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88 Commits

Author SHA1 Message Date
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
60 changed files with 13232 additions and 10165 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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@@ -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
-- --

File diff suppressed because it is too large Load Diff

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)
-- --
@@ -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.
-- --
-- === -- ===

View File

@@ -3243,17 +3243,17 @@ do -- AI_A2G_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 aircraft will stay in the air until 15% of its fuel is remaining. -- The fuel threshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % 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_A2G_DISPATCHER -- @return #AI_A2G_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the A2G dispatcher, and initialize it using the Detection object. -- -- Now Setup the A2G dispatcher, and initialize it using the Detection object.
-- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) -- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default fuel treshold. -- -- Now Setup the default fuel threshold.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
function AI_A2G_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold ) function AI_A2G_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@@ -3264,18 +3264,18 @@ do -- AI_A2G_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 aircraft will stay in the air until 15% of its fuel is remaining. -- The fuel threshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_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 % 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_A2G_DISPATCHER -- @return #AI_A2G_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the A2G dispatcher, and initialize it using the Detection object. -- -- Now Setup the A2G dispatcher, and initialize it using the Detection object.
-- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) -- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default fuel treshold. -- -- Now Setup the default fuel threshold.
-- A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
function AI_A2G_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold ) function AI_A2G_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
@@ -3295,7 +3295,7 @@ do -- AI_A2G_DISPATCHER
-- -- Now Setup the A2G dispatcher, and initialize it using the Detection object. -- -- Now Setup the A2G dispatcher, and initialize it using the Detection object.
-- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) -- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default fuel treshold. -- -- Now Setup the default fuel threshold.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
-- -- Now Setup the default tanker. -- -- Now Setup the default tanker.
@@ -3318,7 +3318,7 @@ do -- AI_A2G_DISPATCHER
-- -- Now Setup the A2G dispatcher, and initialize it using the Detection object. -- -- Now Setup the A2G dispatcher, and initialize it using the Detection object.
-- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) -- A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the squadron fuel treshold. -- -- Now Setup the squadron fuel threshold.
-- A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- A2GDispatcher: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.
@@ -3421,7 +3421,7 @@ do -- AI_A2G_DISPATCHER
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount ) function AI_A2G_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
@@ -4728,6 +4728,30 @@ do
local PatrolTaskType = PatrolTaskTypes[math.random(1,3)] local PatrolTaskType = PatrolTaskTypes[math.random(1,3)]
self:Patrol( SquadronName, PatrolTaskType ) self:Patrol( SquadronName, PatrolTaskType )
end end
--- Add resources to a Squadron
-- @param #AI_A2G_DISPATCHER self
-- @param #string Squadron The squadron name.
-- @param #number Amount Number of resources to add.
function AI_A2G_DISPATCHER:AddToSquadron(Squadron,Amount)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount + Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
--- Remove resources from a Squadron
-- @param #AI_A2G_DISPATCHER self
-- @param #string Squadron The squadron name.
-- @param #number Amount Number of resources to remove.
function AI_A2G_DISPATCHER:RemoveFromSquadron(Squadron,Amount)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount - Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
end end

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)
-- --

View File

@@ -370,11 +370,11 @@ 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 +387,14 @@ 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 +476,7 @@ 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

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)
-- --

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**
-- --
@@ -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

@@ -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.
-- * Engage the enemy when detected. -- * Engage the enemy when detected.
-- --
-- --
@@ -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
-- --

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_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.
-- --
-- === -- ===
-- --
@@ -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.
-- --
-- === -- ===
-- --
@@ -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 )

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:
-- --

View File

@@ -731,13 +731,14 @@ end
-- @param #BASE self -- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event. -- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event. -- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventCrash( EventTime, Initiator ) function BASE:CreateEventCrash( EventTime, Initiator, IniObjectCategory )
self:F( { EventTime, Initiator } ) self:F( { EventTime, Initiator } )
local Event = { local Event = {
id = world.event.S_EVENT_CRASH, id = world.event.S_EVENT_CRASH,
time = EventTime, time = EventTime,
initiator = Initiator, initiator = Initiator,
IniObjectCategory = IniObjectCategory,
} }
world.onEvent( Event ) world.onEvent( Event )

View File

@@ -757,7 +757,9 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
local StaticTemplate = UTILS.DeepCopy( StaticTemplate ) local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateName = env.getValueDictByKey( StaticTemplate.name ) local StaticTemplateGroupName = env.getValueDictByKey( StaticTemplate.name )
local StaticTemplateName=StaticTemplate.units[1].name
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {} self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@@ -765,7 +767,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
StaticTemplate.CoalitionID = CoalitionID StaticTemplate.CoalitionID = CoalitionID
StaticTemplate.CountryID = CountryID StaticTemplate.CountryID = CountryID
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateGroupName
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1] self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
@@ -903,7 +905,7 @@ function DATABASE:_RegisterPlayers()
return self return self
end end
--- Private method that registers all Groups and Units within in the mission. --- Private method that registers all Groups and Units within the mission.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterGroupsAndUnits() function DATABASE:_RegisterGroupsAndUnits()
@@ -944,7 +946,7 @@ function DATABASE:_RegisterGroupsAndUnits()
return self return self
end end
--- Private method that registers all Units of skill Client or Player within in the mission. --- Private method that registers all Units of skill Client or Player within the mission.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterClients() function DATABASE:_RegisterClients()
@@ -957,7 +959,8 @@ function DATABASE:_RegisterClients()
return self return self
end end
--- @param #DATABASE self --- Private method that registers all Statics within the mission.
-- @param #DATABASE self
function DATABASE:_RegisterStatics() function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ), GroupsNeutral = coalition.getStaticObjects( coalition.side.NEUTRAL ) } local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ), GroupsNeutral = coalition.getStaticObjects( coalition.side.NEUTRAL ) }

View File

@@ -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.
-- --
@@ -141,6 +141,7 @@
-- EventData.IniUnit:SmokeGreen() -- EventData.IniUnit:SmokeGreen()
-- end -- end
-- --
--
-- Find below an overview which events populate which information categories: -- Find below an overview which events populate which information categories:
-- --
-- ![Objects](..\Presentations\EVENT\Dia14.JPG) -- ![Objects](..\Presentations\EVENT\Dia14.JPG)
@@ -171,6 +172,7 @@
-- @module Core.Event -- @module Core.Event
-- @image Core_Event.JPG -- @image Core_Event.JPG
--- @type EVENT --- @type EVENT
-- @field #EVENT.Events Events -- @field #EVENT.Events Events
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -192,6 +194,7 @@ world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006 world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007 world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
--- The different types of events supported by MOOSE. --- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method. -- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
-- @type EVENTS -- @type EVENTS
@@ -224,13 +227,13 @@ EVENTS = {
MarkChange = world.event.S_EVENT_MARK_CHANGE, MarkChange = world.event.S_EVENT_MARK_CHANGE,
MarkRemoved = world.event.S_EVENT_MARK_REMOVED, MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
-- Moose Events -- Moose Events
NewCargo = world.event.S_EVENT_NEW_CARGO, NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO, DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
NewZone = world.event.S_EVENT_NEW_ZONE, NewZone = world.event.S_EVENT_NEW_ZONE,
DeleteZone = world.event.S_EVENT_DELETE_ZONE, DeleteZone = world.event.S_EVENT_DELETE_ZONE,
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL, NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL, DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT, RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
PlayerEnterAircraft = world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT, PlayerEnterAircraft = world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT,
-- Added with DCS 2.5.6 -- Added with DCS 2.5.6
DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier
@@ -301,6 +304,8 @@ EVENTS = {
-- @field Core.ZONE#ZONE Zone The zone object. -- @field Core.ZONE#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone. -- @field #string ZoneName The name of the zone.
local _EVENTMETA = { local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = { [world.event.S_EVENT_SHOT] = {
Order = 1, Order = 1,
@@ -557,6 +562,7 @@ local _EVENTMETA = {
}, },
} }
--- The Events structure --- The Events structure
-- @type EVENT.Events -- @type EVENT.Events
-- @field #number IniUnit -- @field #number IniUnit
@@ -570,11 +576,12 @@ function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
-- Add world event handler. -- Add world event handler.
self.EventHandler = world.addEventHandler( self ) self.EventHandler = world.addEventHandler(self)
return self return self
end end
--- Initializes the Events structure for the event. --- Initializes the Events structure for the event.
-- @param #EVENT self -- @param #EVENT self
-- @param DCS#world.event EventID Event ID. -- @param DCS#world.event EventID Event ID.
@@ -588,7 +595,7 @@ function EVENT:Init( EventID, EventClass )
self.Events[EventID] = {} self.Events[EventID] = {}
end end
-- Each event has a sub-table of EventClasses, ordered by EventPriority. -- Each event has a subtable of EventClasses, ordered by EventPriority.
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
if not self.Events[EventID][EventPriority] then if not self.Events[EventID][EventPriority] then
@@ -596,7 +603,7 @@ function EVENT:Init( EventID, EventClass )
end end
if not self.Events[EventID][EventPriority][EventClass] then if not self.Events[EventID][EventPriority][EventClass] then
self.Events[EventID][EventPriority][EventClass] = {} self.Events[EventID][EventPriority][EventClass] = {}
end end
return self.Events[EventID][EventPriority][EventClass] return self.Events[EventID][EventPriority][EventClass]
@@ -607,7 +614,7 @@ end
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is. -- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param DCS#world.event EventID Event ID. -- @param DCS#world.event EventID Event ID.
-- @return #EVENT self -- @return #EVENT self
function EVENT:RemoveEvent( EventClass, EventID ) function EVENT:RemoveEvent( EventClass, EventID )
-- Debug info. -- Debug info.
self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } ) self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
@@ -631,7 +638,7 @@ end
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is. -- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param DCS#world.event EventID Event ID. -- @param DCS#world.event EventID Event ID.
-- @return #EVENT.Events -- @return #EVENT.Events
function EVENT:Reset( EventObject ) -- R2.1 function EVENT:Reset( EventObject ) --R2.1
self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } ) self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
@@ -650,11 +657,12 @@ function EVENT:Reset( EventObject ) -- R2.1
end end
end end
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object. --- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.Base#BASE EventClass The self class object for which the events are removed. -- @param Core.Base#BASE EventClass The self class object for which the events are removed.
-- @return #EVENT self -- @return #EVENT self
function EVENT:RemoveAll( EventClass ) function EVENT:RemoveAll(EventClass)
local EventClassName = EventClass:GetClassNameAndID() local EventClassName = EventClass:GetClassNameAndID()
@@ -668,6 +676,8 @@ function EVENT:RemoveAll( EventClass )
return self return self
end end
--- Create an OnDead event handler for a group --- Create an OnDead event handler for a group
-- @param #EVENT self -- @param #EVENT self
-- @param #table EventTemplate -- @param #table EventTemplate
@@ -699,6 +709,7 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
return self return self
end end
--- Set a new listener for an `S_EVENT_X` event for a UNIT. --- Set a new listener for an `S_EVENT_X` event for a UNIT.
-- @param #EVENT self -- @param #EVENT self
-- @param #string UnitName The name of the UNIT. -- @param #string UnitName The name of the UNIT.
@@ -786,6 +797,7 @@ do -- OnDead
end end
do -- OnLand do -- OnLand
--- Create an OnLand event handler for a group --- Create an OnLand event handler for a group
@@ -852,7 +864,7 @@ do -- Event Creation
id = EVENTS.NewCargo, id = EVENTS.NewCargo,
time = timer.getTime(), time = timer.getTime(),
cargo = Cargo, cargo = Cargo,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -867,7 +879,7 @@ do -- Event Creation
id = EVENTS.DeleteCargo, id = EVENTS.DeleteCargo,
time = timer.getTime(), time = timer.getTime(),
cargo = Cargo, cargo = Cargo,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -882,7 +894,7 @@ do -- Event Creation
id = EVENTS.NewZone, id = EVENTS.NewZone,
time = timer.getTime(), time = timer.getTime(),
zone = Zone, zone = Zone,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -897,7 +909,7 @@ do -- Event Creation
id = EVENTS.DeleteZone, id = EVENTS.DeleteZone,
time = timer.getTime(), time = timer.getTime(),
zone = Zone, zone = Zone,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -912,11 +924,12 @@ do -- Event Creation
id = EVENTS.NewZoneGoal, id = EVENTS.NewZoneGoal,
time = timer.getTime(), time = timer.getTime(),
ZoneGoal = ZoneGoal, ZoneGoal = ZoneGoal,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a ZoneGoal Deletion Event. --- Creation of a ZoneGoal Deletion Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
@@ -927,11 +940,12 @@ do -- Event Creation
id = EVENTS.DeleteZoneGoal, id = EVENTS.DeleteZoneGoal,
time = timer.getTime(), time = timer.getTime(),
ZoneGoal = ZoneGoal, ZoneGoal = ZoneGoal,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event. --- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit. -- @param Wrapper.Unit#UNIT PlayerUnit.
@@ -941,8 +955,8 @@ do -- Event Creation
local Event = { local Event = {
id = EVENTS.PlayerEnterUnit, id = EVENTS.PlayerEnterUnit,
time = timer.getTime(), time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject(), initiator = PlayerUnit:GetDCSObject()
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -956,8 +970,8 @@ do -- Event Creation
local Event = { local Event = {
id = EVENTS.PlayerEnterAircraft, id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(), time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject(), initiator = PlayerUnit:GetDCSObject()
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -969,24 +983,25 @@ 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
-- Get event meta data. -- Get event meta data.
local EventMeta = _EVENTMETA[Event.id] local EventMeta = _EVENTMETA[Event.id]
-- Check if this is a known event? -- Check if this is a known event?
if EventMeta then if EventMeta 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 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
@@ -994,50 +1009,27 @@ 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() if Event.id==31 then
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
-- 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_
Event.IniDCSUnitName = string.format( "Ejected Pilot ID %s", tostring( ID ) ) Event.IniDCSUnitName = string.format("Ejected Pilot ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0 Event.IniCoalition = 0
Event.IniCategory = 0 Event.IniCategory = 0
Event.IniTypeName = "Ejected Pilot" Event.IniTypeName = "Ejected Pilot"
elseif Event.id == 33 then -- ejection seat discarded elseif Event.id == 33 then -- ejection seat discarded
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
local ID = Event.initiator.id_ local ID=Event.initiator.id_
Event.IniDCSUnitName = string.format( "Ejection Seat ID %s", tostring( ID ) ) Event.IniDCSUnitName = string.format("Ejection Seat ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0 Event.IniCoalition = 0
Event.IniCategory = 0 Event.IniCategory = 0
Event.IniTypeName = "Ejection Seat" Event.IniTypeName = "Ejection Seat"
else else
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
@@ -1048,9 +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
@@ -1061,19 +1091,26 @@ 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
Event.IniUnit = AIRBASE:FindByName( Event.IniDCSUnitName ) Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
@@ -1081,7 +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
@@ -1094,9 +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()
@@ -1115,18 +1155,18 @@ function EVENT:onEvent( Event )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
else else
Event.TgtDCSUnitName = string.format( "No target object for Event ID %s", tostring( Event.id ) ) Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = nil Event.TgtUnit = nil
Event.TgtCoalition = 0 Event.TgtCoalition = 0
Event.TgtCategory = 0 Event.TgtCategory = 0
if Event.id == 6 then if Event.id == 6 then
Event.TgtTypeName = "Ejected Pilot" Event.TgtTypeName = "Ejected Pilot"
Event.TgtDCSUnitName = string.format( "Ejected Pilot ID %s", tostring( Event.IniDCSUnitName ) ) Event.TgtDCSUnitName = string.format("Ejected Pilot ID %s", tostring(Event.IniDCSUnitName))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
elseif Event.id == 33 then elseif Event.id == 33 then
Event.TgtTypeName = "Ejection Seat" Event.TgtTypeName = "Ejection Seat"
Event.TgtDCSUnitName = string.format( "Ejection Seat ID %s", tostring( Event.IniDCSUnitName ) ) Event.TgtDCSUnitName = string.format("Ejection Seat ID %s", tostring(Event.IniDCSUnitName))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
else else
Event.TgtTypeName = "Static" Event.TgtTypeName = "Static"
@@ -1144,6 +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()
@@ -1152,49 +1193,48 @@ function EVENT:onEvent( Event )
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName() Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
-- Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end end
-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase. -- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
if Event.place then if Event.place then
if Event.id == EVENTS.LandingAfterEjection then if Event.id==EVENTS.LandingAfterEjection then
-- Place is here the UNIT of which the pilot ejected. -- Place is here the UNIT of which the pilot ejected.
-- local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :( --local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :(
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground. -- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
-- Event.Place=UNIT:Find(Event.place) --Event.Place=UNIT:Find(Event.place)
else else
Event.Place = AIRBASE:Find( Event.place ) Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName = Event.Place:GetName() Event.PlaceName=Event.Place:GetName()
end end
end end
-- Mark points. -- Mark points.
if Event.idx then if Event.idx then
Event.MarkID = Event.idx Event.MarkID=Event.idx
Event.MarkVec3 = Event.pos Event.MarkVec3=Event.pos
Event.MarkCoordinate = COORDINATE:NewFromVec3( Event.pos ) Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText = Event.text Event.MarkText=Event.text
Event.MarkCoalition = Event.coalition Event.MarkCoalition=Event.coalition
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
@@ -1203,12 +1243,12 @@ function EVENT:onEvent( Event )
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called. -- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
-- if Event.IniObjectCategory ~= Object.Category.STATIC then --if Event.IniObjectCategory ~= Object.Category.STATIC then
-- 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
@@ -1218,39 +1258,35 @@ 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 local Result, Value = xpcall(
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) function()
end return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[EventMeta.Event] local EventFunction = EventClass[ EventMeta.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 local Result, Value = xpcall(
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end return EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end end
end end
end end
else else
@@ -1268,48 +1304,43 @@ 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()
if (EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName) or if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
(EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName) then ( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) 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 local Result, Value = xpcall(
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) function()
end return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
else else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[EventMeta.Event] local EventFunction = EventClass[ EventMeta.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 local Result, Value = xpcall(
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
end end
end end
end end
else else
-- The EventClass is not alive anymore, we remove it from the EventHandlers... -- The EventClass is not alive anymore, we remove it from the EventHandlers...
-- 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
@@ -1318,28 +1349,25 @@ 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 local Result, Value = xpcall(
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end return EventData.EventFunction( EventClass, Event )
local Result, Value = xpcall( function() end, ErrorHandler )
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[EventMeta.Event] local EventFunction = EventClass[ EventMeta.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 local Result, Value = xpcall(
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end local Result, Value = EventFunction( EventClass, Event )
return Result, Value
local Result, Value = xpcall( function() end, ErrorHandler )
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
end end
end end
end end
@@ -1362,7 +1390,7 @@ function EVENT:onEvent( Event )
self:T( { EventMeta.Text, Event } ) self:T( { EventMeta.Text, Event } )
end end
else else
self:E( string.format( "WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring( Event.id ) ) ) self:E(string.format("WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring(Event.id)))
end end
Event = nil Event = nil

