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201 Commits

Author SHA1 Message Date
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
81 changed files with 25434 additions and 22889 deletions

10
.vs/VSWorkspaceState.json Normal file
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@@ -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.

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@@ -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

@@ -40,8 +40,8 @@
-- --
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
-- --
@@ -71,7 +71,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{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.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. -- * **@{#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 -- ## 3. Set the Range of Engagement
-- --

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@@ -42,8 +42,8 @@
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- --
@@ -73,7 +73,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{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.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. -- * **@{#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 -- ## 3. Set the Range of Engagement
-- --

View File

@@ -39,8 +39,8 @@
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
-- --
@@ -68,7 +68,7 @@
-- * **RTB** ( Group ): Route the AI to the home base. -- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets. -- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new 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 -- ## 3. Set or Get the AI controllable
-- --
@@ -100,8 +100,8 @@
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL -- ## 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. -- 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. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL. -- while a new AI is targetted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
@@ -109,7 +109,7 @@
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL -- ## 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. -- 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. -- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
-- --
-- === -- ===

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@@ -42,8 +42,8 @@
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- --

View File

@@ -253,6 +253,9 @@ function AI_AIR:New( AIGroup )
self.IdleCount = 0 self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self return self
end 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. --- 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. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold 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. -- 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. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self -- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The 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. -- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_AIR self -- @return #AI_AIR self
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime ) function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
@@ -387,14 +390,14 @@ function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
return self return self
end 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. -- 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). -- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated. -- 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 #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 -- @return #AI_AIR self
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold ) function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
@@ -476,7 +479,7 @@ function AI_AIR:onafterStatus()
local Fuel = self.Controllable:GetFuelMin() 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. -- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then if Fuel < self.FuelThresholdPercentage then
@@ -576,6 +579,19 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
end end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
-- 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 #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -585,11 +601,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" ) self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance() self:ClearTargetDistance()
--AIGroup:ClearTasks() --AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {} local EngageRoute = {}
--- Calculate the target route point. --- Calculate the target route point.
@@ -597,12 +615,14 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local FromCoord = AIGroup:GetCoordinate() local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!) local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3() local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+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 ) local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax() local RTBSpeedMax = AIGroup:GetSpeedMax()
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 end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed ) 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 (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. -- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce. -- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, farps and carriers. -- * Define AIR defense squadrons at airbases, FARPs and carriers.
-- * Enable airbases for AIR defenses. -- * Enable airbases for AIR defenses.
-- * Add different planes and helicopter templates to squadrons. -- * 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. -- * 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. -- * Define different ranges to engage upon.
-- * Establish an automatic in air refuel process for planes using refuel tankers. -- * Establish an automatic in air refuel process for planes using refuel tankers.
-- * Setup default settings for all squadrons and AIR defenses. -- * 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. -- 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? -- ## 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. -- 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**. -- 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. -- 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. -- **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. -- 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 -- 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. -- 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.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. -- * @{#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 -- 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. -- 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. -- 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. -- 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 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. -- - 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 -- ## 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. -- 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**. -- ## 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. -- 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. -- 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. -- 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:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 ) -- 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:SetDefaultFuelThreshold( 0.9 )
-- A2ADispatcher:SetDefaultTanker( "Tanker" ) -- A2ADispatcher:SetDefaultTanker( "Tanker" )
-- --
@@ -882,10 +882,7 @@ do -- AI_AIR_DISPATCHER
-- As a result, the GCI and CAP will stop! -- 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 -- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players. -- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
-- --
--
--
--
-- @field #AI_AIR_DISPATCHER -- @field #AI_AIR_DISPATCHER
AI_AIR_DISPATCHER = { AI_AIR_DISPATCHER = {
ClassName = "AI_AIR_DISPATCHER", ClassName = "AI_AIR_DISPATCHER",
@@ -914,10 +911,10 @@ do -- AI_AIR_DISPATCHER
--- Enumerator for spawns at airbases --- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff -- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff --- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location. --- Defnes Landing location.
-- @field #AI_AIR_DISPATCHER.Landing -- @field #AI_AIR_DISPATCHER.Landing
AI_AIR_DISPATCHER.Landing = { AI_AIR_DISPATCHER.Landing = {
@@ -925,7 +922,7 @@ do -- AI_AIR_DISPATCHER
AtRunway = 2, AtRunway = 2,
AtEngineShutdown = 3, AtEngineShutdown = 3,
} }
--- A defense queue item description --- A defense queue item description
-- @type AI_AIR_DISPATCHER.DefenseQueueItem -- @type AI_AIR_DISPATCHER.DefenseQueueItem
-- @field Squadron -- @field Squadron
@@ -936,7 +933,7 @@ do -- AI_AIR_DISPATCHER
-- @field Functional.Detection#DETECTION_BASE AttackerDetection -- @field Functional.Detection#DETECTION_BASE AttackerDetection
-- @field DefenderGrouping -- @field DefenderGrouping
-- @field #string SquadronName The name of the squadron. -- @field #string SquadronName The name of the squadron.
--- Queue of planned defenses to be launched. --- 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. -- 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. -- 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 ... -- This guarantees that launched defenders are also directly existing ...
-- @type AI_AIR_DISPATCHER.DefenseQueue -- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ... -- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue --- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {} AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types --- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach -- @type #AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = { AI_AIR_DISPATCHER.DefenseApproach = {
Random = 1, Random = 1,
Distance = 2, Distance = 2,
} }
--- AI_AIR_DISPATCHER constructor. --- 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 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 #AI_AIR_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network. -- @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 -- @return #AI_AIR_DISPATCHER self
-- @usage -- @usage
-- --
-- -- Setup the Detection, using DETECTION_AREAS. -- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network. -- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR. -- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New() -- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } ) -- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart() -- DetectionSetGroup:FilterStart()
-- --
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius. -- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 ) -- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
function AI_AIR_DISPATCHER:New( Detection ) function AI_AIR_DISPATCHER:New( Detection )
-- Inherits from DETECTION_MANAGER -- Inherits from DETECTION_MANAGER
@@ -1435,17 +1431,17 @@ do -- AI_AIR_DISPATCHER
end end
--- Set the default damage treshold when defenders will RTB. --- Set the default damage threshold 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. -- 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 #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 -- @return #AI_AIR_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- 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. -- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
-- --
function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold ) 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. --- Defines the default amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self -- @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, -- 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... -- 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. -- 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. --- Defines the amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron. -- @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, -- 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... -- 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. -- 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. --- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron. -- @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, -- 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... -- 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. -- 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 return self
end end
--- Set the default fuel treshold when defenders will RTB or Refuel in the air. --- Set the default fuel threshold 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. -- 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 #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 -- @return #AI_AIR_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- 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. -- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold ) function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@@ -2695,18 +2691,18 @@ do -- AI_AIR_DISPATCHER
end end
--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air. --- Set the fuel threshold 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. -- 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 #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron. -- @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 -- @return #AI_AIR_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- 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. -- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold ) 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. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- 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. -- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
-- -- Now Setup the default tanker. -- -- 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. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- 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. -- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
-- -- Now Setup the squadron tanker. -- -- Now Setup the squadron tanker.
@@ -2847,7 +2843,7 @@ do -- AI_AIR_DISPATCHER
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount ) 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 DefendersEngaged = 0
local DefendersTotal = 0 local DefendersTotal = 0

View File

@@ -42,8 +42,8 @@
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![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. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )

View File

@@ -39,8 +39,8 @@
-- --
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
-- --
@@ -70,7 +70,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{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.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. -- * **@{#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 -- ## 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, -- 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. -- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- 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) -- ![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 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. -- 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) -- ![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.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.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. -- * **@{#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** -- ## 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. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). --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 CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -602,7 +602,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 ) self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated() self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting self:__Target( -2 ) -- Start targeting
end end
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. -- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected. -- * 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. -- * 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) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
-- --
@@ -96,7 +96,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{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.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. -- * **@{#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 -- ## 3. Set the Range of Engagement
-- --
@@ -428,8 +428,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). if not CurrentVec2 then -- flight dead at this point
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() 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 CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

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, -- 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. -- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- 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) -- ![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 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. -- 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) -- ![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.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.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the 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.
-- --
-- === -- ===
-- --
@@ -460,7 +460,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). --TODO: 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 CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -520,7 +520,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 ) self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated() self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting self:__Target( -2 ) -- Start targeting
end end
end end

View File

@@ -4,7 +4,7 @@
-- --
-- * Patrol AI airplanes within a given zone. -- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected. -- * 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) -- ![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. -- Until a fuel or damage threshold 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. -- 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) -- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
-- --
@@ -101,7 +101,7 @@
-- * **RTB** ( Group ): Route the AI to the home base. -- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets. -- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new 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 -- ## 3. Set or Get the AI controllable
-- --
@@ -133,8 +133,8 @@
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE -- ## 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. -- 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. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE. -- while a new AI is targetted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
@@ -142,7 +142,7 @@
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE -- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
-- --
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage 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. -- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
-- --
-- === -- ===
@@ -581,11 +581,11 @@ function AI_PATROL_ZONE:ClearDetectedUnits()
end end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold 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. -- 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. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The 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. -- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self -- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime ) function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
@@ -596,14 +596,14 @@ function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFu
return self return self
end 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. -- 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). -- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated. -- 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 #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 -- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold ) function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
@@ -726,7 +726,8 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end 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. -- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point. -- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
@@ -743,8 +744,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:InAir() == false then if self.Controllable:InAir() == false then
self:T( "Not in the air, finding route path within PatrolZone" ) self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). if not CurrentVec2 then return end
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 CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -758,8 +760,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
else else
self:T( "In the air, finding route path within PatrolZone" ) self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). if not CurrentVec2 then return end
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 CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -870,9 +873,10 @@ function AI_PATROL_ZONE:onafterRTB()
--- Calculate the current route point. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return end
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() --local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

View File

@@ -194,7 +194,7 @@
-- * is of type `Workmaterials` -- * is of type `Workmaterials`
-- * will report when a carrier is within 500 meters -- * 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 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: -- So the overall syntax of the #CARGO naming tag and arguments are:
-- --
@@ -220,7 +220,7 @@
-- * is of type `Workmaterials` -- * is of type `Workmaterials`
-- * will report when a carrier is within 500 meters -- * 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 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: -- So the overall syntax of the #CARGO naming tag and arguments are:
-- --

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 --- *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. -- 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 -- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very useful to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple. -- attach to a cargo crate, for 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. -- 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:StopAATACAN}() to stop it. -- Use @{#BEACON.StopRadioBeacon}() to stop it.
-- --
-- ## General Purpose Radio Beacon usage -- ## 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 -- 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. -- @{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. -- Use @{#BEACON.StopRadioBeacon}() to stop it.
-- --
-- @type BEACON -- @type BEACON
-- @field #string ClassName Name of the class "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 TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range -- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer -- @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_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope. -- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @field #number BROADCAST_STATION Broadcast station. -- @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_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 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). -- @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) function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration}) self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
Mode=Mode or "Y"
-- Get frequency. -- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode) 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. -- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir() local AA=self.Positionable:IsAir()
if AA then if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft. -- Check if "Y" mode is selected for aircraft.
if Mode~="Y" then if Mode=="X" 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}) --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
end end
@@ -204,7 +211,7 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing) self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler. -- Stop scheduler.
if Duration then if Duration then
self.Positionable:DeactivateBeacon(Duration) self.Positionable:DeactivateBeacon(Duration)
end end
@@ -230,7 +237,7 @@ function BEACON:ActivateICLS(Channel, Callsign, Duration)
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign) self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler -- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration) self.Positionable:DeactivateBeacon(Duration)
end end
@@ -238,7 +245,35 @@ function BEACON:ActivateICLS(Channel, Callsign, Duration)
return self return self
end 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:DeactivateLink4(Duration)
end
return self
end
--- DEPRECATED: Please use @{BEACON:ActivateTACAN}() instead.
-- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self -- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels -- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon -- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
@@ -267,13 +302,12 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
IsValid = false IsValid = false
end end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing -- 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
-- or 14 (TACAN_AA_MODE_Y) if it does not
local System local System
if Bearing then if Bearing then
System = 5 System = BEACON.System.TACAN_TANKER_Y
else else
System = 14 System = BEACON.System.TACAN_AA_MODE_Y
end end
if IsValid then -- Starts the BEACON if IsValid then -- Starts the BEACON
@@ -281,10 +315,13 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self.Positionable:SetCommand({ self.Positionable:SetCommand({
id = "ActivateBeacon", id = "ActivateBeacon",
params = { params = {
type = 4, type = BEACON.Type.TACAN,
system = System, system = System,
callsign = Message, callsign = Message,
AA = true,
frequency = Frequency, frequency = Frequency,
bearing = Bearing,
modeChannel = "Y",
} }
}) })
@@ -316,10 +353,10 @@ function BEACON:StopAATACAN()
end 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. -- 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. -- 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.
-- They can home in on these specific frequencies : -- The following e.g. can home in on these specific frequencies :
-- * **Mi8** -- * **Mi8**
-- * R-828 -> 20-60MHz -- * 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 -- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
@@ -393,7 +430,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end end
end end
--- Stops the AA TACAN BEACON --- Stop the Radio Beacon
-- @param #BEACON self -- @param #BEACON self
-- @return #BEACON self -- @return #BEACON self
function BEACON:StopRadioBeacon() function BEACON:StopRadioBeacon()
@@ -439,4 +476,4 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
end end
return (A + TACANChannel - B) * 1000000 return (A + TACANChannel - B) * 1000000
end end

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@@ -14,7 +14,7 @@
-- ![Objects](..\Presentations\EVENT\Dia2.JPG) -- ![Objects](..\Presentations\EVENT\Dia2.JPG)
-- --
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc. -- 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) -- ![Objects](..\Presentations\EVENT\Dia3.JPG)
-- --
@@ -32,11 +32,11 @@
-- --
-- ![Objects](..\Presentations\EVENT\Dia5.JPG) -- ![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. -- * _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. -- * 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 teh subscribed UNIT object. -- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object. -- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object. -- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
-- --
@@ -983,13 +983,12 @@ end
-- @param #EVENTDATA Event Event data table. -- @param #EVENTDATA Event Event data table.
function EVENT:onEvent( Event ) function EVENT:onEvent( Event )
--- Function to handle errors.
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg ) env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( debug.traceback() )
end end
return errmsg return errmsg
end 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 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 if Event.id and Event.id == EVENTS.MissionEnd then
self.MissionEnd = true self.MissionEnd = true
end end
@@ -1009,35 +1009,12 @@ function EVENT:onEvent( Event )
if Event.initiator then if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory() Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then if Event.IniObjectCategory == Object.Category.STATIC then
Event.IniDCSUnit = Event.initiator ---
Event.IniDCSUnitName = Event.IniDCSUnit:getName() -- Static
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.id==31 then if Event.id==31 then
-- Event.initiator is a Static object representing the pilot. But getName() errors due to DCS bug. -- Event.initiator is a Static object representing the pilot. But getName() errors due to DCS bug.
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
local ID=Event.initiator.id_ local ID=Event.initiator.id_
@@ -1063,9 +1040,47 @@ function EVENT:onEvent( Event )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end 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 end
if Event.IniObjectCategory == Object.Category.CARGO then if Event.IniObjectCategory == Object.Category.CARGO then
---
-- Cargo
---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
@@ -1076,15 +1091,22 @@ function EVENT:onEvent( Event )
end end
if Event.IniObjectCategory == Object.Category.SCENERY then if Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1! Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
end end
if Event.IniObjectCategory == Object.Category.BASE then if Event.IniObjectCategory == Object.Category.BASE then
---
-- Base Object
---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
@@ -1096,7 +1118,12 @@ function EVENT:onEvent( Event )
end end
if Event.target then if Event.target then
---
-- TARGET
---
-- Target category.
Event.TgtObjectCategory = Event.target:getCategory() Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then if Event.TgtObjectCategory == Object.Category.UNIT then
@@ -1109,9 +1136,7 @@ function EVENT:onEvent( Event )
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName() Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName ) Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
--if Event.TgtGroup then Event.TgtGroupName = Event.TgtDCSGroupName
Event.TgtGroupName = Event.TgtDCSGroupName
--end
end end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName() Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
@@ -1159,6 +1184,7 @@ function EVENT:onEvent( Event )
end end
end end
-- Weapon.
if Event.weapon then if Event.weapon then
Event.Weapon = Event.weapon Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName() Event.WeaponName = Event.Weapon:getTypeName()
@@ -1193,23 +1219,22 @@ function EVENT:onEvent( Event )
Event.MarkGroupID = Event.groupID Event.MarkGroupID = Event.groupID
end end
-- Cargo object.
if Event.cargo then if Event.cargo then
Event.Cargo = Event.cargo Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name Event.CargoName = Event.cargo.Name
end end
-- Zone object.
if Event.zone then if Event.zone then
Event.Zone = Event.zone Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName Event.ZoneName = Event.zone.ZoneName
end end
-- Priority order.
local PriorityOrder = EventMeta.Order local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1 local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5 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
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
@@ -1222,8 +1247,8 @@ function EVENT:onEvent( Event )
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } ) -- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
--end --end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) Event.IniGroup = Event.IniGroup or GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName ) 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 the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if EventData.EventUnit then if EventData.EventUnit then
@@ -1233,20 +1258,17 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead 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() local UnitName = EventClass:GetName()
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then ( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then 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( local Result, Value = xpcall(
function() function()
return EventData.EventFunction( EventClass, Event ) return EventData.EventFunction( EventClass, Event )
@@ -1259,15 +1281,12 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- 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( local Result, Value = xpcall(
function() function()
return EventFunction( EventClass, Event ) return EventFunction( EventClass, Event )
end, ErrorHandler ) end, ErrorHandler )
end end
end end
end end
else else
@@ -1285,7 +1304,8 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead 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. -- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName() 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 -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then 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( local Result, Value = xpcall(
function() function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) ) return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
@@ -1312,10 +1328,6 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- 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( local Result, Value = xpcall(
function() function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) ) return EventFunction( EventClass, Event, unpack( EventData.Params ) )
@@ -1328,7 +1340,7 @@ function EVENT:onEvent( Event )
--self:RemoveEvent( EventClass, Event.id ) --self:RemoveEvent( EventClass, Event.id )
end end
else else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction. -- 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. -- 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 if not EventData.EventUnit then
@@ -1337,9 +1349,6 @@ function EVENT:onEvent( Event )
if EventData.EventFunction then if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction. -- 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( local Result, Value = xpcall(
function() function()
return EventData.EventFunction( EventClass, Event ) return EventData.EventFunction( EventClass, Event )
@@ -1351,16 +1360,14 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- 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( local Result, Value = xpcall(
function() function()
local Result, Value = EventFunction( EventClass, Event ) local Result, Value = EventFunction( EventClass, Event )
return Result, Value return Result, Value
end, ErrorHandler ) end, ErrorHandler )
end end
end 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). --- **Core** - Models the process to achieve goal(s).
-- --
-- === -- ===
-- --
-- ## Features: -- ## Features:
-- --
-- * Define the goal. -- * Define the goal.
-- * Monitor the goal achievement. -- * Monitor the goal achievement.
-- * Manage goal contribution by players. -- * 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. -- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky** -- ### Contributions: **funkyfranky**
-- --
-- === -- ===
-- --
-- @module Core.Goal -- @module Core.Goal
-- @image Core_Goal.JPG -- @image Core_Goal.JPG
do -- Goal do -- Goal
--- @type GOAL --- @type GOAL
-- @extends Core.Fsm#FSM -- @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. --- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
-- --
-- # 1. GOAL constructor -- # 1. GOAL constructor
-- --
-- * @{#GOAL.New}(): Creates a new GOAL object. -- * @{#GOAL.New}(): Creates a new GOAL object.
-- --
-- # 2. GOAL is a finite state machine (FSM). -- # 2. GOAL is a finite state machine (FSM).
-- --
-- ## 2.1. GOAL States -- ## 2.1. GOAL States
-- --
-- * **Pending**: The goal object is in progress. -- * **Pending**: The goal object is in progress.
-- * **Achieved**: The goal objective is Achieved. -- * **Achieved**: The goal objective is Achieved.
-- --
-- ## 2.2. GOAL Events -- ## 2.2. GOAL Events
-- --
-- * **Achieved**: Set the goal objective to Achieved. -- * **Achieved**: Set the goal objective to Achieved.
-- --
-- # 3. Player contributions. -- # 3. Player contributions.
-- --
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement. -- 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. -- 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. -- 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}(). -- 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}(). -- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
-- --
-- # 4. Goal achievement. -- # 4. Goal achievement.
-- --
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event. -- 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: -- The underlying 2 examples will achieve the goals for the `Goal` object:
-- --
-- Goal:Achieved() -- Achieve the goal immediately. -- Goal:Achieved() -- Achieve the goal immediately.
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds. -- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
-- --
-- # 5. Check goal achievement. -- # 5. Check goal achievement.
-- --
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed). -- 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. -- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
-- --
-- @field #GOAL -- @field #GOAL
GOAL = { GOAL = {
ClassName = "GOAL", ClassName = "GOAL",
} }
--- @field #table GOAL.Players --- @field #table GOAL.Players
GOAL.Players = {} GOAL.Players = {}
--- @field #number GOAL.TotalContributions --- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0 GOAL.TotalContributions = 0
--- GOAL Constructor. --- GOAL Constructor.
-- @param #GOAL self -- @param #GOAL self
-- @return #GOAL -- @return #GOAL
function GOAL:New() function GOAL:New()
local self = BASE:Inherit( self, FSM:New() ) -- #GOAL local self = BASE:Inherit( self, FSM:New() ) -- #GOAL
self:F( {} ) self:F( {} )
@@ -104,11 +102,10 @@ do -- Goal
-- @param #string From -- @param #string From
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
self:SetStartState( "Pending" ) self:SetStartState( "Pending" )
self:AddTransition( "*", "Achieved", "Achieved" ) self:AddTransition( "*", "Achieved", "Achieved" )
--- Achieved Handler OnBefore for GOAL --- Achieved Handler OnBefore for GOAL
-- @function [parent=#GOAL] OnBeforeAchieved -- @function [parent=#GOAL] OnBeforeAchieved
-- @param #GOAL self -- @param #GOAL self
@@ -116,47 +113,44 @@ do -- Goal
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @return #boolean -- @return #boolean
--- Achieved Handler OnAfter for GOAL --- Achieved Handler OnAfter for GOAL
-- @function [parent=#GOAL] OnAfterAchieved -- @function [parent=#GOAL] OnAfterAchieved
-- @param #GOAL self -- @param #GOAL self
-- @param #string From -- @param #string From
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
--- Achieved Trigger for GOAL --- Achieved Trigger for GOAL
-- @function [parent=#GOAL] Achieved -- @function [parent=#GOAL] Achieved
-- @param #GOAL self -- @param #GOAL self
--- Achieved Asynchronous Trigger for GOAL --- Achieved Asynchronous Trigger for GOAL
-- @function [parent=#GOAL] __Achieved -- @function [parent=#GOAL] __Achieved
-- @param #GOAL self -- @param #GOAL self
-- @param #number Delay -- @param #number Delay
self:SetEventPriority( 5 ) self:SetEventPriority( 5 )
return self return self
end end
--- Add a new contribution by a player. --- Add a new contribution by a player.
-- @param #GOAL self -- @param #GOAL self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
function GOAL:AddPlayerContribution( PlayerName ) function GOAL:AddPlayerContribution( PlayerName )
self:F({PlayerName}) self:F( { PlayerName } )
self.Players[PlayerName] = self.Players[PlayerName] or 0 self.Players[PlayerName] = self.Players[PlayerName] or 0
self.Players[PlayerName] = self.Players[PlayerName] + 1 self.Players[PlayerName] = self.Players[PlayerName] + 1
self.TotalContributions = self.TotalContributions + 1 self.TotalContributions = self.TotalContributions + 1
end end
--- @param #GOAL self --- @param #GOAL self
-- @param #number Player contribution. -- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName ) function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0 return self.Players[PlayerName] or 0
end end
--- Get the players who contributed to achieve the goal. --- Get the players who contributed to achieve the goal.
-- The result is a list of players, sorted by the name of the players. -- The result is a list of players, sorted by the name of the players.
-- @param #GOAL self -- @param #GOAL self
@@ -165,7 +159,6 @@ do -- Goal
return self.Players or {} return self.Players or {}
end end
--- Gets the total contributions that happened to achieve the goal. --- Gets the total contributions that happened to achieve the goal.
-- The result is a number. -- The result is a number.
-- @param #GOAL self -- @param #GOAL self
@@ -173,9 +166,7 @@ do -- Goal
function GOAL:GetTotalContributions() function GOAL:GetTotalContributions()
return self.TotalContributions or 0 return self.TotalContributions or 0
end end
--- Validates if the goal is achieved. --- Validates if the goal is achieved.
-- @param #GOAL self -- @param #GOAL self
-- @return #boolean true if the goal is achieved. -- @return #boolean true if the goal is achieved.
@@ -183,4 +174,4 @@ do -- Goal
return self:Is( "Achieved" ) return self:Is( "Achieved" )
end end
end end

