")
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere")
text=text..string.format("Text: \n%s", tostring(EventData.MarkText))
self:T2(self.lid..text)
local text = string.format( "Captured event MarkRemoved for myself:\n" )
text = text .. string.format( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text = text .. string.format( "Coalition = %s\n", tostring( EventData.MarkCoalition ) )
text = text .. string.format( "Group ID = %s\n", tostring( EventData.MarkGroupID ) )
text = text .. string.format( "Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody" )
text = text .. string.format( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2( self.lid .. text )
end
@@ -733,17 +744,17 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterChanged(From, Event, To, EventData)
function MARKER:onafterChanged( From, Event, To, EventData )
-- Debug info.
local text=string.format("Captured event MarkChange for myself:\n")
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID))
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition))
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID))
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody")
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere")
text=text..string.format("Text: \n%s", tostring(EventData.MarkText))
self:T2(self.lid..text)
local text = string.format( "Captured event MarkChange for myself:\n" )
text = text .. string.format( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text = text .. string.format( "Coalition = %s\n", tostring( EventData.MarkCoalition ) )
text = text .. string.format( "Group ID = %s\n", tostring( EventData.MarkGroupID ) )
text = text .. string.format( "Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody" )
text = text .. string.format( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2( self.lid .. text )
end
@@ -753,9 +764,9 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Text The updated text, displayed in the mark panel.
function MARKER:onafterTextUpdate(From, Event, To, Text)
function MARKER:onafterTextUpdate( From, Event, To, Text )
self:T(self.lid..string.format("New Marker Text:\n%s", Text))
self:T( self.lid .. string.format( "New Marker Text:\n%s", Text ) )
end
@@ -765,12 +776,8 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated coordinates.
function MARKER:onafterCoordUpdate(From, Event, To, Coordinate)
function MARKER:onafterCoordUpdate( From, Event, To, Coordinate )
self:T(self.lid..string.format("New Marker Coordinate in LL DMS: %s", Coordinate:ToStringLLDMS()))
self:T( self.lid .. string.format( "New Marker Coordinate in LL DMS: %s", Coordinate:ToStringLLDMS() ) )
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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View File

@@ -57,3 +57,40 @@ end
function SCENERY:GetThreatLevel()
return 0, "Scenery"
end
--- Find a SCENERY object by it's name/id.
--@param #SCENERY self
--@param #string name The name/id of the scenery object as taken from the ME. Ex. '595785449'
--@return #SCENERY Scenery Object or nil if not found.
function SCENERY:FindByName(name)
local findAirbase = function ()
local airbases = AIRBASE.GetAllAirbases()
for index,airbase in pairs(airbases) do
local surftype = airbase:GetCoordinate():GetSurfaceType()
if surftype ~= land.SurfaceType.SHALLOW_WATER and surftype ~= land.SurfaceType.WATER then
return airbase:GetCoordinate()
end
end
return nil
end
local sceneryScan = function (scancoord)
if scancoord ~= nil then
local _,_,sceneryfound,_,_,scenerylist = scancoord:ScanObjects(200, false, false, true)
if sceneryfound == true then
scenerylist[1].id_ = name
SCENERY.SceneryObject = SCENERY:Register(scenerylist[1].id_, scenerylist[1])
return SCENERY.SceneryObject
end
end
return nil
end
if SCENERY.SceneryObject then
SCENERY.SceneryObject.SceneryObject.id_ = name
SCENERY.SceneryObject.SceneryName = name
return SCENERY:Register(SCENERY.SceneryObject.SceneryObject.id_, SCENERY.SceneryObject.SceneryObject)
else
return sceneryScan(findAirbase())
end
end

View File

@@ -44,7 +44,7 @@
--
-- @field #STATIC
STATIC = {
ClassName = "STATIC",
ClassName = "STATIC",
}
@@ -85,7 +85,7 @@ function STATIC:FindByName( StaticName, RaiseError )
self.StaticName = StaticName
if StaticFound then
return StaticFound
return StaticFound
end
if RaiseError == nil or RaiseError == true then
@@ -256,4 +256,3 @@ function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
return self
end

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