View File

@@ -18,11 +18,11 @@
-- --
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**. -- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
-- --
-- A FSM can only be in one of a finite number of states. -- A FSM can only be in one of a finite number of states.
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**. -- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**. -- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
-- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**. -- A **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
-- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions. -- A FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
-- --
-- The FSM class supports a **hierarchical implementation of a Finite State Machine**, -- The FSM class supports a **hierarchical implementation of a Finite State Machine**,
-- that is, it allows to **embed existing FSM implementations in a master FSM**. -- that is, it allows to **embed existing FSM implementations in a master FSM**.
@@ -34,21 +34,21 @@
-- orders him to destroy x targets and account the results. -- orders him to destroy x targets and account the results.
-- Other examples of ready made FSM could be: -- Other examples of ready made FSM could be:
-- --
-- * route a plane to a zone flown by a human -- * Route a plane to a zone flown by a human.
-- * detect targets by an AI and report to humans -- * Detect targets by an AI and report to humans.
-- * account for destroyed targets by human players -- * Account for destroyed targets by human players.
-- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle -- * Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.
-- * let an AI patrol a zone -- * Let an AI patrol a zone.
-- --
-- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes, -- The **MOOSE framework** extensively uses the FSM class and derived FSM\_ classes,
-- because **the goal of MOOSE is to simplify mission design complexity for mission building**. -- because **the goal of MOOSE is to simplify mission design complexity for mission building**.
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. -- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used, -- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with: -- Each of these FSM implementation classes start either with:
-- --
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- --
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. -- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
@@ -59,7 +59,7 @@
-- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator. -- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator.
-- Additionally, I've added extendability and created an API that allows seamless FSM implementation. -- Additionally, I've added extendability and created an API that allows seamless FSM implementation.
-- --
-- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM: -- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
-- --
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s. -- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s. -- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.

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View File

@@ -10,6 +10,8 @@
-- * 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.
--
-- --
-- === -- ===
-- --
@@ -35,6 +37,7 @@
-- --
-- * 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}().
@@ -194,18 +197,21 @@ function MESSAGE:ToClient( Client, Settings )
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)
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
@@ -232,6 +238,31 @@ function MESSAGE:ToGroup( Group, Settings )
return self return self
end end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to the Blue coalition. --- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE

File diff suppressed because it is too large Load Diff

View File

@@ -201,7 +201,7 @@ do -- SET_BASE
self:F2( { ObjectName = ObjectName } ) self:F2( { ObjectName = ObjectName } )
local TriggerEvent = true local TriggerEvent = true
if NoTriggerEvent == false then if NoTriggerEvent then
TriggerEvent = false TriggerEvent = false
end end
@@ -317,7 +317,7 @@ do -- SET_BASE
for _, Object in pairs( union.Set ) do for _, Object in pairs( union.Set ) do
if self:IsIncludeObject( Object ) and SetB:IsIncludeObject( Object ) then if self:IsIncludeObject( Object ) and SetB:IsIncludeObject( Object ) then
intersection:AddObject( intersection ) intersection:AddObject( Object )
end end
end end
@@ -1004,7 +1004,7 @@ do -- SET_GROUP
--- Gets the Set. --- Gets the Set.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @return #SET_GROUP self -- @return #table Table of objects
function SET_GROUP:GetAliveSet() function SET_GROUP:GetAliveSet()
self:F2() self:F2()
@@ -1064,12 +1064,17 @@ do -- SET_GROUP
function SET_GROUP:AddGroup( group ) function SET_GROUP:AddGroup( group )
self:Add( group:GetName(), group ) self:Add( group:GetName(), group )
-- I set the default cargo bay weight limit each time a new group is added to the set. if not DontSetCargoBayLimit then
for UnitID, UnitData in pairs( group:GetUnits() ) do -- I set the default cargo bay weight limit each time a new group is added to the set.
UnitData:SetCargoBayWeightLimit() -- TODO Why is this here in the first place?
for UnitID, UnitData in pairs( group:GetUnits() ) do
if UnitData and UnitData:IsAlive() then
UnitData:SetCargoBayWeightLimit()
end
end
end end
return self return self
end end

View File

@@ -1373,7 +1373,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
SpawnTemplate.modulation = self.SpawnInitModu SpawnTemplate.modulation = self.SpawnInitModu
end end
-- Set country, coaliton and categroy. -- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID
@@ -2360,7 +2360,7 @@ end
-- The known AIRBASE objects are automatically imported at mission start by MOOSE. -- The known AIRBASE objects are automatically imported at mission start by MOOSE.
-- Therefore, there isn't any New() constructor defined for AIRBASE objects. -- Therefore, there isn't any New() constructor defined for AIRBASE objects.
-- --
-- Ships and Farps are added within the mission, and are therefore not known. -- Ships and FARPs are added within the mission, and are therefore not known.
-- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined. -- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined.
-- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method! -- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method!
-- --
@@ -2827,21 +2827,40 @@ end
-- The method will search for a #-mark, and will return the text before the #-mark. -- The method will search for a #-mark, and will return the text before the #-mark.
-- It will return nil of no prefix was found. -- It will return nil of no prefix was found.
-- @param #SPAWN self -- @param #SPAWN self
-- @param DCS#UNIT DCSUnit The @{DCSUnit} to be searched. -- @param Wrapper.Group#GROUP SpawnGroup The GROUP object.
-- @return #string The prefix -- @return #string The prefix or #nil if nothing was found.
-- @return #nil Nothing found
function SPAWN:_GetPrefixFromGroup( SpawnGroup ) function SPAWN:_GetPrefixFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local GroupName = SpawnGroup:GetName() local GroupName = SpawnGroup:GetName()
if GroupName then if GroupName then
local SpawnPrefix = string.match( GroupName, ".*#" )
if SpawnPrefix then local SpawnPrefix=self:_GetPrefixFromGroupName(GroupName)
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
end
return SpawnPrefix return SpawnPrefix
end end
return nil
end
--- Return the prefix of a spawned group.
-- The method will search for a `#`-mark, and will return the text before the `#`-mark. It will return nil of no prefix was found.
-- @param #SPAWN self
-- @param #string SpawnGroupName The name of the spawned group.
-- @return #string The prefix or #nil if nothing was found.
function SPAWN:_GetPrefixFromGroupName(SpawnGroupName)
if SpawnGroupName then
local SpawnPrefix=string.match(SpawnGroupName, ".*#")
if SpawnPrefix then
SpawnPrefix = SpawnPrefix:sub(1, -2)
end
return SpawnPrefix
end
return nil return nil
end end
@@ -3235,24 +3254,27 @@ function SPAWN:_OnBirth( EventData )
end end
--- Obscolete
-- @todo Need to delete this... _DATABASE does this now ...
--- @param #SPAWN self --- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData ) function SPAWN:_OnDeadOrCrash( EventData )
self:F( self.SpawnTemplatePrefix ) self:F( self.SpawnTemplatePrefix )
local SpawnGroup = EventData.IniGroup local unit=UNIT:FindByName(EventData.IniUnitName)
if SpawnGroup then if unit then
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
local EventPrefix = self:_GetPrefixFromGroupName(unit.GroupName)
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
self:T( { "Dead event: " .. EventPrefix } ) self:T( { "Dead event: " .. EventPrefix } )
if EventPrefix == self.SpawnTemplatePrefix or (self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix) then
self.AliveUnits = self.AliveUnits - 1 if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self:T( "Alive Units: " .. self.AliveUnits )
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end end
end end
end end
end end

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
@@ -288,6 +292,23 @@ 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 +622,7 @@ 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 +810,7 @@ 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 +819,10 @@ 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 )
@@ -1161,24 +1182,54 @@ 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 +1281,15 @@ 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 +1352,7 @@ 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 +1862,8 @@ 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()
@@ -1937,30 +1989,44 @@ 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 )
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 +2141,12 @@ 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 +2218,9 @@ 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 +2249,20 @@ 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 +2277,9 @@ 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 +2297,6 @@ 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.

View File

@@ -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

View File

@@ -1053,7 +1053,7 @@ end
-- * `AIRBASE.Nevada.Lincoln_County` -- * `AIRBASE.Nevada.Lincoln_County`
-- * `AIRBASE.Nevada.McCarran_International_Airport` -- * `AIRBASE.Nevada.McCarran_International_Airport`
-- * `AIRBASE.Nevada.Mesquite` -- * `AIRBASE.Nevada.Mesquite`
-- * `AIRBASE.Nevada.Mina_Airport_3Q0` -- * `AIRBASE.Nevada.Mina_Airport`
-- * `AIRBASE.Nevada.Nellis_AFB` -- * `AIRBASE.Nevada.Nellis_AFB`
-- * `AIRBASE.Nevada.North_Las_Vegas` -- * `AIRBASE.Nevada.North_Las_Vegas`
-- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip` -- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip`
@@ -1288,7 +1288,7 @@ ATC_GROUND_NEVADA = {
}, },
}, },
}, },
[AIRBASE.Nevada.Mina_Airport_3Q0] = { [AIRBASE.Nevada.Mina_Airport] = {
PointsRunways = { PointsRunways = {
[1] = { [1] = {
[1] = {["y"]=-290054.57371429,["x"]=-160930.02228572,}, [1] = {["y"]=-290054.57371429,["x"]=-160930.02228572,},

View File

@@ -73,7 +73,7 @@
-- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there. -- @field 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.