View File

@@ -14,7 +14,7 @@
-- * Only create or delete menus when required, and keep existing menus persistent. -- * Only create or delete menus when required, and keep existing menus persistent.
-- * Update menu structures. -- * Update menu structures.
-- * Refresh menu structures intelligently, based on a time stamp of updates. -- * Refresh menu structures intelligently, based on a time stamp of updates.
-- - Delete obscolete menus. -- - Delete obsolete menus.
-- - Create new one where required. -- - Create new one where required.
-- - Don't touch the existing ones. -- - Don't touch the existing ones.
-- * Provide a variable amount of parameters to menus. -- * Provide a variable amount of parameters to menus.
@@ -23,7 +23,7 @@
-- * Provide a great tool to manage menus in your code. -- * Provide a great tool to manage menus in your code.
-- --
-- DCS Menus can be managed using the MENU classes. -- 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 -- 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. -- 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. -- 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 -- @module Core.Menu
-- @image Core_Menu.JPG -- @image Core_Menu.JPG
MENU_INDEX = {} MENU_INDEX = {}
MENU_INDEX.MenuMission = {} MENU_INDEX.MenuMission = {}
MENU_INDEX.MenuMission.Menus = {} MENU_INDEX.MenuMission.Menus = {}
@@ -64,10 +63,7 @@ MENU_INDEX.Coalition[coalition.side.RED] = {}
MENU_INDEX.Coalition[coalition.side.RED].Menus = {} MENU_INDEX.Coalition[coalition.side.RED].Menus = {}
MENU_INDEX.Group = {} MENU_INDEX.Group = {}
function MENU_INDEX:ParentPath( ParentMenu, MenuText ) function MENU_INDEX:ParentPath( ParentMenu, MenuText )
local Path = ParentMenu and "@" .. table.concat( ParentMenu.MenuPath or {}, "@" ) or "" local Path = ParentMenu and "@" .. table.concat( ParentMenu.MenuPath or {}, "@" ) or ""
if ParentMenu then if ParentMenu then
if ParentMenu:IsInstanceOf( "MENU_GROUP" ) or ParentMenu:IsInstanceOf( "MENU_GROUP_COMMAND" ) 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 Path = Path .. "@" .. MenuText
return Path return Path
end end
function MENU_INDEX:PrepareMission() function MENU_INDEX:PrepareMission()
self.MenuMission.Menus = self.MenuMission.Menus or {} self.MenuMission.Menus = self.MenuMission.Menus or {}
end end
function MENU_INDEX:PrepareCoalition( CoalitionSide ) function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {} self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {} self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end end
--- ---
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group ) function MENU_INDEX:PrepareGroup( Group )
@@ -119,42 +111,26 @@ function MENU_INDEX:PrepareGroup( Group )
end end
end end
function MENU_INDEX:HasMissionMenu( Path ) function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path] return self.MenuMission.Menus[Path]
end end
function MENU_INDEX:SetMissionMenu( Path, Menu ) function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu self.MenuMission.Menus[Path] = Menu
end end
function MENU_INDEX:ClearMissionMenu( Path ) function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil self.MenuMission.Menus[Path] = nil
end end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path ) function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path] return self.Coalition[Coalition].Menus[Path]
end end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu ) function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu self.Coalition[Coalition].Menus[Path] = Menu
end end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path ) function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil self.Coalition[Coalition].Menus[Path] = nil
end end
function MENU_INDEX:HasGroupMenu( Group, Path ) function MENU_INDEX:HasGroupMenu( Group, Path )
if Group and Group:IsAlive() then if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
@@ -162,53 +138,36 @@ function MENU_INDEX:HasGroupMenu( Group, Path )
end end
return nil return nil
end end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu ) function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
Group:F({MenuGroupName=MenuGroupName,Path=Path}) Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu self.Group[MenuGroupName].Menus[Path] = Menu
end end
function MENU_INDEX:ClearGroupMenu( Group, Path ) function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil self.Group[MenuGroupName].Menus[Path] = nil
end end
function MENU_INDEX:Refresh( Group ) function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh() Menu:Refresh()
end end
for MenuID, Menu in pairs( self.Coalition[coalition.side.BLUE].Menus ) do for MenuID, Menu in pairs( self.Coalition[coalition.side.BLUE].Menus ) do
Menu:Refresh() Menu:Refresh()
end end
for MenuID, Menu in pairs( self.Coalition[coalition.side.RED].Menus ) do for MenuID, Menu in pairs( self.Coalition[coalition.side.RED].Menus ) do
Menu:Refresh() Menu:Refresh()
end end
local GroupName = Group:GetName() local GroupName = Group:GetName()
for MenuID, Menu in pairs( self.Group[GroupName].Menus ) do for MenuID, Menu in pairs( self.Group[GroupName].Menus ) do
Menu:Refresh() Menu:Refresh()
end end
return self
end end
do -- MENU_BASE do -- MENU_BASE
--- @type MENU_BASE --- @type MENU_BASE
-- @extends Base#BASE -- @extends Core.Base#BASE
--- Defines the main MENU class where other MENU classes are derived from. --- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it. -- This is an abstract class, so don't use it.
-- @field #MENU_BASE -- @field #MENU_BASE
@@ -216,10 +175,10 @@ do -- MENU_BASE
ClassName = "MENU_BASE", ClassName = "MENU_BASE",
MenuPath = nil, MenuPath = nil,
MenuText = "", MenuText = "",
MenuParentPath = nil MenuParentPath = nil,
} }
--- Consructor --- Constructor
-- @param #MENU_BASE -- @param #MENU_BASE
-- @return #MENU_BASE -- @return #MENU_BASE
function MENU_BASE:New( MenuText, ParentMenu ) function MENU_BASE:New( MenuText, ParentMenu )
@@ -228,27 +187,25 @@ do -- MENU_BASE
if ParentMenu ~= nil then if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath MenuParentPath = ParentMenu.MenuPath
end end
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() )
self.MenuPath = nil self.MenuPath = nil
self.MenuText = MenuText self.MenuText = MenuText
self.ParentMenu = ParentMenu self.ParentMenu = ParentMenu
self.MenuParentPath = MenuParentPath self.MenuParentPath = MenuParentPath
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
self.Menus = {} self.Menus = {}
self.MenuCount = 0 self.MenuCount = 0
self.MenuStamp = timer.getTime() self.MenuStamp = timer.getTime()
self.MenuRemoveParent = false self.MenuRemoveParent = false
if self.ParentMenu then if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {} self.ParentMenu.Menus = self.ParentMenu.Menus or {}
self.ParentMenu.Menus[MenuText] = self self.ParentMenu.Menus[MenuText] = self
end end
return self return self
end end
function MENU_BASE:SetParentMenu( MenuText, Menu ) function MENU_BASE:SetParentMenu( MenuText, Menu )
if self.ParentMenu then if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {} self.ParentMenu.Menus = self.ParentMenu.Menus or {}
@@ -256,7 +213,6 @@ do -- MENU_BASE
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1 self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
end end
end end
function MENU_BASE:ClearParentMenu( MenuText ) function MENU_BASE:ClearParentMenu( MenuText )
if self.ParentMenu and self.ParentMenu.Menus[MenuText] then if self.ParentMenu and self.ParentMenu.Menus[MenuText] then
self.ParentMenu.Menus[MenuText] = nil self.ParentMenu.Menus[MenuText] = nil
@@ -266,7 +222,6 @@ do -- MENU_BASE
end end
end 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}. --- 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 #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}. -- @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 self.MenuRemoveParent = RemoveParent
return self return self
end end
--- Gets a @{Menu} from a parent @{Menu} --- Gets a @{Menu} from a parent @{Menu}
-- @param #MENU_BASE self -- @param #MENU_BASE self
@@ -285,7 +239,6 @@ do -- MENU_BASE
function MENU_BASE:GetMenu( MenuText ) function MENU_BASE:GetMenu( MenuText )
return self.Menus[MenuText] return self.Menus[MenuText]
end end
--- Sets a menu stamp for later prevention of menu removal. --- Sets a menu stamp for later prevention of menu removal.
-- @param #MENU_BASE self -- @param #MENU_BASE self
-- @param MenuStamp -- @param MenuStamp
@@ -323,9 +276,7 @@ do -- MENU_BASE
end end
end end
do -- MENU_COMMAND_BASE do -- MENU_COMMAND_BASE
--- @type MENU_COMMAND_BASE --- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler -- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -346,8 +297,7 @@ do -- MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE -- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments ) 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. -- 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. -- This error handler catches the menu error and displays the full call stack.
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
@@ -367,7 +317,7 @@ do -- MENU_COMMAND_BASE
local Status, Result = xpcall( MenuFunction, ErrorHandler ) local Status, Result = xpcall( MenuFunction, ErrorHandler )
end end
return self return self
end end
--- This sets the new command function of a menu, --- This sets the new command function of a menu,
@@ -380,7 +330,6 @@ do -- MENU_COMMAND_BASE
self.CommandMenuFunction = CommandMenuFunction self.CommandMenuFunction = CommandMenuFunction
return self return self
end end
--- This sets the new command arguments of a menu, --- This sets the new command arguments of a menu,
-- so that if a menu is regenerated, or if command arguments change, -- 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!!! -- that the arguments set for the menu are loosely coupled with the menu itself!!!
@@ -391,35 +340,30 @@ do -- MENU_COMMAND_BASE
self.CommandMenuArguments = CommandMenuArguments self.CommandMenuArguments = CommandMenuArguments
return self return self
end end
end end
do -- MENU_MISSION do -- MENU_MISSION
--- @type MENU_MISSION --- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
--- Manages the main menus for a complete mission. --- 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. -- 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}. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION -- @field #MENU_MISSION
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. --- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file.
-- @param #MENU_MISSION self -- @param #MENU_MISSION self
-- @param #string MenuText The text for 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_MISSION -- @return #MENU_MISSION
function MENU_MISSION:New( MenuText, ParentMenu ) function MENU_MISSION:New( MenuText, ParentMenu )
MENU_INDEX:PrepareMission() MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then if MissionMenu then
return MissionMenu return MissionMenu
else else
@@ -432,17 +376,15 @@ do -- MENU_MISSION
end end
end end
--- Refreshes a radio item for a mission --- Refreshes a radio item for a mission
-- @param #MENU_MISSION self -- @param #MENU_MISSION self
-- @return #MENU_MISSION -- @return #MENU_MISSION
function MENU_MISSION:Refresh() function MENU_MISSION:Refresh()
do do
missionCommands.removeItem( self.MenuPath ) missionCommands.removeItem( self.MenuPath )
self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath ) self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath )
end end
return self
end end
--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept! --- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
@@ -466,7 +408,6 @@ do -- MENU_MISSION
MENU_INDEX:PrepareMission() MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then if MissionMenu == self then
self:RemoveSubMenus() self:RemoveSubMenus()
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -487,10 +428,7 @@ do -- MENU_MISSION
return self return self
end end
end end
do -- MENU_MISSION_COMMAND do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND --- @type MENU_MISSION_COMMAND
@@ -503,7 +441,7 @@ do -- MENU_MISSION_COMMAND
-- --
-- @field #MENU_MISSION_COMMAND -- @field #MENU_MISSION_COMMAND
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. --- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
@@ -518,7 +456,6 @@ do -- MENU_MISSION_COMMAND
MENU_INDEX:PrepareMission() MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then if MissionMenu then
MissionMenu:SetCommandMenuFunction( CommandMenuFunction ) MissionMenu:SetCommandMenuFunction( CommandMenuFunction )
MissionMenu:SetCommandMenuArguments( arg ) MissionMenu:SetCommandMenuArguments( arg )
@@ -532,17 +469,15 @@ do -- MENU_MISSION_COMMAND
return self return self
end end
end end
--- Refreshes a radio item for a mission --- Refreshes a radio item for a mission
-- @param #MENU_MISSION_COMMAND self -- @param #MENU_MISSION_COMMAND self
-- @return #MENU_MISSION_COMMAND -- @return #MENU_MISSION_COMMAND
function MENU_MISSION_COMMAND:Refresh() function MENU_MISSION_COMMAND:Refresh()
do do
missionCommands.removeItem( self.MenuPath ) missionCommands.removeItem( self.MenuPath )
missionCommands.addCommand( self.MenuText, self.MenuParentPath, self.MenuCallHandler ) missionCommands.addCommand( self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end end
return self
end end
--- Removes a radio command item for a coalition --- Removes a radio command item for a coalition
@@ -553,7 +488,6 @@ do -- MENU_MISSION_COMMAND
MENU_INDEX:PrepareMission() MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then if MissionMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -572,13 +506,8 @@ do -- MENU_MISSION_COMMAND
return self return self
end end
end end
do -- MENU_COALITION do -- MENU_COALITION
--- @type MENU_COALITION --- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -634,18 +563,15 @@ do -- MENU_COALITION
-- @param #MENU_COALITION self -- @param #MENU_COALITION self
-- @param DCS#coalition.side Coalition The coalition owning the menu. -- @param DCS#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for 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 -- @return #MENU_COALITION self
function MENU_COALITION:New( Coalition, MenuText, ParentMenu ) function MENU_COALITION:New( Coalition, MenuText, ParentMenu )
MENU_INDEX:PrepareCoalition( Coalition ) MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path ) local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then if CoalitionMenu then
return CoalitionMenu return CoalitionMenu
else else
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetCoalitionMenu( Coalition, Path, self ) MENU_INDEX:SetCoalitionMenu( Coalition, Path, self )
@@ -656,17 +582,15 @@ do -- MENU_COALITION
return self return self
end end
end end
--- Refreshes a radio item for a coalition --- Refreshes a radio item for a coalition
-- @param #MENU_COALITION self -- @param #MENU_COALITION self
-- @return #MENU_COALITION -- @return #MENU_COALITION
function MENU_COALITION:Refresh() function MENU_COALITION:Refresh()
do do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath ) missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addSubMenuForCoalition( self.Coalition, self.MenuText, self.MenuParentPath ) missionCommands.addSubMenuForCoalition( self.Coalition, self.MenuText, self.MenuParentPath )
end end
return self
end end
--- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept! --- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept!
@@ -689,7 +613,6 @@ do -- MENU_COALITION
MENU_INDEX:PrepareCoalition( self.Coalition ) MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path ) local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then if CoalitionMenu == self then
self:RemoveSubMenus() self:RemoveSubMenus()
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -709,11 +632,7 @@ do -- MENU_COALITION
return self return self
end end
end end
do -- MENU_COALITION_COMMAND do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND --- @type MENU_COALITION_COMMAND
@@ -742,7 +661,6 @@ do -- MENU_COALITION_COMMAND
MENU_INDEX:PrepareCoalition( Coalition ) MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path ) local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then if CoalitionMenu then
CoalitionMenu:SetCommandMenuFunction( CommandMenuFunction ) CoalitionMenu:SetCommandMenuFunction( CommandMenuFunction )
CoalitionMenu:SetCommandMenuArguments( arg ) CoalitionMenu:SetCommandMenuArguments( arg )
@@ -757,20 +675,17 @@ do -- MENU_COALITION_COMMAND
self:SetParentMenu( self.MenuText, self ) self:SetParentMenu( self.MenuText, self )
return self return self
end end
end end
--- Refreshes a radio item for a coalition --- Refreshes a radio item for a coalition
-- @param #MENU_COALITION_COMMAND self -- @param #MENU_COALITION_COMMAND self
-- @return #MENU_COALITION_COMMAND -- @return #MENU_COALITION_COMMAND
function MENU_COALITION_COMMAND:Refresh() function MENU_COALITION_COMMAND:Refresh()
do do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath ) missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addCommandForCoalition( self.Coalition, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) missionCommands.addCommandForCoalition( self.Coalition, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end end
return self
end end
--- Removes a radio command item for a coalition --- Removes a radio command item for a coalition
@@ -781,7 +696,6 @@ do -- MENU_COALITION_COMMAND
MENU_INDEX:PrepareCoalition( self.Coalition ) MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path ) local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then if CoalitionMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -800,20 +714,16 @@ do -- MENU_COALITION_COMMAND
return self return self
end end
end end
--- MENU_GROUP --- MENU_GROUP
do do
-- This local variable is used to cache the menus registered under groups. -- 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. -- 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. -- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable. -- These menu classes are handling this logic with this variable.
local _MENUGROUPS = {} local _MENUGROUPS = {}
--- @type MENU_GROUP --- @type MENU_GROUP
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -889,16 +799,13 @@ do
MENU_INDEX:PrepareGroup( Group ) MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then if GroupMenu then
return GroupMenu return GroupMenu
else else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self ) MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group self.Group = Group
self.GroupID = Group:GetID() self.GroupID = Group:GetID()
self.MenuPath = missionCommands.addSubMenuForGroup( self.GroupID, MenuText, self.MenuParentPath ) self.MenuPath = missionCommands.addSubMenuForGroup( self.GroupID, MenuText, self.MenuParentPath )
self:SetParentMenu( self.MenuText, self ) self:SetParentMenu( self.MenuText, self )
@@ -906,12 +813,10 @@ do
end end
end end
--- Refreshes a new radio item for a group and submenus --- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP self -- @param #MENU_GROUP self
-- @return #MENU_GROUP -- @return #MENU_GROUP
function MENU_GROUP:Refresh() function MENU_GROUP:Refresh()
do do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -920,7 +825,8 @@ do
Menu:Refresh() Menu:Refresh()
end end
end end
return self
end end
--- Removes the sub menus recursively of this MENU_GROUP. --- Removes the sub menus recursively of this MENU_GROUP.
@@ -929,7 +835,6 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP self -- @return #MENU_GROUP self
function MENU_GROUP:RemoveSubMenus( MenuStamp, MenuTag ) function MENU_GROUP:RemoveSubMenus( MenuStamp, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuStamp, MenuTag ) Menu:Remove( MenuStamp, MenuTag )
end end
@@ -938,18 +843,15 @@ do
end end
--- Removes the main menu and sub menus recursively of this MENU_GROUP. --- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self -- @param #MENU_GROUP self
-- @param MenuStamp -- @param MenuStamp
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil -- @return #nil
function MENU_GROUP:Remove( MenuStamp, MenuTag ) function MENU_GROUP:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group ) MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then if GroupMenu == self then
self:RemoveSubMenus( MenuStamp, MenuTag ) self:RemoveSubMenus( MenuStamp, MenuTag )
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -993,18 +895,15 @@ do
-- @param CommandMenuArgument An argument for the function. -- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND -- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... ) function MENU_GROUP_COMMAND:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group ) MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction ) GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg ) GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu return GroupMenu
else else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) ) self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self ) MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group self.Group = Group
@@ -1015,19 +914,17 @@ do
self:SetParentMenu( self.MenuText, self ) self:SetParentMenu( self.MenuText, self )
return self return self
end end
end end
--- Refreshes a radio item for a group --- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND self -- @param #MENU_GROUP_COMMAND self
-- @return #MENU_GROUP_COMMAND -- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:Refresh() function MENU_GROUP_COMMAND:Refresh()
do do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end end
return self
end end
--- Removes a menu structure for a group. --- Removes a menu structure for a group.
@@ -1036,11 +933,9 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil -- @return #nil
function MENU_GROUP_COMMAND:Remove( MenuStamp, MenuTag ) function MENU_GROUP_COMMAND:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group ) MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then if GroupMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -1059,13 +954,9 @@ do
return self return self
end end
end end
--- MENU_GROUP_DELAYED --- MENU_GROUP_DELAYED
do do
--- @type MENU_GROUP_DELAYED --- @type MENU_GROUP_DELAYED
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -1093,16 +984,13 @@ do
MENU_INDEX:PrepareGroup( Group ) MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then if GroupMenu then
return GroupMenu return GroupMenu
else else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self ) MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group self.Group = Group
self.GroupID = Group:GetID() self.GroupID = Group:GetID()
if self.MenuParentPath then if self.MenuParentPath then
self.MenuPath = UTILS.DeepCopy( self.MenuParentPath ) self.MenuPath = UTILS.DeepCopy( self.MenuParentPath )
else else
@@ -1116,12 +1004,10 @@ do
end end
--- Refreshes a new radio item for a group and submenus --- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP_DELAYED self -- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED -- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Set() function MENU_GROUP_DELAYED:Set()
do do
if not self.MenuSet then if not self.MenuSet then
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1132,15 +1018,12 @@ do
Menu:Set() Menu:Set()
end end
end end
end end
--- Refreshes a new radio item for a group and submenus --- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP_DELAYED self -- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED -- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Refresh() function MENU_GROUP_DELAYED:Refresh()
do do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1149,7 +1032,8 @@ do
Menu:Refresh() Menu:Refresh()
end end
end end
return self
end end
--- Removes the sub menus recursively of this MENU_GROUP_DELAYED. --- Removes the sub menus recursively of this MENU_GROUP_DELAYED.
@@ -1158,7 +1042,6 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP_DELAYED self -- @return #MENU_GROUP_DELAYED self
function MENU_GROUP_DELAYED:RemoveSubMenus( MenuStamp, MenuTag ) function MENU_GROUP_DELAYED:RemoveSubMenus( MenuStamp, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuStamp, MenuTag ) Menu:Remove( MenuStamp, MenuTag )
end end
@@ -1167,18 +1050,15 @@ do
end end
--- Removes the main menu and sub menus recursively of this MENU_GROUP. --- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP_DELAYED self -- @param #MENU_GROUP_DELAYED self
-- @param MenuStamp -- @param MenuStamp
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil -- @return #nil
function MENU_GROUP_DELAYED:Remove( MenuStamp, MenuTag ) function MENU_GROUP_DELAYED:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group ) MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then if GroupMenu == self then
self:RemoveSubMenus( MenuStamp, MenuTag ) self:RemoveSubMenus( MenuStamp, MenuTag )
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -1223,18 +1103,15 @@ do
-- @param CommandMenuArgument An argument for the function. -- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND_DELAYED -- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... ) function MENU_GROUP_COMMAND_DELAYED:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group ) MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction ) GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg ) GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu return GroupMenu
else else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) ) self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self ) MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group self.Group = Group
@@ -1250,33 +1127,29 @@ do
self:SetParentMenu( self.MenuText, self ) self:SetParentMenu( self.MenuText, self )
return self return self
end end
end end
--- Refreshes a radio item for a group --- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND_DELAYED self -- @param #MENU_GROUP_COMMAND_DELAYED self
-- @return #MENU_GROUP_COMMAND_DELAYED -- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:Set() function MENU_GROUP_COMMAND_DELAYED:Set()
do do
if not self.MenuSet then if not self.MenuSet then
self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
self.MenuSet = true self.MenuSet = true
end end
end end
end end
--- Refreshes a radio item for a group --- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND_DELAYED self -- @param #MENU_GROUP_COMMAND_DELAYED self
-- @return #MENU_GROUP_COMMAND_DELAYED -- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:Refresh() function MENU_GROUP_COMMAND_DELAYED:Refresh()
do do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end end
return self
end end
--- Removes a menu structure for a group. --- Removes a menu structure for a group.
@@ -1285,11 +1158,9 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil -- @return #nil
function MENU_GROUP_COMMAND_DELAYED:Remove( MenuStamp, MenuTag ) function MENU_GROUP_COMMAND_DELAYED:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group ) MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then if GroupMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -1308,6 +1179,5 @@ do
return self return self
end end
end end

View File

@@ -1,18 +1,20 @@
--- **Core** - Informs the players using messages during a simulation. --- **Core** - Informs the players using messages during a simulation.
-- --
-- === -- ===
-- --
-- ## Features: -- ## Features:
-- --
-- * A more advanced messaging system using the DCS message system. -- * A more advanced messaging system using the DCS message system.
-- * Time messages. -- * Time messages.
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS. -- * 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 message to all players.
-- * Send messages to a coalition. -- * Send messages to a coalition.
-- * Send messages to a specific group. -- * Send messages to a specific group.
-- -- * Send messages to a specific unit or client.
--
--
-- === -- ===
-- --
-- @module Core.Message -- @module Core.Message
-- @image Core_Message.JPG -- @image Core_Message.JPG
@@ -23,42 +25,43 @@
--- Message System to display Messages to Clients, Coalitions or All. --- 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 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. -- Messages can contain a category which is indicating the category of the message.
-- --
-- ## MESSAGE construction -- ## MESSAGE construction
-- --
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. -- 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. -- To send messages, you need to use the To functions.
-- --
-- ## Send messages to an audience -- ## Send messages to an audience
-- --
-- Messages are sent: -- Messages are sent:
-- --
-- * To a @{Client} using @{#MESSAGE.ToClient}(). -- * To a @{Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}() -- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}(). -- * To a coalition using @{#MESSAGE.ToCoalition}().
-- * To the red coalition using @{#MESSAGE.ToRed}(). -- * To the red coalition using @{#MESSAGE.ToRed}().
-- * To the blue coalition using @{#MESSAGE.ToBlue}(). -- * To the blue coalition using @{#MESSAGE.ToBlue}().
-- * To all Players using @{#MESSAGE.ToAll}(). -- * To all Players using @{#MESSAGE.ToAll}().
-- --
-- ## Send conditionally to an audience -- ## Send conditionally to an audience
-- --
-- Messages can be sent conditionally to an audience (when a condition is true): -- Messages can be sent conditionally to an audience (when a condition is true):
-- --
-- * To all players using @{#MESSAGE.ToAllIf}(). -- * To all players using @{#MESSAGE.ToAllIf}().
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}(). -- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- === -- ===
-- --
-- @field #MESSAGE -- @field #MESSAGE
MESSAGE = { MESSAGE = {
ClassName = "MESSAGE", ClassName = "MESSAGE",
MessageCategory = 0, MessageCategory = 0,
MessageID = 0, MessageID = 0,
} }
--- Message Types --- Message Types
@@ -68,10 +71,9 @@ MESSAGE.Type = {
Information = "Information", Information = "Information",
Briefing = "Briefing Report", Briefing = "Briefing Report",
Overview = "Overview 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. --- 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 self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
@@ -80,52 +82,52 @@ MESSAGE.Type = {
-- @param #boolean ClearScreen (optional) Clear all previous messages if true. -- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- -- Create a series of new Messages. --
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". -- -- Create a series of new Messages.
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". -- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "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" ) -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" ) -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") -- 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 ) function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } ) self:F( { MessageText, MessageDuration, MessageCategory } )
self.MessageType = nil self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title... -- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub(-1) ~= "\n" then if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": " self.MessageCategory = MessageCategory .. ": "
else else
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n" self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
end end
else else
self.MessageCategory = "" self.MessageCategory = ""
end end
self.ClearScreen=false self.ClearScreen = false
if ClearScreen~=nil then if ClearScreen ~= nil then
self.ClearScreen=ClearScreen self.ClearScreen = ClearScreen
end end
self.MessageDuration = MessageDuration or 5 self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime() self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
return self self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
return self
end end
--- Creates a new MESSAGE object of a certain type.
--- Creates a new MESSAGE object of a certain type. -- Note that these MESSAGE objects are not yet displayed on the display panel.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- You must use the functions @{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. -- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
-- @param self -- @param self
@@ -134,83 +136,86 @@ end
-- @param #boolean ClearScreen (optional) Clear all previous messages. -- @param #boolean ClearScreen (optional) Clear all previous messages.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
--
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information ) -- 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 ) -- 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 ) -- 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 ) -- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
--
function MESSAGE:NewType( MessageText, MessageType, ClearScreen ) function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText } ) self:F( { MessageText } )
self.MessageType = MessageType self.MessageType = MessageType
self.ClearScreen=false self.ClearScreen = false
if ClearScreen~=nil then if ClearScreen ~= nil then
self.ClearScreen=ClearScreen self.ClearScreen = ClearScreen
end end
self.MessageTime = timer.getTime() self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self return self
end 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 -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
function MESSAGE:Clear() function MESSAGE:Clear()
self:F() self:F()
self.ClearScreen=true self.ClearScreen = true
return self return self
end end
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client. -- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message. -- @param Core.Settings#SETTINGS Settings Settings used to display the message.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @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 ) -- -- Send the 2 messages created with the @{New} method to the Client Group.
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- or -- ClientGroup = Group.getByName( "ClientGroup" )
-- 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 ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) -- or
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient1:ToClient( ClientGroup ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2: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 ) 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 if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID() local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen) --trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end end
end
return self
return self
end end
--- Sends a MESSAGE to a Group. --- Sends a MESSAGE to a Group.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed. -- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
@@ -218,74 +223,105 @@ function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName ) self:F( Group.GroupName )
if Group then 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 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.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.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
end end
return self return self
end end
--- Sends a MESSAGE to the Blue coalition. --- 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
end
--- Sends a MESSAGE to the Red Coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @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() -- -- Send a message created with the @{New} method to the BLUE coalition.
-- or -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- or
-- or -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- or
-- MessageRED:ToRed() -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
function MESSAGE:ToRed( ) -- MessageBLUE:ToBlue()
self:F() --
function MESSAGE:ToBlue()
self:F()
self:ToCoalition( coalition.side.RED ) self:ToCoalition( coalition.side.BLUE )
return self return self
end 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 #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed. -- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display. -- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
-- @usage -- @usage
-- -- Send a message created with the @{New} method to the RED coalition. --
-- 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 ) -- -- Send a message created with the @{New} method to the RED coalition.
-- or -- 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 )
-- 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
-- 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 )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- or
-- MessageRED:ToCoalition( coalition.side.RED ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings ) function MESSAGE:ToCoalition( CoalitionSide, Settings )
self:F( CoalitionSide ) self:F( CoalitionSide )
if self.MessageType then if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
@@ -293,20 +329,20 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
self.MessageCategory = "" -- self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
end end
return self return self
end end
--- Sends a MESSAGE to a Coalition if the given Condition is true. --- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true. -- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self -- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide ) self:F( CoalitionSide )
@@ -314,7 +350,7 @@ function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
if Condition and Condition == true then if Condition and Condition == true then
self:ToCoalition( CoalitionSide ) self:ToCoalition( CoalitionSide )
end end
return self return self
end end
@@ -323,14 +359,16 @@ end
-- @param Core.Settings#Settings Settings (Optional) Settings for message display. -- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @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() -- -- Send a message created to all players.
-- or -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- or
-- or -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) -- or
-- MessageAll:ToAll() -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
function MESSAGE:ToAll(Settings) -- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings )
self:F() self:F()
if self.MessageType then if self.MessageType then
@@ -340,14 +378,13 @@ function MESSAGE:ToAll(Settings)
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
return self return self
end end
--- Sends a MESSAGE to all players if the given Condition is true. --- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
@@ -357,5 +394,5 @@ function MESSAGE:ToAllIf( Condition )
self:ToAll() self:ToAll()
end end
return self return self
end 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. --- **Core** - Provides a handy means to create messages and reports.
-- --
-- === -- ===
-- --
-- ## Features: -- ## Features:
-- --
-- * Create text blocks that are formatted. -- * Create text blocks that are formatted.
-- * Create automatic indents. -- * Create automatic indents.
-- * Variate the delimiters between reporting lines. -- * Variate the delimiters between reporting lines.
-- --
-- === -- ===
-- --
-- ### Authors: FlightControl : Design & Programming -- ### Authors: FlightControl : Design & Programming
@@ -15,7 +15,6 @@
-- @module Core.Report -- @module Core.Report
-- @image Core_Report.JPG -- @image Core_Report.JPG
--- @type REPORT --- @type REPORT
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -36,7 +35,7 @@ function REPORT:New( Title )
self.Report = {} self.Report = {}
self:SetTitle( Title or "" ) self:SetTitle( Title or "" )
self:SetIndent( 3 ) self:SetIndent( 3 )
return self return self
@@ -45,28 +44,26 @@ end
--- Has the REPORT Text? --- Has the REPORT Text?
-- @param #REPORT self -- @param #REPORT self
-- @return #boolean -- @return #boolean
function REPORT:HasText() --R2.1 function REPORT:HasText() -- R2.1
return #self.Report > 0 return #self.Report > 0
end end
--- Set indent of a REPORT. --- Set indent of a REPORT.
-- @param #REPORT self -- @param #REPORT self
-- @param #number Indent -- @param #number Indent
-- @return #REPORT -- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1 function REPORT:SetIndent( Indent ) -- R2.1
self.Indent = Indent self.Indent = Indent
return self return self
end end
--- Add a new line to a REPORT. --- Add a new line to a REPORT.
-- @param #REPORT self -- @param #REPORT self
-- @param #string Text -- @param #string Text
-- @return #REPORT -- @return #REPORT
function REPORT:Add( Text ) function REPORT:Add( Text )
self.Report[#self.Report+1] = Text self.Report[#self.Report + 1] = Text
return self return self
end 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. -- @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 -- @return #REPORT
function REPORT:AddIndent( Text, Separator ) 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 return self
end 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 #REPORT self
-- @param #string Delimiter (optional) A delimiter text. -- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text. -- @return #string The report text.
function REPORT:Text( Delimiter ) function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n" 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 return ReportText
end end
@@ -95,7 +92,7 @@ end
-- @param #string Title The title of the report. -- @param #string Title The title of the report.
-- @return #REPORT -- @return #REPORT
function REPORT:SetTitle( Title ) function REPORT:SetTitle( Title )
self.Title = Title self.Title = Title
return self return self
end end