File diff suppressed because it is too large Load Diff

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)

View File

@@ -91,13 +91,16 @@
-- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated. -- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
-- @field #boolean defaultsmokebomb If true, initialize player settings to smoke bomb. -- @field #boolean defaultsmokebomb If true, initialize player settings to smoke bomb.
-- @field #boolean autosave If true, automatically save results every X seconds. -- @field #boolean autosave If true, automatically save results every X seconds.
-- @field #number instructorfreq Frequency on which the range control transmits. -- @field #number instructorfreq Frequency on which the range control transmitts.
-- @field Sound.RadioQueue#RADIOQUEUE instructor Instructor radio queue. -- @field Sound.RadioQueue#RADIOQUEUE instructor Instructor radio queue.
-- @field #number rangecontrolfreq Frequency on which the range control transmits. -- @field #number rangecontrolfreq Frequency on which the range control transmitts.
-- @field Sound.RadioQueue#RADIOQUEUE rangecontrol Range control radio queue. -- @field Sound.RadioQueue#RADIOQUEUE rangecontrol Range control radio queue.
-- @field #string rangecontrolrelayname Name of relay unit. -- @field #string rangecontrolrelayname Name of relay unit.
-- @field #string instructorrelayname Name of relay unit. -- @field #string instructorrelayname Name of relay unit.
-- @field #string soundpath Path inside miz file where the sound files are located. Default is "Range Soundfiles/". -- @field #string soundpath Path inside miz file where the sound files are located. Default is "Range Soundfiles/".
-- @field #boolean targetsheet If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
-- @field #string targetpath Path where to save the target sheets.
-- @field #string targetprefix File prefix for target sheet files.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven --- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -121,7 +124,7 @@
-- --
-- Due to a DCS bug, it is not possible to directly monitor when a player enters a plane. So in a mission with client slots, it is vital that -- Due to a DCS bug, it is not possible to directly monitor when a player enters a plane. So in a mission with client slots, it is vital that
-- a player first enters as spectator or hits ESC twice and **after that** jumps into the slot of his aircraft! -- a player first enters as spectator or hits ESC twice and **after that** jumps into the slot of his aircraft!
-- If that is not done, the script is not started correctly. This can be checked by looking at the radio menus. If the mission was entered correctly, -- If that is not done, the script is not started correctly. This can be checked by looking at the radio menues. If the mission was entered correctly,
-- there should be an "On the Range" menu items in the "F10. Other..." menu. -- there should be an "On the Range" menu items in the "F10. Other..." menu.
-- --
-- # Strafe Pits -- # Strafe Pits
@@ -151,7 +154,7 @@
-- --
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Static} objects defined in the mission editor. -- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
-- * The (optional) parameter *goodhitrange* specifies the radius in metres around the target within which a bomb/rocket hit is considered to be "good". -- * The (optional) parameter *goodhitrange* specifies the radius in metres around the target within which a bomb/rocket hit is considered to be "good".
-- * If final (optional) parameter *randommove* can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone. -- * If final (optional) parameter "*randommove*" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone.
-- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired. -- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.
-- --
-- ## Adding Groups -- ## Adding Groups
@@ -260,11 +263,12 @@
-- -- Add bombing targets. A good hit is if the bomb falls less then 50 m from the target. -- -- Add bombing targets. A good hit is if the bomb falls less then 50 m from the target.
-- GoldwaterRange:AddBombingTargets(bombtargets, 50) -- GoldwaterRange:AddBombingTargets(bombtargets, 50)
-- --
-- -- Start Range. -- -- Start range.
-- GoldwaterRange:Start() -- GoldwaterRange:Start()
-- --
-- The [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is (implicitly) used in this example. -- The [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is (implicitly) used in this example.
-- --
--
-- # Debugging -- # Debugging
-- --
-- In case you have problems, it is always a good idea to have a look at your DCS log file. You find it in your "Saved Games" folder, so for example in -- In case you have problems, it is always a good idea to have a look at your DCS log file. You find it in your "Saved Games" folder, so for example in
@@ -286,66 +290,69 @@
-- --
-- @field #RANGE -- @field #RANGE
RANGE = { RANGE = {
ClassName = "RANGE", ClassName = "RANGE",
Debug = false, Debug = false,
verbose = 0, verbose = 0,
id = nil, id = nil,
rangename = nil, rangename = nil,
location = nil, location = nil,
messages = true, messages = true,
rangeradius = 5000, rangeradius = 5000,
rangezone = nil, rangezone = nil,
strafeTargets = {}, strafeTargets = {},
bombingTargets = {}, bombingTargets = {},
nbombtargets = 0, nbombtargets = 0,
nstrafetargets = 0, nstrafetargets = 0,
MenuAddedTo = {}, MenuAddedTo = {},
planes = {}, planes = {},
strafeStatus = {}, strafeStatus = {},
strafePlayerResults = {}, strafePlayerResults = {},
bombPlayerResults = {}, bombPlayerResults = {},
PlayerSettings = {}, PlayerSettings = {},
dtBombtrack = 0.005, dtBombtrack = 0.005,
BombtrackThreshold = 25000, BombtrackThreshold = 25000,
Tmsg = 30, Tmsg = 30,
examinergroupname = nil, examinergroupname = nil,
examinerexclusive = nil, examinerexclusive = nil,
strafemaxalt = 914, strafemaxalt = 914,
ndisplayresult = 10, ndisplayresult = 10,
BombSmokeColor = SMOKECOLOR.Red, BombSmokeColor = SMOKECOLOR.Red,
StrafeSmokeColor = SMOKECOLOR.Green, StrafeSmokeColor = SMOKECOLOR.Green,
StrafePitSmokeColor = SMOKECOLOR.White, StrafePitSmokeColor = SMOKECOLOR.White,
illuminationminalt = 500, illuminationminalt = 500,
illuminationmaxalt = 1000, illuminationmaxalt = 1000,
scorebombdistance = 1000, scorebombdistance = 1000,
TdelaySmoke = 3.0, TdelaySmoke = 3.0,
eventmoose = true, eventmoose = true,
trackbombs = true, trackbombs = true,
trackrockets = true, trackrockets = true,
trackmissiles = true, trackmissiles = true,
defaultsmokebomb = true, defaultsmokebomb = true,
autosave = false, autosave = false,
instructorfreq = nil, instructorfreq = nil,
instructor = nil, instructor = nil,
rangecontrolfreq = nil, rangecontrolfreq = nil,
rangecontrol = nil, rangecontrol = nil,
soundpath = "Range Soundfiles/", soundpath = "Range Soundfiles/",
targetsheet = nil,
targetpath = nil,
targetprefix = nil,
} }
--- Default range parameters. --- Default range parameters.
-- @list Defaults -- @list Defaults
RANGE.Defaults = { RANGE.Defaults = {
goodhitrange = 25, -- meters goodhitrange = 25,
strafemaxalt = 914, -- meters AGL strafemaxalt = 914,
dtBombtrack = 0.005, -- seconds dtBombtrack = 0.005,
Tmsg = 30, -- seconds Tmsg = 30,
ndisplayresult = 10, ndisplayresult = 10,
rangeradius = 5000, -- meters rangeradius = 5000,
TdelaySmoke = 3.0, -- seconds TdelaySmoke = 3.0,
boxlength = 3000, -- meters boxlength = 3000,
boxwidth = 300, -- meters boxwidth = 300,
goodpass = 20, -- targethits per pass goodpass = 20,
foulline = 610, -- meters foulline = 610
} }
--- Target type, i.e. unit, static, or coordinate. --- Target type, i.e. unit, static, or coordinate.
@@ -354,11 +361,19 @@ RANGE.Defaults = {
-- @field #string STATIC Target is a static. -- @field #string STATIC Target is a static.
-- @field #string COORD Target is a coordinate. -- @field #string COORD Target is a coordinate.
RANGE.TargetType = { RANGE.TargetType = {
UNIT = "Unit", UNIT = "Unit",
STATIC = "Static", STATIC = "Static",
COORD = "Coordinate", COORD = "Coordinate"
} }
--- Default range variables for RangeBoss/Hypeman tie in.
hypemanStrafeRollIn = "nil"
StrafeAircraftType = "strafeAircraftTypeNotSet"
Straferesult = {}
clientRollingIn = false
clientStrafed = false
invalidStrafe = false
--- Player settings. --- Player settings.
-- @type RANGE.PlayerData -- @type RANGE.PlayerData
-- @field #boolean smokebombimpact Smoke bomb impact points. -- @field #boolean smokebombimpact Smoke bomb impact points.
@@ -869,6 +884,22 @@ function RANGE:SetAutosaveOff()
return self return self
end end
--- Enable saving of player's target sheets and specify an optional directory path.
-- @param #RANGE self
-- @param #string path (Optional) Path where to save the target sheets.
-- @param #string prefix (Optional) Prefix for target sheet files. File name will be saved as *prefix_aircrafttype-0001.csv*, *prefix_aircrafttype-0002.csv*, etc.
-- @return #RANGE self
function RANGE:SetTargetSheet( path, prefix )
if io then
self.targetsheet = true
self.targetpath = path
self.targetprefix = prefix
else
self:E( self.lid .. "ERROR: io is not desanitized. Cannot save target sheet." )
end
return self
end
--- Set messages to examiner. The examiner will receive messages from all clients. --- Set messages to examiner. The examiner will receive messages from all clients.
-- @param #RANGE self -- @param #RANGE self
-- @param #string examinergroupname Name of the group of the examiner. -- @param #string examinergroupname Name of the group of the examiner.
@@ -900,10 +931,10 @@ end
--- Set player setting whether bomb impact points are smoked or not. --- Set player setting whether bomb impact points are smoked or not.
-- @param #RANGE self -- @param #RANGE self
-- @param #boolean switch (Optional) If true, impact points of bombs will be smoked. Default is true. -- @param #boolean switch If true nor nil default is to smoke impact points of bombs.
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetDefaultPlayerSmokeBomb( switch ) function RANGE:SetDefaultPlayerSmokeBomb( switch )
if switch == nil or switch == true then if switch == true or switch == nil then
self.defaultsmokebomb = true self.defaultsmokebomb = true
else else
self.defaultsmokebomb = false self.defaultsmokebomb = false
@@ -1183,7 +1214,7 @@ function RANGE:AddStrafePit( targetnames, boxlength, boxwidth, heading, inverseh
if heading < 0 then if heading < 0 then
heading = heading + 360 heading = heading + 360
end end
if heading >= 360 then if heading > 360 then
heading = heading - 360 heading = heading - 360
end end
@@ -1246,7 +1277,7 @@ end
-- @param #number boxlength (Optional) Length of the approach box in meters. Default is 3000 m. -- @param #number boxlength (Optional) Length of the approach box in meters. Default is 3000 m.
-- @param #number boxwidth (Optional) Width of the approach box in meters. Default is 300 m. -- @param #number boxwidth (Optional) Width of the approach box in meters. Default is 300 m.
-- @param #number heading (Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor. -- @param #number heading (Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor.
-- @param #boolean inverseheading (Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false. -- @param #boolean inverseheading (Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false.
-- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20. -- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20.
-- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line. -- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line.
-- @return #RANGE self -- @return #RANGE self
@@ -1281,8 +1312,8 @@ end
--- Add bombing target(s) to range. --- Add bombing target(s) to range.
-- @param #RANGE self -- @param #RANGE self
-- @param #table targetnames Single or multiple (Table) names of unit or static objects serving as bomb targets. -- @param #table targetnames Single or multiple (Table) names of unit or static objects serving as bomb targets.
-- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #number goodhitrange (Optional) Max distance from target unit (in meters) which is considered as a good hit. Default is 25 m.
-- @param #boolean randommove (Optional) If true, unit will move randomly within the range. Default is false. -- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self -- @return #RANGE self
function RANGE:AddBombingTargets( targetnames, goodhitrange, randommove ) function RANGE:AddBombingTargets( targetnames, goodhitrange, randommove )
self:F( { targetnames = targetnames, goodhitrange = goodhitrange, randommove = randommove } ) self:F( { targetnames = targetnames, goodhitrange = goodhitrange, randommove = randommove } )
@@ -1320,8 +1351,8 @@ end
--- Add a unit or static object as bombing target. --- Add a unit or static object as bombing target.
-- @param #RANGE self -- @param #RANGE self
-- @param Wrapper.Positionable#POSITIONABLE unit Positionable (unit or static) of the strafe target. -- @param Wrapper.Positionable#POSITIONABLE unit Positionable (unit or static) of the strafe target.
-- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #number goodhitrange Max distance from unit which is considered as a good hit.
-- @param #boolean randommove (Optional) If true, unit will move randomly within the range. Default is false. -- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self -- @return #RANGE self
function RANGE:AddBombingTargetUnit( unit, goodhitrange, randommove ) function RANGE:AddBombingTargetUnit( unit, goodhitrange, randommove )
self:F( { unit = unit, goodhitrange = goodhitrange, randommove = randommove } ) self:F( { unit = unit, goodhitrange = goodhitrange, randommove = randommove } )
@@ -1374,25 +1405,12 @@ function RANGE:AddBombingTargetUnit( unit, goodhitrange, randommove )
return self return self
end end
--- Add a coordinate of a bombing target. --- Add a coordinate of a bombing target. This
-- @param #RANGE self -- @param #RANGE self
-- @param Core.Point#COORDINATE coord The coordinate. -- @param Core.Point#COORDINATE coord The coordinate.
-- @param #string name (Optional) Name of target. Default is "Bomb Target". -- @param #string name Name of target.
-- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #number goodhitrange Max distance from unit which is considered as a good hit.
-- @return #RANGE self -- @return #RANGE self
-- @usage
--
-- -- Setup a Range
-- RangeOne = RANGE:New( "Range One" )
-- -- Find the STATIC target object as setup in the ME.
-- RangeOneBombTarget = STATIC:FindByName( "RangeOneBombTarget" )
-- -- Add the coordinate of the STATIC target object as a bomb target (thus keeping the bomb function active, even if the STATIC target is destroyed).
-- RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate(), "RangeOneBombTarget", 50)
-- -- Or, add the coordinate of the STATIC target object as a bomb target using default values (name will be "Bomb Target", goodhitrange will be 25 m).
-- RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate() )
-- -- Start Range.
-- RangeOne:Start()
--
function RANGE:AddBombingTargetCoordinate( coord, name, goodhitrange ) function RANGE:AddBombingTargetCoordinate( coord, name, goodhitrange )
local target = {} -- #RANGE.BombTarget local target = {} -- #RANGE.BombTarget
@@ -1413,8 +1431,8 @@ end
--- Add all units of a group as bombing targets. --- Add all units of a group as bombing targets.
-- @param #RANGE self -- @param #RANGE self
-- @param Wrapper.Group#GROUP group Group of bombing targets. -- @param Wrapper.Group#GROUP group Group of bombing targets.
-- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #number goodhitrange Max distance from unit which is considered as a good hit.
-- @param #boolean randommove (Optional) If true, unit will move randomly within the range. Default is false. -- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self -- @return #RANGE self
function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove ) function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove )
self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } ) self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } )
@@ -1433,22 +1451,11 @@ function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove )
return self return self
end end
--- Returns the foul line distance between strafe pit target and a foul line distance marker object. --- Measures the foule line distance between two unit or static objects.
-- @param #RANGE self -- @param #RANGE self
-- @param #string namepit Name of the strafe pit target object. -- @param #string namepit Name of the strafe pit target object.
-- @param #string namefoulline Name of the foul line distance marker object. -- @param #string namefoulline Name of the fould line distance marker object.
-- @return #number Foul line distance in meters. -- @return #number Foul line distance in meters.
-- @usage
--
-- -- Setup a Range
-- RangeOne = RANGE:New( "Range One" )
-- -- Get distance between strafe target objext and foul line distance marker object.
-- RangeOneFoulDistance = RangeOne:GetFoullineDistance( "RangeOneStrafeTarget" , "RangeOneFoulLineObject" )
-- -- Add a strafe pit using the measured foul line distance. Where nil is used, strafe pit default values will be used - adjust as required.
-- RangeOne:AddStrafePit( "RangeOneStrafeTarget", nil, nil, nil, nil, nil, RangeOneFoulDistance )
-- -- Start Range.
-- RangeOne:Start()
--
function RANGE:GetFoullineDistance( namepit, namefoulline ) function RANGE:GetFoullineDistance( namepit, namefoulline )
self:F( { namepit = namepit, namefoulline = namefoulline } ) self:F( { namepit = namepit, namefoulline = namefoulline } )
@@ -1573,6 +1580,7 @@ function RANGE:OnEventBirth( EventData )
self:T3( self.id .. "BIRTH: player = " .. tostring( _playername ) ) self:T3( self.id .. "BIRTH: player = " .. tostring( _playername ) )
if _unit and _playername then if _unit and _playername then
local _uid = _unit:GetID() local _uid = _unit:GetID()
local _group = _unit:GetGroup() local _group = _unit:GetGroup()
local _gid = _group:GetID() local _gid = _group:GetID()
@@ -1609,8 +1617,8 @@ function RANGE:OnEventBirth( EventData )
self.timerCheckZone = TIMER:New( self._CheckInZone, self, EventData.IniUnitName ):Start( 1, 1 ) self.timerCheckZone = TIMER:New( self._CheckInZone, self, EventData.IniUnitName ):Start( 1, 1 )
self.planes[_uid] = true self.planes[_uid] = true
end end
end
end
end end
--- Range event handler for event hit. --- Range event handler for event hit.
@@ -1672,6 +1680,7 @@ function RANGE:OnEventHit( EventData )
self:_DisplayMessageToGroup( _unit, text ) self:_DisplayMessageToGroup( _unit, text )
self:T2( self.id .. text ) self:T2( self.id .. text )
_currentTarget.pastfoulline = true _currentTarget.pastfoulline = true
invalidStrafe = true -- Rangeboss Edit
end end
end end
@@ -1701,7 +1710,6 @@ function RANGE:OnEventHit( EventData )
end end
end end
end end
end end
--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun). --- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
@@ -1762,6 +1770,7 @@ function RANGE:OnEventShot( EventData )
-- Only track if distance player to range is < 25 km. Also check that a player shot. No need to track AI weapons. -- Only track if distance player to range is < 25 km. Also check that a player shot. No need to track AI weapons.
if _track and dPR <= self.BombtrackThreshold and _unit and _playername then if _track and dPR <= self.BombtrackThreshold and _unit and _playername then
-- Player data. -- Player data.
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
@@ -1843,7 +1852,9 @@ function RANGE:OnEventShot( EventData )
_distance = _temp _distance = _temp
_closetTarget = _bombtarget _closetTarget = _bombtarget
_closeCoord = targetcoord _closeCoord = targetcoord
if _distance <= 0.5 * _bombtarget.goodhitrange then if _distance <= 1.53 then -- Rangeboss Edit
_hitquality = "SHACK" -- Rangeboss Edit
elseif _distance <= 0.5 * _bombtarget.goodhitrange then -- Rangeboss Edit
_hitquality = "EXCELLENT" _hitquality = "EXCELLENT"
elseif _distance <= _bombtarget.goodhitrange then elseif _distance <= _bombtarget.goodhitrange then
_hitquality = "GOOD" _hitquality = "GOOD"
@@ -1876,6 +1887,10 @@ function RANGE:OnEventShot( EventData )
result.player = playerData.playername result.player = playerData.playername
result.time = timer.getAbsTime() result.time = timer.getAbsTime()
result.airframe = playerData.airframe result.airframe = playerData.airframe
result.roundsFired = 0 -- Rangeboss Edit
result.roundsHit = 0 -- Rangeboss Edit
result.roundsQuality = "N/A" -- Rangeboss Edit
result.rangename = self.rangename
-- Add to table. -- Add to table.
table.insert( _results, result ) table.insert( _results, result )
@@ -1916,6 +1931,74 @@ end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions -- FSM Functions
----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
function RANGE:_SaveTargetSheet( _playername, result ) -- RangeBoss Specific Function
--- Function that saves data to file
local function _savefile( filename, data )
local f = io.open( filename, "wb" )
if f then
f:write( data )
f:close()
else
env.info( "RANGEBOSS EDIT - could not save target sheet to file" )
-- self:E(self.lid..string.format("ERROR: could not save target sheet to file %s.\nFile may contain invalid characters.", tostring(filename)))
end
end
-- Set path or default.
local path = self.targetpath
if lfs then
path = path or lfs.writedir() .. [[Logs\]]
end
-- Create unused file name.
local filename = nil
for i = 1, 9999 do
-- Create file name
if self.targetprefix then
filename = string.format( "%s_%s-%04d.csv", self.targetprefix, playerData.actype, i )
else
local name = UTILS.ReplaceIllegalCharacters( _playername, "_" )
filename = string.format( "RANGERESULTS-%s_Targetsheet-%s-%04d.csv", self.rangename, name, i )
end
-- Set path.
if path ~= nil then
filename = path .. "\\" .. filename
end
-- Check if file exists.
local _exists = UTILS.FileExists( filename )
if not _exists then
break
end
end
-- Header line
local data = "Name,Target,Distance,Radial,Quality,Rounds Fired,Rounds Hit,Rounds Quality,Attack Heading,Weapon,Airframe,Mission Time,OS Time\n"
-- local result=_result --#RANGE.BombResult
local distance = result.distance
local weapon = result.weapon
local target = result.name
local radial = result.radial
local quality = result.quality
local time = UTILS.SecondsToClock( result.time )
local airframe = result.airframe
local date = "n/a"
local roundsFired = result.roundsFired
local roundsHit = result.roundsHit
local strafeResult = result.roundsQuality
local attackHeading = result.heading
if os then
date = os.date()
end
data = data .. string.format( "%s,%s,%.2f,%03d,%s,%03d,%03d,%s,%03d,%s,%s,%s,%s", _playername, target, distance, radial, quality, roundsFired, roundsHit, strafeResult, attackHeading, weapon, airframe, time, date )
-- Save file.
_savefile( filename, data )
end
--- Check spawn queue and spawn aircraft if necessary. --- Check spawn queue and spawn aircraft if necessary.
-- @param #RANGE self -- @param #RANGE self
@@ -2012,11 +2095,16 @@ end
-- @param #RANGE.PlayerData player Player data table. -- @param #RANGE.PlayerData player Player data table.
function RANGE:onafterImpact( From, Event, To, result, player ) function RANGE:onafterImpact( From, Event, To, result, player )
-- Send message to player.
local text = string.format( "%s, impact %03d° for %d m (%d ft)", player.playername, result.radial, result.distance, UTILS.MetersToFeet( result.distance ) )
-- Only display target name if there is more than one bomb target. -- Only display target name if there is more than one bomb target.
local targetname = nil
if #self.bombingTargets > 1 then if #self.bombingTargets > 1 then
text = text .. string.format( " from bulls of target %s.", result.name ) local targetname = result.name
end
-- Send message to player.
local text = string.format( "%s, impact %03d° for %d ft", player.playername, result.radial, UTILS.MetersToFeet( result.distance ) )
if targetname then
text = text .. string.format( " from bulls of target %s." )
else else
text = text .. "." text = text .. "."
end end
@@ -2120,7 +2208,7 @@ function RANGE:onafterSave( From, Event, To )
_savefile( filename, scores ) _savefile( filename, scores )
end end
--- Function called before load event. Checks that io and lfs are desanitized. --- Function called before save event. Checks that io and lfs are desanitized.
-- @param #RANGE self -- @param #RANGE self
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
@@ -2489,7 +2577,7 @@ function RANGE:_DisplayRangeInfo( _unitname )
local range = coord:Get2DDistance( position ) local range = coord:Get2DDistance( position )
-- Bearing string. -- Bearing string.
local Bs = string.format( "%03d°", angle ) local Bs = string.format( '%03d°', angle )
local texthit local texthit
if self.PlayerSettings[playername].flaredirecthits then if self.PlayerSettings[playername].flaredirecthits then
@@ -2583,7 +2671,7 @@ function RANGE:_DisplayBombTargets( _unitname )
end end
end end
self:_DisplayMessageToGroup( _unit, _text, 60, true, true ) self:_DisplayMessageToGroup( _unit, _text, 120, true, true )
end end
end end
@@ -2656,7 +2744,7 @@ function RANGE:_DisplayRangeWeather( _unitname )
-- Get Beaufort wind scale. -- Get Beaufort wind scale.
local Bn, Bd = UTILS.BeaufortScale( Ws ) local Bn, Bd = UTILS.BeaufortScale( Ws )
local WD = string.format( "%03d°", Wd ) local WD = string.format( '%03d°', Wd )
local Ts = string.format( "%d°C", T ) local Ts = string.format( "%d°C", T )
local hPa2inHg = 0.0295299830714 local hPa2inHg = 0.0295299830714
@@ -2744,6 +2832,7 @@ function RANGE:_CheckInZone( _unitName )
-- Get player unit and name. -- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
local unitheading = 0 -- RangeBoss
if _unit and _playername then if _unit and _playername then
@@ -2753,6 +2842,7 @@ function RANGE:_CheckInZone( _unitName )
-- Heading check. -- Heading check.
local unitheading = _unit:GetHeading() local unitheading = _unit:GetHeading()
unitheadingStrafe = _unit:GetHeading() -- RangeBoss
local pitheading = targetheading - 180 local pitheading = targetheading - 180
local deltaheading = unitheading - pitheading local deltaheading = unitheading - pitheading
local towardspit = math.abs( deltaheading ) <= 90 or math.abs( deltaheading - 360 ) <= 90 local towardspit = math.abs( deltaheading ) <= 90 or math.abs( deltaheading - 360 ) <= 90
@@ -2760,7 +2850,7 @@ function RANGE:_CheckInZone( _unitName )
if towardspit then if towardspit then
local vec3 = _unit:GetVec3() local vec3 = _unit:GetVec3()
local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2 local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2
local landheight = land.getHeight( vec2 ) local landheight = land.getHeight( vec2 )
local unitalt = vec3.y - landheight local unitalt = vec3.y - landheight
@@ -2789,7 +2879,7 @@ function RANGE:_CheckInZone( _unitName )
-- Check if player is in strafe zone and below max alt. -- Check if player is in strafe zone and below max alt.
if unitinzone then if unitinzone then
StrafeAircraftType = _unit:GetTypeName() -- RangeBoss
-- Still in zone, keep counting hits. Increase counter. -- Still in zone, keep counting hits. Increase counter.
_currentStrafeRun.time = _currentStrafeRun.time + 1 _currentStrafeRun.time = _currentStrafeRun.time + 1
@@ -2821,22 +2911,22 @@ function RANGE:_CheckInZone( _unitName )
-- Result. -- Result.
local _result = self.strafeStatus[_unitID] local _result = self.strafeStatus[_unitID]
local _sound = nil -- #RANGE.Soundfile local _sound = nil -- #RANGE.Soundfile
--[[ --RangeBoss commented out in order to implement strafe quality based on accuracy percentage, not the number of rounds on target
-- Judge this pass. Text is displayed on summary. -- Judge this pass. Text is displayed on summary.
if _result.hits >= _result.zone.goodPass * 2 then if _result.hits >= _result.zone.goodPass*2 then
_result.text = "EXCELLENT PASS" _result.text = "EXCELLENT PASS"
_sound = RANGE.Sound.RCExcellentPass _sound=RANGE.Sound.RCExcellentPass
elseif _result.hits >= _result.zone.goodPass then elseif _result.hits >= _result.zone.goodPass then
_result.text = "GOOD PASS" _result.text = "GOOD PASS"
_sound = RANGE.Sound.RCGoodPass _sound=RANGE.Sound.RCGoodPass
elseif _result.hits >= _result.zone.goodPass / 2 then elseif _result.hits >= _result.zone.goodPass/2 then
_result.text = "INEFFECTIVE PASS" _result.text = "INEFFECTIVE PASS"
_sound = RANGE.Sound.RCIneffectivePass _sound=RANGE.Sound.RCIneffectivePass
else else
_result.text = "POOR PASS" _result.text = "POOR PASS"
_sound = RANGE.Sound.RCPoorPass _sound=RANGE.Sound.RCPoorPass
end end
]]
-- Calculate accuracy of run. Number of hits wrt number of rounds fired. -- Calculate accuracy of run. Number of hits wrt number of rounds fired.
local shots = _result.ammo - _ammo local shots = _result.ammo - _ammo
local accur = 0 local accur = 0
@@ -2847,6 +2937,29 @@ function RANGE:_CheckInZone( _unitName )
end end
end end
if invalidStrafe == true then --
_result.text = "* INVALID - PASSED FOUL LINE *"
_sound = RANGE.Sound.RCPoorPass --
else
if accur >= 90 then
_result.text = "DEADEYE PASS"
_sound = RANGE.Sound.RCExcellentPass
elseif accur >= 75 then
_result.text = "EXCELLENT PASS"
_sound = RANGE.Sound.RCExcellentPass
elseif accur >= 50 then
_result.text = "GOOD PASS"
_sound = RANGE.Sound.RCGoodPass
elseif accur >= 25 then
_result.text = "INEFFECTIVE PASS"
_sound = RANGE.Sound.RCIneffectivePass
else
_result.text = "POOR PASS"
_sound = RANGE.Sound.RCPoorPass
end
end
clientStrafed = true -- RANGEBOSS
-- Message text. -- Message text.
local _text = string.format( "%s, hits on target %s: %d", self:_myname( _unitName ), _result.zone.name, _result.hits ) local _text = string.format( "%s, hits on target %s: %d", self:_myname( _unitName ), _result.zone.name, _result.hits )
if shots and accur then if shots and accur then
@@ -2857,6 +2970,45 @@ function RANGE:_CheckInZone( _unitName )
-- Send message. -- Send message.
self:_DisplayMessageToGroup( _unit, _text ) self:_DisplayMessageToGroup( _unit, _text )
-- RangeBoss Edit for strafe table insert
-- Local results.
local result = {} -- #RANGE.BombResult
result.name = _result.zone.name or "unknown"
result.distance = 0
result.radial = 0
result.weapon = "N/A"
result.quality = "N/A"
result.player = _playernamee
result.time = timer.getAbsTime()
result.airframe = StrafeAircraftType
result.roundsFired = shots -- RANGEBOSS
result.roundsHit = _result.hits -- RANGEBOSS
result.roundsQuality = _result.text -- RANGEBOSS
result.strafeAccuracy = accur
result.heading = unitheadingStrafe -- RANGEBOSS
Straferesult.name = _result.zone.name or "unknown"
Straferesult.distance = 0
Straferesult.radial = 0
Straferesult.weapon = "N/A"
Straferesult.quality = "N/A"
Straferesult.player = _playername
Straferesult.time = timer.getAbsTime()
Straferesult.airframe = StrafeAircraftType
Straferesult.roundsFired = shots
Straferesult.roundsHit = _result.hits
Straferesult.roundsQuality = _result.text
Straferesult.strafeAccuracy = accur
Straferesult.rangename = self.rangename
-- Save trap sheet.
if playerData and playerData.targeton and self.targetsheet then
self:_SaveTargetSheet( _playername, result )
end
-- RangeBoss edit for strafe data saved to file
-- Voice over. -- Voice over.
if self.rangecontrol then if self.rangecontrol then
self.rangecontrol:NewTransmission( RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath )
@@ -2908,9 +3060,11 @@ function RANGE:_CheckInZone( _unitName )
if self.rangecontrol then if self.rangecontrol then
self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath )
end end
clientRollingIn = true -- RANGEBOSS
-- Send message. -- Send message.
self:_DisplayMessageToGroup( _unit, _msg, 10, true ) self:_DisplayMessageToGroup( _unit, _msg, 10, true )
hypemanStrafeRollIn = _msg -- RANGEBOSS
-- We found our player. Skip remaining checks. -- We found our player. Skip remaining checks.
break break
@@ -2959,7 +3113,8 @@ function RANGE:_AddF10Commands( _unitName )
-- MISSION LEVEL -- -- MISSION LEVEL --
------------------- -------------------
_rangePath = missionCommands.addSubMenuForGroup( _gid, self.rangename, RANGE.MenuF10Root ) -- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10Root)
_rangePath = MENU_GROUP:New( group, "On the Range" )
else else
@@ -2969,54 +3124,57 @@ function RANGE:_AddF10Commands( _unitName )
-- Main F10 menu: F10/On the Range/<Range Name>/ -- Main F10 menu: F10/On the Range/<Range Name>/
if RANGE.MenuF10[_gid] == nil then if RANGE.MenuF10[_gid] == nil then
RANGE.MenuF10[_gid] = missionCommands.addSubMenuForGroup( _gid, "On the Range" ) -- RANGE.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "On the Range")
RANGE.MenuF10[_gid] = MENU_GROUP:New( group, "On the Range" )
end end
_rangePath = missionCommands.addSubMenuForGroup( _gid, self.rangename, RANGE.MenuF10[_gid] ) -- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10[_gid])
_rangePath = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10[_gid] )
end end
local _statsPath = missionCommands.addSubMenuForGroup( _gid, "Statistics", _rangePath ) local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath )
local _markPath = missionCommands.addSubMenuForGroup( _gid, "Mark Targets", _rangePath ) local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath )
local _settingsPath = missionCommands.addSubMenuForGroup( _gid, "My Settings", _rangePath ) local _settingsPath = MENU_GROUP:New( group, "My Settings", _rangePath )
local _infoPath = missionCommands.addSubMenuForGroup( _gid, "Range Info", _rangePath ) local _infoPath = MENU_GROUP:New( group, "Range Info", _rangePath )
-- F10/On the Range/<Range Name>/My Settings/ -- F10/On the Range/<Range Name>/My Settings/
local _mysmokePath = missionCommands.addSubMenuForGroup( _gid, "Smoke Color", _settingsPath ) local _mysmokePath = MENU_GROUP:New( group, "Smoke Color", _settingsPath )
local _myflarePath = missionCommands.addSubMenuForGroup( _gid, "Flare Color", _settingsPath ) local _myflarePath = MENU_GROUP:New( group, "Flare Color", _settingsPath )
-- F10/On the Range/<Range Name>/Mark Targets/ -- F10/On the Range/<Range Name>/Mark Targets/
missionCommands.addCommandForGroup( _gid, "Mark On Map", _markPath, self._MarkTargetsOnMap, self, _unitName ) local _MoMap = MENU_GROUP_COMMAND:New( group, "Mark On Map", _markPath, self._MarkTargetsOnMap, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Illuminate Range", _markPath, self._IlluminateBombTargets, self, _unitName ) local _IllRng = MENU_GROUP_COMMAND:New( group, "Illuminate Range", _markPath, self._IlluminateBombTargets, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Smoke Strafe Pits", _markPath, self._SmokeStrafeTargetBoxes, self, _unitName ) local _SSpit = MENU_GROUP_COMMAND:New( group, "Smoke Strafe Pits", _markPath, self._SmokeStrafeTargetBoxes, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Smoke Strafe Tgts", _markPath, self._SmokeStrafeTargets, self, _unitName ) local _SStgts = MENU_GROUP_COMMAND:New( group, "Smoke Strafe Tgts", _markPath, self._SmokeStrafeTargets, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Smoke Bomb Tgts", _markPath, self._SmokeBombTargets, self, _unitName ) local _SBtgts = MENU_GROUP_COMMAND:New( group, "Smoke Bomb Tgts", _markPath, self._SmokeBombTargets, self, _unitName )
-- F10/On the Range/<Range Name>/Stats/ -- F10/On the Range/<Range Name>/Stats/
missionCommands.addCommandForGroup( _gid, "All Strafe Results", _statsPath, self._DisplayStrafePitResults, self, _unitName ) local _AllSR = MENU_GROUP_COMMAND:New( group, "All Strafe Results", _statsPath, self._DisplayStrafePitResults, self, _unitName )
missionCommands.addCommandForGroup( _gid, "All Bombing Results", _statsPath, self._DisplayBombingResults, self, _unitName ) local _AllBR = MENU_GROUP_COMMAND:New( group, "All Bombing Results", _statsPath, self._DisplayBombingResults, self, _unitName )
missionCommands.addCommandForGroup( _gid, "My Strafe Results", _statsPath, self._DisplayMyStrafePitResults, self, _unitName ) local _MySR = MENU_GROUP_COMMAND:New( group, "My Strafe Results", _statsPath, self._DisplayMyStrafePitResults, self, _unitName )
missionCommands.addCommandForGroup( _gid, "My Bomb Results", _statsPath, self._DisplayMyBombingResults, self, _unitName ) local _MyBR = MENU_GROUP_COMMAND:New( group, "My Bomb Results", _statsPath, self._DisplayMyBombingResults, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Reset All Stats", _statsPath, self._ResetRangeStats, self, _unitName ) local _ResetST = MENU_GROUP_COMMAND:New( group, "Reset All Stats", _statsPath, self._ResetRangeStats, self, _unitName )
-- F10/On the Range/<Range Name>/My Settings/Smoke Color/ -- F10/On the Range/<Range Name>/My Settings/Smoke Color/
missionCommands.addCommandForGroup( _gid, "Blue Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Blue ) local _BlueSM = MENU_GROUP_COMMAND:New( group, "Blue Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Blue )
missionCommands.addCommandForGroup( _gid, "Green Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Green ) local _GrSM = MENU_GROUP_COMMAND:New( group, "Green Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Green )
missionCommands.addCommandForGroup( _gid, "Orange Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Orange ) local _OrSM = MENU_GROUP_COMMAND:New( group, "Orange Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Orange )
missionCommands.addCommandForGroup( _gid, "Red Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Red ) local _ReSM = MENU_GROUP_COMMAND:New( group, "Red Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Red )
missionCommands.addCommandForGroup( _gid, "White Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.White ) local _WhSm = MENU_GROUP_COMMAND:New( group, "White Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.White )
-- F10/On the Range/<Range Name>/My Settings/Flare Color/ -- F10/On the Range/<Range Name>/My Settings/Flare Color/
missionCommands.addCommandForGroup( _gid, "Green Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Green ) local _GrFl = MENU_GROUP_COMMAND:New( group, "Green Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Green )
missionCommands.addCommandForGroup( _gid, "Red Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Red ) local _ReFl = MENU_GROUP_COMMAND:New( group, "Red Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Red )
missionCommands.addCommandForGroup( _gid, "White Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.White ) local _WhFl = MENU_GROUP_COMMAND:New( group, "White Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.White )
missionCommands.addCommandForGroup( _gid, "Yellow Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Yellow ) local _YeFl = MENU_GROUP_COMMAND:New( group, "Yellow Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Yellow )
-- F10/On the Range/<Range Name>/My Settings/ -- F10/On the Range/<Range Name>/My Settings/
missionCommands.addCommandForGroup( _gid, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName ) local _SmDe = MENU_GROUP_COMMAND:New( group, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName ) local _SmIm = MENU_GROUP_COMMAND:New( group, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName ) local _FlHi = MENU_GROUP_COMMAND:New( group, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName )
missionCommands.addCommandForGroup( _gid, "All Messages On/Off", _settingsPath, self._MessagesToPlayerOnOff, self, _unitName ) local _AlMeA = MENU_GROUP_COMMAND:New( group, "All Messages On/Off", _settingsPath, self._MessagesToPlayerOnOff, self, _unitName )
local _TrpSh = MENU_GROUP_COMMAND:New( group, "Targetsheet On/Off", _settingsPath, self._TargetsheetOnOff, self, _unitName )
-- F10/On the Range/<Range Name>/Range Information -- F10/On the Range/<Range Name>/Range Information
missionCommands.addCommandForGroup( _gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName ) local _WeIn = MENU_GROUP_COMMAND:New( group, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Weather Report", _infoPath, self._DisplayRangeWeather, self, _unitName ) local _WeRe = MENU_GROUP_COMMAND:New( group, "Weather Report", _infoPath, self._DisplayRangeWeather, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName ) local _BoTgtgs = MENU_GROUP_COMMAND:New( group, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName )
missionCommands.addCommandForGroup( _gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName ) local _StrPits = MENU_GROUP_COMMAND:New( group, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName ):Refresh()
end end
else else
self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName ) self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName )
@@ -3031,7 +3189,7 @@ end
-- Helper Functions -- Helper Functions
----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get the coordinate of a Bomb target. --- Get the number of shells a unit currently has.
-- @param #RANGE self -- @param #RANGE self
-- @param #RANGE.BombTarget target Bomb target data. -- @param #RANGE.BombTarget target Bomb target data.
-- @return Core.Point#COORDINATE Target coordinate. -- @return Core.Point#COORDINATE Target coordinate.
@@ -3341,6 +3499,49 @@ function RANGE:_MessagesToPlayerOnOff( unitname )
end end
--- Targetsheet saves if player on or off.
-- @param #RANGE self
-- @param #string _unitname Name of the player unit.
function RANGE:_TargetsheetOnOff( _unitname )
self:F2( _unitname )
-- Get player unit and player name.
local unit, playername = self:_GetPlayerUnitAndName( _unitname )
-- Check if we have a player.
if unit and playername then
-- Player data.
local playerData = self.PlayerSettings[playername] -- #RANGE.PlayerData
if playerData then
-- Check if option is enabled at all.
local text = ""
if self.targetsheet then
-- Invert current setting.
playerData.targeton = not playerData.targeton
-- Inform player.
if playerData and playerData.targeton == true then
text = string.format( "roger, your targetsheets are now SAVED." )
else
text = string.format( "affirm, your targetsheets are NOT SAVED." )
end
else
text = "negative, target sheet data recorder is broken on this range."
end
-- Message to player.
-- self:MessageToPlayer(playerData, text, nil, playerData.name, 5)
self:_DisplayMessageToGroup( unit, text, 5, false, false )
end
end
end
--- Toggle status of flaring direct hits of range targets. --- Toggle status of flaring direct hits of range targets.
-- @param #RANGE self -- @param #RANGE self
-- @param #string unitname Name of the player unit. -- @param #string unitname Name of the player unit.
@@ -3507,7 +3708,7 @@ end
--- Checks if a static object with a certain name exists. It also added it to the MOOSE data base, if it is not already in there. --- Checks if a static object with a certain name exists. It also added it to the MOOSE data base, if it is not already in there.
-- @param #RANGE self -- @param #RANGE self
-- @param #string name Name of the potential static object. -- @param #string name Name of the potential static object.
-- @return #boolean Returns true if a static with this name exists. Returns false if a unit with this name exists. Returns nil if neither unit or static exist. -- @return #boolean Returns true if a static with this name exists. Retruns false if a unit with this name exists. Returns nil if neither unit or static exist.
function RANGE:_CheckStatic( name ) function RANGE:_CheckStatic( name )
self:F2( name ) self:F2( name )
@@ -3601,11 +3802,9 @@ function RANGE:_myname( unitname )
local unit = UNIT:FindByName( unitname ) local unit = UNIT:FindByName( unitname )
local pname = unit:GetPlayerName() local pname = unit:GetPlayerName()
-- local csign = unit:GetCallsign()
-- TODO: Either remove these leftovers, or implement them.
-- local csign=unit:GetCallsign()
-- return string.format("%s (%s)", csign, pname) -- return string.format("%s (%s)", csign, pname)
return string.format( "%s", pname ) return string.format( "%s", pname )
end end