View File

@@ -1,36 +1,36 @@
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules. --- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
-- --
-- === -- ===
-- --
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects. -- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
-- --
-- This class is tricky and needs some thorough explanation. -- This class is tricky and needs some thorough explanation.
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects. -- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
-- The SCHEDULEDISPATCHER class ensures that: -- The SCHEDULEDISPATCHER class ensures that:
-- --
-- - Scheduled functions are planned according the SCHEDULER object parameters. -- - Scheduled functions are planned according the SCHEDULER object parameters.
-- - Scheduled functions are repeated when requested, 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. -- - 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: -- 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 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! -- - 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. -- 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, -- 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. -- 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 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 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. -- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
-- --
-- === -- ===
-- --
-- ### Contributions: - -- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming -- ### Authors: FlightControl : Design & Programming
-- --
-- @module Core.ScheduleDispatcher -- @module Core.ScheduleDispatcher
-- @image Core_Schedule_Dispatcher.JPG -- @image Core_Schedule_Dispatcher.JPG
@@ -38,7 +38,7 @@
-- @type SCHEDULEDISPATCHER -- @type SCHEDULEDISPATCHER
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #number CallID Call ID counter. -- @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 ObjectSchedulers Schedulers that only exist as long as the master object exists.
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ). -- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -46,11 +46,11 @@
--- The SCHEDULEDISPATCHER structure --- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER -- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = { SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER", ClassName = "SCHEDULEDISPATCHER",
CallID = 0, CallID = 0,
PersistentSchedulers = {}, PersistentSchedulers = {},
ObjectSchedulers = {}, ObjectSchedulers = {},
Schedule = nil, Schedule = nil,
} }
--- Player data table holding all important parameters of each player. --- 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 #function Function The schedule function to be called.
-- @field #table Arguments Schedule function arguments. -- @field #table Arguments Schedule function arguments.
-- @field #number Start Start time in seconds. -- @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 Randomize Randomization factor [0,1].
-- @field #number Stop Stop time in seconds. -- @field #number Stop Stop time in seconds.
-- @field #number StartTime Time in seconds when the scheduler is created. -- @field #number StartTime Time in seconds when the scheduler is created.
@@ -77,7 +77,7 @@ end
--- Add a Schedule to the ScheduleDispatcher. --- Add a Schedule to the ScheduleDispatcher.
-- The development of this method was really tidy. -- 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. -- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self -- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object. -- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
@@ -85,7 +85,7 @@ end
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction. -- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
-- @param #number Start Start time in seconds. -- @param #number Start Start time in seconds.
-- @param #number Repeat Repeat interval 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 Stop Stop time in seconds.
-- @param #number TraceLevel Trace level [0,3]. -- @param #number TraceLevel Trace level [0,3].
-- @param Core.Fsm#FSM Fsm Finite state model. -- @param Core.Fsm#FSM Fsm Finite state model.
@@ -95,39 +95,38 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Increase counter. -- Increase counter.
self.CallID = self.CallID + 1 self.CallID = self.CallID + 1
-- Create ID. -- Create ID.
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or "" 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)) self:T2( string.format( "Adding schedule #%d CallID=%s", self.CallID, CallID ) )
-- Initialize PersistentSchedulers -- Initialize PersistentSchedulers
self.PersistentSchedulers = self.PersistentSchedulers or {} self.PersistentSchedulers = self.PersistentSchedulers or {}
-- Initialize the ObjectSchedulers array, which is a weakly coupled table. -- 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. -- 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 if Scheduler.MasterObject then
self.ObjectSchedulers[CallID] = 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 else
self.PersistentSchedulers[CallID] = Scheduler self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } ) self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end end
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } ) self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {} 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].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 ) self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + (Start or 0)
self.Schedule[Scheduler][CallID].Start = Start + 0.1 self.Schedule[Scheduler][CallID].Start = Start + 0.1
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0 self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0 self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop self.Schedule[Scheduler][CallID].Stop = Stop
-- This section handles the tracing of the scheduled calls. -- 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. -- 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. -- 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 +148,10 @@ 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. -- 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. -- 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 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 = {} local Info = {}
if debug then if debug then
TraceLevel = TraceLevel or 2 TraceLevel = TraceLevel or 2
Info = debug.getinfo( TraceLevel, "nlS" ) Info = debug.getinfo( TraceLevel, "nlS" )
@@ -166,7 +165,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
--- Function passed to the DCS timer.scheduleFunction() --- Function passed to the DCS timer.scheduleFunction()
self.Schedule[Scheduler][CallID].CallHandler = function( Params ) self.Schedule[Scheduler][CallID].CallHandler = function( Params )
local CallID = Params.CallID local CallID = Params.CallID
local Info = Params.Info or {} local Info = Params.Info or {}
local Source = Info.source or "?" local Source = Info.source or "?"
@@ -180,27 +179,27 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
end end
return errmsg return errmsg
end end
-- Get object or persistant scheduler object. -- Get object or persistent scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER local Scheduler = self.ObjectSchedulers[CallID] -- Core.Scheduler#SCHEDULER
if not Scheduler then if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID] Scheduler = self.PersistentSchedulers[CallID]
end end
--self:T3( { Scheduler = Scheduler } ) -- self:T3( { Scheduler = Scheduler } )
if Scheduler then if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject) local MasterObject = tostring( Scheduler.MasterObject )
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
--self:T3( { Schedule = Schedule } )
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 ShowTrace = Scheduler.ShowTrace
local ScheduleFunction = Schedule.Function local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments or {} local ScheduleArguments = Schedule.Arguments or {}
local Start = Schedule.Start local Start = Schedule.Start
@@ -208,18 +207,17 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Randomize = Schedule.Randomize or 0 local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0 local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID local ScheduleID = Schedule.ScheduleID
local Prefix = (Repeat == 0) and "--->" or "+++>"
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
local Status, Result local Status, Result
--self:E( { SchedulerObject = SchedulerObject } ) -- self:E( { SchedulerObject = SchedulerObject } )
if SchedulerObject then if SchedulerObject then
local function Timer() local function Timer()
if ShowTrace then if ShowTrace then
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" ) SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end end
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) ) return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
end end
Status, Result = xpcall( Timer, ErrorHandler ) Status, Result = xpcall( Timer, ErrorHandler )
else else
@@ -227,40 +225,39 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if ShowTrace then if ShowTrace then
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" ) self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end end
return ScheduleFunction( unpack( ScheduleArguments ) ) return ScheduleFunction( unpack( ScheduleArguments ) )
end end
Status, Result = xpcall( Timer, ErrorHandler ) Status, Result = xpcall( Timer, ErrorHandler )
end end
local CurrentTime = timer.getTime() local CurrentTime = timer.getTime()
local StartTime = Schedule.StartTime local StartTime = Schedule.StartTime
-- Debug info. -- Debug info.
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } ) 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 Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ((Stop == 0) or (Stop ~= 0 and CurrentTime <= StartTime + Stop)) 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
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy -- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called. return ScheduleTime -- returns the next time the function needs to be called.
else else
self:Stop( Scheduler, CallID ) self:Stop( Scheduler, CallID )
end end
else else
self:Stop( Scheduler, CallID ) self:Stop( Scheduler, CallID )
end end
else else
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" ) self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end end
return nil return nil
end end
self:Start( Scheduler, CallID, Info ) self:Start( Scheduler, CallID, Info )
return CallID return CallID
end end
@@ -284,33 +281,33 @@ end
-- @param #string Info (Optional) Debug info. -- @param #string Info (Optional) Debug info.
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info ) function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
self:F2( { Start = CallID, Scheduler = Scheduler } ) self:F2( { Start = CallID, Scheduler = Scheduler } )
if CallID then 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! -- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID... -- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule.ScheduleID then if not Schedule.ScheduleID then
-- Current time in seconds. -- Current time in seconds.
local Tnow=timer.getTime() local Tnow = timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started. 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 -- 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) 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))) self:T( string.format( "Starting SCHEDULEDISPATCHER Call ID=%s ==> Schedule ID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
end end
else else
-- Recursive. -- Recursive.
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Start( Scheduler, CallID, Info ) -- Recursive self:Start( Scheduler, CallID, Info ) -- Recursive
end end
end end
end end
@@ -322,29 +319,29 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } ) self:F2( { Stop = CallID, Scheduler = Scheduler } )
if CallID then 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. -- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then 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 -- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
timer.removeFunction(Schedule.ScheduleID) timer.removeFunction( Schedule.ScheduleID )
Schedule.ScheduleID = nil Schedule.ScheduleID = nil
else 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 end
else else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive self:Stop( Scheduler, CallID ) -- Recursive
end end
end end
end end
@@ -359,7 +356,7 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
end end
end end
--- Shopw tracing info. --- Show tracing info.
-- @param #SCHEDULEDISPATCHER self -- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object. -- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:ShowTrace( Scheduler ) function SCHEDULEDISPATCHER:ShowTrace( Scheduler )

View File

@@ -1,41 +1,41 @@
--- **Core** - Prepares and handles the execution of functions over scheduled time (intervals). --- **Core** - Prepares and handles the execution of functions over scheduled time (intervals).
-- --
-- === -- ===
-- --
-- ## Features: -- ## Features:
-- --
-- * Schedule functions over time, -- * Schedule functions over time,
-- * optionally in an optional specified time interval, -- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval, -- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor, -- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval. -- * optionally **stop** the repeating after a specified time interval.
-- --
-- === -- ===
-- --
-- # Demo Missions -- # 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) -- ### [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) -- ### [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 -- * FlightControl : Concept & Testing
-- --
-- ### Authors: -- ### Authors:
-- --
-- * FlightControl : Design & Programming -- * FlightControl : Design & Programming
-- --
-- === -- ===
-- --
-- @module Core.Scheduler -- @module Core.Scheduler
@@ -48,62 +48,61 @@
-- @field #boolean ShowTrace Trace info if true. -- @field #boolean ShowTrace Trace info if true.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization. --- 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**. -- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called. -- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(), -- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object. -- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
-- --
-- ## SCHEDULER constructor -- ## SCHEDULER constructor
-- --
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters: -- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
-- --
-- The @{#SCHEDULER.New}() method returns 2 variables: -- The @{#SCHEDULER.New}() method returns 2 variables:
-- --
-- 1. The SCHEDULER object reference. -- 1. The SCHEDULER object reference.
-- 2. The first schedule planned in the SCHEDULER object. -- 2. The first schedule planned in the SCHEDULER object.
-- --
-- To clarify the different appliances, lets have a look at the following examples: -- To clarify the different appliances, lets have a look at the following examples:
-- --
-- ### Construct a SCHEDULER object without a persistent schedule. -- ### Construct a SCHEDULER object without a persistent schedule.
-- --
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection. -- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
-- --
-- MasterObject = SCHEDULER:New() -- MasterObject = SCHEDULER:New()
-- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} ) -- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
-- --
-- The above example creates a new MasterObject, but does not schedule anything. -- 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 -- 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... -- ### 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" ) -- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject ) -- MasterObject = SCHEDULER:New( ZoneObject )
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} ) -- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
-- ... -- ...
-- ZoneObject = nil -- ZoneObject = nil
-- garbagecollect() -- 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. -- 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 -- 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. -- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel any planned schedule. -- As a result, the MasterObject will cancel any planned schedule.
-- --
-- ### Construct a SCHEDULER object with a persistent 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. -- * @{#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, {} ) -- MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
-- --
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call. -- 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... -- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- --
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence... -- ### 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. -- * @{#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" ) -- ZoneObject = ZONE:New( "ZoneName" )
@@ -112,13 +111,13 @@
-- ... -- ...
-- ZoneObject = nil -- ZoneObject = nil
-- garbagecollect() -- garbagecollect()
-- --
-- The above example creates a new MasterObject, and schedules a method call (ScheduleFunction), -- 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). -- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
-- Both a MasterObject and a SchedulerID variable are returned. -- Both a MasterObject and a SchedulerID variable are returned.
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected. -- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel the planned schedule. -- As a result, the MasterObject will cancel the planned schedule.
-- --
-- ## SCHEDULER timer stopping and (re-)starting. -- ## SCHEDULER timer stopping and (re-)starting.
-- --
-- The SCHEDULER can be stopped and restarted with the following methods: -- The SCHEDULER can be stopped and restarted with the following methods:
@@ -133,70 +132,70 @@
-- MasterObject:Stop( SchedulerID ) -- MasterObject:Stop( SchedulerID )
-- ... -- ...
-- MasterObject:Start( SchedulerID ) -- MasterObject:Start( SchedulerID )
-- --
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call. -- 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... -- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped. -- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started. -- A bit later, the repeating schedule with SchedulerId is (re)-started.
-- --
-- ## Create a new schedule -- ## 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. -- This method is used by the :New() constructor when a new schedule is planned.
-- --
-- Consider the following code fragment of the SCHEDULER object creation. -- Consider the following code fragment of the SCHEDULER object creation.
-- --
-- ZoneObject = ZONE:New( "ZoneName" ) -- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject ) -- 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 -- ### A single schedule, immediately executed
-- --
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} ) -- 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 -- ### A single schedule, planned over time
-- --
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 ) -- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
-- --
-- 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 ...
-- --
-- ### A schedule with a repeating time interval, planned over time -- ### A schedule with a repeating time interval, planned over time
-- --
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 ) -- 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 ... -- and repeating 60 every seconds ...
-- --
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization -- ### A schedule with a repeating time interval, planned over time, with time interval randomization
-- --
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 ) -- 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 ... -- and repeating 60 seconds, with a 50% time interval randomization ...
-- So the repeating time interval will be randomized using the **0.5**, -- 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, -- 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. -- 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 -- ### 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 ) -- 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. -- The schedule will repeat every 60 seconds.
-- So the repeating time interval will be randomized using the **0.5**, -- 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, -- 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. -- which is in this example between **30** and **90** seconds.
-- The schedule will stop after **300** seconds. -- The schedule will stop after **300** seconds.
-- --
-- @field #SCHEDULER -- @field #SCHEDULER
SCHEDULER = { SCHEDULER = {
ClassName = "SCHEDULER", ClassName = "SCHEDULER",
Schedules = {}, Schedules = {},
MasterObject = nil, MasterObject = nil,
ShowTrace = nil, ShowTrace = nil,
} }
--- SCHEDULER constructor. --- SCHEDULER constructor.
@@ -211,15 +210,15 @@ SCHEDULER = {
-- @return #SCHEDULER self. -- @return #SCHEDULER self.
-- @return #table The ScheduleID of the planned schedule. -- @return #table The ScheduleID of the planned schedule.
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop ) function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } ) self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil local ScheduleID = nil
self.MasterObject = MasterObject self.MasterObject = MasterObject
self.ShowTrace = false self.ShowTrace = false
if SchedulerFunction then if SchedulerFunction then
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 ) ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
end end
@@ -235,7 +234,7 @@ 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 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 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 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 #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model. -- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #table The ScheduleID of the planned schedule. -- @return #table The ScheduleID of the planned schedule.
@@ -245,28 +244,27 @@ function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments
-- Debug info. -- Debug info.
local ObjectName = "-" 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 ObjectName = MasterObject.ClassName .. MasterObject.ClassID
end end
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } ) self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
-- Set master object. -- Set master object.
self.MasterObject = MasterObject self.MasterObject = MasterObject
-- Add schedule. -- Add schedule.
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( self,
self, SchedulerFunction,
SchedulerFunction, SchedulerArguments,
SchedulerArguments, Start,
Start, Repeat,
Repeat, RandomizeFactor,
RandomizeFactor, Stop,
Stop, TraceLevel or 3,
TraceLevel or 3, Fsm
Fsm )
)
self.Schedules[#self.Schedules + 1] = ScheduleID
self.Schedules[#self.Schedules+1] = ScheduleID
return ScheduleID return ScheduleID
end end
@@ -276,7 +274,7 @@ end
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule. -- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Start( ScheduleID ) function SCHEDULER:Start( ScheduleID )
self:F3( { 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 ) _SCHEDULEDISPATCHER:Start( self, ScheduleID )
end end
@@ -285,7 +283,7 @@ end
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule. -- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Stop( ScheduleID ) function SCHEDULER:Stop( ScheduleID )
self:F3( { 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 ) _SCHEDULEDISPATCHER:Stop( self, ScheduleID )
end end
@@ -294,15 +292,15 @@ end
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule. -- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Remove( ScheduleID ) function SCHEDULER:Remove( ScheduleID )
self:F3( { 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 ) _SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
end end
--- Clears all pending schedules. --- Clears all pending schedules.
-- @param #SCHEDULER self -- @param #SCHEDULER self
function SCHEDULER:Clear() function SCHEDULER:Clear()
self:F3( ) self:F3()
self:T(string.format("Clearing scheduler")) self:T( string.format( "Clearing scheduler" ) )
_SCHEDULEDISPATCHER:Clear( self ) _SCHEDULEDISPATCHER:Clear( self )
end end

File diff suppressed because it is too large Load Diff

View File

@@ -29,15 +29,14 @@
-- @module Core.Settings -- @module Core.Settings
-- @image Core_Settings.JPG -- @image Core_Settings.JPG
--- @type SETTINGS --- @type SETTINGS
-- @extends Core.Base#BASE -- @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: -- SETTINGS can work on 2 levels:
-- --
-- - **Default settings**: A running mission has **Default settings**. -- - **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. -- 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**! -- 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 -- ## 2.2) Player settings menu
-- --
@@ -69,7 +68,7 @@
-- --
-- ## 2.3) Show or Hide the Player Setting menus -- ## 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. -- 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. -- 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. -- 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 BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
-- --
-- ### 3.1.2) A2G coordinates setting **menu** -- ### 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. -- 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. -- 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. -- 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! -- Note that **Update** messages can be chosen not to be displayed at all!
-- --
@@ -196,7 +195,7 @@
-- --
-- ## 3.5) **Era** of the battle -- ## 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: -- Therefore, there are 4 era that are defined within the settings:
-- --
-- - **WWII** era: Use for warfare with equipment during the world war II time. -- - **WWII** era: Use for warfare with equipment during the world war II time.
@@ -213,8 +212,8 @@
SETTINGS = { SETTINGS = {
ClassName = "SETTINGS", ClassName = "SETTINGS",
ShowPlayerMenu = true, ShowPlayerMenu = true,
MenuShort = false, MenuShort = false,
MenuStatic = false, MenuStatic = false,
} }
SETTINGS.__Enum = {} SETTINGS.__Enum = {}
@@ -231,7 +230,6 @@ SETTINGS.__Enum.Era = {
Modern = 4, Modern = 4,
} }
do -- SETTINGS do -- SETTINGS
--- SETTINGS constructor. --- SETTINGS constructor.
@@ -268,14 +266,14 @@ do -- SETTINGS
-- Short text are better suited for, e.g., VR. -- Short text are better suited for, e.g., VR.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default). -- @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 _SETTINGS.MenuShort = onoff
end end
--- Set menu to be static. --- Set menu to be static.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default). -- @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 _SETTINGS.MenuStatic = onoff
end end
@@ -289,7 +287,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if metric. -- @return #boolean true if metric.
function SETTINGS:IsMetric() 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 end
--- Sets the SETTINGS imperial. --- Sets the SETTINGS imperial.
@@ -302,7 +300,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if imperial. -- @return #boolean true if imperial.
function SETTINGS:IsImperial() 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:IsMetric())
end end
--- Sets the SETTINGS LL accuracy. --- Sets the SETTINGS LL accuracy.
@@ -344,13 +342,12 @@ do -- SETTINGS
self.MessageTypeTimings[MessageType] = MessageTime self.MessageTypeTimings[MessageType] = MessageTime
end end
--- Gets the SETTINGS Message Display Timing of a MessageType --- Gets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message. -- @param Core.Message#MESSAGE MessageType The type of the message.
-- @return #number -- @return #number
function SETTINGS:GetMessageTime( MessageType ) 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 end
--- Sets A2G LL DMS --- Sets A2G LL DMS
@@ -371,14 +368,14 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DMS -- @return #boolean true if LL DMS
function SETTINGS:IsA2G_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 end
--- Is LL DDM --- Is LL DDM
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DDM -- @return #boolean true if LL DDM
function SETTINGS:IsA2G_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 end
--- Sets A2G MGRS --- Sets A2G MGRS
@@ -392,7 +389,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if MGRS -- @return #boolean true if MGRS
function SETTINGS:IsA2G_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 end
--- Sets A2G BRA --- Sets A2G BRA
@@ -406,7 +403,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BRA -- @return #boolean true if BRA
function SETTINGS:IsA2G_BR() 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 end
--- Sets A2A BRA --- Sets A2A BRA
@@ -420,7 +417,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BRA -- @return #boolean true if BRA
function SETTINGS:IsA2A_BRAA() 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 end
--- Sets A2A BULLS --- Sets A2A BULLS
@@ -434,7 +431,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BULLS -- @return #boolean true if BULLS
function SETTINGS:IsA2A_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 end
--- Sets A2A LL DMS --- Sets A2A LL DMS
@@ -455,14 +452,14 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DMS -- @return #boolean true if LL DMS
function SETTINGS:IsA2A_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 end
--- Is LL DDM --- Is LL DDM
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DDM -- @return #boolean true if LL DDM
function SETTINGS:IsA2A_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 end
--- Sets A2A MGRS --- Sets A2A MGRS
@@ -476,7 +473,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if MGRS -- @return #boolean true if MGRS
function SETTINGS:IsA2A_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 end
--- @param #SETTINGS self --- @param #SETTINGS self
@@ -495,37 +492,37 @@ do -- SETTINGS
-- A2G Coordinate System -- A2G Coordinate System
------- -------
local text="A2G Coordinate System" local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G Coordinates" text = "A2G Coordinates"
end end
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
-- Set LL DMS -- Set LL DMS
if not self:IsA2G_LL_DMS() then 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 if _SETTINGS.MenuShort then
text="LL DMS" text = "LL DMS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end end
-- Set LL DDM -- Set LL DDM
if not self:IsA2G_LL_DDM() then 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 if _SETTINGS.MenuShort then
text="LL DDM" text = "LL DDM"
end end
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end end
-- Set LL DMS accuracy. -- Set LL DMS accuracy.
if self:IsA2G_LL_DDM() then if self:IsA2G_LL_DDM() then
local text1="LL DDM Accuracy 1" local text1 = "LL DDM Accuracy 1"
local text2="LL DDM Accuracy 2" local text2 = "LL DDM Accuracy 2"
local text3="LL DDM Accuracy 3" local text3 = "LL DDM Accuracy 3"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text1="LL DDM" text1 = "LL DDM"
end 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 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 ) MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
@@ -534,18 +531,18 @@ do -- SETTINGS
-- Set BR. -- Set BR.
if not self:IsA2G_BR() then if not self:IsA2G_BR() then
local text="Bearing, Range (BR)" local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="BR" text = "BR"
end 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 end
-- Set MGRS. -- Set MGRS.
if not self:IsA2G_MGRS() then if not self:IsA2G_MGRS() then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="MGRS" text = "MGRS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end end
@@ -563,24 +560,24 @@ do -- SETTINGS
-- A2A Coordinate System -- A2A Coordinate System
------- -------
local text="A2A Coordinate System" local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A Coordinates" text = "A2A Coordinates"
end end
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if not self:IsA2A_LL_DMS() then 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 if _SETTINGS.MenuShort then
text="LL DMS" text = "LL DMS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end end
if not self:IsA2A_LL_DDM() then 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 if _SETTINGS.MenuShort then
text="LL DDM" text = "LL DDM"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end end
@@ -593,25 +590,25 @@ do -- SETTINGS
end end
if not self:IsA2A_BULLS() then if not self:IsA2A_BULLS() then
local text="Bullseye (BULLS)" local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Bulls" text = "Bulls"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
end end
if not self:IsA2A_BRAA() then if not self:IsA2A_BRAA() then
local text="Bearing Range Altitude Aspect (BRAA)" local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="BRAA" text = "BRAA"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
end end
if not self:IsA2A_MGRS() then if not self:IsA2A_MGRS() then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="MGRS" text = "MGRS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end end
@@ -624,31 +621,31 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end end
local text="Measures and Weights System" local text = "Measures and Weights System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Unit System" text = "Unit System"
end end
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if self:IsMetric() then if self:IsMetric() then
local text="Imperial (Miles,Feet)" local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Imperial" text = "Imperial"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
end end
if self:IsImperial() then if self:IsImperial() then
local text="Metric (Kilometers,Meters)" local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Metric" text = "Metric"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
end end
local text="Messages and Reports" local text = "Messages and Reports"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Messages & Reports" text = "Messages & Reports"
end end
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
@@ -689,7 +686,6 @@ 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, "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 ) MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
SettingsMenu:Remove( MenuTime ) SettingsMenu:Remove( MenuTime )
return self return self
@@ -733,11 +729,11 @@ do -- SETTINGS
self.PlayerMenu = PlayerMenu 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 ) local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
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 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 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 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
@@ -754,40 +750,40 @@ do -- SETTINGS
-- A2G Coordinate System -- A2G Coordinate System
------ ------
local text="A2G Coordinate System" local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G Coordinates" text = "A2G Coordinates"
end end
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then 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 if _SETTINGS.MenuShort then
text="A2G LL DMS" text = "A2G LL DMS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end end
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then 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 if _SETTINGS.MenuShort then
text="A2G LL DDM" text = "A2G LL DDM"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end end
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
local text="Bearing, Range (BR)" local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G BR" text = "A2G BR"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
end end
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G MGRS" text = "A2G MGRS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end end
@@ -796,49 +792,48 @@ do -- SETTINGS
-- A2A Coordinates Menu -- A2A Coordinates Menu
------ ------
local text="A2A Coordinate System" local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A Coordinates" text = "A2A Coordinates"
end end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then 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 if _SETTINGS.MenuShort then
text="A2A LL DMS" text = "A2A LL DMS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end end
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then 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 if _SETTINGS.MenuShort then
text="A2A LL DDM" text = "A2A LL DDM"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end end
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
local text="Bullseye (BULLS)" local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A BULLS" text = "A2A BULLS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end end
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then 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 if _SETTINGS.MenuShort then
text="A2A BRAA" text = "A2A BRAA"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
end end
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A MGRS" text = "A2A MGRS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end end
@@ -847,24 +842,24 @@ do -- SETTINGS
-- Unit system -- Unit system
--- ---
local text="Measures and Weights System" local text = "Measures and Weights System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Unit System" text = "Unit System"
end end
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if self:IsMetric() or _SETTINGS.MenuStatic then if self:IsMetric() or _SETTINGS.MenuStatic then
local text="Imperial (Miles,Feet)" local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Imperial" text = "Imperial"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false ) MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
end end
if self:IsImperial() or _SETTINGS.MenuStatic then if self:IsImperial() or _SETTINGS.MenuStatic then
local text="Metric (Kilometers,Meters)" local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Metric" text = "Metric"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true ) MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
end end
@@ -873,9 +868,9 @@ do -- SETTINGS
-- Messages and Reports -- Messages and Reports
--- ---
local text="Messages and Reports" local text = "Messages and Reports"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Messages & Reports" text = "Messages & Reports"
end end
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
@@ -935,39 +930,38 @@ do -- SETTINGS
return self return self
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem ) function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = 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 ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem ) function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = 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 ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy ) function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = 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 ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy ) function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = 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 ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW ) function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = 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 ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
@@ -980,12 +974,12 @@ do -- SETTINGS
do do
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem ) function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} ) BASE:E( { self, PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@@ -993,9 +987,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem ) function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@@ -1003,9 +997,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy ) function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = 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 ) 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 if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@@ -1013,9 +1007,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy ) function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = 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 ) 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 if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@@ -1023,9 +1017,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW ) function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = 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 ) 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 if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@@ -1055,7 +1049,6 @@ do -- SETTINGS
end end
--- Configures the era of the mission to be Cold war. --- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #SETTINGS self -- @return #SETTINGS self
@@ -1065,7 +1058,6 @@ do -- SETTINGS
end end
--- Configures the era of the mission to be Modern war. --- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #SETTINGS self -- @return #SETTINGS self
@@ -1075,7 +1067,4 @@ do -- SETTINGS
end end
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 InitOffsetAngle Link offset angle in degrees.
-- @field #number InitStaticHeading Heading of the static. -- @field #number InitStaticHeading Heading of the static.
-- @field #string InitStaticLivery Livery for aircraft. -- @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 InitStaticType Type of the static.
-- @field #string InitStaticCategory Categrory of the static. -- @field #string InitStaticCategory Categrory of the static.
-- @field #string InitStaticName Name of the static. -- @field #string InitStaticName Name of the static.
-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn 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 InitStaticDead Set static to be dead if true.
-- @field #boolean InitCargo If true, static can act as cargo. -- @field #boolean InitStaticCargo If true, static can act as cargo.
-- @field #number InitCargoMass Mass of cargo in kg. -- @field #number InitStaticCargoMass Mass of cargo in kg.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -260,7 +260,7 @@ end
-- @param #number Mass Mass of the cargo in kg. -- @param #number Mass Mass of the cargo in kg.
-- @return #SPAWNSTATIC self -- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargoMass(Mass) function SPAWNSTATIC:InitCargoMass(Mass)
self.InitCargoMass=Mass self.InitStaticCargoMass=Mass
return self return self
end end
@@ -269,7 +269,16 @@ end
-- @param #boolean IsCargo If true, this static can act as cargo. -- @param #boolean IsCargo If true, this static can act as cargo.
-- @return #SPAWNSTATIC self -- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargo(IsCargo) 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 return self
end end
@@ -417,16 +426,16 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.livery_id=self.InitStaticLivery Template.livery_id=self.InitStaticLivery
end end
if self.InitDead~=nil then if self.InitStaticDead~=nil then
Template.dead=self.InitDead Template.dead=self.InitStaticDead
end end
if self.InitCargo~=nil then if self.InitStaticCargo~=nil then
Template.canCargo=self.InitCargo Template.canCargo=self.InitStaticCargo
end end
if self.InitCargoMass~=nil then if self.InitStaticCargoMass~=nil then
Template.mass=self.InitCargoMass Template.mass=self.InitStaticCargoMass
end end
if self.InitLinkUnit then if self.InitLinkUnit then
@@ -479,6 +488,8 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
else else
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template) Static=coalition.addStaticObject(CountryID, Template)
end end

View File

@@ -9,7 +9,7 @@
-- * Create polygon zones. -- * Create polygon zones.
-- * Create moving zones around a unit. -- * Create moving zones around a unit.
-- * Create moving zones around a group. -- * 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. -- * Enquiry if a coordinate is within a zone.
-- * Smoke zones. -- * Smoke zones.
-- * Set a zone probability to control zone selection. -- * Set a zone probability to control zone selection.
@@ -20,10 +20,10 @@
-- * Draw zones (circular and polygon) on the F10 map. -- * 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. -- * 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: -- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
-- --
@@ -59,6 +59,7 @@
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability. -- @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 #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 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 #number ZoneID ID of zone. Only zones defined in the ME have an ID!
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -108,7 +109,8 @@ ZONE_BASE = {
ZoneName = "", ZoneName = "",
ZoneProbability = 1, ZoneProbability = 1,
DrawID=nil, DrawID=nil,
Color={} Color={},
ZoneID=nil,
} }
@@ -129,7 +131,9 @@ function ZONE_BASE:New( ZoneName )
self:F( ZoneName ) self:F( ZoneName )
self.ZoneName = ZoneName self.ZoneName = ZoneName
--_DATABASE:AddZone(ZoneName,self)
return self return self
end end
@@ -170,6 +174,7 @@ end
-- @param DCS#Vec3 Vec3 The point to test. -- @param DCS#Vec3 Vec3 The point to test.
-- @return #boolean true if the Vec3 is within the zone. -- @return #boolean true if the Vec3 is within the zone.
function ZONE_BASE:IsVec3InZone( Vec3 ) function ZONE_BASE:IsVec3InZone( Vec3 )
if not Vec3 then return false end
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone return InZone
end end
@@ -288,6 +293,23 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
return self.Coordinate return self.Coordinate
end 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. --- Define a random @{DCS#Vec2} within the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
@@ -601,7 +623,7 @@ function ZONE_RADIUS:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, Lin
Color=Color or self:GetColorRGB() Color=Color or self:GetColorRGB()
Alpha=Alpha or 1 Alpha=Alpha or 1
FillColor=FillColor or Color FillColor=FillColor or UTILS.DeepCopy(Color)
FillAlpha=FillAlpha or self:GetColorAlpha() FillAlpha=FillAlpha or self:GetColorAlpha()
self.DrawID=coordinate:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) self.DrawID=coordinate:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
@@ -789,7 +811,7 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories. --- 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.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. -- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
@@ -798,10 +820,10 @@ end
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty. -- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- @{#ZONE_RADIUS. -- @{#ZONE_RADIUS.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param ObjectCategories An array of 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. -- @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 -- @usage
-- self.Zone:Scan() -- self.Zone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) -- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
@@ -1135,7 +1157,7 @@ end
-- @return #boolean true if the location is within the zone. -- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsVec2InZone( Vec2 ) function ZONE_RADIUS:IsVec2InZone( Vec2 )
self:F2( Vec2 ) self:F2( Vec2 )
if not Vec2 then return false end
local ZoneVec2 = self:GetVec2() local ZoneVec2 = self:GetVec2()
if ZoneVec2 then if ZoneVec2 then
@@ -1153,7 +1175,7 @@ end
-- @return #boolean true if the point is within the zone. -- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsVec3InZone( Vec3 ) function ZONE_RADIUS:IsVec3InZone( Vec3 )
self:F2( Vec3 ) self:F2( Vec3 )
if not Vec3 then return false end
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone return InZone
@@ -1161,24 +1183,54 @@ end
--- Returns a random Vec2 location within the zone. --- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @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 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. -- @return DCS#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomVec2( inner, outer ) function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
self:F( self.ZoneName, inner, outer )
local Point = {}
local Vec2 = self:GetVec2() local Vec2 = self:GetVec2()
local _inner = inner or 0 local _inner = inner or 0
local _outer = outer or self:GetRadius() local _outer = outer or self:GetRadius()
local angle = math.random() * math.pi * 2; if surfacetypes and type(surfacetypes)~="table" then
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer); surfacetypes={surfacetypes}
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer); 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 end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
@@ -1230,15 +1282,15 @@ end
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone. --- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @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 outer (Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#COORDINATE -- @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!
function ZONE_RADIUS:GetRandomCoordinate( inner, outer ) -- @return Core.Point#COORDINATE The random coordinate.
self:F( self.ZoneName, inner, outer ) 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 return Coordinate
end end
@@ -1301,7 +1353,7 @@ function ZONE:New( ZoneName )
-- Error! -- Error!
if not Zone then if not Zone then
error( "Zone " .. ZoneName .. " does not exist." ) env.error( "ERROR: Zone " .. ZoneName .. " does not exist!" )
return nil return nil
end end
@@ -1811,7 +1863,8 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
Color=Color or self:GetColorRGB() Color=Color or self:GetColorRGB()
Alpha=Alpha or 1 Alpha=Alpha or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillAlpha=FillAlpha or self:GetColorAlpha() FillAlpha=FillAlpha or self:GetColorAlpha()
@@ -1913,7 +1966,7 @@ end
-- @return #boolean true if the location is within the zone. -- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 ) self:F2( Vec2 )
if not Vec2 then return false end
local Next local Next
local Prev local Prev
local InPolygon = false local InPolygon = false
@@ -1937,30 +1990,46 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
return InPolygon return InPolygon
end 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. --- Define a random @{DCS#Vec2} within the zone.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return DCS#Vec2 The Vec2 coordinate. -- @return DCS#Vec2 The Vec2 coordinate.
function ZONE_POLYGON_BASE:GetRandomVec2() 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... -- 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 -- Get the bounding square.
local BS = self:GetBoundingSquare() local BS = self:GetBoundingSquare()
self:T2( BS ) local Nmax=1000 ; local n=0
while n<Nmax do
while Vec2Found == false do -- Random point in the bounding square.
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) } local Vec2={x=math.random(BS.x1, BS.x2), y=math.random(BS.y1, BS.y2)}
self:T2( Vec2 )
if self:IsVec2InZone( Vec2 ) then -- Check if this is in the polygon.
Vec2Found = true if self:IsVec2InZone(Vec2) then
return Vec2
end end
n=n+1
end end
self:T2( Vec2 ) self:E("Could not find a random point in the polygon zone!")
return nil
return Vec2
end end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. --- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
@@ -2075,12 +2144,12 @@ end
-- --
-- ## Declare a ZONE_POLYGON directly in the DCS mission editor! -- ## 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. -- 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. -- 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. -- 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 -- In this example, `local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" )` would return the ZONE_POLYGON object
@@ -2152,6 +2221,9 @@ end
do -- ZONE_AIRBASE do -- ZONE_AIRBASE
--- @type 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 -- @extends #ZONE_RADIUS
@@ -2180,6 +2252,20 @@ do -- ZONE_AIRBASE
self._.ZoneAirbase = Airbase self._.ZoneAirbase = Airbase
self._.ZoneVec2Cache = self._.ZoneAirbase:GetVec2() 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. -- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self ) _EVENTDISPATCHER:CreateEventNewZone( self )
@@ -2194,9 +2280,9 @@ do -- ZONE_AIRBASE
return self._.ZoneAirbase return self._.ZoneAirbase
end end
--- Returns the current location of the @{Wrapper.Group}. --- Returns the current location of the AIRBASE.
-- @param #ZONE_AIRBASE self -- @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() function ZONE_AIRBASE:GetVec2()
self:F( self.ZoneName ) self:F( self.ZoneName )
@@ -2214,24 +2300,6 @@ do -- ZONE_AIRBASE
return ZoneVec2 return ZoneVec2
end 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. --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_AIRBASE self -- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.