File diff suppressed because it is too large Load Diff

View File

@@ -19,7 +19,7 @@
-- --
-- ### Authors: **FlightControl**, **applevangelist** -- ### Authors: **FlightControl**, **applevangelist**
-- --
-- Last Update: Nov 2021 -- Last Update: Feb 2022
-- --
-- === -- ===
-- --
@@ -59,6 +59,7 @@ SEAD = {
Padding = 10, Padding = 10,
CallBack = nil, CallBack = nil,
UseCallBack = false, UseCallBack = false,
debug = false,
} }
--- Missile enumerators --- Missile enumerators
@@ -76,6 +77,8 @@ 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
@@ -85,7 +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},
@@ -93,6 +96,8 @@ 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.
@@ -108,8 +113,8 @@ SEAD = {
-- 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
@@ -122,14 +127,21 @@ function SEAD:New( SEADGroupPrefixes, Padding )
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 = false self.UseEmissionsOnOff = true
self.debug = false
self.CallBack = nil self.CallBack = nil
self.UseCallBack = false self.UseCallBack = false
self:HandleEvent( EVENTS.Shot, self.HandleEventShot ) self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
self:I("*** SEAD - Started Version 0.3.3") -- 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
@@ -213,7 +225,7 @@ function SEAD:_CheckHarms(WeaponName)
local hit = false local hit = false
local name = "" local name = ""
for _,_name in pairs (SEAD.Harms) do for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1) then if string.find(WeaponName,_name,1,true) then
hit = true hit = true
name = _name name = _name
break break
@@ -249,6 +261,186 @@ function SEAD:_GetDistance(_point1, _point2)
end 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
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
end
--end
end
end
end
return self
end
--- (Internal) Handle Evasion
-- @param #SEAD self
-- @param #string _targetskill
-- @param Wrapper.Group#GROUP _targetgroup
-- @param Core.Point#COORDINATE SEADPlanePos
-- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc
-- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset)
local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
--self:T( _targetskill )
if self.TargetSkill[_targetskill] then
local _evade = math.random (1,100) -- random number for chance of evading action
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T("*** SEAD - Evading")
-- calculate distance of attacker
local _targetpos = _targetgroup:GetCoordinate()
local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
-- weapon speed
local hit, data = self:_CheckHarms(SEADWeaponName)
local wpnspeed = 666 -- ;)
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1,1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
end
-- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
if _distance > 0 then
_distance = math.floor(_distance / 1000) -- km
else
_distance = 0
end
self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
if reach >= _distance then
self:T("*** SEAD - Shot in Reach")
local function SuppressionStart(args)
self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Name
local attacker = args[3] -- Wrapper.Group#GROUP
if self.UseEmissionsOnOff then
grp:EnableEmission(false)
end
grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker)
end
end
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Nam
if self.UseEmissionsOnOff then
grp:EnableEmission(true)
end
grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[name] = false
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionEnd(grp,name)
end
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if delay > _tti then delay = delay / 2 end -- speed up
if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding
local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
end
end
end
end
end
return self
end
--- (Internal) Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. --- (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 #SEAD self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@@ -256,6 +448,7 @@ end
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
@@ -270,114 +463,55 @@ function SEAD:HandleEventShot( EventData )
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( _targetgroupname, 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
local name = args[2] -- #string Group Name
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)
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:OptionAlarmStateAuto()
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 > (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
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime)
end
end
end
end
end
end end
end end
return self return self

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.
-- --
@@ -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' )

View File

@@ -32,9 +32,11 @@
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73)) (CVN-73) [Super Carrier Module] -- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module] -- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59)) (CV-59) [Heatblur Carrier Module] -- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59)) (CV-59) [Heatblur Carrier Module]
-- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_(R12)) (R12) [**WIP**]
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1)) (LHA-1) [**WIP**] -- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1)) (LHA-1) [**WIP**]
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6)) (LHA-6) [**WIP**] -- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6)) (LHA-6) [**WIP**]
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) [**WIP**] -- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) [**WIP**]
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02)) (L02) [**WIP**]
-- --
-- **Supported Aircraft:** -- **Supported Aircraft:**
-- --
@@ -51,9 +53,9 @@
-- --
-- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier. -- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier.
-- --
-- The AV-8B Harrier, the USS Tarawa, USS America, HMAS Canberra and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and -- The AV-8B Harrier, HMS Hermes, the USS Tarawa, USS America, HMAS Canberra, and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and
-- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier. -- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier.
-- However, the two Case II/III pattern are very similar so this is not a big drawback. -- However, if no offset is used for the holding radial this provides a very close representation of the V/STOL Case III, allowing for an approach to over the deck and a vertical landing.
-- --
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version. -- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
-- --
@@ -113,10 +115,11 @@
-- * [Harrier Ship Landing Mission with Auto LSO!](https://www.youtube.com/watch?v=lqmVvpunk2c) -- * [Harrier Ship Landing Mission with Auto LSO!](https://www.youtube.com/watch?v=lqmVvpunk2c)
-- * [Updated Airboss V/STOL Features USS Tarawa](https://youtu.be/K7I4pU6j718) -- * [Updated Airboss V/STOL Features USS Tarawa](https://youtu.be/K7I4pU6j718)
-- * [Harrier Practice pattern USS America](https://youtu.be/99NigITYmcI) -- * [Harrier Practice pattern USS America](https://youtu.be/99NigITYmcI)
-- * [Harrier CASE III TACAN Approach USS Tarawa](https://www.youtube.com/watch?v=bTgJXZ9Mhdc&t=1s)
-- --
-- === -- ===
-- --
-- ### Author: **funkyfranky** -- ### Author: **funkyfranky** LHA and LHD V/STOL additions by **Pene**
-- ### Special Thanks To **Bankler** -- ### Special Thanks To **Bankler**
-- For his great [Recovery Trainer](https://forums.eagle.ru/showthread.php?t=221412) mission and script! -- For his great [Recovery Trainer](https://forums.eagle.ru/showthread.php?t=221412) mission and script!
-- His work was the initial inspiration for this class. Also note that this implementation uses some routines for determining the player position in Case I recoveries he developed. -- His work was the initial inspiration for this class. Also note that this implementation uses some routines for determining the player position in Case I recoveries he developed.
@@ -1260,7 +1263,7 @@ AIRBOSS = {
--- Aircraft types capable of landing on carrier (human+AI). --- Aircraft types capable of landing on carrier (human+AI).
-- @type AIRBOSS.AircraftCarrier -- @type AIRBOSS.AircraftCarrier
-- @field #string AV8B AV-8B Night Harrier. Works only with the USS Tarawa, USS America and Juan Carlos I. -- @field #string AV8B AV-8B Night Harrier. Works only with the HMS Hermes, USS Tarawa, USS America, and Juan Carlos I.
-- @field #string A4EC A-4E Community mod. -- @field #string A4EC A-4E Community mod.
-- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics. -- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics.
-- @field #string F14A F-14A by Heatblur. -- @field #string F14A F-14A by Heatblur.
@@ -1296,6 +1299,7 @@ AIRBOSS.AircraftCarrier={
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module] -- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module] -- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete] -- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete]
-- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier]
-- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier] -- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier]
-- @field #string AMERICA USS America (LHA-6) [V/STOL Carrier] -- @field #string AMERICA USS America (LHA-6) [V/STOL Carrier]
-- @field #string JCARLOS Juan Carlos I (L61) [V/STOL Carrier] -- @field #string JCARLOS Juan Carlos I (L61) [V/STOL Carrier]
@@ -1309,6 +1313,7 @@ AIRBOSS.CarrierType = {
STENNIS = "Stennis", STENNIS = "Stennis",
FORRESTAL = "Forrestal", FORRESTAL = "Forrestal",
VINSON = "VINSON", VINSON = "VINSON",
HERMES = "HERMES81",
TARAWA = "LHA_Tarawa", TARAWA = "LHA_Tarawa",
AMERICA = "USS America LHA-6", AMERICA = "USS America LHA-6",
JCARLOS = "L61", JCARLOS = "L61",
@@ -1980,6 +1985,9 @@ function AIRBOSS:New( carriername, alias )
elseif self.carriertype == AIRBOSS.CarrierType.VINSON then elseif self.carriertype == AIRBOSS.CarrierType.VINSON then
-- TODO: Carl Vinson parameters. -- TODO: Carl Vinson parameters.
self:_InitStennis() self:_InitStennis()
elseif self.carriertype == AIRBOSS.CarrierType.HERMES then
-- Hermes parameters.
self:_InitHermes()
elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then
-- Tarawa parameters. -- Tarawa parameters.
self:_InitTarawa() self:_InitTarawa()
@@ -2082,7 +2090,7 @@ function AIRBOSS:New( carriername, alias )
-- cL:FlareYellow() -- cL:FlareYellow()
-- Carrier specific. -- Carrier specific.
if self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.TARAWA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.AMERICA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.JCARLOS or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.CANBERRA then if self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.HERMES or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.TARAWA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.AMERICA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.JCARLOS or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.CANBERRA then
-- Flare wires. -- Flare wires.
local w1 = stern:Translate( self.carrierparam.wire1, FB, true ) local w1 = stern:Translate( self.carrierparam.wire1, FB, true )
@@ -2811,13 +2819,29 @@ end
-- @param #number Low -- @param #number Low
-- @param #number LOW -- @param #number LOW
-- @return #AIRBOSS self -- @return #AIRBOSS self
function AIRBOSS:SetGlideslopeErrorThresholds( _max, _min, High, HIGH, Low, LOW )
self.gle._max = _max or 0.4 function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
self.gle.High = High or 0.8
self.gle.HIGH = HIGH or 1.5 --Check if V/STOL Carrier
self.gle._min = _min or -0.3 if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.gle.Low = Low or -0.6
self.gle.LOW = LOW or -0.9 -- allow a larger GSE for V/STOL operations --Pene Testing
self.gle._max=_max or 0.7
self.gle.High=High or 1.4
self.gle.HIGH=HIGH or 1.9
self.gle._min=_min or -0.5
self.gle.Low=Low or -1.2
self.gle.LOW=LOW or -1.5
-- CVN values
else
self.gle._max=_max or 0.4
self.gle.High=High or 0.8
self.gle.HIGH=HIGH or 1.5
self.gle._min=_min or -0.3
self.gle.Low=Low or -0.6
self.gle.LOW=LOW or -0.9
end
return self return self
end end
@@ -2832,15 +2856,33 @@ end
-- @param #number RightMed -- @param #number RightMed
-- @param #number RIGHT -- @param #number RIGHT
-- @return #AIRBOSS self -- @return #AIRBOSS self
function AIRBOSS:SetLineupErrorThresholds( _max, _min, Left, LeftMed, LEFT, Right, RightMed, RIGHT )
self.lue._max = _max or 0.5 function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right, RightMed, RIGHT)
self.lue._min = _min or -0.5
self.lue.Left = Left or -1.0 --Check if V/STOL Carrier -- Pene testing
self.lue.LeftMed = LeftMed or -2.0 if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.lue.LEFT = LEFT or -3.0
self.lue.Right = Right or 1.0 -- V/STOL Values -- allow a larger LUE for V/STOL operations
self.lue.RightMed = RightMed or 2.0 self.lue._max=_max or 1.8
self.lue.RIGHT = RIGHT or 3.0 self.lue._min=_min or -1.8
self.lue.Left=Left or -2.8
self.lue.LeftMed=LeftMed or -3.8
self.lue.LEFT=LEFT or -4.5
self.lue.Right=Right or 2.8
self.lue.RightMed=RightMed or 3.8
self.lue.RIGHT=RIGHT or 4.5
-- CVN Values
else
self.lue._max=_max or 0.5
self.lue._min=_min or -0.5
self.lue.Left=Left or -1.0
self.lue.LeftMed=LeftMed or -2.0
self.lue.LEFT=LEFT or -3.0
self.lue.Right=Right or 1.0
self.lue.RightMed=RightMed or 2.0
self.lue.RIGHT=RIGHT or 3.0
end
return self return self
end end
@@ -4384,6 +4426,46 @@ function AIRBOSS:_InitForrestal()
end end
--- Init parameters for R12 HMS Hermes carrier.
-- @param #AIRBOSS self
function AIRBOSS:_InitHermes()
-- Init Stennis as default.
self:_InitStennis()
-- Carrier Parameters.
self.carrierparam.sterndist = -105
self.carrierparam.deckheight = 12 -- From model viewer WL0.
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength = 228.19
self.carrierparam.totwidthport = 20.5
self.carrierparam.totwidthstarboard = 24.5
-- Landing runway.
self.carrierparam.rwyangle = 0
self.carrierparam.rwylength = 215
self.carrierparam.rwywidth = 13
-- Wires.
self.carrierparam.wire1 = nil
self.carrierparam.wire2 = nil
self.carrierparam.wire3 = nil
self.carrierparam.wire4 = nil
-- Late break.
self.BreakLate.name = "Late Break"
self.BreakLate.Xmin = -UTILS.NMToMeters( 1 ) -- Not more than 1 NM behind the boat. Last check was at 0.
self.BreakLate.Xmax = UTILS.NMToMeters( 5 ) -- Not more than 5 NM in front of the boat. Enough for late breaks?
self.BreakLate.Zmin = -UTILS.NMToMeters( 0.25 ) -- Not more than 0.25 NM port.
self.BreakLate.Zmax = UTILS.NMToMeters( 0.5 ) -- Not more than 0.5 NM starboard.
self.BreakLate.LimitXmin = 0 -- Check and next step 0.8 NM port and in front of boat.
self.BreakLate.LimitXmax = nil
self.BreakLate.LimitZmin = -UTILS.NMToMeters( 0.5 ) -- 926 m port, closer than the stennis as abeam is 0.8-1.0 rather than 1.2
self.BreakLate.LimitZmax = nil
end
--- Init parameters for LHA-1 Tarawa carrier. --- Init parameters for LHA-1 Tarawa carrier.
-- @param #AIRBOSS self -- @param #AIRBOSS self
function AIRBOSS:_InitTarawa() function AIRBOSS:_InitTarawa()
@@ -5007,14 +5089,16 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.Fast = 8.25 -- =17.5/2 aoa.Fast = 8.25 -- =17.5/2
aoa.FAST = 8.00 -- =16.5/2 aoa.FAST = 8.00 -- =16.5/2
elseif harrier then elseif harrier then
-- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 60 - 73.
aoa.SLOW = 14.0 -- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 55. Pene testing
aoa.Slow = 13.0 aoa.SLOW = 16.0
aoa.OnSpeedMax = 12.0 aoa.Slow = 13.5
aoa.OnSpeed = 11.0 aoa.OnSpeedMax = 12.5
aoa.OnSpeedMin = 10.0 aoa.OnSpeed = 10.0
aoa.Fast = 8.0 aoa.OnSpeedMin = 9.5
aoa.FAST = 7.5 aoa.Fast = 8.0
aoa.FAST = 7.5
end end
return aoa return aoa
@@ -5273,8 +5357,8 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif skyhawk then elseif skyhawk then
alt = UTILS.FeetToMeters( 300 ) -- ? alt = UTILS.FeetToMeters( 300 ) -- ?
elseif harrier then elseif harrier then
-- 300-325 ft alt=UTILS.FeetToMeters(312)-- 300-325 ft
alt = UTILS.FeetToMeters( 300 ) -- Need to verify
end end
aoa = aoaac.OnSpeed aoa = aoaac.OnSpeed
@@ -6058,7 +6142,7 @@ function AIRBOSS:_RefuelAI( flight )
-- Guide AI to divert field -- -- Guide AI to divert field --
------------------------------ ------------------------------
-- Closest Airfield of the coaliton. -- Closest Airfield of the coalition.
local divertfield = self:GetCoordinate():GetClosestAirbase( Airbase.Category.AIRDROME, self:GetCoalition() ) local divertfield = self:GetCoordinate():GetClosestAirbase( Airbase.Category.AIRDROME, self:GetCoalition() )
-- Handle case where there is no divert field of the own coalition and try neutral instead. -- Handle case where there is no divert field of the own coalition and try neutral instead.
@@ -6209,7 +6293,7 @@ function AIRBOSS:_GetMarshalAltitude( stack, case )
p2 = Carrier:Translate( UTILS.NMToMeters( 1.5 ), hdg ) p2 = Carrier:Translate( UTILS.NMToMeters( 1.5 ), hdg )
-- Tarawa,LHA,LHD Delta patterns. -- Tarawa,LHA,LHD Delta patterns.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Pattern is directly overhead the carrier. -- Pattern is directly overhead the carrier.
p1 = Carrier:Translate( UTILS.NMToMeters( 1.0 ), hdg + 90 ) p1 = Carrier:Translate( UTILS.NMToMeters( 1.0 ), hdg + 90 )
@@ -8048,7 +8132,7 @@ function AIRBOSS:OnEventLand( EventData )
self:T( self.lid .. text ) self:T( self.lid .. text )
-- Check carrier type. -- Check carrier type.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Power "Idle". -- Power "Idle".
self:RadioTransmission( self.LSORadio, self.LSOCall.IDLE, false, 1, nil, true ) self:RadioTransmission( self.LSORadio, self.LSOCall.IDLE, false, 1, nil, true )
@@ -8083,7 +8167,7 @@ function AIRBOSS:OnEventLand( EventData )
-- AI unit landed -- -- AI unit landed --
-------------------- --------------------
if self.carriertype ~= AIRBOSS.CarrierType.TARAWA or self.carriertype ~= AIRBOSS.CarrierType.AMERICA or self.carriertype ~= AIRBOSS.CarrierType.JCARLOS or self.carriertype ~= AIRBOSS.CarrierType.CANBERRA then if self.carriertype ~= AIRBOSS.CarrierType.HERMES or self.carriertype ~= AIRBOSS.CarrierType.TARAWA or self.carriertype ~= AIRBOSS.CarrierType.AMERICA or self.carriertype ~= AIRBOSS.CarrierType.JCARLOS or self.carriertype ~= AIRBOSS.CarrierType.CANBERRA then
-- Coordinate at landing event -- Coordinate at landing event
local coord = EventData.IniUnit:GetCoordinate() local coord = EventData.IniUnit:GetCoordinate()
@@ -9121,7 +9205,7 @@ function AIRBOSS:_CheckForLongDownwind( playerData )
local limit = UTILS.NMToMeters( -1.6 ) local limit = UTILS.NMToMeters( -1.6 )
-- For the tarawa, other LHA and LHD we give a bit more space. -- For the tarawa, other LHA and LHD we give a bit more space.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
limit = UTILS.NMToMeters( -2.0 ) limit = UTILS.NMToMeters( -2.0 )
end end
@@ -9208,7 +9292,7 @@ function AIRBOSS:_Ninety( playerData )
self:_PlayerHint( playerData ) self:_PlayerHint( playerData )
-- Next step: wake. -- Next step: wake.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Harrier has no wake stop. It stays port of the boat. -- Harrier has no wake stop. It stays port of the boat.
self:_SetPlayerStep( playerData, AIRBOSS.PatternStep.FINAL ) self:_SetPlayerStep( playerData, AIRBOSS.PatternStep.FINAL )
else else
@@ -9464,8 +9548,9 @@ function AIRBOSS:_Groove( playerData )
-- Speed difference. -- Speed difference.
local dv = math.abs( vplayer - vcarrier ) local dv = math.abs( vplayer - vcarrier )
-- Stable when speed difference < 20 km/h.
local stable = dv < 20 -- Stable when speed difference < 30 km/h.(16 Kts)Pene Testing
local stable=dv<30
-- Check if player is inside the zone. -- Check if player is inside the zone.
if playerData.unit:IsInZone( ZoneALS ) and stable then if playerData.unit:IsInZone( ZoneALS ) and stable then
@@ -9497,8 +9582,8 @@ function AIRBOSS:_Groove( playerData )
-- Speed difference. -- Speed difference.
local dv = math.abs( vplayer - vcarrier ) local dv = math.abs( vplayer - vcarrier )
-- Stable when v<10 km/h. -- Stable when v<15 km/h.
local stable = dv < 10 local stable=dv<15
-- Radio Transmission "Stabilized" once the aircraft has been cleared to cross and is over the Landing Spot and stable. -- Radio Transmission "Stabilized" once the aircraft has been cleared to cross and is over the Landing Spot and stable.
if playerData.unit:IsInZone( ZoneLS ) and stable and playerData.stable == true then if playerData.unit:IsInZone( ZoneLS ) and stable and playerData.stable == true then
@@ -9537,25 +9622,26 @@ function AIRBOSS:_Groove( playerData )
-- Nothing else necessary. -- Nothing else necessary.
return return
end end
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP) end
-- if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then -- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
-- Get groove time
-- local vSlow=groovedata.time --if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
-- If too slow wave off. -- Get groove time
-- if vSlow >75 then --local vSlow=groovedata.time
-- If too slow wave off.
-- LSO Wave off! --if vSlow >75 then
-- self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
-- playerData.Tlso=timer.getTime() -- LSO Wave off!
--self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
-- Player was waved Off --playerData.Tlso=timer.getTime()
-- playerData.waveoff=true
-- return -- Player was waved Off
-- end --playerData.waveoff=true
-- end --return
--end
--end
-- Groovedata step. -- Groovedata step.
groovedata.Step = playerData.step groovedata.Step = playerData.step
@@ -9726,8 +9812,8 @@ function AIRBOSS:_CheckWaveOff( glideslopeError, lineupError, AoA, playerData )
-- For the harrier, we allow a bit more room. -- For the harrier, we allow a bit more room.
if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
glMax = 2.6 glMax = 2.6
glMin = -2.0 glMin = -2.2 -- Testing, @Engines may be just dragging it in on Hermes, or the carrier parameters need adjusting.
luAbs = 4.1 -- Testing Pene (WIP) needs feedback to tighten up tolerences. luAbs = 4.1 -- Testing Pene.
end end
@@ -9893,17 +9979,23 @@ function AIRBOSS:_GetSternCoord()
local hdg = self.carrier:GetHeading() local hdg = self.carrier:GetHeading()
-- Final bearing (true). -- Final bearing (true).
local FB = self:GetFinalBearing() local FB=self:GetFinalBearing()
local case=self.case
-- Stern coordinate (sterndist<0). Also translate 10 meters starboard wrt Final bearing. -- Stern coordinate (sterndist<0). Also translate 10 meters starboard wrt Final bearing.
self.sterncoord:UpdateFromCoordinate( self:GetCoordinate() ) self.sterncoord:UpdateFromCoordinate( self:GetCoordinate() )
-- local stern=self:GetCoordinate() -- local stern=self:GetCoordinate()
-- Stern coordinate (sterndist<0). -- Stern coordinate (sterndist<0). --Pene testing Case III
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype==AIRBOSS.CarrierType.HERMES or self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS or self.carriertype==AIRBOSS.CarrierType.CANBERRA then
-- Tarawa: Translate 8 meters port. if case==3 then
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 8, FB - 90, true, true ) -- CASE III V/STOL translation Due over deck approach if needed.
elseif self.carriertype == AIRBOSS.CarrierType.STENNIS then self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
elseif case==2 or case==1 then
-- V/Stol: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
end
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing. -- Stennis: translate 7 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true ) self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then
@@ -10536,7 +10628,8 @@ function AIRBOSS:_GetZoneRunwayBox()
return self.zoneRunwaybox return self.zoneRunwaybox
end end
--- Get zone of primary abeam landing position of USS Tarawa, USS America and Juan Carlos. Box length 50 meters and width 30 meters. --- Get zone of primary abeam landing position of HMS Hermes, USS Tarawa, USS America and Juan Carlos. Box length 50 meters and width 30 meters.
--- Allow for Clear to land call from LSO approaching abeam the landing spot if stable as per NATOPS 00-80T --- Allow for Clear to land call from LSO approaching abeam the landing spot if stable as per NATOPS 00-80T
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @return Core.Zone#ZONE_POLYGON Zone surrounding landing runway. -- @return Core.Zone#ZONE_POLYGON Zone surrounding landing runway.
@@ -10548,9 +10641,9 @@ function AIRBOSS:_GetZoneAbeamLandingSpot()
-- Current carrier heading. -- Current carrier heading.
local FB = self:GetFinalBearing( false ) local FB = self:GetFinalBearing( false )
-- Coordinate array. -- Coordinate array. Pene Testing extended Abeam landing spot V/STOL.
local p = {} local p={}
-- Points. -- Points.
p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-Right p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-Right
p[2] = S:Translate( -45, FB ):Translate( 15, FB + 90 ) -- Bottom-Right p[2] = S:Translate( -45, FB ):Translate( 15, FB + 90 ) -- Bottom-Right
@@ -10640,7 +10733,7 @@ function AIRBOSS:_GetZoneHolding( case, stack )
self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", Post:GetVec2(), self.marshalradius ) self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", Post:GetVec2(), self.marshalradius )
-- Delta pattern. -- Delta pattern.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", self.carrier:GetVec2(), UTILS.NMToMeters( 5 ) ) self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", self.carrier:GetVec2(), UTILS.NMToMeters( 5 ) )
end end
@@ -10692,7 +10785,7 @@ function AIRBOSS:_GetZoneCommence( case, stack )
-- Three position -- Three position
local Three = self:GetCoordinate():Translate( D, hdg + 275 ) local Three = self:GetCoordinate():Translate( D, hdg + 275 )
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
local Dx = UTILS.NMToMeters( 2.25 ) local Dx = UTILS.NMToMeters( 2.25 )
@@ -10983,7 +11076,7 @@ function AIRBOSS:_GetAltCarrier( unit )
return h return h
end end
--- Get optimal landing position of the aircraft. Usually between second and third wire. In case of Tarawa and America we take the abeam landing spot 120 ft abeam the 7.5 position, for the Juan Carlos I it is 120 ft and abeam the 5 position. --- Get optimal landing position of the aircraft. Usually between second and third wire. In case of Tarawa, Canberrra, Juan Carlos and America we take the abeam landing spot 120 ft above and 21 ft abeam the 7.5 position, for the Juan Carlos I and HMS Hermes it is 120 ft above and 21 ft abeam the 5 position. For CASE III it is 120ft directly above the landing spot.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @return Core.Point#COORDINATE Optimal landing coordinate. -- @return Core.Point#COORDINATE Optimal landing coordinate.
function AIRBOSS:_GetOptLandingCoordinate() function AIRBOSS:_GetOptLandingCoordinate()
@@ -10993,45 +11086,28 @@ function AIRBOSS:_GetOptLandingCoordinate()
-- Stern coordinate. -- Stern coordinate.
-- local stern=self:_GetSternCoord() -- local stern=self:_GetSternCoord()
-- Final bearing. -- Final bearing.
local FB = self:GetFinalBearing( false )
if self.carriertype == AIRBOSS.CarrierType.TARAWA then local FB=self:GetFinalBearing(false)
local case=self.case
-- set Case III V/STOL abeam landing spot over deck -- Pene Testing
if self.carriertype==AIRBOSS.CarrierType.HERMES or self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS or self.carriertype==AIRBOSS.CarrierType.CANBERRA then
if case==3 then
self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate())
-- Altitude 120ft -- is this corect for Case III?
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif case==2 or case==1 then
-- Landing 100 ft abeam, 120 ft alt. -- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true ) self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate()):Translate(35, FB-90, true, true)
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90) --stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft. -- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) ) self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif self.carriertype == AIRBOSS.CarrierType.AMERICA then end
-- Landing 100 ft abeam, 120 ft alt. To allow adjustments to match different deck configurations.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) )
elseif self.carriertype == AIRBOSS.CarrierType.JCARLOS then
-- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) )
elseif self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) )
else else
-- Ideally we want to land between 2nd and 3rd wire. -- Ideally we want to land between 2nd and 3rd wire.
@@ -11059,7 +11135,14 @@ function AIRBOSS:_GetLandingSpotCoordinate()
-- Stern coordinate. -- Stern coordinate.
-- local stern=self:_GetSternCoord() -- local stern=self:_GetSternCoord()
if self.carriertype == AIRBOSS.CarrierType.TARAWA then if self.carriertype==AIRBOSS.CarrierType.HERMES then
-- Landing 100 ft abeam, 100 alt.
local hdg = self:GetHeading()
-- Primary landing spot 5
self.landingspotcoord:Translate( 69, hdg, true, true ):SetAltitude( self.carrierparam.deckheight )
elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then
-- Landing 100 ft abeam, 120 alt. -- Landing 100 ft abeam, 120 alt.
local hdg = self:GetHeading() local hdg = self:GetHeading()
@@ -11649,15 +11732,17 @@ function AIRBOSS:_LSOgrade( playerData )
local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR
-- Count number of minor, normal and major deviations. -- Count number of minor, normal and major deviations.
local N = nXX + nIM + nIC + nAR local N=nXX+nIM+nIC+nAR
local nL = count( G, '_' ) / 2 local Nv=nXX+nIM
local nS = count( G, '%(' ) local nL=count(G, '_')/2
local nN = N - nS - nL local nS=count(G, '%(')
local nN=N-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 65-70 for V/STOL unicorn. local nNv=Nv-nS-nL
local Tgroove = playerData.Tgroove
local TgrooveUnicorn = Tgroove and (Tgroove >= 15.0 and Tgroove <= 18.99) or false -- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local TgrooveVstolUnicorn = Tgroove and (Tgroove >= 60.0 and Tgroove <= 65.0) and playerData.actype == AIRBOSS.AircraftCarrier.AV8B or false local Tgroove=playerData.Tgroove
local TgrooveUnicorn=Tgroove and (Tgroove>=15.0 and Tgroove<=18.99) or false
local TgrooveVstolUnicorn=Tgroove and (Tgroove>=60.0 and Tgroove<=65.0)and playerData.actype==AIRBOSS.AircraftCarrier.AV8B or false
local grade local grade
local points local points
@@ -11668,29 +11753,33 @@ function AIRBOSS:_LSOgrade( playerData )
G = "Unicorn" G = "Unicorn"
else else
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe. (WIP requires feedback) -- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation. -- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
if nL > 3 and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then if nL > 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points. -- Larger deviations ==> "No grade" 2.0 points.
grade = "--" grade="--"
points = 2.0 points=2.0
elseif nN > 2 and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then elseif nNv >= 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections. -- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade = "(OK)" grade="(OK)"
points = 3.0 points=3.0
elseif nL > 0 then elseif nNv < 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only minor average deviations ==> "OK" Pass with minor deviations and corrections. (test nNv<=1 and)
grade="OK"
points=4.0
elseif nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points. -- Larger deviations ==> "No grade" 2.0 points.
grade = "--" grade="--"
points = 2.0 points=2.0
elseif nN > 0 then elseif nN> 0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections. -- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade = "(OK)" grade="(OK)"
points = 3.0 points=3.0
else else
-- Only minor corrections -- Only minor corrections
grade = "OK" grade="OK"
points = 4.0 points=4.0
end end
end end
@@ -11994,7 +12083,7 @@ function AIRBOSS:_GS( step, n )
if n == -1 then if n == -1 then
gp = AIRBOSS.GroovePos.IC gp = AIRBOSS.GroovePos.IC
elseif n == 1 then elseif n == 1 then
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
gp = AIRBOSS.GroovePos.AL gp = AIRBOSS.GroovePos.AL
else else
gp = AIRBOSS.GroovePos.IW gp = AIRBOSS.GroovePos.IW
@@ -13873,7 +13962,7 @@ function AIRBOSS:_IsCarrierAircraft( unit )
-- Special case for Harrier which can only land on Tarawa, LHA and LHD. -- Special case for Harrier which can only land on Tarawa, LHA and LHD.
if aircrafttype == AIRBOSS.AircraftCarrier.AV8B then if aircrafttype == AIRBOSS.AircraftCarrier.AV8B then
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
return true return true
else else
return false return false
@@ -13881,7 +13970,7 @@ function AIRBOSS:_IsCarrierAircraft( unit )
end end
-- Also only Harriers can land on the Tarawa, LHA and LHD. -- Also only Harriers can land on the Tarawa, LHA and LHD.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
if aircrafttype ~= AIRBOSS.AircraftCarrier.AV8B then if aircrafttype ~= AIRBOSS.AircraftCarrier.AV8B then
return false return false
end end
@@ -17238,7 +17327,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
end end
-- Tarawa, LHA and LHD landing spots. -- Tarawa, LHA and LHD landing spots.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
text = text .. "\n* abeam landing stop with RED flares" text = text .. "\n* abeam landing stop with RED flares"
-- Abeam landing spot zone. -- Abeam landing spot zone.
local ALSPT = self:_GetZoneAbeamLandingSpot() local ALSPT = self:_GetZoneAbeamLandingSpot()