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@@ -487,8 +487,10 @@ do -- Object
-- @field UNIT -- @field UNIT
-- @field WEAPON -- @field WEAPON
-- @field STATIC -- @field STATIC
-- @field SCENERY
-- @field BASE -- @field BASE
-- @field SCENERY
-- @field CARGO
--- @type Object.Desc --- @type Object.Desc
-- @extends #Desc -- @extends #Desc

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@@ -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 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 #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 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 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 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. -- @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.

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@@ -23,7 +23,6 @@
-- @module Functional.FOX -- @module Functional.FOX
-- @image Functional_FOX.png -- @image Functional_FOX.png
--- FOX class. --- FOX class.
-- @type FOX -- @type FOX
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
@@ -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 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 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 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 #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @field #boolean
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Fox 3! --- Fox 3!
@@ -1813,4 +1811,4 @@ end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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

View File

@@ -69,7 +69,7 @@
-- @field #string category Category of aircarft: "plane" or "heli". -- @field #string category Category of aircarft: "plane" or "heli".
-- @field #number groupsize Number of aircraft in group. -- @field #number groupsize Number of aircraft in group.
-- @field #string friendly Possible departure/destination airport: all=blue+red+neutral, same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red. -- @field #string friendly Possible departure/destination airport: all=blue+red+neutral, same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red.
-- @field #table ctable Table with the valid coalitons from choice self.friendly. -- @field #table ctable Table with the valid coalitions from choice self.friendly.
-- @field #table aircraft Table which holds the basic aircraft properties (speed, range, ...). -- @field #table aircraft Table which holds the basic aircraft properties (speed, range, ...).
-- @field #number Vcruisemax Max cruise speed in m/s (250 m/s = 900 km/h = 486 kt) set by user. -- @field #number Vcruisemax Max cruise speed in m/s (250 m/s = 900 km/h = 486 kt) set by user.
-- @field #number Vclimb Default climb rate in ft/min. -- @field #number Vclimb Default climb rate in ft/min.
@@ -348,7 +348,7 @@ RAT={
category = nil, -- Category of aircarft: "plane" or "heli". category = nil, -- Category of aircarft: "plane" or "heli".
groupsize=nil, -- Number of aircraft in the group. groupsize=nil, -- Number of aircraft in the group.
friendly = "same", -- Possible departure/destination airport: same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red, neutral. friendly = "same", -- Possible departure/destination airport: same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red, neutral.
ctable = {}, -- Table with the valid coalitons from choice self.friendly. ctable = {}, -- Table with the valid coalitions from choice self.friendly.
aircraft = {}, -- Table which holds the basic aircraft properties (speed, range, ...). aircraft = {}, -- Table which holds the basic aircraft properties (speed, range, ...).
Vcruisemax=nil, -- Max cruise speed in set by user. Vcruisemax=nil, -- Max cruise speed in set by user.
Vclimb=1500, -- Default climb rate in ft/min. Vclimb=1500, -- Default climb rate in ft/min.
@@ -657,7 +657,7 @@ end
-- @param #RAT self -- @param #RAT self
-- @param #number naircraft (Optional) Number of aircraft to spawn. Default is one aircraft. -- @param #number naircraft (Optional) Number of aircraft to spawn. Default is one aircraft.
-- @return #boolean True if spawning was successful or nil if nothing was spawned. -- @return #boolean True if spawning was successful or nil if nothing was spawned.
-- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coaliton. -- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coalition.
function RAT:Spawn(naircraft) function RAT:Spawn(naircraft)
-- Make sure that this function is only been called once per RAT object. -- Make sure that this function is only been called once per RAT object.
@@ -1289,7 +1289,7 @@ end
--- Include all airports which lie in a zone as possible destinations. --- Include all airports which lie in a zone as possible destinations.
-- @param #RAT self -- @param #RAT self
-- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone. -- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone.
-- @return #RAT RAT self object. -- @return #RAT RAT self object.
function RAT:SetDestinationsFromZone(zone) function RAT:SetDestinationsFromZone(zone)
self:F2(zone) self:F2(zone)
@@ -1305,7 +1305,7 @@ end
--- Include all airports which lie in a zone as possible destinations. --- Include all airports which lie in a zone as possible destinations.
-- @param #RAT self -- @param #RAT self
-- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone. -- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone.
-- @return #RAT RAT self object. -- @return #RAT RAT self object.
function RAT:SetDeparturesFromZone(zone) function RAT:SetDeparturesFromZone(zone)
self:F2(zone) self:F2(zone)

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@@ -1,56 +1,65 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon. --- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
-- --
-- === -- ===
-- --
-- ## Features: -- ## 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 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. -- * 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: -- ## Missions:
-- --
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion) -- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl**, **applevangelist** -- ### Authors: **FlightControl**, **applevangelist**
-- --
-- Last Update: Aug 2021 -- Last Update: Feb 2022
-- --
-- === -- ===
-- --
-- @module Functional.Sead -- @module Functional.Sead
-- @image SEAD.JPG -- @image SEAD.JPG
--- ---
-- @type SEAD -- @type SEAD
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon. --- 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. -- 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: -- # Constructor:
-- --
-- Use the @{#SEAD.New}() constructor to create a new SEAD object. -- 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' } ) -- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
-- --
-- @field #SEAD -- @field #SEAD
SEAD = { SEAD = {
ClassName = "SEAD", ClassName = "SEAD",
TargetSkill = { TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } , Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } , Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } , High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } } Excellent = { Evade = 10, DelayOn = { 10, 30 } }
}, },
SEADGroupPrefixes = {}, SEADGroupPrefixes = {},
SuppressedGroups = {}, SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355 EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 10, Padding = 10,
CallBack = nil,
UseCallBack = false,
debug = false,
} }
--- Missile enumerators --- Missile enumerators
@@ -68,8 +77,10 @@ SEAD = {
["X_25"] = "X_25", ["X_25"] = "X_25",
["X_31"] = "X_31", ["X_31"] = "X_31",
["Kh25"] = "Kh25", ["Kh25"] = "Kh25",
["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154",
} }
--- Missile enumerators - from DCS ME and Wikipedia --- Missile enumerators - from DCS ME and Wikipedia
-- @field HarmData -- @field HarmData
SEAD.HarmData = { SEAD.HarmData = {
@@ -77,7 +88,7 @@ SEAD = {
["AGM_88"] = { 150, 3}, ["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2}, ["AGM_45"] = { 12, 2},
["AGM_122"] = { 16.5, 2.3}, ["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.85}, ["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2}, ["ALARM"] = { 45, 2},
["LD-10"] = { 60, 4}, ["LD-10"] = { 60, 4},
["X_58"] = { 70, 4}, ["X_58"] = { 70, 4},
@@ -85,24 +96,26 @@ SEAD = {
["X_25"] = { 25, 0.76}, ["X_25"] = { 25, 0.76},
["X_31"] = {150, 3}, ["X_31"] = {150, 3},
["Kh25"] = {25, 0.8}, ["Kh25"] = {25, 0.8},
["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61},
} }
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles. --- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
-- 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... -- 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. -- Chances are big that the missile will miss.
-- @param #SEAD self -- @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 #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 -- @param #number Padding (Optional) Extra number of seconds to add to radar switch-back-on time
-- @return SEAD -- @return #SEAD self
-- @usage -- @usage
-- -- CCCP SEAD Defenses -- -- CCCP SEAD Defenses
-- -- Defends the Russian SA installations from SEAD attacks. -- -- 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' } ) -- 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 ) function SEAD:New( SEADGroupPrefixes, Padding )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, FSM:New() )
self:F( SEADGroupPrefixes ) self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@@ -110,25 +123,36 @@ function SEAD:New( SEADGroupPrefixes, Padding )
else else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end end
local padding = Padding or 10 local padding = Padding or 10
if padding < 10 then padding = 10 end if padding < 10 then padding = 10 end
self.Padding = padding self.Padding = padding
self.UseEmissionsOnOff = true
self.debug = false
self.CallBack = nil
self.UseCallBack = false
self:HandleEvent( EVENTS.Shot, self.HandleEventShot ) 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 return self
end end
--- Update the active SEAD Set --- Update the active SEAD Set (while running)
-- @param #SEAD self -- @param #SEAD self
-- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string -- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string
-- @return #SEAD self -- @return #SEAD self
function SEAD:UpdateSet( SEADGroupPrefixes ) function SEAD:UpdateSet( SEADGroupPrefixes )
self:T( SEADGroupPrefixes ) self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@@ -142,8 +166,8 @@ end
--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355 --- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
-- @param #SEAD self -- @param #SEAD self
-- @param #number range Set the engagement range in percent, e.g. 50 -- @param #number range Set the engagement range in percent, e.g. 55 (default 75)
-- @return self -- @return #SEAD self
function SEAD:SetEngagementRange(range) function SEAD:SetEngagementRange(range)
self:T( { range } ) self:T( { range } )
range = range or 75 range = range or 75
@@ -157,7 +181,8 @@ end
--- Set the padding in seconds, which extends the radar off time calculated by SEAD --- Set the padding in seconds, which extends the radar off time calculated by SEAD
-- @param #SEAD self -- @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) function SEAD:SetPadding(Padding)
self:T( { Padding } ) self:T( { Padding } )
local padding = Padding or 10 local padding = Padding or 10
@@ -166,59 +191,264 @@ function SEAD:SetPadding(Padding)
return self return self
end end
--- Check if a known HARM was fired --- Set SEAD to use emissions on/off in addition to alarm state.
-- @param #SEAD self -- @param #SEAD self
-- @param #string WeaponName -- @param #boolean Switch True for on, false for off.
-- @return #boolean Returns true for a match -- @return #SEAD self
-- @return #string name Name of hit in table function SEAD:SwitchEmissions(Switch)
function SEAD:_CheckHarms(WeaponName) self:T({Switch})
self:T( { WeaponName } ) self.UseEmissionsOnOff = Switch
local hit = false return self
local name = "" end
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
--- (Internal) Return distance in meters between two coordinates or -1 on error. --- Add an object to call back when going evasive.
-- @param #SEAD self -- @param #SEAD self
-- @param Core.Point#COORDINATE _point1 Coordinate one -- @param #table Object The object to call. Needs to have object functions as follows:
-- @param Core.Point#COORDINATE _point2 Coordinate two -- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
-- @return #number Distance in meters -- `:SeadSuppressionStart(Group, Name)`,
function SEAD:_GetDistance(_point1, _point2) -- `:SeadSuppressionEnd(Group, Name)`,
self:T("_GetDistance") -- @return #SEAD self
if _point1 and _point2 then function SEAD:AddCallBack(Object)
local distance1 = _point1:Get2DDistance(_point2) self:T({Class=Object.ClassName})
local distance2 = _point1:DistanceFromPointVec2(_point2) self.CallBack = Object
--self:T({dist1=distance1, dist2=distance2}) self.UseCallBack = true
if distance1 and type(distance1) == "number" then return self
return distance1 end
elseif distance2 and type(distance2) == "number" then
return distance2 --- (Internal) Check if a known HARM was fired
else -- @param #SEAD self
self:E("*****Cannot calculate distance!") -- @param #string WeaponName
self:E({_point1,_point2}) -- @return #boolean Returns true for a match
return -1 -- @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
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 else
self:E("******Cannot calculate distance!") self:E("*****Cannot calculate distance!")
self:E({_point1,_point2}) self:E({_point1,_point2})
return -1 return -1
end end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end 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. local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
-- @see SEAD
-- @param #SEAD 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 -- @param Core.Event#EVENTDATA EventData
-- @return #SEAD self
function SEAD:HandleEventShot( EventData ) function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } ) self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName local SEADUnitName = EventData.IniDCSUnitName
@@ -227,100 +457,62 @@ function SEAD:HandleEventShot( EventData )
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName) self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon }) --self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' ) self:T( '*** SEAD - Weapon Match' )
local _targetskill = "Random" local _targetskill = "Random"
local _targetgroupname = "none" local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target 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 local _targetgroup = nil -- Wrapper.Group#GROUP
if _targetUnit and _targetUnit:IsAlive() then self:T(string.format("*** Targetcat = %d",targetcat))
_targetgroup = _targetUnit:GetGroup() if targetcat == Object.Category.UNIT then -- UNIT
_targetgroupname = _targetgroup:GetName() -- group name self:T("*** Target Category UNIT")
local _targetUnitName = _targetUnit:GetName() _targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
_targetUnit:GetSkill() if _targetUnit and _targetUnit:IsAlive() then
_targetskill = _targetUnit:GetSkill() _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 end
-- see if we are shot at -- see if we are shot at
local SEADGroupFound = false local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
self:T( SEADGroupPrefix ) self:T("Target = ".. _targetgroupname .. " | Prefix = " .. SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix, 1, true ) then if string.find( _targetgroupname, SEADGroupPrefix,1,true ) then
SEADGroupFound = true SEADGroupFound = true
self:T( '*** SEAD - Group Match Found' ) self:T( '*** SEAD - Group Match Found' )
break break
end end
end end
if SEADGroupFound == true then -- yes we are being attacked if SEADGroupFound == true then -- yes we are being attacked
if _targetskill == "Random" then -- when skill is random, choose a skill self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
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
end end
end end
return self
end end

View File

@@ -50,7 +50,7 @@
-- @field #boolean Report If true, send status messages to coalition. -- @field #boolean Report If true, send status messages to coalition.
-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure. -- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
-- @field #string alias Alias of the warehouse. Name its called when sending messages. -- @field #string alias Alias of the warehouse. Name its called when sending messages.
-- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton. -- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to. -- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
-- @field #string airbasename Name of the airbase associated to the warehouse. -- @field #string airbasename Name of the airbase associated to the warehouse.
-- @field Core.Point#COORDINATE road Closest point to warehouse on road. -- @field Core.Point#COORDINATE road Closest point to warehouse on road.
@@ -764,7 +764,7 @@
-- warehouseBatumi:Load("D:\\My Warehouse Data\\") -- warehouseBatumi:Load("D:\\My Warehouse Data\\")
-- warehouseBatumi:Start() -- warehouseBatumi:Start()
-- --
-- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton. -- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coalition.
-- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could -- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
-- spawn some ground units via a self request and let them capture the airbase. -- spawn some ground units via a self request and let them capture the airbase.
-- --
@@ -1601,7 +1601,7 @@ WAREHOUSE = {
-- @field #number range Range of the unit in meters. -- @field #number range Range of the unit in meters.
-- @field #number speedmax Maximum speed in km/h the group can do. -- @field #number speedmax Maximum speed in km/h the group can do.
-- @field #number size Maximum size in length and with of the asset in meters. -- @field #number size Maximum size in length and with of the asset in meters.
-- @field #number weight The weight of the whole asset group in kilo gramms. -- @field #number weight The weight of the whole asset group in kilograms.
-- @field DCS#Object.Desc DCSdesc All DCS descriptors. -- @field DCS#Object.Desc DCSdesc All DCS descriptors.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group. -- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
-- @field #table cargobay Array of cargo bays of all units in an asset group. -- @field #table cargobay Array of cargo bays of all units in an asset group.
@@ -1811,7 +1811,7 @@ WAREHOUSE.version="1.0.2"
-- DONE: Add shipping lanes between warehouses. -- DONE: Add shipping lanes between warehouses.
-- DONE: Handle cases with immobile units <== should be handled by dispatcher classes. -- DONE: Handle cases with immobile units <== should be handled by dispatcher classes.
-- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them? -- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them?
-- DONE: Add general message function for sending to coaliton or debug. -- DONE: Add general message function for sending to coalition or debug.
-- DONE: Fine tune event handlers. -- DONE: Fine tune event handlers.
-- DONE: Improve generalized attributes. -- DONE: Improve generalized attributes.
-- DONE: If warehouse is destroyed, all asssets are gone. -- DONE: If warehouse is destroyed, all asssets are gone.
@@ -3155,7 +3155,7 @@ end
-- @param MinAssets (Optional) Minimum number of assets the warehouse should have. Default 0. -- @param MinAssets (Optional) Minimum number of assets the warehouse should have. Default 0.
-- @param #string Descriptor (Optional) Descriptor describing the selected assets which should be in stock. See @{#WAREHOUSE.Descriptor} for possible values. -- @param #string Descriptor (Optional) Descriptor describing the selected assets which should be in stock. See @{#WAREHOUSE.Descriptor} for possible values.
-- @param DescriptorValue (Optional) Descriptor value selecting the type of assets which should be in stock. -- @param DescriptorValue (Optional) Descriptor value selecting the type of assets which should be in stock.
-- @param DCS#Coalition.side Coalition (Optional) Coalition side of the warehouse. Default is the same coaliton as the present warehouse. Set to false for any coalition. -- @param DCS#Coalition.side Coalition (Optional) Coalition side of the warehouse. Default is the same coalition as the present warehouse. Set to false for any coalition.
-- @param Core.Point#COORDINATE RefCoordinate (Optional) Coordinate to which the closest warehouse is searched. Default is the warehouse calling this function. -- @param Core.Point#COORDINATE RefCoordinate (Optional) Coordinate to which the closest warehouse is searched. Default is the warehouse calling this function.
-- @return #WAREHOUSE The the nearest warehouse object. Or nil if no warehouse is found. -- @return #WAREHOUSE The the nearest warehouse object. Or nil if no warehouse is found.
-- @return #number The distance to the nearest warehouse in meters. Or nil if no warehouse is found. -- @return #number The distance to the nearest warehouse in meters. Or nil if no warehouse is found.
@@ -3267,7 +3267,7 @@ function WAREHOUSE:onafterStart(From, Event, To)
-- Short info. -- Short info.
local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias) local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias)
text=text..string.format("Coaliton = %s\n", self:GetCoalitionName()) text=text..string.format("Coalition = %s\n", self:GetCoalitionName())
text=text..string.format("Country = %s\n", self:GetCountryName()) text=text..string.format("Country = %s\n", self:GetCountryName())
text=text..string.format("Airbase = %s (category=%d)\n", self:GetAirbaseName(), self:GetAirbaseCategory()) text=text..string.format("Airbase = %s (category=%d)\n", self:GetAirbaseName(), self:GetAirbaseCategory())
env.info(text) env.info(text)
@@ -8460,7 +8460,7 @@ function WAREHOUSE:_GetStockAssetsText(messagetoall)
end end
--- Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock. --- Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock.
-- Only the coaliton of the warehouse owner is able to see it. -- Only the coalition of the warehouse owner is able to see it.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @return #string Text about warehouse stock -- @return #string Text about warehouse stock
function WAREHOUSE:_UpdateWarehouseMarkText() function WAREHOUSE:_UpdateWarehouseMarkText()

View File

@@ -804,7 +804,7 @@ do -- ZONE_CAPTURE_COALITION
return IsEmpty return IsEmpty
end 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 -- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition ) -- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsGuarded() function ZONE_CAPTURE_COALITION:IsGuarded()
@@ -826,7 +826,7 @@ do -- ZONE_CAPTURE_COALITION
return IsCaptured return IsCaptured
end 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 -- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition ) -- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsAttacked() function ZONE_CAPTURE_COALITION:IsAttacked()
@@ -899,24 +899,23 @@ do -- ZONE_CAPTURE_COALITION
end end
self:I(text) self:I(text)
end end
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions -- Misc Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update Mark on F10 map. --- Update Mark on F10 map.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:Mark() function ZONE_CAPTURE_COALITION:Mark()
if self.MarkOn then if self.MarkOn then
local Coord = self:GetCoordinate() local Coord = self:GetCoordinate()
local ZoneName = self:GetZoneName() local ZoneName = self:GetZoneName()
local State = self:GetState() local State = self:GetState()
-- Remove marks. -- Remove marks.
if self.MarkRed then if self.MarkRed then
Coord:RemoveMark(self.MarkRed) Coord:RemoveMark(self.MarkRed)
@@ -924,21 +923,21 @@ do -- ZONE_CAPTURE_COALITION
if self.MarkBlue then if self.MarkBlue then
Coord:RemoveMark(self.MarkBlue) Coord:RemoveMark(self.MarkBlue)
end end
-- Create new marks for each coaliton. -- Create new marks for each coalition.
if self.Coalition == coalition.side.BLUE then 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 ) self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
elseif self.Coalition == coalition.side.RED then 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 ) self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
else 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 ) self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
end end
end end
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. --- **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. -- Derived classes implement the ways how the achievements can be realized.
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- --
-- === -- ===
-- --
-- @module Functional.ZoneGoalCoalition -- @module Functional.ZoneGoalCoalition
-- @image MOOSE.JPG -- @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. -- @field #table ObjectCategories Table of object categories that are able to hold a zone. Default is UNITS and STATICS.
-- @extends Functional.ZoneGoal#ZONE_GOAL -- @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. -- Derived classes implement the ways how the achievements can be realized.
-- --
-- ## 1. ZONE_GOAL_COALITION constructor -- ## 1. ZONE_GOAL_COALITION constructor
-- --
-- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object. -- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object.
-- --
-- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM). -- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM).
-- --
-- ### 2.1 ZONE_GOAL_COALITION States -- ### 2.1 ZONE_GOAL_COALITION States
-- --
-- ### 2.2 ZONE_GOAL_COALITION Events -- ### 2.2 ZONE_GOAL_COALITION Events
-- --
-- ### 2.3 ZONE_GOAL_COALITION State Machine -- ### 2.3 ZONE_GOAL_COALITION State Machine
-- --
-- @field #ZONE_GOAL_COALITION -- @field #ZONE_GOAL_COALITION
ZONE_GOAL_COALITION = { ZONE_GOAL_COALITION = {
ClassName = "ZONE_GOAL_COALITION", ClassName = "ZONE_GOAL_COALITION",
Coalition = nil, Coalition = nil,
PreviousCoaliton = nil, PreviousCoalition = nil,
UnitCategories = nil, UnitCategories = nil,
ObjectCategories = nil, ObjectCategories = nil,
} }
--- @field #table ZONE_GOAL_COALITION.States --- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {} ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor. --- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{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}. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
if not Zone then 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 return nil
end end
-- Inherit ZONE_GOAL. -- Inherit ZONE_GOAL.
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION 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. -- 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. -- Set default unit and object categories for the zone scan.
self:SetUnitCategories(UnitCategories) self:SetUnitCategories( UnitCategories )
self:SetObjectCategories() self:SetObjectCategories()
return self return self
end end
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*. -- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition ) function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition=self.Coalition or Coalition self.PreviousCoalition = self.Coalition or Coalition
self.Coalition = Coalition self.Coalition = Coalition
return self return self
end 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}. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories ) function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories )
if UnitCategories and type(UnitCategories)~="table" then if UnitCategories and type( UnitCategories ) ~= "table" then
UnitCategories={UnitCategories} UnitCategories = { UnitCategories }
end end
self.UnitCategories=UnitCategories or {Unit.Category.GROUND_UNIT} self.UnitCategories = UnitCategories or { Unit.Category.GROUND_UNIT }
return self return self
end end
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS. -- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories ) function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories )
if ObjectCategories and type(ObjectCategories)~="table" then if ObjectCategories and type( ObjectCategories ) ~= "table" then
ObjectCategories={ObjectCategories} ObjectCategories = { ObjectCategories }
end end
self.ObjectCategories=ObjectCategories or {Object.Category.UNIT, Object.Category.STATIC} self.ObjectCategories = ObjectCategories or { Object.Category.UNIT, Object.Category.STATIC }
return self return self
end end
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return DCSCoalition.DCSCoalition#coalition Coalition.
@@ -127,39 +125,37 @@ do -- ZoneGoal
return self.Coalition return self.Coalition
end 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 -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition() function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition return self.PreviousCoalition
end end
--- Get the owning coalition name of the zone. --- Get the owning coalition name of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return #string Coalition name. -- @return #string Coalition name.
function ZONE_GOAL_COALITION:GetCoalitionName() function ZONE_GOAL_COALITION:GetCoalitionName()
return UTILS.GetCoalitionName(self.Coalition) return UTILS.GetCoalitionName( self.Coalition )
end end
--- Check status Coalition ownership. --- Check status Coalition ownership.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:StatusZone() function ZONE_GOAL_COALITION:StatusZone()
-- Get current state. -- Get current state.
local State = self:GetState() local State = self:GetState()
-- Debug text. -- Debug text.
local text=string.format("Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName()) local text = string.format( "Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName() )
self:F(text) self:F( text )
-- Scan zone. -- Scan zone.
self:Scan( self.ObjectCategories, self.UnitCategories ) self:Scan( self.ObjectCategories, self.UnitCategories )
return self return self
end end
end end

View File

@@ -4,6 +4,7 @@ __Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' ) __Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' ) __Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' ) __Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' ) __Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' ) __Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )

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

View File

@@ -45,14 +45,13 @@
-- @field Core.Point#COORDINATE coordinate Coordinate from where the transmission is send. -- @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 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 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 -- @extends Core.Base#BASE
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde --- *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 -- # The MSRS Concept
-- --
-- This class allows to broadcast sound files or text via Simple Radio Standalone (SRS). -- 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")`. -- 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 -- ## Set Voice
-- --
-- Use a specifc voice with the @{#MSRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`. -- 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. -- 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 -- ## Set Coordinate
-- --
-- Use @{#MSRS.SetCoordinate} to define the origin from where the transmission is broadcasted. -- 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 -- @field #MSRS
MSRS = { MSRS = {
ClassName = "MSRS", ClassName = "MSRS",
@@ -112,11 +136,12 @@ MSRS = {
volume = 1, volume = 1,
speed = 1, speed = 1,
coordinate = nil, coordinate = nil,
Label = "ROBOT",
} }
--- MSRS class version. --- MSRS class version.
-- @field #string version -- @field #string version
MSRS.version="0.0.3" MSRS.version="0.1.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -135,8 +160,9 @@ MSRS.version="0.0.3"
-- @param #string PathToSRS Path to the directory, where SRS is located. -- @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 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 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 -- @return #MSRS self
function MSRS:New(PathToSRS, Frequency, Modulation) function MSRS:New(PathToSRS, Frequency, Modulation, Volume)
-- Defaults. -- Defaults.
Frequency =Frequency or 143 Frequency =Frequency or 143
@@ -151,6 +177,13 @@ function MSRS:New(PathToSRS, Frequency, Modulation)
self:SetModulations(Modulation) self:SetModulations(Modulation)
self:SetGender() self:SetGender()
self:SetCoalition() 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 return self
end end
@@ -193,12 +226,47 @@ function MSRS:GetPath()
return self.path return self.path
end 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. --- Set port.
-- @param #MSRS self -- @param #MSRS self
-- @param #number Port Port. Default 5002. -- @param #number Port Port. Default 5002.
-- @return #MSRS self -- @return #MSRS self
function MSRS:SetPort(Port) function MSRS:SetPort(Port)
self.port=Port or 5002 self.port=Port or 5002
return self
end end
--- Get port. --- Get port.
@@ -214,6 +282,7 @@ end
-- @return #MSRS self -- @return #MSRS self
function MSRS:SetCoalition(Coalition) function MSRS:SetCoalition(Coalition)
self.coalition=Coalition or 0 self.coalition=Coalition or 0
return self
end end
--- Get coalition. --- Get coalition.
@@ -382,21 +451,10 @@ function MSRS:PlaySoundFile(Soundfile, Delay)
local command=self:_GetCommand() local command=self:_GetCommand()
-- Append file. -- Append file.
command=command.." --file="..tostring(soundfile) command=command..' --file="'..tostring(soundfile)..'"'
-- Execute command.
self:_ExecCommand(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 end
@@ -422,16 +480,6 @@ function MSRS:PlaySoundText(SoundText, Delay)
-- Execute command. -- Execute command.
self:_ExecCommand(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 end
@@ -458,37 +506,48 @@ function MSRS:PlayText(Text, Delay)
-- Execute command. -- Execute command.
self:_ExecCommand(command) self:_ExecCommand(command)
--[[ end
-- 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))
-- Execute SRS command. return self
local x=os.execute(command) 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 end
return self return self
@@ -625,8 +684,9 @@ end
-- @param #number volume Volume. -- @param #number volume Volume.
-- @param #number speed Speed. -- @param #number speed Speed.
-- @param #number port Port. -- @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. -- @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 path=self:GetPath() or STTS.DIRECTORY
local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe" local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe"
@@ -639,6 +699,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
volume=volume or self.volume volume=volume or self.volume
speed=speed or self.speed speed=speed or self.speed
port=port or self.port port=port or self.port
label=label or self.Label
-- Replace modulation -- Replace modulation
modus=modus:gsub("0", "AM") modus=modus:gsub("0", "AM")
@@ -648,12 +709,12 @@ 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) --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! -- 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") --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. -- 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. -- Set voice or gender/culture.
if voice then if voice then
@@ -662,7 +723,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
else else
-- Add gender. -- Add gender.
if gender and gender~="female" then if gender and gender~="female" then
command=command..string.format(" --gender=%s", tostring(gender)) command=command..string.format(" -g %s", tostring(gender))
end end
-- Add culture. -- Add culture.
if culture and culture~="en-GB" then if culture and culture~="en-GB" then
@@ -678,7 +739,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
-- Set google. -- Set google.
if self.google then if self.google then
command=command..string.format(' -G "%s"', self.google) command=command..string.format(' --ssml -G "%s"', self.google)
end end
-- Debug output. -- Debug output.
@@ -687,6 +748,353 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
return command return command
end 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. --- Set path, where the sound file is located.
-- @param #SOUNDFILE self -- @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 -- @return #SOUNDFILE self
function SOUNDFILE:SetPath(Path) function SOUNDFILE:SetPath(Path)
-- Init path. -- Init path.
self.path=Path or "l10n/DEFAULT/" 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. -- Remove (back)slashes.
local nmax=1000 ; local n=1 local nmax=1000 ; local n=1
while (self.path:sub(-1)=="/" or self.path:sub(-1)==[[\]]) and n<=nmax do 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 #USERSOUND self
-- @param #string UserSoundFileName The filename of the usersound. -- @param #string UserSoundFileName The filename of the usersound.
-- @return #USERSOUND -- @return #USERSOUND
function USERSOUND:New( UserSoundFileName ) --R2.3 function USERSOUND:New( UserSoundFileName )
local self = BASE:Inherit( self, BASE:New() ) -- #USERSOUND local self = BASE:Inherit( self, BASE:New() ) -- #USERSOUND
@@ -58,7 +58,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:SetFileName( "BlueVictoryLoud.ogg" ) -- Set the BlueVictory to change the file name to play a louder sound. -- 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 self.UserSoundFileName = UserSoundFileName
@@ -75,7 +75,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToAll() -- Play the sound that Blue has won. -- BlueVictory:ToAll() -- Play the sound that Blue has won.
-- --
function USERSOUND:ToAll() --R2.3 function USERSOUND:ToAll()
trigger.action.outSound( self.UserSoundFileName ) trigger.action.outSound( self.UserSoundFileName )
@@ -91,7 +91,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToCoalition( coalition.side.BLUE ) -- Play the sound that Blue has won to the blue coalition. -- 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 ) trigger.action.outSoundForCoalition(Coalition, self.UserSoundFileName )
@@ -107,7 +107,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToCountry( country.id.USA ) -- Play the sound that Blue has won to the USA country. -- 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 ) trigger.action.outSoundForCountry( Country, self.UserSoundFileName )
@@ -123,9 +123,9 @@ do -- UserSound
-- @usage -- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player. -- 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 Delay=Delay or 0
if Delay>0 then if Delay>0 then
@@ -136,5 +136,27 @@ do -- UserSound
return self return self
end 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 group 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 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 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 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 #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 -- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition ) function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )

View File

@@ -82,7 +82,7 @@
-- --
-- ![Mission](../Tasking/Report_Statistics_Progress.JPG) -- ![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. -- ## 1.3) Join a Task.
-- --

View File

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

View File

@@ -1,7 +1,7 @@
--- **Tasking** - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network. --- **Tasking** - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
-- --
-- **Features:** -- **Features:**
-- --
-- * Dynamically assign tasks to human players based on detected targets. -- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission. -- * 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. -- * Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
@@ -11,15 +11,15 @@
-- * Define different ranges to engage upon intruders. -- * Define different ranges to engage upon intruders.
-- * Keep task achievements. -- * Keep task achievements.
-- * Score task achievements. -- * Score task achievements.
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- === -- ===
-- --
-- @module Tasking.Task_A2A_Dispatcher -- @module Tasking.Task_A2A_Dispatcher
-- @image Task_A2A_Dispatcher.JPG -- @image Task_A2A_Dispatcher.JPG
@@ -30,72 +30,72 @@ do -- TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER -- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups. --- 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) -- ![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. -- 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: -- Find a summary below describing for which situation a task type is created:
-- --
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG) -- ![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. -- * **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. -- * **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. -- * **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: -- ## 1. TASK\_A2A\_DISPATCHER constructor:
-- --
-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance. -- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
-- --
-- ### 1.1. Define or set the **Mission**: -- ### 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. -- 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 HQ = GROUP:FindByName( "HQ", "Bravo" )
-- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" ) -- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
-- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED ) -- 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. -- 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. -- Create the MISSION object, and hook it under the command center.
-- --
-- ### 1.2. Build a set of the groups seated by human players: -- ### 1.2. Build a set of the groups seated by human players:
-- --
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia6.JPG) -- ![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. -- 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() -- 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. -- 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. -- 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**: -- ### 1.3. Define the **EWR network**:
-- --
-- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter. -- 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. -- 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) -- ![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. -- 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). -- 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. -- 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 -- 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. -- 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) -- ![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. -- 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 -- 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. -- 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 -- 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. -- 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. -- 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. -- 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. -- 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. -- 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 EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
-- --
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 ) -- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
@@ -104,50 +104,50 @@ do -- TASK_A2A_DISPATCHER
-- --
-- -- Setup the A2A dispatcher, and initialize it. -- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection ) -- A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
-- --
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**. -- 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 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. -- **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. -- 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**: -- ### 2. Define the detected **target grouping radius**:
-- --
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia8.JPG) -- ![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 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. -- 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. -- 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 -- 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! -- 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**: -- ## 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. -- 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) -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia11.JPG)
-- --
-- So, if there is a target area detected and reported, -- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area, -- 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). -- 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. -- will be considered to receive the command to engage that target area.
-- You need to evaluate the value of this parameter carefully. -- 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 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. -- 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**: -- ## 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. -- 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_, -- 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. -- when the player reaches certain achievements in the task.
-- --
-- The prototype to handle the **Assign** event needs to be developed as follows: -- The prototype to handle the **Assign** event needs to be developed as follows:
-- --
-- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... ) -- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
-- --
-- --- @param #TaskDispatcher self -- --- @param #TaskDispatcher self
-- -- @param #string From Contains the name of the state from where the Event was triggered. -- -- @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. -- -- @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:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit ) -- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
-- end -- end
-- --
-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object. -- 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. -- 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. -- 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: -- 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. -- * @{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. -- 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**. -- 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! -- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
-- --
-- @field #TASK_A2A_DISPATCHER -- @field #TASK_A2A_DISPATCHER
TASK_A2A_DISPATCHER = { TASK_A2A_DISPATCHER = {
ClassName = "TASK_A2A_DISPATCHER", ClassName = "TASK_A2A_DISPATCHER",
@@ -184,8 +184,7 @@ do -- TASK_A2A_DISPATCHER
Tasks = {}, Tasks = {},
SweepZones = {}, SweepZones = {},
} }
--- TASK_A2A_DISPATCHER constructor. --- TASK_A2A_DISPATCHER constructor.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. -- @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. -- @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 -- @return #TASK_A2A_DISPATCHER self
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection ) function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER -- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
self.Detection = Detection self.Detection = Detection
self.Mission = Mission self.Mission = Mission
self.FlashNewTask = false self.FlashNewTask = false
-- TODO: Check detection through radar. -- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER ) self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
self.Detection:InitDetectRadar( true ) self.Detection:InitDetectRadar( true )
self.Detection:SetRefreshTimeInterval( 30 ) self.Detection:SetRefreshTimeInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" ) self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign. --- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign -- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
@@ -220,14 +218,13 @@ do -- TASK_A2A_DISPATCHER
-- @param #string PlayerName -- @param #string PlayerName
self:__Start( 5 ) self:__Start( 5 )
return self return self
end 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. --- 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, -- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area, -- 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). -- 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. -- 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, -- 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. -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
-- @return #TASK_A2A_DISPATCHER -- @return #TASK_A2A_DISPATCHER
-- @usage -- @usage
-- --
-- -- Set 50km as the radius to engage any target by airborne friendlies. -- -- Set 50km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius( 50000 ) -- TaskA2ADispatcher:SetEngageRadius( 50000 )
-- --
-- -- Set 100km as the radius to engage any target by airborne friendlies. -- -- Set 100km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value. -- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
-- --
function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius ) function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius )
self.Detection:SetFriendliesRange( EngageRadius or 100000 ) self.Detection:SetFriendliesRange( EngageRadius or 100000 )
return self return self
end end
--- Set flashing player messages on or off --- Set flashing player messages on or off
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false) -- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2A_DISPATCHER:SetSendMessages( onoff ) function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff self.FlashNewTask = onoff
end end
--- Creates an INTERCEPT task when there are targets for it. --- Creates an INTERCEPT task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @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. -- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem ) function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
-- Check if there is at least one UNIT in the DetectedSet is visible. -- Check if there is at least one UNIT in the DetectedSet is visible.
if DetectedItem.IsDetected == true then if DetectedItem.IsDetected == true then
-- Here we're doing something advanced... We're copying the DetectedSet. -- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit return TargetSetUnit
end end
return nil return nil
end end
--- Creates an SWEEP task when there are targets for it. --- Creates an SWEEP task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @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. -- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem ) function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } ) 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 if DetectedItem.IsDetected == false then
@@ -305,14 +300,13 @@ do -- TASK_A2A_DISPATCHER
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit return TargetSetUnit
end end
return nil return nil
end end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets. --- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @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. -- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem ) function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) 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. -- 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 if PlayersCount > 0 and DetectedItem.IsDetected == true then
@@ -334,16 +327,13 @@ do -- TASK_A2A_DISPATCHER
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit return TargetSetUnit
end end
return nil return nil
end end
--- Evaluates the removal of the Task from the Mission. --- 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". -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
@@ -354,24 +344,24 @@ do -- TASK_A2A_DISPATCHER
-- @param #boolean DetectedItemChange -- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK -- @return Tasking.Task#TASK
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged ) function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
if Task then if Task then
if Task:IsStatePlanned() then if Task:IsStatePlanned() then
local TaskName = Task:GetName() local TaskName = Task:GetName()
local TaskType = TaskName:match( "(%u+)%.%d+" ) local TaskType = TaskName:match( "(%u+)%.%d+" )
self:T2( { TaskType = TaskType } ) self:T2( { TaskType = TaskType } )
local Remove = false local Remove = false
local IsPlayers = Detection:IsPlayersNearBy( DetectedItem ) local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
if TaskType == "ENGAGE" then if TaskType == "ENGAGE" then
if IsPlayers == false then if IsPlayers == false then
Remove = true Remove = true
end end
end end
if TaskType == "INTERCEPT" then if TaskType == "INTERCEPT" then
if IsPlayers == true then if IsPlayers == true then
Remove = true Remove = true
@@ -380,7 +370,7 @@ do -- TASK_A2A_DISPATCHER
Remove = true Remove = true
end end
end end
if TaskType == "SWEEP" then if TaskType == "SWEEP" then
if DetectedItem.IsDetected == true then if DetectedItem.IsDetected == true then
Remove = true Remove = true
@@ -388,18 +378,18 @@ do -- TASK_A2A_DISPATCHER
end end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
--DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
--self:F( { DetectedSetCount = DetectedSet:Count() } ) -- self:F( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then if DetectedSet:Count() == 0 then
Remove = true Remove = true
end end
if DetectedItemChanged == true or Remove then if DetectedItemChanged == true or Remove then
Task = self:RemoveTask( DetectedItemIndex ) Task = self:RemoveTask( DetectedItemIndex )
end end
end end
end end
return Task return Task
end end
@@ -408,10 +398,10 @@ do -- TASK_A2A_DISPATCHER
-- @param DetectedItem -- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT -- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE ) local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
local FriendlyTypes = {} local FriendlyTypes = {}
local FriendliesCount = 0 local FriendliesCount = 0
@@ -423,27 +413,26 @@ do -- TASK_A2A_DISPATCHER
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel() local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1 FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName() 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 if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end end
end end
end end
end end
--self:F( { FriendliesCount = FriendliesCount } ) -- self:F( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New() local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do 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 end
else else
FriendlyTypesReport:Add( "-" ) FriendlyTypesReport:Add( "-" )
end end
return FriendliesCount, FriendlyTypesReport return FriendliesCount, FriendlyTypesReport
end end
@@ -452,10 +441,10 @@ do -- TASK_A2A_DISPATCHER
-- @param DetectedItem -- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT -- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem ) local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {} local PlayerTypes = {}
local PlayersCount = 0 local PlayersCount = 0
@@ -464,7 +453,7 @@ do -- TASK_A2A_DISPATCHER
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
--self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) -- self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1 PlayersCount = PlayersCount + 1
@@ -474,20 +463,19 @@ do -- TASK_A2A_DISPATCHER
end end
end end
end end
end end
local PlayerTypesReport = REPORT:New() local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do 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 end
else else
PlayerTypesReport:Add( "-" ) PlayerTypesReport:Add( "-" )
end end
return PlayersCount, PlayerTypesReport return PlayersCount, PlayerTypesReport
end end
@@ -496,24 +484,23 @@ do -- TASK_A2A_DISPATCHER
self.Tasks[TaskIndex] = nil self.Tasks[TaskIndex] = nil
end end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. -- @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. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2A_DISPATCHER:ProcessDetected( Detection ) function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
self:F() self:F()
local AreaMsg = {} local AreaMsg = {}
local TaskMsg = {} local TaskMsg = {}
local ChangeMsg = {} local ChangeMsg = {}
local Mission = self.Mission local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New() local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task! -- Checking the task queue for the dispatcher, and removing any obsolete task!
for TaskIndex, TaskData in pairs( self.Tasks ) do for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK 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. -- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count() local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) -- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
local DetectedID = DetectedItem.ID local DetectedID = DetectedItem.ID
local TaskIndex = DetectedItem.Index local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed local DetectedItemChanged = DetectedItem.Changed
local Task = self.Tasks[TaskIndex] local Task = self.Tasks[TaskIndex]
Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed. 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 = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
Task:SetDetection( Detection, DetectedItem ) Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem ) Task:UpdateTaskInfo( DetectedItem )
end end
end end
end end
@@ -582,7 +569,7 @@ do -- TASK_A2A_DISPATCHER
function Task.OnEnterCancelled( Task, From, Event, To ) function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task ) self:Cancelled( Task )
end end
function Task.OnEnterFailed( Task, From, Event, To ) function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task ) self:Failed( Task )
end end
@@ -590,38 +577,38 @@ do -- TASK_A2A_DISPATCHER
function Task.OnEnterAborted( Task, From, Event, To ) function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task ) self:Aborted( Task )
end end
TaskReport:Add( Task:GetName() ) TaskReport:Add( Task:GetName() )
else else
self:F("This should not happen") self:F( "This should not happen" )
end end
end end
if Task then if Task then
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE ) 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 ) 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 end
-- OK, so the tasking has been done, now delete the changes reported for the area. -- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem ) Detection:AcceptChanges( DetectedItem )
end end
-- TODO set menus using the HQ coordinator -- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu() Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ") local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do 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 ) Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end end
end end
end end
return true return true
end end

View File

@@ -1,13 +1,13 @@
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements. --- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- === -- ===
-- --
-- @module Tasking.Task_A2G -- @module Tasking.Task_A2G
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -18,29 +18,29 @@ do -- TASK_A2G
-- @field Core.Set#SET_UNIT TargetSetUnit -- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK -- @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}. -- 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: -- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --
-- * **None**: Start of the process -- * **None**: Start of the process
-- * **Planned**: The A2G task is planned. -- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}. -- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}.
-- * **Success**: The A2G task is successfully completed. -- * **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. -- * **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. -- ## 1) Set the scoring of achievements in an A2G attack.
-- --
-- Scoring or penalties can be given in the following circumstances: -- 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.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.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. -- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
-- --
-- @field #TASK_A2G -- @field #TASK_A2G
TASK_A2G = { TASK_A2G = {
ClassName = "TASK_A2G", ClassName = "TASK_A2G"
} }
--- Instantiates a new TASK_A2G. --- Instantiates a new TASK_A2G.
-- @param #TASK_A2G self -- @param #TASK_A2G self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@@ -54,53 +54,51 @@ do -- TASK_A2G
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing ) 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 local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
self:F() self:F()
self.TargetSetUnit = TargetSetUnit self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType self.TaskType = TaskType
local Fsm = self:GetUnitProcess() local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) 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:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
--Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) -- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
--Fsm:AddTransition( "Accounted", "Success", "Success" ) -- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" ) Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Test
--- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task -- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterAssigned( TaskUnit, Task ) function Fsm:onafterAssigned( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit -- Determine the first Unit from the self.RendezVousSetUnit
self:RouteToRendezVous() self:RouteToRendezVous()
end end
--- Test --- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task -- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterRouteToRendezVous( TaskUnit, Task ) function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit -- Determine the first Unit from the self.RendezVousSetUnit
if Task:GetRendezVousZone( TaskUnit ) then if Task:GetRendezVousZone( TaskUnit ) then
self:__RouteToRendezVousZone( 0.1 ) self:__RouteToRendezVousZone( 0.1 )
else else
@@ -112,36 +110,36 @@ do -- TASK_A2G
end end
end end
--- Test --- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2G Task -- @param Tasking.Task#TASK_A2G Task
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task ) function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit -- Determine the first Unit from the self.TargetSetUnit
self:__Engage( 0.1 ) self:__Engage( 0.1 )
end end
--- Test --- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2G Task -- @param Tasking.Task#TASK_A2G Task
function Fsm:onafterEngage( TaskUnit, Task ) function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } ) self:F( { self } )
self:__Account( 0.1 ) self:__Account( 0.1 )
self:__RouteToTarget(0.1 ) self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 ) self:__RouteToTargets( -10 )
end end
--- Test --- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task -- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterRouteToTarget( TaskUnit, Task ) function Fsm:onafterRouteToTarget( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit -- Determine the first Unit from the self.TargetSetUnit
if Task:GetTargetZone( TaskUnit ) then if Task:GetTargetZone( TaskUnit ) then
self:__RouteToTargetZone( 0.1 ) self:__RouteToTargetZone( 0.1 )
else else
@@ -154,8 +152,8 @@ do -- TASK_A2G
self:__RouteToTargetPoint( 0.1 ) self:__RouteToTargetPoint( 0.1 )
end end
end end
--- Test --- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task -- @param Tasking.Task_A2G#TASK_A2G Task
@@ -167,20 +165,18 @@ do -- TASK_A2G
end end
self:__RouteToTargets( -10 ) self:__RouteToTargets( -10 )
end end
return self return self
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets. -- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2G:SetTargetSetUnit( TargetSetUnit ) function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit self.TargetSetUnit = TargetSetUnit
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText() function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" 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 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 #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit -- @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 ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate ) ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
ActRouteRendezVous:SetRange( RendezVousRange ) ActRouteRendezVous:SetRange( RendezVousRange )
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit -- @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 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. -- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
function TASK_A2G:GetRendezVousCoordinate( TaskUnit ) function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange() return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit ) function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE 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 local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteRendezVous:GetZone() return ActRouteRendezVous:GetZone()
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map. -- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit ) function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetCoordinate( TargetCoordinate ) ActRouteTarget:SetCoordinate( TargetCoordinate )
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@@ -258,18 +251,16 @@ do -- TASK_A2G
return ActRouteTarget:GetCoordinate() return ActRouteTarget:GetCoordinate()
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit ) function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone ) ActRouteTarget:SetZone( TargetZone )
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@@ -283,47 +274,46 @@ do -- TASK_A2G
end end
function TASK_A2G:SetGoalTotal() function TASK_A2G:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count() self.GoalTotal = self.TargetSetUnit:Count()
end end
function TASK_A2G:GetGoalTotal() function TASK_A2G:GetGoalTotal()
return self.GoalTotal return self.GoalTotal
end 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. --- 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 -- @param #TASK_A2G self
function TASK_A2G:ReportOrder( ReportGroup ) function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem ) self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" ) local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate ) local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance return Distance
end end
--- This method checks every 10 seconds if the goal has been reached of the task. --- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2G self -- @param #TASK_A2G self
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To ) function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then if TargetSetUnit:Count() == 0 then
self:Success() self:Success()
end end
self:__Goal( -10 ) self:__Goal( -10 )
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
function TASK_A2G:UpdateTaskInfo( DetectedItem ) function TASK_A2G:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then 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:AddTaskName( 0, "MSOD" )
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" ) self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
local ThreatLevel, ThreatText local ThreatLevel, ThreatText
if DetectedItem then if DetectedItem then
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem ) ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem )
@@ -331,7 +321,7 @@ do -- TASK_A2G
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G() ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
end end
self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true ) self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
if self.Detection then if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count() local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New() local ReportTypes = REPORT:New()
@@ -344,33 +334,33 @@ do -- TASK_A2G
end end
end end
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true ) 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 else
local DetectedItemsCount = self.TargetSetUnit:Count() local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames() local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true ) 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
self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" ) self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" )
self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" ) self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" )
self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" ) self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" )
end end
end end
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection. --- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
-- @param #TASK_A2G self -- @param #TASK_A2G self
-- @param #number AutoAssignMethod The method to be applied to the task. -- @param #number AutoAssignMethod The method to be applied to the task.
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center. -- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
-- @param Wrapper.Group#GROUP TaskGroup The player group. -- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup ) function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 ) return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" ) local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
self:F({Distance=Distance}) self:F( { Distance = Distance } )
return math.floor( Distance ) return math.floor( Distance )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
return 1 return 1
@@ -379,8 +369,7 @@ do -- TASK_A2G
return 0 return 0
end end
end end
do -- TASK_A2G_SEAD do -- TASK_A2G_SEAD
@@ -397,9 +386,9 @@ do -- TASK_A2G_SEAD
-- --
-- @field #TASK_A2G_SEAD -- @field #TASK_A2G_SEAD
TASK_A2G_SEAD = { TASK_A2G_SEAD = {
ClassName = "TASK_A2G_SEAD", ClassName = "TASK_A2G_SEAD"
} }
--- Instantiates a new TASK_A2G_SEAD. --- Instantiates a new TASK_A2G_SEAD.
-- @param #TASK_A2G_SEAD self -- @param #TASK_A2G_SEAD self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@@ -408,19 +397,16 @@ do -- TASK_A2G_SEAD
-- @param Core.Set#SET_UNIT TargetSetUnit -- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task. -- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2G_SEAD self -- @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 local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
self:F() self:F()
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses." )
TaskBriefing or
"Execute a Suppression of Enemy Air Defenses."
)
return self return self
end end
--- Set a score when a target in scope of the A2G attack, has been destroyed . --- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_SEAD self -- @param #TASK_A2G_SEAD self
@@ -434,7 +420,7 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score ) ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
return self return self
end end
@@ -450,7 +436,7 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score ) ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
return self return self
end end
@@ -466,11 +452,10 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty ) ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
return self return self
end end
end end
do -- TASK_A2G_BAI do -- TASK_A2G_BAI
@@ -488,10 +473,8 @@ do -- TASK_A2G_BAI
-- based on detected enemy ground targets. -- based on detected enemy ground targets.
-- --
-- @field #TASK_A2G_BAI -- @field #TASK_A2G_BAI
TASK_A2G_BAI = { TASK_A2G_BAI = { ClassName = "TASK_A2G_BAI" }
ClassName = "TASK_A2G_BAI",
}
--- Instantiates a new TASK_A2G_BAI. --- Instantiates a new TASK_A2G_BAI.
-- @param #TASK_A2G_BAI self -- @param #TASK_A2G_BAI self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@@ -503,14 +486,11 @@ do -- TASK_A2G_BAI
function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) 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 local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
self:F() self:F()
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Execute a Battlefield Air Interdiction of a group of enemy targets." )
TaskBriefing or
"Execute a Battlefield Air Interdiction of a group of enemy targets."
)
return self return self
end end
@@ -526,7 +506,7 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score ) ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
return self return self
end end
@@ -542,7 +522,7 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score ) ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
return self return self
end end
@@ -558,15 +538,12 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty ) ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
return self return self
end end
end end
do -- TASK_A2G_CAS do -- TASK_A2G_CAS
--- The TASK_A2G_CAS class --- The TASK_A2G_CAS class
@@ -581,10 +558,8 @@ do -- TASK_A2G_CAS
-- based on detected enemy ground targets. -- based on detected enemy ground targets.
-- --
-- @field #TASK_A2G_CAS -- @field #TASK_A2G_CAS
TASK_A2G_CAS = { TASK_A2G_CAS = { ClassName = "TASK_A2G_CAS" }
ClassName = "TASK_A2G_CAS",
}
--- Instantiates a new TASK_A2G_CAS. --- Instantiates a new TASK_A2G_CAS.
-- @param #TASK_A2G_CAS self -- @param #TASK_A2G_CAS self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@@ -596,19 +571,13 @@ do -- TASK_A2G_CAS
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) 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 local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
self:F() 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 return self
end end
--- Set a score when a target in scope of the A2G attack, has been destroyed . --- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_CAS self -- @param #TASK_A2G_CAS self
@@ -622,7 +591,7 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score ) ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
return self return self
end end
@@ -638,7 +607,7 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score ) ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
return self return self
end end
@@ -654,9 +623,8 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty ) ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
return self return self
end end
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:** -- **Features:**
-- --
-- * Dynamically assign tasks to human players based on detected targets. -- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission. -- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAS) Close Air Support tasks for human players. -- * Dynamically assign (CAS) Close Air Support tasks for human players.
-- * Dynamically assign (BAI) Battlefield Air Interdiction 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 and use an EWR (Early Warning Radar) network.
-- * Define different ranges to engage upon intruders. -- * Define different ranges to engage upon intruders.
-- * Keep task achievements. -- * Keep task achievements.
-- * Score task achievements.-- -- * Score task achievements.
--
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- === -- ===
-- --
-- @module Tasking.Task_A2G_Dispatcher -- @module Tasking.Task_A2G_Dispatcher
-- @image Task_A2G_Dispatcher.JPG -- @image Task_A2G_Dispatcher.JPG
@@ -32,151 +33,151 @@ do -- TASK_A2G_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER -- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object. --- 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 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, -- 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**. -- 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**. -- 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}. -- 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. -- 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. -- 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. -- 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.. -- 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: -- 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. -- - **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. -- - **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. -- - **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 -- # 0. Tactical Situations
-- --
-- This chapters provides some insights in the tactical situations when certain Task Types are created. -- 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. -- 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) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia3.JPG)
-- --
-- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test], -- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test],
-- the tactical situation is a demonstration how the A2G detection works. -- the tactical situation is a demonstration how the A2G detection works.
-- This example will be taken further in the explanation in the following chapters. -- This example will be taken further in the explanation in the following chapters.
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia4.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia4.JPG)
-- --
-- The red coalition are the players, the blue coalition is the enemy. -- The red coalition are the players, the blue coalition is the enemy.
-- --
-- Red reconnaissance vehicles and airborne units are detecting the targets. -- 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 -- 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). -- 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. -- 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). -- 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. -- 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 -- For demonstration purposes, the attack airplane is stationed on the ground to explain
-- the messages and the menus properly. -- the messages and the menus properly.
-- Further test missions demonstrate the A2G task dispatcher from within air. -- Further test missions demonstrate the A2G task dispatcher from within air.
-- --
-- Depending upon the detection results, the A2G dispatcher will create different tasks. -- Depending upon the detection results, the A2G dispatcher will create different tasks.
-- --
-- # 0.1. SEAD Task -- # 0.1. SEAD Task
-- --
-- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area. -- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia9.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia9.JPG)
-- --
-- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task! -- - 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! -- - 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 -- # 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. -- 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) -- ![](..\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! -- - 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. -- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support.
-- --
-- # 0.3. BAI Task -- # 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. -- 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) -- ![](..\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! -- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range!
-- --
-- # 1. Player Experience -- # 1. Player Experience
-- --
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}. -- 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**. -- 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). -- 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: -- Each CC is controlling a couple of Missions, the Radio Menu Structure could look like this:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Gori] -- F1. Command Center [Gori]
-- F1. Mission "Alpha (Primary)" -- F1. Mission "Alpha (Primary)"
-- F2. Mission "Beta (Secondary)" -- F2. Mission "Beta (Secondary)"
-- F3. Mission "Gamma (Tactical)" -- F3. Mission "Gamma (Tactical)"
-- F1. Command Center [Lima] -- F1. Command Center [Lima]
-- F1. Mission "Overlord (High)" -- 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. -- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
-- --
-- ## 1.1. Mission Menu (Under the Command Center Menu) -- ## 1.1. Mission Menu (Under the Command Center Menu)
-- --
-- The Mission Menu controls the information of the mission, including the: -- 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. -- - **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. -- - **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 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. -- - **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: -- For CC [Lima], Mission "Overlord", the menu structure could look like this:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Lima] -- F1. Command Center [Lima]
-- F1. Mission "Overlord" -- F1. Mission "Overlord"
-- F1. Mission Briefing -- F1. Mission Briefing
-- F2. Mark Task Locations on Map -- F2. Mark Task Locations on Map
-- F3. Task Reports -- F3. Task Reports
-- F4. Mission Reports -- F4. Mission Reports
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia5.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia5.JPG)
-- --
-- ### 1.1.1. Mission Briefing Menu -- ### 1.1.1. Mission Briefing Menu
-- --
-- The Mission Briefing Menu will show in text a summary description of the overall mission objectives and expectations. -- 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, -- 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 -- ### 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. -- 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. -- 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. -- 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. -- 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 -- ### 1.1.3. Task Reports Menu
-- --
-- The Task Reports Menu is a sub menu, that allows to create various reports: -- 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. -- - **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. -- - **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. -- - **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. -- - **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. -- - **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. -- 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: -- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Gori] -- F1. Command Center [Gori]
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -188,21 +189,21 @@ do -- TASK_A2G_DISPATCHER
-- F4. Successful Tasks -- F4. Successful Tasks
-- F5. Failed Tasks -- F5. Failed Tasks
-- F4. Mission Reports -- 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. -- 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). -- (See later).
-- --
-- ### 1.1.4. Mission Reports Menu -- ### 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: -- 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. -- - **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: -- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Gori] -- F1. Command Center [Gori]
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -211,25 +212,25 @@ do -- TASK_A2G_DISPATCHER
-- F4. Mission Reports -- F4. Mission Reports
-- F1. Report Mission Progress -- F1. Report Mission Progress
-- F2. Report Players per Task -- F2. Report Players per Task
-- --
-- --
-- ## 1.2. Task Management Menus -- ## 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!** -- 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. -- 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), -- 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.** -- **the Mission Menu will contain extra Menus to control specific Tasks.**
-- --
-- #### 1.2.1. Join a Planned Task -- #### 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: -- 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). -- - 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: -- For CC |Gori|, Mission "Alpha", the menu structure could look like this:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Gori] -- F1. Command Center [Gori]
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -237,23 +238,23 @@ do -- TASK_A2G_DISPATCHER
-- F3. Task Reports -- F3. Task Reports
-- F4. Mission Reports -- F4. Mission Reports
-- F5. Join Planned Task -- 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.** -- **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: -- 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. -- - 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. -- 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". -- 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, -- This would be an example menu structure,
-- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001: -- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Gori] -- F1. Command Center [Gori]
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -261,26 +262,25 @@ do -- TASK_A2G_DISPATCHER
-- F3. Task Reports -- F3. Task Reports
-- F4. Mission Reports -- F4. Mission Reports
-- F5. Assigned Task CAS.001 -- F5. Assigned Task CAS.001
-- --
-- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.** -- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.**
-- --
--
-- ## 1.3. Join Planned Task Menu -- ## 1.3. Join Planned Task Menu
-- --
-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**. -- 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)**. -- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
-- --
-- For example, for CC [Gori], Mission "Alpha", -- For example, for CC [Gori], Mission "Alpha",
-- if a Mission "ALpha" contains 5 Planned Tasks, which would be: -- if a Mission "ALpha" contains 5 Planned Tasks, which would be:
-- --
-- - 2 CAS Tasks -- - 2 CAS Tasks
-- - 1 BAI Task -- - 1 BAI Task
-- - 2 SEAD Tasks -- - 2 SEAD Tasks
-- --
-- the Join Planned Task Menu Hierarchy could look like this: -- the Join Planned Task Menu Hierarchy could look like this:
-- --
-- Radio MENU Structure (F10. Other) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center [Gori] -- F1. Command Center [Gori]
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -296,26 +296,26 @@ do -- TASK_A2G_DISPATCHER
-- F1. SEAD.003 -- F1. SEAD.003
-- F2. SEAD.004 -- F2. SEAD.004
-- F3. SEAD.005 -- F3. SEAD.005
-- --
-- An example from within a running simulation: -- An example from within a running simulation:
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia6.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia6.JPG)
-- --
-- Each Task Type Menu would have a list of the Task Menus underneath. -- 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**! -- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**!
-- --
-- ### 1.3.1. Planned Task Menu -- ### 1.3.1. Planned Task Menu
-- --
-- Each Planned Task Menu will allow for the following actions: -- Each Planned Task Menu will allow for the following actions:
-- --
-- - Report Task Details: Provides a detailed report on the Planned Task. -- - 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. -- - 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. -- - 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) -- Radio MENU Structure (F10. Other)
-- --
-- F1. Command Center |Gori| -- F1. Command Center |Gori|
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -328,22 +328,22 @@ do -- TASK_A2G_DISPATCHER
-- F1. Report Task Details -- F1. Report Task Details
-- F2. Mark Task Location on Map -- F2. Mark Task Location on Map
-- F3. Join Task -- F3. Join Task
-- --
-- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.** -- **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 -- ## 1.4. Assigned Task Menu
-- --
-- The Assigned Task Menu allows to control the **current assigned task** within the Mission. -- 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: -- Depending on the Type of Task, the following menu options will be available:
-- --
-- - **Report Task Details**: Provides a detailed report on the Planned Task. -- - **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. -- - **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. -- - **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: -- For example, for CC |Gori|, Mission "Alpha", the Assigned Menu could be:
-- --
-- F1. Command Center |Gori| -- F1. Command Center |Gori|
-- F1. Mission "Alpha" -- F1. Mission "Alpha"
-- F1. Mission Briefing -- F1. Mission Briefing
@@ -354,90 +354,89 @@ do -- TASK_A2G_DISPATCHER
-- F1. Report Task Details -- F1. Report Task Details
-- F2. Mark Task Location on Map -- F2. Mark Task Location on Map
-- F3. Abort Task -- F3. Abort Task
-- --
-- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**. -- 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 -- ## 1.5. Messages
-- --
-- During game play, different messages are displayed. -- During game play, different messages are displayed.
-- These messages provide an update of the achievements made, and the state wherein the task is. -- 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. -- The various reports can be used also to retrieve the current status of the mission and its tasks.
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia7.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia7.JPG)
-- --
-- The @{Settings} menu provides additional options to control the timing of the messages. -- The @{Settings} menu provides additional options to control the timing of the messages.
-- There are: -- There are:
-- --
-- - Status messages, which are quick status updates. The settings menu allows to switch off these messages. -- - 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. -- - Information messages, which are shown a bit longer, as they contain important information.
-- - Summary reports, which are quick reports showing a high level summary. -- - 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. -- - 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. -- - 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 -- # 2. TASK\_A2G\_DISPATCHER constructor
-- --
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance. -- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance.
-- --
-- # 3. Usage -- # 3. Usage
-- --
-- To use the TASK\_A2G\_DISPATCHER class, you need: -- To use the TASK\_A2G\_DISPATCHER class, you need:
-- --
-- - A @{CommandCenter} object. The master communication channel. -- - A @{CommandCenter} object. The master communication channel.
-- - A @{Mission} object. Each task belongs to a Mission. -- - A @{Mission} object. Each task belongs to a Mission.
-- - A @{Detection} object. There are several detection grouping methods to choose from. -- - A @{Detection} object. There are several detection grouping methods to choose from.
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher. -- - 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. -- - 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 -- local HQ = GROUP
-- :FindByName( "HQ", "Bravo HQ" ) -- :FindByName( "HQ", "Bravo HQ" )
-- --
-- local CommandCenter = COMMANDCENTER -- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" ) -- :New( HQ, "Lima" )
-- --
-- -- Declare the Mission for the Command Center. -- -- Declare the Mission for the Command Center.
-- local Mission = MISSION -- local Mission = MISSION
-- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) -- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
-- --
-- -- Define the RecceSet that will detect the enemy. -- -- Define the RecceSet that will detect the enemy.
-- local RecceSet = SET_GROUP -- local RecceSet = SET_GROUP
-- :New() -- :New()
-- :FilterPrefixes( "FAC" ) -- :FilterPrefixes( "FAC" )
-- :FilterCoalitions("red") -- :FilterCoalitions("red")
-- :FilterStart() -- :FilterStart()
-- --
-- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius. -- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius.
-- local DetectionAreas = DETECTION_AREAS -- local DetectionAreas = DETECTION_AREAS
-- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies. -- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies.
-- --
-- -- Setup the AttackSet, which is a SET_GROUP. -- -- 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 -- local AttackSet = SET_GROUP
-- :New() -- Create the SET_GROUP object. -- :New() -- Create the SET_GROUP object.
-- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions. -- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
-- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack. -- :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. -- :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. -- -- Now we have everything to setup the main A2G TaskDispatcher.
-- TaskDispatcher = TASK_A2G_DISPATCHER -- 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 -- @field #TASK_A2G_DISPATCHER
TASK_A2G_DISPATCHER = { TASK_A2G_DISPATCHER = {
ClassName = "TASK_A2G_DISPATCHER", ClassName = "TASK_A2G_DISPATCHER",
Mission = nil, Mission = nil,
Detection = nil, Detection = nil,
Tasks = {}, Tasks = {}
} }
--- TASK_A2G_DISPATCHER constructor. --- TASK_A2G_DISPATCHER constructor.
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. -- @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. -- @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 -- @return #TASK_A2G_DISPATCHER self
function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection ) function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER -- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
self.Detection = Detection self.Detection = Detection
self.Mission = Mission 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.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
self:AddTransition( "Started", "Assign", "Started" ) self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign. --- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign -- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
@@ -466,19 +465,19 @@ do -- TASK_A2G_DISPATCHER
-- @param Tasking.Task_A2G#TASK_A2G Task -- @param Tasking.Task_A2G#TASK_A2G Task
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName -- @param #string PlayerName
self:__Start( 5 ) self:__Start( 5 )
return self return self
end end
--- Set flashing player messages on or off --- Set flashing player messages on or off
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false) -- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2G_DISPATCHER:SetSendMessages( onoff ) function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff self.FlashNewTask = onoff
end end
--- Creates a SEAD task when there are targets for it. --- Creates a SEAD task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem -- @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. -- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem ) function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
@@ -500,10 +499,10 @@ do -- TASK_A2G_DISPATCHER
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterHasSEAD() TargetSetUnit:FilterHasSEAD()
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit return TargetSetUnit
end end
return nil return nil
end end
@@ -514,11 +513,10 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set. -- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem ) function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units. -- Determine if the set has ground units.
-- There should be ground unit friendlies nearby. Airborne units are valid friendlies types. -- There should be ground unit friendlies nearby. Airborne units are valid friendlies types.
-- And there shouldn't be any radar. -- And there shouldn't be any radar.
@@ -532,13 +530,13 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit return TargetSetUnit
end end
return nil return nil
end end
--- Creates a BAI task when there are targets for it. --- Creates a BAI task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem -- @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. -- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition ) function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units. -- Determine if the set has ground units.
-- There shouldn't be any ground unit friendlies nearby. -- There shouldn't be any ground unit friendlies nearby.
-- And there shouldn't be any radar. -- And there shouldn't be any radar.
@@ -564,19 +561,18 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit return TargetSetUnit
end end
return nil return nil
end end
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex ) function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] ) self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil self.Tasks[TaskIndex] = nil
end end
--- Evaluates the removal of the Task from the Mission. --- 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". -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
@@ -586,17 +582,16 @@ do -- TASK_A2G_DISPATCHER
-- @param #boolean DetectedItemChange -- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK -- @return Tasking.Task#TASK
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged ) function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
if Task then if Task then
if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then if (Task:IsStatePlanned() and DetectedItemChanged == true) or Task:IsStateCancelled() then
--self:F( "Removing Tasking: " .. Task:GetTaskName() ) -- self:F( "Removing Tasking: " .. Task:GetTaskName() )
self:RemoveTask( TaskIndex ) self:RemoveTask( TaskIndex )
end end
end end
return Task return Task
end end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2G_DISPATCHER self -- @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. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2G_DISPATCHER:ProcessDetected( Detection ) function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
self:F() self:F()
local AreaMsg = {} local AreaMsg = {}
local TaskMsg = {} local TaskMsg = {}
local ChangeMsg = {} local ChangeMsg = {}
local Mission = self.Mission local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New() local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task! -- 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. --- First we need to the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) -- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
local DetectedItemID = DetectedItem.ID local DetectedItemID = DetectedItem.ID
local TaskIndex = DetectedItem.Index local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed local DetectedItemChanged = DetectedItem.Changed
self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } ) self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
if Task then 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 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 if Task:IsStateAssigned() then
@@ -660,7 +655,7 @@ do -- TASK_A2G_DISPATCHER
Task:SetTargetSetUnit( TargetSetUnit ) Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem ) Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem ) Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else else
Task:Cancel() Task:Cancel()
end end
@@ -691,18 +686,18 @@ do -- TASK_A2G_DISPATCHER
end end
end end
end end
-- Now we send to each group the changes, if any. -- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text(", ") local TargetsText = TargetsReport:Text( ", " )
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then 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 ) Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end end
end end
end end
end end
end end
if Task then if Task then
if Task:IsStatePlanned() then if Task:IsStatePlanned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set 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... local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit ) 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 ) Task:SetDetection( Detection, DetectedItem )
end end
@@ -762,7 +757,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed... local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit ) 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 ) Task:SetDetection( Detection, DetectedItem )
end 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... local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit ) 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 ) Task:SetDetection( Detection, DetectedItem )
end end
end end
end end
if Task then if Task then
self.Tasks[TaskIndex] = Task self.Tasks[TaskIndex] = Task
Task:SetTargetZone( DetectedZone ) Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self ) Task:SetDispatcher( self )
Task:UpdateTaskInfo( DetectedItem ) Task:UpdateTaskInfo( DetectedItem )
Mission:AddTask( Task ) Mission:AddTask( Task )
function Task.OnEnterSuccess( Task, From, Event, To ) function Task.OnEnterSuccess( Task, From, Event, To )
self:Success( Task ) self:Success( Task )
end end
@@ -791,7 +786,7 @@ do -- TASK_A2G_DISPATCHER
function Task.OnEnterCancelled( Task, From, Event, To ) function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task ) self:Cancelled( Task )
end end
function Task.OnEnterFailed( Task, From, Event, To ) function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task ) self:Failed( Task )
end end
@@ -799,31 +794,29 @@ do -- TASK_A2G_DISPATCHER
function Task.OnEnterAborted( Task, From, Event, To ) function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task ) self:Aborted( Task )
end end
TaskReport:Add( Task:GetName() ) TaskReport:Add( Task:GetName() )
else else
self:F("This should not happen") self:F( "This should not happen" )
end end
end end
-- OK, so the tasking has been done, now delete the changes reported for the area. -- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem ) Detection:AcceptChanges( DetectedItem )
end end
-- TODO set menus using the HQ coordinator -- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu() Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ") local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do 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 ) Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end end
end end
end end
return true return true
end end

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. -- 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 -- @module ENUMS
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -126,6 +126,8 @@ ENUMS.WeaponFlag={
AnyMissile = 268402688, -- AnyASM + AnyAAM AnyMissile = 268402688, -- AnyASM + AnyAAM
--- Guns --- Guns
Cannons = 805306368, -- GUN_POD + BuiltInCannon Cannons = 805306368, -- GUN_POD + BuiltInCannon
--- Torpedo
Torpedo = 4294967296,
--- ---
-- Even More Genral -- Even More Genral
Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons) Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
@@ -136,6 +138,93 @@ ENUMS.WeaponFlag={
AnyGuided = 268402702, -- Any Guided Weapon 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. --- Mission tasks.
-- @type ENUMS.MissionTask -- @type ENUMS.MissionTask
-- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics. -- @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', X = 'Xray',
Y = 'Yankee', Y = 'Yankee',
Z = 'Zulu', 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 thinking 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",
}
}

View File

@@ -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
-- @field #number pointer
-- @field #table stackbypointer
-- @field #table stackbyid
-- @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())
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

@@ -5,11 +5,10 @@
-- === -- ===
-- --
-- ### Author: **TAW CougarNL**, *funkyfranky* -- ### Author: **TAW CougarNL**, *funkyfranky*
-- --
-- @module Utilities.PROFILER -- @module Utilities.PROFILER
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- PROFILER class. --- PROFILER class.
-- @type PROFILER -- @type PROFILER
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
@@ -25,7 +24,6 @@
-- @field #number ThreshTtot Total time threshold. Only write output if total function CPU time is more than this value. -- @field #number ThreshTtot Total time threshold. Only write output if total function CPU time is more than this value.
-- @field #string fileNamePrefix Output file name prefix, e.g. "MooseProfiler". -- @field #string fileNamePrefix Output file name prefix, e.g. "MooseProfiler".
-- @field #string fileNameSuffix Output file name prefix, e.g. "txt" -- @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? *
-- --
-- === -- ===
@@ -33,60 +31,59 @@
-- ![Banner Image](..\Presentations\Utilities\PROFILER_Main.jpg) -- ![Banner Image](..\Presentations\Utilities\PROFILER_Main.jpg)
-- --
-- # The PROFILER Concept -- # The PROFILER Concept
-- --
-- Profile your lua code. This tells you, which functions are called very often and which consume most real time. -- 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. -- With this information you can optimize the performance of your code.
-- --
-- # Prerequisites -- # Prerequisites
-- --
-- The modules **os** and **lfs** need to be desanizied. -- The modules **os** and **lfs** need to be de-sanitized.
-- --
--
-- # Start -- # Start
-- --
-- The profiler can simply be started with the @{#PROFILER.Start}(*Delay, Duration*) function -- The profiler can simply be started with the @{#PROFILER.Start}(*Delay, Duration*) function
-- --
-- PROFILER.Start() -- 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 -- 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 after a certain amount of seconds.
-- --
-- # Stop -- # Stop
-- --
-- The profiler automatically stops when the mission ends. But it can be stopped any time with the @{#PROFILER.Stop}(*Delay*) function -- The profiler automatically stops when the mission ends. But it can be stopped any time with the @{#PROFILER.Stop}(*Delay*) function
-- --
-- PROFILER.Stop() -- PROFILER.Stop()
-- --
-- The optional parameter *Delay* can be used to specify a delay after which the profiler is stopped. -- 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. -- When the profiler is stopped, the output is written to a file.
-- --
-- # Output -- # Output
-- --
-- The profiler output is written to a file in your DCS home folder -- The profiler output is written to a file in your DCS home folder
-- --
-- X:\User\<Your User Name>\Saved Games\DCS OpenBeta\Logs -- 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. -- The default file name is "MooseProfiler.txt". If that file exists, the file name is "MooseProfiler-001.txt" etc.
-- --
-- ## Data -- ## Data
-- --
-- The data in the output file provides information on the functions that were called in the mission. -- 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. -- 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 -- If you only want output for functions that are called more than *X* times per second, you can set
-- --
-- PROFILER.ThreshCPS=1.5 -- 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). -- 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 -- Furthermore, you can limit the output for functions that consumed a certain amount of CPU time in total by
-- --
-- PROFILER.ThreshTtot=0.005 -- PROFILER.ThreshTtot=0.005
-- --
-- With this setting, which is also the default, only functions which in total used more than 5 milliseconds CPU time. -- With this setting, which is also the default, only functions which in total used more than 5 milliseconds CPU time.
-- --
-- @field #PROFILER -- @field #PROFILER
PROFILER = { PROFILER = {
ClassName = "PROFILER", ClassName = "PROFILER",
@@ -117,97 +114,95 @@ PROFILER = {
--- Start profiler. --- Start profiler.
-- @param #number Delay Delay in seconds before profiler is stated. Default is immediately. -- @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. -- @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. -- Check if os, io and lfs are available.
local go=true local go = true
if not os then if not os then
env.error("ERROR: Profiler needs os to be desanitized!") env.error( "ERROR: Profiler needs os to be de-sanitized!" )
go=false go = false
end end
if not io then if not io then
env.error("ERROR: Profiler needs io to be desanitized!") env.error( "ERROR: Profiler needs io to be de-sanitized!" )
go=false go = false
end end
if not lfs then if not lfs then
env.error("ERROR: Profiler needs lfs to be desanitized!") env.error( "ERROR: Profiler needs lfs to be de-sanitized!" )
go=false go = false
end end
if not go then if not go then
return return
end end
if Delay and Delay>0 then if Delay and Delay > 0 then
BASE:ScheduleOnce(Delay, PROFILER.Start, 0, Duration) BASE:ScheduleOnce( Delay, PROFILER.Start, 0, Duration )
else else
-- Set start time. -- Set start time.
PROFILER.TstartGame=timer.getTime() PROFILER.TstartGame = timer.getTime()
PROFILER.TstartOS=os.clock() PROFILER.TstartOS = os.clock()
-- Add event handler. -- Add event handler.
world.addEventHandler(PROFILER.eventHandler) world.addEventHandler( PROFILER.eventHandler )
-- Info in log. -- Info in log.
env.info('############################ Profiler Started ############################') env.info( '############################ Profiler Started ############################' )
if Duration then 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 else
env.info(string.format("- Will be stopped when mission ends")) env.info( string.format( "- Will be stopped when mission ends" ) )
end end
env.info(string.format("- Calls per second threshold %.3f/sec", PROFILER.ThreshCPS)) 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( "- 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 your DCS log file folder", PROFILER.getfilename( PROFILER.fileNameSuffix ) ) )
env.info(string.format("- Output file \"%s\" in CSV format", PROFILER.getfilename("csv"))) env.info( string.format( "- Output file \"%s\" in CSV format", PROFILER.getfilename( "csv" ) ) )
env.info('###############################################################################') env.info( '###############################################################################' )
-- Message on screen -- Message on screen
local duration=Duration or 600 local duration = Duration or 600
trigger.action.outText("### Profiler running ###", duration) trigger.action.outText( "### Profiler running ###", duration )
-- Set hook. -- Set hook.
debug.sethook(PROFILER.hook, "cr") debug.sethook( PROFILER.hook, "cr" )
-- Auto stop profiler. -- Auto stop profiler.
if Duration then if Duration then
PROFILER.Stop(Duration) PROFILER.Stop( Duration )
end end
end end
end end
--- Stop profiler. --- Stop profiler.
-- @param #number Delay Delay before stop in seconds. -- @param #number Delay Delay before stop in seconds.
function PROFILER.Stop(Delay) function PROFILER.Stop( Delay )
if Delay and Delay > 0 then
BASE:ScheduleOnce( Delay, PROFILER.Stop )
if Delay and Delay>0 then
BASE:ScheduleOnce(Delay, PROFILER.Stop)
else else
-- Remove hook. -- Remove hook.
debug.sethook() debug.sethook()
-- Run time game. -- Run time game.
local runTimeGame=timer.getTime()-PROFILER.TstartGame local runTimeGame = timer.getTime() - PROFILER.TstartGame
-- Run time real OS. -- Run time real OS.
local runTimeOS=os.clock()-PROFILER.TstartOS local runTimeOS = os.clock() - PROFILER.TstartOS
-- Show info. -- Show info.
PROFILER.showInfo(runTimeGame, runTimeOS) PROFILER.showInfo( runTimeGame, runTimeOS )
end end
end end
--- Event handler. --- Event handler.
function PROFILER.eventHandler:onEvent(event) function PROFILER.eventHandler:onEvent( event )
if event.id==world.event.S_EVENT_MISSION_END then if event.id == world.event.S_EVENT_MISSION_END then
PROFILER.Stop() PROFILER.Stop()
end end
end end
@@ -218,38 +213,38 @@ end
--- Debug hook. --- Debug hook.
-- @param #table event Event. -- @param #table event Event.
function PROFILER.hook(event) function PROFILER.hook( event )
local f=debug.getinfo(2, "f").func local f = debug.getinfo( 2, "f" ).func
if event=='call' then if event == 'call' then
if PROFILER.Counters[f]==nil then if PROFILER.Counters[f] == nil then
PROFILER.Counters[f]=1 PROFILER.Counters[f] = 1
PROFILER.dInfo[f]=debug.getinfo(2,"Sn") PROFILER.dInfo[f] = debug.getinfo( 2, "Sn" )
if PROFILER.fTimeTotal[f]==nil then if PROFILER.fTimeTotal[f] == nil then
PROFILER.fTimeTotal[f]=0 PROFILER.fTimeTotal[f] = 0
end end
else else
PROFILER.Counters[f]=PROFILER.Counters[f]+1 PROFILER.Counters[f] = PROFILER.Counters[f] + 1
end end
if PROFILER.fTime[f]==nil then if PROFILER.fTime[f] == nil then
PROFILER.fTime[f]=os.clock() PROFILER.fTime[f] = os.clock()
end end
elseif (event=='return') then elseif (event == 'return') then
if PROFILER.fTime[f]~=nil then if PROFILER.fTime[f] ~= nil then
PROFILER.fTimeTotal[f]=PROFILER.fTimeTotal[f]+(os.clock()-PROFILER.fTime[f]) PROFILER.fTimeTotal[f] = PROFILER.fTimeTotal[f] + (os.clock() - PROFILER.fTime[f])
PROFILER.fTime[f]=nil PROFILER.fTime[f] = nil
end end
end end
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -262,105 +257,104 @@ end
-- @return #string Source file name. -- @return #string Source file name.
-- @return #string Line number. -- @return #string Line number.
-- @return #number Function time in seconds. -- @return #number Function time in seconds.
function PROFILER.getData(func) function PROFILER.getData( func )
local n=PROFILER.dInfo[func] local n = PROFILER.dInfo[func]
if n.what=="C" then if n.what == "C" then
return n.name, "?", "?", PROFILER.fTimeTotal[func] return n.name, "?", "?", PROFILER.fTimeTotal[func]
end end
return n.name, n.short_src, n.linedefined, PROFILER.fTimeTotal[func] return n.name, n.short_src, n.linedefined, PROFILER.fTimeTotal[func]
end end
--- Write text to log file. --- Write text to log file.
-- @param #function f The file. -- @param #function f The file.
-- @param #string txt The text. -- @param #string txt The text.
function PROFILER._flog(f, txt) function PROFILER._flog( f, txt )
f:write(txt.."\r\n") f:write( txt .. "\r\n" )
end end
--- Show table. --- Show table.
-- @param #table data Data table. -- @param #table data Data table.
-- @param #function f The file. -- @param #function f The file.
-- @param #number runTimeGame Game run time in seconds. -- @param #number runTimeGame Game run time in seconds.
function PROFILER.showTable(data, f, runTimeGame) function PROFILER.showTable( data, f, runTimeGame )
-- Loop over data. -- Loop over data.
for i=1, #data do for i = 1, #data do
local t=data[i] --#PROFILER.Data local t = data[i] -- #PROFILER.Data
-- Calls per second. -- Calls per second.
local cps=t.count/runTimeGame local cps = t.count / runTimeGame
local threshCPS=cps>=PROFILER.ThreshCPS local threshCPS = cps >= PROFILER.ThreshCPS
local threshTot=t.tm>=PROFILER.ThreshTtot local threshTot = t.tm >= PROFILER.ThreshTtot
if threshCPS and threshTot then if threshCPS and threshTot then
-- Output -- 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)) 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) PROFILER._flog( f, text )
end end
end end
end end
--- Print csv file. --- Print csv file.
-- @param #table data Data table. -- @param #table data Data table.
-- @param #number runTimeGame Game run time in seconds. -- @param #number runTimeGame Game run time in seconds.
function PROFILER.printCSV(data, runTimeGame) function PROFILER.printCSV( data, runTimeGame )
-- Output file. -- Output file.
local file=PROFILER.getfilename("csv") local file = PROFILER.getfilename( "csv" )
local g=io.open(file, 'w') local g = io.open( file, 'w' )
-- Header. -- Header.
local text="Function,Total Calls,Calls per Sec,Total Time,Total in %,Sec per Call,Source File;Line Number," local text = "Function,Total Calls,Calls per Sec,Total Time,Total in %,Sec per Call,Source File;Line Number,"
g:write(text.."\r\n") g:write( text .. "\r\n" )
-- Loop over data. -- Loop over data.
for i=1, #data do for i = 1, #data do
local t=data[i] --#PROFILER.Data local t = data[i] -- #PROFILER.Data
-- Calls per second. -- Calls per second.
local cps=t.count/runTimeGame local cps = t.count / runTimeGame
-- Output -- 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)) 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") g:write( txt .. "\r\n" )
end end
-- Close file. -- Close file.
g:close() g:close()
end end
--- Write info to output file. --- Write info to output file.
-- @param #string ext Extension. -- @param #string ext Extension.
-- @return #string File name. -- @return #string File name.
function PROFILER.getfilename(ext) function PROFILER.getfilename( ext )
local dir=lfs.writedir()..[[Logs\]] local dir = lfs.writedir() .. [[Logs\]]
ext=ext or PROFILER.fileNameSuffix ext = ext or PROFILER.fileNameSuffix
local file=dir..PROFILER.fileNamePrefix.."."..ext local file = dir .. PROFILER.fileNamePrefix .. "." .. ext
if not UTILS.FileExists(file) then if not UTILS.FileExists( file ) then
return file return file
end 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 return file
end end
end end
end end
@@ -368,172 +362,172 @@ end
--- Write info to output file. --- Write info to output file.
-- @param #number runTimeGame Game time in seconds. -- @param #number runTimeGame Game time in seconds.
-- @param #number runTimeOS OS time in seconds. -- @param #number runTimeOS OS time in seconds.
function PROFILER.showInfo(runTimeGame, runTimeOS) function PROFILER.showInfo( runTimeGame, runTimeOS )
-- Output file. -- Output file.
local file=PROFILER.getfilename(PROFILER.fileNameSuffix) local file = PROFILER.getfilename( PROFILER.fileNameSuffix )
local f=io.open(file, 'w') local f = io.open( file, 'w' )
-- Gather data. -- Gather data.
local Ttot=0 local Ttot = 0
local Calls=0 local Calls = 0
local t={} local t = {}
local tcopy=nil --#PROFILER.Data local tcopy = nil -- #PROFILER.Data
local tserialize=nil --#PROFILER.Data local tserialize = nil -- #PROFILER.Data
local tforgen=nil --#PROFILER.Data local tforgen = nil -- #PROFILER.Data
local tpairs=nil --#PROFILER.Data local tpairs = nil -- #PROFILER.Data
for func, count in pairs( PROFILER.Counters ) do
for func, count in pairs(PROFILER.Counters) do
local s, src, line, tm = PROFILER.getData( func )
local s,src,line,tm=PROFILER.getData(func)
if PROFILER.logUnknown == true then
if PROFILER.logUnknown==true then if s == nil then
if s==nil then s="<Unknown>" end s = "<Unknown>"
end
if s~=nil then
-- Profile data.
local T=
{ func=s,
src=src,
line=line,
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
else
tcopy.count=tcopy.count+T.count
tcopy.tm=tcopy.tm+T.tm
end
elseif s=="_Serialize" then
if tserialize==nil then
tserialize=T
else
tserialize.count=tserialize.count+T.count
tserialize.tm=tserialize.tm+T.tm
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
elseif s=="pairs" then
if tpairs==nil then
tpairs=T
else
tpairs.count=tpairs.count+T.count
tpairs.tm=tpairs.tm+T.tm
end
else
table.insert(t, T)
end end
-- Total function time.
Ttot=Ttot+tm
-- Total number of calls.
Calls=Calls+count
end end
if s ~= nil then
-- Profile data.
local T = { func = s, src = src, line = line, 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
else
tcopy.count = tcopy.count + T.count
tcopy.tm = tcopy.tm + T.tm
end
elseif s == "_Serialize" then
if tserialize == nil then
tserialize = T
else
tserialize.count = tserialize.count + T.count
tserialize.tm = tserialize.tm + T.tm
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
elseif s == "pairs" then
if tpairs == nil then
tpairs = T
else
tpairs.count = tpairs.count + T.count
tpairs.tm = tpairs.tm + T.tm
end
else
table.insert( t, T )
end
-- Total function time.
Ttot = Ttot + tm
-- Total number of calls.
Calls = Calls + count
end
end end
-- Add special cases. -- Add special cases.
if tcopy then if tcopy then
table.insert(t, tcopy) table.insert( t, tcopy )
end end
if tserialize then if tserialize then
table.insert(t, tserialize) table.insert( t, tserialize )
end end
if tforgen then if tforgen then
table.insert(t, tforgen) table.insert( t, tforgen )
end end
if tpairs then if tpairs then
table.insert(t, tpairs) table.insert( t, tpairs )
end end
env.info('############################ Profiler Stopped ############################') env.info( '############################ Profiler Stopped ############################' )
env.info(string.format("* Runtime Game : %s = %d sec", UTILS.SecondsToClock(runTimeGame, true), runTimeGame)) 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)) env.info( string.format( "* Runtime Real : %s = %d sec", UTILS.SecondsToClock( runTimeOS, true ), runTimeOS ) )
env.info(string.format("* Function time : %s = %.1f sec (%.1f percent of runtime game)", UTILS.SecondsToClock(Ttot, true), Ttot, Ttot/runTimeGame*100)) env.info( string.format( "* Function time : %s = %.1f sec (%.1f percent of runtime game)", UTILS.SecondsToClock( Ttot, true ), Ttot, Ttot / runTimeGame * 100 ) )
env.info(string.format("* Total functions : %d", #t)) env.info( string.format( "* Total functions : %d", #t ) )
env.info(string.format("* Total func calls : %d", Calls)) 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\"", file ) )
env.info(string.format("* Writing to file : \"%s\"", PROFILER.getfilename("csv"))) env.info( string.format( "* Writing to file : \"%s\"", PROFILER.getfilename( "csv" ) ) )
env.info("##############################################################################") env.info( "##############################################################################" )
-- Sort by total time. -- Sort by total time.
table.sort(t, function(a,b) return a.tm>b.tm end) table.sort( t, function( a, b )
return a.tm > b.tm
end )
-- Write data. -- Write data.
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"-------------------------") PROFILER._flog( f, "-------------------------" )
PROFILER._flog(f,"---- Profiler Report ----") PROFILER._flog( f, "---- Profiler Report ----" )
PROFILER._flog(f,"-------------------------") PROFILER._flog( f, "-------------------------" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,string.format("* Runtime Game : %s = %.1f sec", UTILS.SecondsToClock(runTimeGame, true), runTimeGame)) PROFILER._flog( f, string.format( "* Runtime Game : %s = %.1f sec", UTILS.SecondsToClock( runTimeGame, true ), runTimeGame ) )
PROFILER._flog(f,string.format("* Runtime Real : %s = %.1f sec", UTILS.SecondsToClock(runTimeOS, true), runTimeOS)) PROFILER._flog( f, string.format( "* Runtime Real : %s = %.1f sec", UTILS.SecondsToClock( runTimeOS, true ), runTimeOS ) )
PROFILER._flog(f,string.format("* Function time : %s = %.1f sec (%.1f %% of runtime game)", UTILS.SecondsToClock(Ttot, true), Ttot, Ttot/runTimeGame*100)) PROFILER._flog( f, string.format( "* Function time : %s = %.1f sec (%.1f %% of runtime game)", UTILS.SecondsToClock( Ttot, true ), Ttot, Ttot / runTimeGame * 100 ) )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,string.format("* Total functions = %d", #t)) PROFILER._flog( f, string.format( "* Total functions = %d", #t ) )
PROFILER._flog(f,string.format("* Total func calls = %d", Calls)) PROFILER._flog( f, string.format( "* Total func calls = %d", Calls ) )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,string.format("* Calls per second threshold = %.3f/sec", PROFILER.ThreshCPS)) 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,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER.showTable(t, f, runTimeGame) PROFILER.showTable( t, f, runTimeGame )
-- Sort by number of calls. -- Sort by number of calls.
table.sort(t, function(a,b) return a.tm/a.count>b.tm/b.count end) table.sort( t, function( a, b )
return a.tm / a.count > b.tm / b.count
end )
-- Detailed data. -- Detailed data.
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"--------------------------------------") PROFILER._flog( f, "--------------------------------------" )
PROFILER._flog(f,"---- Data Sorted by Time per Call ----") PROFILER._flog( f, "---- Data Sorted by Time per Call ----" )
PROFILER._flog(f,"--------------------------------------") PROFILER._flog( f, "--------------------------------------" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER.showTable(t, f, runTimeGame) PROFILER.showTable( t, f, runTimeGame )
-- Sort by number of calls. -- Sort by number of calls.
table.sort(t, function(a,b) return a.count>b.count end) table.sort( t, function( a, b )
return a.count > b.count
end )
-- Detailed data. -- Detailed data.
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"------------------------------------") PROFILER._flog( f, "------------------------------------" )
PROFILER._flog(f,"---- Data Sorted by Total Calls ----") PROFILER._flog( f, "---- Data Sorted by Total Calls ----" )
PROFILER._flog(f,"------------------------------------") PROFILER._flog( f, "------------------------------------" )
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER.showTable(t, f, runTimeGame) PROFILER.showTable( t, f, runTimeGame )
-- Closing. -- 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. -- Close file.
f:close() 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). --- **Utilities** DCS Simple Text-To-Speech (STTS).
-- --
-- --
--
-- @module Utils.STTS -- @module Utils.STTS
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -10,29 +9,29 @@
-- @field #string DIRECTORY Path of the SRS directory. -- @field #string DIRECTORY Path of the SRS directory.
--- Simple Text-To-Speech --- Simple Text-To-Speech
-- --
-- Version 0.4 - Compatible with SRS version 1.9.6.0+ -- Version 0.4 - Compatible with SRS version 1.9.6.0+
-- --
-- # DCS Modification Required -- # 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)" -- 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. -- Do this without DCS running to allow mission scripts to use os functions.
-- --
-- *You WILL HAVE TO REAPPLY AFTER EVERY DCS UPDATE* -- *You WILL HAVE TO REAPPLY AFTER EVERY DCS UPDATE*
-- --
-- # USAGE: -- # 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. -- 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. -- Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts.
-- --
-- Example calls: -- Example calls:
-- --
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2) -- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2)
-- --
-- Arguments in order are: -- Arguments in order are:
-- --
-- * Message to say, make sure not to use a newline (\n) ! -- * Message to say, make sure not to use a newline (\n) !
-- * Frequency in MHz -- * Frequency in MHz
-- * Modulation - AM/FM -- * Modulation - AM/FM
@@ -43,44 +42,44 @@
-- * OPTIONAL - Speed -10 to +10 -- * OPTIONAL - Speed -10 to +10
-- * OPTIONAL - Gender male, female or neuter -- * OPTIONAL - Gender male, female or neuter
-- * OPTIONAL - Culture - en-US, en-GB etc -- * 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 -- * OPTIONAL - Google TTS - Switch to Google Text To Speech - Requires STTS.GOOGLE_CREDENTIALS path and Google project setup correctly
-- --
-- --
-- ## Example -- ## 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 -- 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") -- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,null,-5,"male","en-GB")
-- --
-- ## Example -- ## 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") -- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB")
-- --
-- Arguments in order are: -- Arguments in order are:
-- --
-- * FULL path to the MP3 OR OGG to play -- * 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 -- * Frequency in MHz - to use multiple separate with a comma - Number of frequencies MUST match number of Modulations
-- * Modulation - AM/FM - to use multiple -- * Modulation - AM/FM - to use multiple
-- * Volume - 1.0 max, 0.5 half -- * Volume - 1.0 max, 0.5 half
-- * Name of the transmitter - ATC, RockFM etc -- * Name of the transmitter - ATC, RockFM etc
-- * Coalition - 0 spectator, 1 red 2 blue -- * Coalition - 0 spectator, 1 red 2 blue
-- --
-- ## Example -- ## Example
-- --
-- This will play that MP3 on 255MHz AM & 31 FM at half volume with a client called "Multiple" and to Spectators only -- 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) -- STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0)
-- --
-- @field #STTS -- @field #STTS
STTS={ STTS = {
ClassName="STTS", ClassName = "STTS",
DIRECTORY="", DIRECTORY = "",
SRS_PORT=5002, SRS_PORT = 5002,
GOOGLE_CREDENTIALS="C:\\Users\\Ciaran\\Downloads\\googletts.json", GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json",
EXECUTABLE="DCS-SR-ExternalAudio.exe", EXECUTABLE = "DCS-SR-ExternalAudio.exe"
} }
--- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER --- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
@@ -92,142 +91,144 @@ STTS.SRS_PORT = 5002
--- Google credentials file --- Google credentials file
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json" 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" STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
--- Function for UUID. --- Function for UUID.
function STTS.uuid() function STTS.uuid()
local random = math.random local random = math.random
local template ='yxxx-xxxxxxxxxxxx' local template = 'yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c) return string.gsub( template, '[xy]', function( c )
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb) local v = (c == 'x') and random( 0, 0xf ) or random( 8, 0xb )
return string.format('%x', v) return string.format( '%x', v )
end) end )
end end
--- Round a number. --- Round a number.
-- @param #number x Number. -- @param #number x Number.
-- @param #number n Precision. -- @param #number n Precision.
function STTS.round(x, n) function STTS.round( x, n )
n = math.pow(10, n or 0) n = math.pow( 10, n or 0 )
x = x * n 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 return x / n
end end
--- Function returns estimated speech time in seconds. --- 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 -- * 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 -- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
-- --
function STTS.getSpeechTime(length,speed,isGoogle) function STTS.getSpeechTime( length, speed, isGoogle )
local maxRateRatio = 3 local maxRateRatio = 3
speed = speed or 1.0 speed = speed or 1.0
isGoogle = isGoogle or false isGoogle = isGoogle or false
local speedFactor = 1.0 local speedFactor = 1.0
if isGoogle then if isGoogle then
speedFactor = speed speedFactor = speed
else else
if speed ~= 0 then if speed ~= 0 then
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1 speedFactor = math.abs( speed ) * (maxRateRatio - 1) / 10 + 1
end end
if speed < 0 then if speed < 0 then
speedFactor = 1/speedFactor speedFactor = 1 / speedFactor
end end
end end
local wpm = math.ceil(100 * speedFactor) local wpm = math.ceil( 100 * speedFactor )
local cps = math.floor((wpm * 5)/60) local cps = math.floor( (wpm * 5) / 60 )
if type(length) == "string" then if type( length ) == "string" then
length = string.len(length) length = string.len( length )
end end
return math.ceil(length/cps) return math.ceil( length / cps )
end end
--- Text to speech function. --- Text to speech function.
function STTS.TextToSpeech(message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS) function STTS.TextToSpeech( message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS )
if os == nil or io == nil then if os == nil or io == nil then
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ") env.info( "[DCS-STTS] LUA modules os or io are sanitized. skipping. " )
return return
end end
speed = speed or 1 speed = speed or 1
gender = gender or "female" gender = gender or "female"
culture = culture or "" culture = culture or ""
voice = voice or "" voice = voice or ""
coalition=coalition or "0" coalition = coalition or "0"
name=name or "ROBOT" name = name or "ROBOT"
volume=1 volume = 1
speed=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 if voice ~= "" then
cmd = cmd .. string.format(" -V \"%s\"",voice) cmd = cmd .. string.format( " -V \"%s\"", voice )
else else
if culture ~= "" then if culture ~= "" then
cmd = cmd .. string.format(" -l %s",culture) cmd = cmd .. string.format( " -l %s", culture )
end end
if gender ~= "" then if gender ~= "" then
cmd = cmd .. string.format(" -g %s",gender) cmd = cmd .. string.format( " -g %s", gender )
end end
end end
if googleTTS == true then if googleTTS == true then
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS) cmd = cmd .. string.format( " -G \"%s\"", STTS.GOOGLE_CREDENTIALS )
end end
if speed ~= 1 then if speed ~= 1 then
cmd = cmd .. string.format(" -s %s",speed) cmd = cmd .. string.format( " -s %s", speed )
end end
if volume ~= 1.0 then if volume ~= 1.0 then
cmd = cmd .. string.format(" -v %s",volume) cmd = cmd .. string.format( " -v %s", volume )
end end
if point and type(point) == "table" and point.x then if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point) local lat, lon, alt = coord.LOtoLL( point )
lat = STTS.round(lat,4) lat = STTS.round( lat, 4 )
lon = STTS.round(lon,4) lon = STTS.round( lon, 4 )
alt = math.floor(alt) 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 end
cmd = cmd ..string.format(" -t \"%s\"",message) cmd = cmd .. string.format( " -t \"%s\"", message )
if string.len(cmd) > 255 then if string.len( cmd ) > 255 then
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat" local filename = os.getenv( 'TMP' ) .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open(filename,"w+") local script = io.open( filename, "w+" )
script:write(cmd .. " && exit" ) script:write( cmd .. " && exit" )
script:close() script:close()
cmd = string.format("\"%s\"",filename) cmd = string.format( "\"%s\"", filename )
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1) timer.scheduleFunction( os.remove, filename, timer.getTime() + 1 )
end end
if string.len(cmd) > 255 then if string.len( cmd ) > 255 then
env.info("[DCS-STTS] - cmd string too long") env.info( "[DCS-STTS] - cmd string too long" )
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n") env.info( "[DCS-STTS] TextToSpeech Command :\n" .. cmd .. "\n" )
end end
os.execute(cmd) os.execute( cmd )
return STTS.getSpeechTime(message,speed,googleTTS) return STTS.getSpeechTime( message, speed, googleTTS )
end end
--- Play mp3 function. --- Play mp3 function.
@@ -235,22 +236,21 @@ end
-- @param #string freqs Frequencies, e.g. "305, 256". -- @param #string freqs Frequencies, e.g. "305, 256".
-- @param #string modulations Modulations, e.g. "AM, FM". -- @param #string modulations Modulations, e.g. "AM, FM".
-- @param #string volume Volume, e.g. "0.5". -- @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", 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" )
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)
lat = STTS.round(lat,4) if point and type( point ) == "table" and point.x then
lon = STTS.round(lon,4) local lat, lon, alt = coord.LOtoLL( point )
alt = math.floor(alt)
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt) lat = STTS.round( lat, 4 )
end lon = STTS.round( lon, 4 )
alt = math.floor( alt )
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n") cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
os.execute(cmd) end
end env.info( "[DCS-STTS] MP3/OGG Command :\n" .. cmd .. "\n" )
os.execute( cmd )
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: -- ### Authors:
-- --
@@ -7,6 +7,7 @@
-- ### Contributions: -- ### Contributions:
-- --
-- * FlightControl : Rework to OO framework. -- * FlightControl : Rework to OO framework.
-- * And many more
-- --
-- @module Utils -- @module Utils
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -51,6 +52,7 @@ BIGSMOKEPRESET = {
-- @field #string TheChannel The Channel map. -- @field #string TheChannel The Channel map.
-- @field #string Syria Syria map. -- @field #string Syria Syria map.
-- @field #string MarianaIslands Mariana Islands map. -- @field #string MarianaIslands Mariana Islands map.
-- @field #string Falklands South Atlantic map.
DCSMAP = { DCSMAP = {
Caucasus="Caucasus", Caucasus="Caucasus",
NTTR="Nevada", NTTR="Nevada",
@@ -58,7 +60,8 @@ DCSMAP = {
PersianGulf="PersianGulf", PersianGulf="PersianGulf",
TheChannel="TheChannel", TheChannel="TheChannel",
Syria="Syria", Syria="Syria",
MarianaIslands="MarianaIslands" MarianaIslands="MarianaIslands",
Falklands="Falklands",
} }
@@ -130,6 +133,62 @@ CALLSIGN={
Dublin=9, Dublin=9,
Perth=10, 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 } --#CALLSIGN
--- Utilities static class. --- Utilities static class.
@@ -409,13 +468,17 @@ end
-- @param #number knots Speed in knots. -- @param #number knots Speed in knots.
-- @return #number Speed in m/s. -- @return #number Speed in m/s.
UTILS.KnotsToMps = function( knots ) 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 end
--- Convert temperature from Celsius to Farenheit. --- Convert temperature from Celsius to Fahrenheit.
-- @param #number Celcius Temperature in degrees Celsius. -- @param #number Celcius Temperature in degrees Celsius.
-- @return #number Temperature in degrees Farenheit. -- @return #number Temperature in degrees Fahrenheit.
UTILS.CelciusToFarenheit = function( Celcius ) UTILS.CelsiusToFahrenheit = function( Celcius )
return Celcius * 9/5 + 32 return Celcius * 9/5 + 32
end end
@@ -748,7 +811,7 @@ function UTILS.BeaufortScale(speed)
return bn,bd return bn,bd
end 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 str Sting to split.
-- @param #string sep Speparator for split. -- @param #string sep Speparator for split.
-- @return #table Split text. -- @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 return a.x*b.x + a.y*b.y + a.z*b.z
end 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. --- 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. -- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @return #number Norm of the vector. -- @return #number Norm of the vector.
@@ -977,6 +1049,13 @@ function UTILS.VecNorm(a)
return math.sqrt(UTILS.VecDot(a, a)) return math.sqrt(UTILS.VecDot(a, a))
end 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. --- Calculate the distance between two 2D vectors.
-- @param DCS#Vec2 a Vector in 3D with x, y components. -- @param DCS#Vec2 a Vector in 3D with x, y components.
-- @param DCS#Vec2 b 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} return {x=a.x-b.x, y=a.y-b.y, z=a.z-b.z}
end 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. --- 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 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b 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} return {x=a.x+b.x, y=a.y+b.y, z=a.z+b.z}
end 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. --- Calculate the angle between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components. -- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b 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 return h
end end
--- Calculate "heading" of a 2D vector in the X-Y plane.
-- @param DCS#Vec2 a Vector in "D 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. --- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param #number h1 Heading one. -- @param #number h1 Heading one.
-- @param #number h2 Heading two. -- @param #number h2 Heading two.
@@ -1095,6 +1201,22 @@ function UTILS.VecTranslate(a, distance, angle)
return {x=TX, y=a.y, z=TY} return {x=TX, y=a.y, z=TY}
end 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. --- 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 DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param #number angle Rotation angle in degrees. -- @param #number angle Rotation angle in degrees.
@@ -1115,6 +1237,25 @@ function UTILS.Rotate2D(a, angle)
return A return A
end 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. --- Converts a TACAN Channel/Mode couple into a frequency in Hz.
-- @param #number TACANChannel The TACAN channel, i.e. the 10 in "10X". -- @param #number TACANChannel The TACAN channel, i.e. the 10 in "10X".
@@ -1198,26 +1339,6 @@ function UTILS.GetMissionDayOfYear(Time)
end 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. --- Returns the magnetic declination of the map.
-- Returned values for the current maps are: -- Returned values for the current maps are:
-- --
@@ -1228,6 +1349,7 @@ end
-- * The Cannel Map -10 (West) -- * The Cannel Map -10 (West)
-- * Syria +5 (East) -- * Syria +5 (East)
-- * Mariana Islands +2 (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 -- @param #string map (Optional) Map for which the declination is returned. Default is from env.mission.theatre
-- @return #number Declination in degrees. -- @return #number Declination in degrees.
function UTILS.GetMagneticDeclination(map) function UTILS.GetMagneticDeclination(map)
@@ -1250,6 +1372,8 @@ function UTILS.GetMagneticDeclination(map)
declination=5 declination=5
elseif map==DCSMAP.MarianaIslands then elseif map==DCSMAP.MarianaIslands then
declination=2 declination=2
elseif map==DCSMAP.Falklands then
declination=12
else else
declination=0 declination=0
end end
@@ -1328,6 +1452,23 @@ function UTILS.GetModulationName(Modulation)
end 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 --- Get the callsign name from its enumerator value
-- @param #number Callsign The enumerator callsign. -- @param #number Callsign The enumerator callsign.
-- @return #string The callsign name or "Ghostrider". -- @return #string The callsign name or "Ghostrider".
@@ -1356,7 +1497,49 @@ function UTILS.GetCallsignName(Callsign)
return name return name
end end
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" return "Ghostrider"
end end
@@ -1541,16 +1724,22 @@ end
--- Get OS time. Needs os to be desanitized! --- Get OS time. Needs os to be desanitized!
-- @return #number Os time in seconds. -- @return #number Os time in seconds.
function UTILS.GetOSTime() function UTILS.GetOSTime()
if os then if os then
return os.clock() local ts = 0
end local t = os.date("*t")
local s = t.sec
return nil local m = t.min * 60
local h = t.hour * 3600
ts = s+m+h
return ts
else
return nil
end
end end
--- Shuffle a table accoring to Fisher Yeates algorithm --- Shuffle a table accoring to Fisher Yeates algorithm
--@param #table table to be shuffled --@param #table t Table to be shuffled.
--@return #table --@return #table Shuffled table.
function UTILS.ShuffleTable(t) function UTILS.ShuffleTable(t)
if t == nil or type(t) ~= "table" then if t == nil or type(t) ~= "table" then
BASE:I("Error in ShuffleTable: Missing or wrong type of Argument") BASE:I("Error in ShuffleTable: Missing or wrong type of Argument")
@@ -1568,60 +1757,99 @@ function UTILS.ShuffleTable(t)
return TempTable return TempTable
end 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. --- (Helicopter) Check if one loading door is open.
--@param #string unit_name Unit name to be checked --@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. --@return #boolean Outcome - true if a (loading door) is open, false if not, nil if none exists.
function UTILS.IsLoadingDoorOpen( unit_name ) function UTILS.IsLoadingDoorOpen( unit_name )
local ret_val = false
local unit = Unit.getByName(unit_name) local unit = Unit.getByName(unit_name)
if unit ~= nil then if unit ~= nil then
local type_name = unit:getTypeName() 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") BASE:T(unit_name .. " Cargo doors are open or cargo door not present")
ret_val = true return true
end 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") BASE:T(unit_name .. " a side door is open")
ret_val = true return true
end 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 ") 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 end
if string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then if string.find(type_name, "Hercules") and (unit:getDrawArgumentValue(1215) == 1 and unit:getDrawArgumentValue(1216) == 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
BASE:T(unit_name .. " rear doors are open") BASE:T(unit_name .. " rear doors are open")
ret_val = true return true
end end
if string.find(type_name, "Hercules") and (unit:getDrawArgumentValue(1220) == 1 or unit:getDrawArgumentValue(1221) == 1) then 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") BASE:T(unit_name .. " para doors are open")
ret_val = true return true
end 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") BASE:T(unit_name .. " side door is open")
ret_val = true return true
end end
if string.find(type_name, "Bell-47") then -- bell aint got no doors so always ready to load injured soldiers 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") BASE:T(unit_name .. " door is open")
ret_val = true return true
end end
if ret_val == false then if string.find(type_name, "UH-60L") and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then
BASE:T(unit_name .. " all doors are closed") BASE:T(unit_name .. " cargo door is open")
return true
end 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
return false
end -- nil end -- nil
@@ -1772,3 +2000,472 @@ function UTILS.GenerateLaserCodes()
end end
return jtacGeneratedLaserCodes return jtacGeneratedLaserCodes
end 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 }`
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 }
table.insert(datatable,data)
if spawn then
local group = SPAWN:New(groupname)
: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

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File diff suppressed because it is too large Load Diff

View File

@@ -310,8 +310,7 @@ end
--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. --- 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 -- @param Wrapper.Positionable#POSITIONABLE self
-- @return DCS#Position The 3D position vectors of the POSITIONABLE. -- @return DCS#Position The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive.
-- @return #nil The POSITIONABLE is not existing or alive.
function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3() function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3()
self:F2( self.PositionableName ) self:F2( self.PositionableName )
@@ -339,9 +338,7 @@ end
-- If the first @{Wrapper.Unit} of the group is inactive, it will return false. -- If the first @{Wrapper.Unit} of the group is inactive, it will return false.
-- --
-- @param #GROUP self -- @param #GROUP self
-- @return #boolean true if the group is alive and active. -- @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.
-- @return #boolean false if the group is alive but inactive.
-- @return #nil if the group does not exist anymore.
function GROUP:IsAlive() function GROUP:IsAlive()
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -363,8 +360,7 @@ end
--- Returns if the group is activated. --- Returns if the group is activated.
-- @param #GROUP self -- @param #GROUP self
-- @return #boolean true if group is activated. -- @return #boolean `true` if group is activated or `#nil` The group is not existing or alive.
-- @return #nil The group is not existing or alive.
function GROUP:IsActive() function GROUP:IsActive()
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -388,7 +384,7 @@ end
-- So all event listeners will catch the destroy event of this group for each unit in the group. -- 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. -- To raise these events, provide the `GenerateEvent` parameter.
-- @param #GROUP self -- @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. -- @param #number delay Delay in seconds before despawning the group.
-- @usage -- @usage
-- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. -- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
@@ -412,7 +408,6 @@ function GROUP:Destroy( GenerateEvent, delay )
self:F2( self.GroupName ) self:F2( self.GroupName )
if delay and delay>0 then if delay and delay>0 then
--SCHEDULER:New(nil, GROUP.Destroy, {self, GenerateEvent}, delay)
self:ScheduleOnce(delay, GROUP.Destroy, self, GenerateEvent) self:ScheduleOnce(delay, GROUP.Destroy, self, GenerateEvent)
else else
@@ -568,12 +563,12 @@ function GROUP:GetSpeedMax()
local Units=self:GetUnits() local Units=self:GetUnits()
local speedmax=nil local speedmax=0
for _,unit in pairs(Units) do for _,unit in pairs(Units) do
local unit=unit --Wrapper.Unit#UNIT local unit=unit --Wrapper.Unit#UNIT
local speed=unit:GetSpeedMax() local speed=unit:GetSpeedMax()
if speedmax==nil then if speedmax==0 then
speedmax=speed speedmax=speed
elseif speed<speedmax then elseif speed<speedmax then
speedmax=speed speedmax=speed
@@ -627,7 +622,7 @@ function GROUP:GetUnits()
local DCSGroup = self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then if DCSGroup then
local DCSUnits = DCSGroup:getUnits() local DCSUnits = DCSGroup:getUnits() or {}
local Units = {} local Units = {}
for Index, UnitData in pairs( DCSUnits ) do for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData ) Units[#Units+1] = UNIT:Find( UnitData )
@@ -685,6 +680,30 @@ function GROUP:GetUnit( UnitNumber )
return nil return nil
end 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()
-- Get group.
-- local group=self:GetGroup()
-- Units of template group.
local units=self:GetTemplate().units
-- Get numbers.
for _,unit in pairs(units) do
-- Check if unit name matach and skill is Client or Player.
if unit.name==self:GetName() and (unit.skill=="Client" or unit.skill=="Player") then
return true
end
end
return false
end
--- Returns the DCS Unit with number UnitNumber. --- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. . -- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self -- @param #GROUP self
@@ -692,11 +711,24 @@ end
-- @return DCS#Unit The DCS Unit. -- @return DCS#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber ) function GROUP:GetDCSUnit( UnitNumber )
local DCSGroup=self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then 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 end
return nil return nil
@@ -770,8 +802,7 @@ end
--- Returns the average velocity Vec3 vector. --- Returns the average velocity Vec3 vector.
-- @param Wrapper.Group#GROUP self -- @param Wrapper.Group#GROUP self
-- @return DCS#Vec3 The velocity Vec3 vector -- @return DCS#Vec3 The velocity Vec3 vector or `#nil` if the GROUP is not existing or alive.
-- @return #nil The GROUP is not existing or alive.
function GROUP:GetVelocityVec3() function GROUP:GetVelocityVec3()
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -802,11 +833,19 @@ function GROUP:GetVelocityVec3()
return nil return nil
end 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. --- Returns the average group height in meters.
-- @param Wrapper.Group#GROUP self -- @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. -- @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 DCS#Vec3 The height of the group or nil if is not existing or alive. -- @return #number The height of the group or nil if is not existing or alive.
function GROUP:GetHeight( FromGround ) function GROUP:GetHeight( FromGround )
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -906,6 +945,24 @@ function GROUP:GetTypeName()
return nil return nil
end 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. --- Gets the player name of the group.
-- @param #GROUP self -- @param #GROUP self
-- @return #string The player name of the group. -- @return #string The player name of the group.
@@ -999,24 +1056,32 @@ end
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP. -- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate() function GROUP:GetCoordinate()
local FirstUnit = self:GetUnit(1) local Units = self:GetUnits() or {}
if FirstUnit then for _,_unit in pairs(Units) do
local FirstUnitCoordinate = FirstUnit:GetCoordinate() local FirstUnit = _unit -- Wrapper.Unit#UNIT
return FirstUnitCoordinate
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
if FirstUnitCoordinate then
local Heading = self:GetHeading()
FirstUnitCoordinate.Heading = Heading
return FirstUnitCoordinate
end
end
end end
BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } )
return nil
end 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. --- 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 #GROUP self
-- @param #number Radius -- @param #number Radius Radius in meters.
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP. -- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
-- @return #nil The GROUP is invalid or empty
-- @usage -- @usage
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP -- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
function GROUP:GetRandomVec3(Radius) function GROUP:GetRandomVec3(Radius)
@@ -1037,24 +1102,25 @@ end
--- Returns the mean heading of every UNIT in the GROUP in degrees --- Returns the mean heading of every UNIT in the GROUP in degrees
-- @param #GROUP self -- @param #GROUP self
-- @return #number mean heading of the GROUP -- @return #number Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive.
-- @return #nil The first UNIT is not existing or alive.
function GROUP:GetHeading() function GROUP:GetHeading()
self:F2(self.GroupName) self:F2(self.GroupName)
self:F2(self.GroupName)
local GroupSize = self:GetSize() local GroupSize = self:GetSize()
local HeadingAccumulator = 0 local HeadingAccumulator = 0
local n=0 local n=0
local Units = self:GetUnits()
if GroupSize then if GroupSize then
for i = 1, GroupSize do for _,unit in pairs(Units) do
local unit=self:GetUnit(i)
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
HeadingAccumulator = HeadingAccumulator + unit:GetHeading() HeadingAccumulator = HeadingAccumulator + unit:GetHeading()
n=n+1 n=n+1
end end
end end
return math.floor(HeadingAccumulator / n) return math.floor(HeadingAccumulator / n)
end end
BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } )
@@ -1066,8 +1132,8 @@ end
--- Return the fuel state and unit reference for the unit with the least --- Return the fuel state and unit reference for the unit with the least
-- amount of fuel in the group. -- amount of fuel in the group.
-- @param #GROUP self -- @param #GROUP self
-- @return #number The fuel state of the unit with the least amount of fuel -- @return #number The fuel state of the unit with the least amount of fuel.
-- @return #Unit reference to #Unit object for further processing -- @return Wrapper.Unit#UNIT reference to #Unit object for further processing.
function GROUP:GetFuelMin() function GROUP:GetFuelMin()
self:F3(self.ControllableName) self:F3(self.ControllableName)
@@ -1109,7 +1175,7 @@ function GROUP:GetFuelAvg()
local TotalFuel = 0 local TotalFuel = 0
for UnitID, UnitData in pairs( self:GetUnits() ) do for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT local Unit = UnitData -- Wrapper.Unit#UNIT
local UnitFuel = Unit:GetFuel() local UnitFuel = Unit:GetFuel() or 0
self:F( { Fuel = UnitFuel } ) self:F( { Fuel = UnitFuel } )
TotalFuel = TotalFuel + UnitFuel TotalFuel = TotalFuel + UnitFuel
end end
@@ -1186,13 +1252,14 @@ function GROUP:IsInZone( Zone )
for UnitID, UnitData in pairs(self:GetUnits()) do for UnitID, UnitData in pairs(self:GetUnits()) do
local Unit = UnitData -- Wrapper.Unit#UNIT local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get 2D vector. That's all we need for the zone check. local vec2 = nil
local vec2=Unit:GetVec2() 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. return true -- At least one unit is in the zone. That is enough.
else
-- This one is not but another could be.
end end
end end
@@ -2326,41 +2393,44 @@ function GROUP:GetAttribute()
local unarmedship=self:HasAttribute("Unarmed ships") local unarmedship=self:HasAttribute("Unarmed ships")
-- Define attribute. Order is important. -- Define attribute. Order of attack is important.
if transportplane then if fighter then
attribute=GROUP.Attribute.AIR_TRANSPORTPLANE
elseif awacs then
attribute=GROUP.Attribute.AIR_AWACS
elseif fighter then
attribute=GROUP.Attribute.AIR_FIGHTER attribute=GROUP.Attribute.AIR_FIGHTER
elseif bomber then elseif bomber then
attribute=GROUP.Attribute.AIR_BOMBER attribute=GROUP.Attribute.AIR_BOMBER
elseif awacs then
attribute=GROUP.Attribute.AIR_AWACS
elseif transportplane then
attribute=GROUP.Attribute.AIR_TRANSPORTPLANE
elseif tanker then elseif tanker then
attribute=GROUP.Attribute.AIR_TANKER attribute=GROUP.Attribute.AIR_TANKER
-- helos
elseif attackhelicopter then
attribute=GROUP.Attribute.AIR_ATTACKHELO
elseif transporthelo then elseif transporthelo then
attribute=GROUP.Attribute.AIR_TRANSPORTHELO attribute=GROUP.Attribute.AIR_TRANSPORTHELO
elseif attackhelicopter then
attribute=GROUP.Attribute.AIR_ATTACKHELO
elseif uav then elseif uav then
attribute=GROUP.Attribute.AIR_UAV attribute=GROUP.Attribute.AIR_UAV
elseif apc then -- ground - order of attack
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
elseif ewr then elseif ewr then
attribute=GROUP.Attribute.GROUND_EWR attribute=GROUP.Attribute.GROUND_EWR
elseif sam then elseif sam then
attribute=GROUP.Attribute.GROUND_SAM 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 apc then
attribute=GROUP.Attribute.GROUND_APC
elseif infantry then
attribute=GROUP.Attribute.GROUND_INFANTRY
elseif truck then elseif truck then
attribute=GROUP.Attribute.GROUND_TRUCK attribute=GROUP.Attribute.GROUND_TRUCK
elseif train then elseif train then
attribute=GROUP.Attribute.GROUND_TRAIN attribute=GROUP.Attribute.GROUND_TRAIN
-- ships
elseif aircraftcarrier then elseif aircraftcarrier then
attribute=GROUP.Attribute.NAVAL_AIRCRAFTCARRIER attribute=GROUP.Attribute.NAVAL_AIRCRAFTCARRIER
elseif warship then elseif warship then
@@ -2611,6 +2681,41 @@ function GROUP:GetSkill()
return skill return skill
end end
--- 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
--do -- Smoke --do -- Smoke
-- --
----- Signal a flare at the position of the GROUP. ----- Signal a flare at the position of the GROUP.

View File

@@ -176,7 +176,7 @@ function IDENTIFIABLE:GetCoalitionName()
if DCSIdentifiable then if DCSIdentifiable then
-- Get coaliton ID. -- Get coalition ID.
local IdentifiableCoalition = DCSIdentifiable:getCoalition() local IdentifiableCoalition = DCSIdentifiable:getCoalition()
self:T3( IdentifiableCoalition ) self:T3( IdentifiableCoalition )

View File

@@ -15,7 +15,6 @@
-- @module Wrapper.Marker -- @module Wrapper.Marker
-- @image Wrapper_Marker.png -- @image Wrapper_Marker.png
--- Marker class. --- Marker class.
-- @type MARKER -- @type MARKER
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
@@ -24,7 +23,7 @@
-- @field #number mid Marker ID. -- @field #number mid Marker ID.
-- @field Core.Point#COORDINATE coordinate Coordinate of the mark. -- @field Core.Point#COORDINATE coordinate Coordinate of the mark.
-- @field #string text Text displayed in the mark panel. -- @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 #boolean readonly Marker is read-only.
-- @field #number coalition Coalition to which the marker is displayed. -- @field #number coalition Coalition to which the marker is displayed.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -42,29 +41,29 @@
-- # Create a Marker -- # Create a Marker
-- --
-- -- Create a MARKER object at Batumi with a trivial text. -- -- Create a MARKER object at Batumi with a trivial text.
-- local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate() -- local Coordinate = AIRBASE:FindByName( "Batumi" ):GetCoordinate()
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield") -- 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. -- 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 speficic coaliton only, or only to a specific group. -- show the marker to everyone, to a specific coalition only, or only to a specific group.
-- --
-- ## For Everyone -- ## For Everyone
-- --
-- If the marker should be visible to everyone, you can use the :ToAll() function. -- 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. -- 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 -- ### 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 -- ## For a Group
-- --
@@ -76,28 +75,28 @@
-- --
-- The marker text and coordinate can be updated easily as shown below. -- 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.* -- *This is a DCS scripting engine limitation.*
-- --
-- ## Update Text -- ## 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 -- 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 -- ## Update Coordinate
-- --
-- If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by -- 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 -- The update can also be delayed by, e.g. 60 seconds, using
-- --
-- mymarker:UpdateCoordinate(NewCoordinate, 60) -- mymarker:UpdateCoordinate( NewCoordinate , 60 )
-- --
-- # Retrieve Data -- # Retrieve Data
-- --
@@ -105,18 +104,18 @@
-- --
-- ## Text -- ## Text
-- --
-- local text=mymarker:GetText() -- local text =mymarker:GetText()
-- env.info("Marker Text = " .. text) -- env.info( "Marker Text = " .. text )
-- --
-- ## Coordinate -- ## Coordinate
-- --
-- local Coordinate=mymarker:GetCoordinate() -- local Coordinate = mymarker:GetCoordinate()
-- env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS()) -- env.info( "Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS() )
-- --
-- --
-- # FSM Events -- # 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. -- These events can be captured and used for processing via OnAfter functions as shown below.
-- --
@@ -133,26 +132,25 @@
-- --
-- # Examples -- # Examples
-- --
--
-- @field #MARKER -- @field #MARKER
MARKER = { MARKER = {
ClassName = "MARKER", ClassName = "MARKER",
Debug = false, Debug = false,
lid = nil, lid = nil,
mid = nil, mid = nil,
coordinate = nil, coordinate = nil,
text = nil, text = nil,
message = nil, message = nil,
readonly = nil, readonly = nil,
coalition = nil, coalition = nil,
} }
--- Marker ID. Running number. --- Marker ID. Running number.
_MARKERID=0 _MARKERID = 0
--- Marker class version. --- Marker class version.
-- @field #string version -- @field #string version
MARKER.version="0.1.0" MARKER.version = "0.1.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -172,38 +170,38 @@ MARKER.version="0.1.0"
-- @param Core.Point#COORDINATE Coordinate Coordinate where to place the marker. -- @param Core.Point#COORDINATE Coordinate Coordinate where to place the marker.
-- @param #string Text Text displayed on the mark panel. -- @param #string Text Text displayed on the mark panel.
-- @return #MARKER self -- @return #MARKER self
function MARKER:New(Coordinate, Text) function MARKER:New( Coordinate, Text )
-- Inherit everything from FSM class. -- 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 = Coordinate
self.text=Text self.text = Text
-- Defaults -- Defaults
self.readonly=false self.readonly = false
self.message="" self.message = ""
-- New marker ID. This is not the one of the actual marker. -- 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. -- Log ID.
self.lid=string.format("Marker #%d | ", self.myid) self.lid = string.format( "Marker #%d | ", self.myid )
-- Start State. -- Start State.
self:SetStartState("Invisible") self:SetStartState( "Invisible" )
-- Add FSM transitions. -- Add FSM transitions.
-- From State --> Event --> To State -- From State --> Event --> To State
self:AddTransition("Invisible", "Added", "Visible") -- Marker was added. self:AddTransition( "Invisible", "Added", "Visible" ) -- Marker was added.
self:AddTransition("Visible", "Removed", "Invisible") -- Marker was removed. self:AddTransition( "Visible", "Removed", "Invisible" ) -- Marker was removed.
self:AddTransition("*", "Changed", "*") -- Marker was changed. self:AddTransition( "*", "Changed", "*" ) -- Marker was changed.
self:AddTransition("*", "TextUpdate", "*") -- Text updated. self:AddTransition( "*", "TextUpdate", "*" ) -- Text updated.
self:AddTransition("*", "CoordUpdate", "*") -- Coordinates updated. self:AddTransition( "*", "CoordUpdate", "*" ) -- Coordinates updated.
--- Triggers the FSM event "Added". --- Triggers the FSM event "Added".
-- @function [parent=#MARKER] Added -- @function [parent=#MARKER] Added
@@ -223,7 +221,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Removed". --- Triggers the FSM event "Removed".
-- @function [parent=#MARKER] Removed -- @function [parent=#MARKER] Removed
-- @param #MARKER self -- @param #MARKER self
@@ -242,7 +239,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Changed". --- Triggers the FSM event "Changed".
-- @function [parent=#MARKER] Changed -- @function [parent=#MARKER] Changed
-- @param #MARKER self -- @param #MARKER self
@@ -261,7 +257,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "TextUpdate". --- Triggers the FSM event "TextUpdate".
-- @function [parent=#MARKER] TextUpdate -- @function [parent=#MARKER] TextUpdate
-- @param #MARKER self -- @param #MARKER self
@@ -280,7 +275,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param #string Text The new text. -- @param #string Text The new text.
--- Triggers the FSM event "CoordUpdate". --- Triggers the FSM event "CoordUpdate".
-- @function [parent=#MARKER] CoordUpdate -- @function [parent=#MARKER] CoordUpdate
-- @param #MARKER self -- @param #MARKER self
@@ -299,11 +293,10 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated Coordinate. -- @param Core.Point#COORDINATE Coordinate The updated Coordinate.
-- Handle events. -- Handle events.
self:HandleEvent(EVENTS.MarkAdded) self:HandleEvent( EVENTS.MarkAdded )
self:HandleEvent(EVENTS.MarkRemoved) self:HandleEvent( EVENTS.MarkRemoved )
self:HandleEvent(EVENTS.MarkChange) self:HandleEvent( EVENTS.MarkChange )
return self return self
end end
@@ -317,7 +310,7 @@ end
-- @return #MARKER self -- @return #MARKER self
function MARKER:ReadOnly() function MARKER:ReadOnly()
self.readonly=true self.readonly = true
return self return self
end end
@@ -326,9 +319,9 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #string Text Message displayed when the marker is added. -- @param #string Text Message displayed when the marker is added.
-- @return #MARKER self -- @return #MARKER self
function MARKER:Message(Text) function MARKER:Message( Text )
self.message=Text or "" self.message = Text or ""
return self return self
end end
@@ -337,28 +330,28 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToAll(Delay) function MARKER:ToAll( Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.ToAll, self) self:ScheduleOnce( Delay, MARKER.ToAll, self )
else else
self.toall=true self.toall = true
self.tocoaliton=nil self.tocoalition = nil
self.coalition=nil self.coalition = nil
self.togroup=nil self.togroup = nil
self.groupname=nil self.groupname = nil
self.groupid=nil self.groupid = nil
-- First remove an existing mark. -- First remove an existing mark.
if self.shown then if self.shown then
self:Remove() self:Remove()
end end
self.mid=UTILS.GetMarkID() self.mid = UTILS.GetMarkID()
-- Call DCS function. -- 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 end
@@ -367,32 +360,32 @@ end
--- Place marker visible for a specific coalition only. --- Place marker visible for a specific coalition only.
-- @param #MARKER self -- @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. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToCoalition(Coalition, Delay) function MARKER:ToCoalition( Coalition, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.ToCoalition, self, Coalition) self:ScheduleOnce( Delay, MARKER.ToCoalition, self, Coalition )
else else
self.coalition=Coalition self.coalition = Coalition
self.tocoaliton=true self.tocoalition = true
self.toall=false self.toall = false
self.togroup=false self.togroup = false
self.groupname=nil self.groupname = nil
self.groupid=nil self.groupid = nil
-- First remove an existing mark. -- First remove an existing mark.
if self.shown then if self.shown then
self:Remove() self:Remove()
end end
self.mid=UTILS.GetMarkID() self.mid = UTILS.GetMarkID()
-- Call DCS function. -- 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 end
@@ -403,8 +396,8 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToBlue(Delay) function MARKER:ToBlue( Delay )
self:ToCoalition(coalition.side.BLUE, Delay) self:ToCoalition( coalition.side.BLUE, Delay )
return self return self
end end
@@ -412,8 +405,8 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToRed(Delay) function MARKER:ToRed( Delay )
self:ToCoalition(coalition.side.RED, Delay) self:ToCoalition( coalition.side.RED, Delay )
return self return self
end end
@@ -421,51 +414,50 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToNeutral(Delay) function MARKER:ToNeutral( Delay )
self:ToCoalition(coalition.side.NEUTRAL, Delay) self:ToCoalition( coalition.side.NEUTRAL, Delay )
return self return self
end end
--- Place marker visible for a specific group only. --- Place marker visible for a specific group only.
-- @param #MARKER self -- @param #MARKER self
-- @param Wrapper.Group#GROUP Group The group to which the marker is displayed. -- @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. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToGroup(Group, Delay) function MARKER:ToGroup( Group, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.ToGroup, self, Group) self:ScheduleOnce( Delay, MARKER.ToGroup, self, Group )
else else
-- Check if group exists. -- 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 if self.groupid then
self.groupname=Group:GetName() self.groupname = Group:GetName()
self.togroup=true self.togroup = true
self.tocoaliton=nil self.tocoalition = nil
self.coalition=nil self.coalition = nil
self.toall=nil self.toall = nil
-- First remove an existing mark. -- First remove an existing mark.
if self.shown then if self.shown then
self:Remove() self:Remove()
end end
self.mid=UTILS.GetMarkID() self.mid = UTILS.GetMarkID()
-- Call DCS function. -- 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 end
else else
--TODO: Warning! -- TODO: Warning!
end end
end end
@@ -478,17 +470,17 @@ end
-- @param #string Text Updated text. -- @param #string Text Updated text.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:UpdateText(Text, Delay) function MARKER:UpdateText( Text, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.UpdateText, self, Text) self:ScheduleOnce( Delay, MARKER.UpdateText, self, Text )
else else
self.text=tostring(Text) self.text = tostring( Text )
self:Refresh() self:Refresh()
self:TextUpdate(tostring(Text)) self:TextUpdate( tostring( Text ) )
end end
@@ -500,17 +492,17 @@ end
-- @param Core.Point#COORDINATE Coordinate The new coordinate. -- @param Core.Point#COORDINATE Coordinate The new coordinate.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:UpdateCoordinate(Coordinate, Delay) function MARKER:UpdateCoordinate( Coordinate, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.UpdateCoordinate, self, Coordinate) self:ScheduleOnce( Delay, MARKER.UpdateCoordinate, self, Coordinate )
else else
self.coordinate=Coordinate self.coordinate = Coordinate
self:Refresh() self:Refresh()
self:CoordUpdate(Coordinate) self:CoordUpdate( Coordinate )
end end
@@ -521,28 +513,28 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:Refresh(Delay) function MARKER:Refresh( Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.Refresh, self) self:ScheduleOnce( Delay, MARKER.Refresh, self )
else else
if self.toall then if self.toall then
self:ToAll() self:ToAll()
elseif self.tocoaliton then elseif self.tocoalition then
self:ToCoalition(self.coalition) self:ToCoalition( self.coalition )
elseif self.togroup then elseif self.togroup then
local group=GROUP:FindByName(self.groupname) local group = GROUP:FindByName( self.groupname )
self:ToGroup(group) self:ToGroup( group )
else else
self:E(self.lid.."ERROR: unknown To in :Refresh()!") self:E( self.lid .. "ERROR: unknown To in :Refresh()!" )
end end
end end
@@ -554,16 +546,16 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is removed. -- @param #number Delay (Optional) Delay in seconds, before the marker is removed.
-- @return #MARKER self -- @return #MARKER self
function MARKER:Remove(Delay) function MARKER:Remove( Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.Remove, self) self:ScheduleOnce( Delay, MARKER.Remove, self )
else else
if self.shown then if self.shown then
-- Call DCS function. -- Call DCS function.
trigger.action.removeMark(self.mid) trigger.action.removeMark( self.mid )
end end
@@ -590,24 +582,23 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #string Text Marker text. Default is an empty sting "". -- @param #string Text Marker text. Default is an empty sting "".
-- @return #MARKER self -- @return #MARKER self
function MARKER:SetText(Text) function MARKER:SetText( Text )
self.text=Text and tostring(Text) or "" self.text = Text and tostring( Text ) or ""
return self return self
end end
--- Check if marker is currently visible on the F10 map. --- Check if marker is currently visible on the F10 map.
-- @param #MARKER self -- @param #MARKER self
-- @return #boolean True if the marker is currently visible. -- @return #boolean True if the marker is currently visible.
function MARKER:IsVisible() function MARKER:IsVisible()
return self:Is("Visible") return self:Is( "Visible" )
end end
--- Check if marker is currently invisible on the F10 map. --- Check if marker is currently invisible on the F10 map.
-- @param #MARKER self -- @param #MARKER self
-- @return -- @return
function MARKER:IsInvisible() function MARKER:IsInvisible()
return self:Is("Invisible") return self:Is( "Invisible" )
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -617,19 +608,19 @@ end
--- Event function when a MARKER is added. --- Event function when a MARKER is added.
-- @param #MARKER self -- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkAdded(EventData) function MARKER:OnEventMarkAdded( EventData )
if EventData and EventData.MarkID then 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 end
@@ -640,19 +631,19 @@ end
--- Event function when a MARKER is removed. --- Event function when a MARKER is removed.
-- @param #MARKER self -- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkRemoved(EventData) function MARKER:OnEventMarkRemoved( EventData )
if EventData and EventData.MarkID then 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=false self.shown = false
self:Removed(EventData) self:Removed( EventData )
end end
@@ -663,19 +654,19 @@ end
--- Event function when a MARKER changed. --- Event function when a MARKER changed.
-- @param #MARKER self -- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkChange(EventData) function MARKER:OnEventMarkChange( EventData )
if EventData and EventData.MarkID then if EventData and EventData.MarkID then
local MarkID=EventData.MarkID local MarkID = EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkChange for Mark ID=%s", tostring(MarkID))) self:T3( self.lid .. string.format( "Captured event MarkChange for Mark ID=%s", tostring( MarkID ) ) )
if MarkID==self.mid then if MarkID == self.mid then
self:Changed(EventData) self:Changed( EventData )
self:TextChanged(tostring(EventData.MarkText)) self:TextChanged( tostring( EventData.MarkText ) )
end end
@@ -693,17 +684,17 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterAdded(From, Event, To, EventData) function MARKER:onafterAdded( From, Event, To, EventData )
-- Debug info. -- Debug info.
local text=string.format("Captured event MarkAdded for myself:\n") 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( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition)) 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( "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( "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( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text=text..string.format("Text: \n%s", tostring(EventData.MarkText)) text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2(self.lid..text) self:T2( self.lid .. text )
end end
@@ -713,17 +704,17 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterRemoved(From, Event, To, EventData) function MARKER:onafterRemoved( From, Event, To, EventData )
-- Debug info. -- Debug info.
local text=string.format("Captured event MarkRemoved for myself:\n") 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( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition)) 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( "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( "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( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text=text..string.format("Text: \n%s", tostring(EventData.MarkText)) text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2(self.lid..text) self:T2( self.lid .. text )
end end
@@ -733,17 +724,17 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterChanged(From, Event, To, EventData) function MARKER:onafterChanged( From, Event, To, EventData )
-- Debug info. -- Debug info.
local text=string.format("Captured event MarkChange for myself:\n") 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( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition)) 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( "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( "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( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text=text..string.format("Text: \n%s", tostring(EventData.MarkText)) text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2(self.lid..text) self:T2( self.lid .. text )
end end
@@ -753,9 +744,9 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Text The updated text, displayed in the mark panel. -- @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 end
@@ -765,12 +756,8 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated coordinates. -- @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 end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -88,8 +88,9 @@
-- --
-- @field #UNIT UNIT -- @field #UNIT UNIT
UNIT = { UNIT = {
ClassName="UNIT", ClassName="UNIT",
UnitName=nil, UnitName=nil,
GroupName=nil,
} }
@@ -102,7 +103,7 @@ UNIT = {
-- Registration. -- Registration.
--- Create a new UNIT from DCSUnit. --- Create a new UNIT from DCSUnit.
-- @param #UNIT self -- @param #UNIT self
-- @param #string UnitName The name of the DCS unit. -- @param #string UnitName The name of the DCS unit.
@@ -110,11 +111,20 @@ UNIT = {
function UNIT:Register( UnitName ) function UNIT:Register( UnitName )
-- Inherit CONTROLLABLE. -- Inherit CONTROLLABLE.
local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) --#UNIT
-- Set unit name. -- Set unit name.
self.UnitName = UnitName self.UnitName = UnitName
local unit=Unit.getByName(self.UnitName)
if unit then
local group = unit:getGroup()
if group then
self.GroupName=group:getName()
end
end
-- Set event prio. -- Set event prio.
self:SetEventPriority( 3 ) self:SetEventPriority( 3 )
@@ -168,8 +178,28 @@ function UNIT:GetDCSObject()
return nil return nil
end end
--- Returns the unit altitude above sea level in meters.
-- @param Wrapper.Unit#UNIT 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 height of the group or nil if is not existing or alive.
function UNIT:GetAltitude(FromGround)
local DCSUnit = Unit.getByName( self.UnitName )
if DCSUnit then
local altitude = 0
local point = DCSUnit:getPoint() --DCS#Vec3
altitude = point.y
if FromGround then
local land = land.getHeight( { x = point.x, y = point.z } ) or 0
altitude = altitude - land
end
return altitude
end
return nil
end
--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group. --- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
-- --
@@ -408,6 +438,17 @@ function UNIT:GetClient()
return nil return nil
end end
--- [AIRPLANE] Get the NATO reporting name of a UNIT. Currently airplanes only!
--@param #UNIT self
--@return #string NatoReportingName or "Bogey" if unknown.
function UNIT:GetNatoReportingName()
local typename = self:GetTypeName()
return UTILS.GetReportingName(typename)
end
--- Returns the unit's number in the group. --- Returns the unit's number in the group.
-- The number is the same number the unit has in ME. -- The number is the same number the unit has in ME.
-- It may not be changed during the mission. -- It may not be changed during the mission.
@@ -442,7 +483,7 @@ function UNIT:GetSpeedMax()
return SpeedMax*3.6 return SpeedMax*3.6
end end
return nil return 0
end end
--- Returns the unit's max range in meters derived from the DCS descriptors. --- Returns the unit's max range in meters derived from the DCS descriptors.
@@ -524,6 +565,63 @@ function UNIT:IsTanker()
return tanker, system return tanker, system
end end
--- Check if the unit can supply ammo. Currently, we have
--
-- * M 818
-- * Ural-375
-- * ZIL-135
--
-- This list needs to be extended, if DCS adds other units capable of supplying ammo.
--
-- @param #UNIT self
-- @return #boolean If `true`, unit can supply ammo.
function UNIT:IsAmmoSupply()
-- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us.
local typename=self:GetTypeName()
if typename=="M 818" then
-- Blue ammo truck.
return true
elseif typename=="Ural-375" then
-- Red ammo truck.
return true
elseif typename=="ZIL-135" then
-- Red ammo truck. Checked that it can also provide ammo.
return true
end
return false
end
--- Check if the unit can supply fuel. Currently, we have
--
-- * M978 HEMTT Tanker
-- * ATMZ-5
-- * ATMZ-10
-- * ATZ-5
--
-- This list needs to be extended, if DCS adds other units capable of supplying fuel.
--
-- @param #UNIT self
-- @return #boolean If `true`, unit can supply fuel.
function UNIT:IsFuelSupply()
-- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us.
local typename=self:GetTypeName()
if typename=="M978 HEMTT Tanker" then
return true
elseif typename=="ATMZ-5" then
return true
elseif typename=="ATMZ-10" then
return true
elseif typename=="ATZ-5" then
return true
end
return false
end
--- Returns the unit's group if it exist and nil otherwise. --- Returns the unit's group if it exist and nil otherwise.
-- @param Wrapper.Unit#UNIT self -- @param Wrapper.Unit#UNIT self
@@ -551,14 +649,14 @@ end
-- @return #string The name of the DCS Unit. -- @return #string The name of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive. -- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPrefix() function UNIT:GetPrefix()
self:F2( self.UnitName ) self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 ) local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix ) self:T3( UnitPrefix )
return UnitPrefix return UnitPrefix
end end
return nil return nil
@@ -626,8 +724,8 @@ function UNIT:GetAmmunition()
-- Type name of current weapon. -- Type name of current weapon.
local Tammo=ammotable[w]["desc"]["typeName"] local Tammo=ammotable[w]["desc"]["typeName"]
local _weaponString = UTILS.Split(Tammo,"%.") --local _weaponString = UTILS.Split(Tammo,"%.")
local _weaponName = _weaponString[#_weaponString] --local _weaponName = _weaponString[#_weaponString]
-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3 -- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3
local Category=ammotable[w].desc.category local Category=ammotable[w].desc.category
@@ -655,8 +753,9 @@ function UNIT:GetAmmunition()
nbombs=nbombs+Nammo nbombs=nbombs+Nammo
elseif Category==Weapon.Category.MISSILE then elseif Category==Weapon.Category.MISSILE then
-- Add up all cruise missiles (category 5)
-- Add up all missiles (category 5)
if MissileCategory==Weapon.MissileCategory.AAM then if MissileCategory==Weapon.MissileCategory.AAM then
nmissiles=nmissiles+Nammo nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
@@ -665,6 +764,10 @@ function UNIT:GetAmmunition()
nmissiles=nmissiles+Nammo nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.OTHER then elseif MissileCategory==Weapon.MissileCategory.OTHER then
nmissiles=nmissiles+Nammo nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.SAM then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.CRUISE then
nmissiles=nmissiles+Nammo
end end
end end
@@ -678,8 +781,6 @@ function UNIT:GetAmmunition()
return nammo, nshells, nrockets, nbombs, nmissiles return nammo, nshells, nrockets, nbombs, nmissiles
end end
--- Returns the unit sensors. --- Returns the unit sensors.
-- @param #UNIT self -- @param #UNIT self
-- @return DCS#Unit.Sensors Table of sensors. -- @return DCS#Unit.Sensors Table of sensors.
@@ -996,7 +1097,7 @@ function UNIT:GetThreatLevel()
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3 not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2 elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1 elseif Attributes["Infantry"] or Attributes["EWR"] then ThreatLevel = 1
end end
ThreatText = ThreatLevels[ThreatLevel+1] ThreatText = ThreatLevels[ThreatLevel+1]
@@ -1116,24 +1217,24 @@ end
-- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit. -- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive. -- @return #nil The DCS Unit is not existing or alive.
function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } ) self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitVec3 = self:GetVec3() local UnitVec3 = self:GetVec3()
local AwaitUnitVec3 = AwaitUnit:GetVec3() local AwaitUnitVec3 = AwaitUnit:GetVec3()
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" ) self:T3( "true" )
return true return true
else else
self:T3( "false" ) self:T3( "false" )
return false return false
end end
end end
return nil return nil
end end

View File

@@ -5,6 +5,7 @@ Utilities/Enums.lua
Utilities/Profiler.lua Utilities/Profiler.lua
Utilities/Templates.lua Utilities/Templates.lua
Utilities/STTS.lua Utilities/STTS.lua
Utilities/FiFo.lua
Core/Base.lua Core/Base.lua
Core/Beacon.lua Core/Beacon.lua

View File

@@ -61,9 +61,10 @@ Documentation on the MOOSE class hierarchy, usage guides and background informat
## [MOOSE Youtube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) ## [MOOSE Youtube Tutorials](https://youtube.com/playlist?list=PLLkY2GByvtC2ME0Q9wrKRDE6qnXJYV3iT)
MOOSE has a [broadcast and training channel on YouTube](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) with various channels that you can watch. Pene has kindly created a [tutorial series for MOOSE](https://youtube.com/playlist?list=PLLkY2GByvtC2ME0Q9wrKRDE6qnXJYV3iT)
with various videos that you can watch.