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -45,6 +45,7 @@
-- @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
@@ -106,6 +107,10 @@
-- --
-- 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.
--
-- @field #MSRS -- @field #MSRS
MSRS = { MSRS = {
ClassName = "MSRS", ClassName = "MSRS",
@@ -121,11 +126,12 @@ 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="0.0.4"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -160,6 +166,7 @@ function MSRS:New(PathToSRS, Frequency, Modulation)
self:SetModulations(Modulation) self:SetModulations(Modulation)
self:SetGender() self:SetGender()
self:SetCoalition() self:SetCoalition()
self:SetLabel()
return self return self
end end
@@ -202,12 +209,29 @@ function MSRS:GetPath()
return self.path return self.path
end 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.
@@ -223,6 +247,7 @@ 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.
@@ -391,7 +416,7 @@ 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)..'"'
self:_ExecCommand(command) self:_ExecCommand(command)
@@ -634,8 +659,9 @@ 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"
@@ -648,6 +674,7 @@ 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")
@@ -657,12 +684,12 @@ 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"', path, exe, freqs, modus, coal, port, label)
-- Set voice or gender/culture. -- Set voice or gender/culture.
if voice then if voice then
@@ -671,7 +698,7 @@ 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

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

@@ -1,18 +1,18 @@
--- **Utilities** Enumerators. --- **Utilities** Enumerators.
-- --
-- An enumerator is a variable that holds a constant value. Enumerators are very useful because they make the code easier to read and to change in general. -- An enumerator is a variable that holds a constant value. Enumerators are very useful because they make the code easier to read and to change in general.
-- --
-- For example, instead of using the same value at multiple different places in your code, you should use a variable set to that value. -- For example, instead of using the same value at multiple different places in your code, you should use a variable set to that value.
-- If, for whatever reason, the value needs to be changed, you only have to change the variable once and do not have to search through you code and reset -- If, for whatever reason, the value needs to be changed, you only have to change the variable once and do not have to search through you code and reset
-- every value by hand. -- every value by hand.
-- --
-- Another big advantage is that the LDT intellisense "knows" the enumerators. So you can use the autocompletion feature and do not have to keep all the -- Another big advantage is that the LDT intellisense "knows" the enumerators. So you can use the autocompletion feature and do not have to keep all the
-- values in your head or look them up in the docs. -- values in your head or look them up in the docs.
-- --
-- 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 classes 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
@@ -20,7 +20,7 @@
-- @type ENUMS -- @type ENUMS
--- Because ENUMS are just better practice. --- Because ENUMS are just better practice.
-- --
-- The ENUMS class adds some handy variables, which help you to make your code better and more general. -- The ENUMS class adds some handy variables, which help you to make your code better and more general.
-- --
-- @field #ENUMS -- @field #ENUMS
@@ -30,16 +30,16 @@ ENUMS = {}
-- @type ENUMS.ROE -- @type ENUMS.ROE
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target. -- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. -- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
-- @field #number OpenFire AI will engage only targets specified in its tasking. -- @field #number OpenFire AI will engage only targets specified in its taskings.
-- @field #number ReturnFire AI will only engage threats that shoot first. -- @field #number ReturnFire AI will only engage threats that shoot first.
-- @field #number WeaponHold AI will hold fire under all circumstances. -- @field #number WeaponHold AI will hold fire under all circumstances.
ENUMS.ROE = { ENUMS.ROE = {
WeaponFree = 0, WeaponFree=0,
OpenFireWeaponFree = 1, OpenFireWeaponFree=1,
OpenFire = 2, OpenFire=2,
ReturnFire = 3, ReturnFire=3,
WeaponHold = 4, WeaponHold=4,
} }
--- Reaction On Threat. --- Reaction On Threat.
-- @type ENUMS.ROT -- @type ENUMS.ROT
@@ -49,11 +49,11 @@ ENUMS.ROE = {
-- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats. -- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats.
-- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base. -- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base.
ENUMS.ROT = { ENUMS.ROT = {
NoReaction = 0, NoReaction=0,
PassiveDefense = 1, PassiveDefense=1,
EvadeFire = 2, EvadeFire=2,
BypassAndEscape = 3, BypassAndEscape=3,
AllowAbortMission = 4, AllowAbortMission=4,
} }
--- Alarm state. --- Alarm state.
@@ -62,12 +62,12 @@ ENUMS.ROT = {
-- @field #number Green Group is not combat ready. Sensors are stowed if possible. -- @field #number Green Group is not combat ready. Sensors are stowed if possible.
-- @field #number Red Group is combat ready and actively searching for targets. Some groups like infantry will not move in this state. -- @field #number Red Group is combat ready and actively searching for targets. Some groups like infantry will not move in this state.
ENUMS.AlarmState = { ENUMS.AlarmState = {
Auto = 0, Auto=0,
Green = 1, Green=1,
Red = 2, Red=2,
} }
--- Weapon types. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerator on Hoggit wiki. --- Weapon types. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerotor on hoggit wiki.
-- @type ENUMS.WeaponFlag -- @type ENUMS.WeaponFlag
ENUMS.WeaponFlag={ ENUMS.WeaponFlag={
-- Bombs -- Bombs
@@ -111,7 +111,7 @@ ENUMS.WeaponFlag={
-- --
-- Bombs -- Bombs
GuidedBomb = 14, -- (LGB + TvGB + SNSGB) GuidedBomb = 14, -- (LGB + TvGB + SNSGB)
AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispenser + CandleBomb + ParachuteBomb) AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb) AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb)
--- Rockets --- Rockets
AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
@@ -123,9 +123,11 @@ ENUMS.WeaponFlag={
--- Air-To-Air Missiles --- Air-To-Air Missiles
AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
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)
@@ -133,9 +135,96 @@ ENUMS.WeaponFlag={
AnyAG = 2956984318, -- Any Air-To-Ground Weapon AnyAG = 2956984318, -- Any Air-To-Ground Weapon
AnyAA = 264241152, -- Any Air-To-Air Weapon AnyAA = 264241152, -- Any Air-To-Air Weapon
AnyUnguided = 2952822768, -- Any Unguided Weapon AnyUnguided = 2952822768, -- Any Unguided Weapon
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.
@@ -173,7 +262,7 @@ ENUMS.MissionTask={
TRANSPORT="Transport", TRANSPORT="Transport",
} }
--- Formations (new). See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on Hoggit wiki. --- Formations (new). See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on hoggit wiki.
-- @type ENUMS.Formation -- @type ENUMS.Formation
ENUMS.Formation={} ENUMS.Formation={}
ENUMS.Formation.FixedWing={} ENUMS.Formation.FixedWing={}
@@ -216,23 +305,23 @@ ENUMS.Formation.FixedWing.FighterVic.Close = 917505
ENUMS.Formation.FixedWing.FighterVic.Open = 917506 ENUMS.Formation.FixedWing.FighterVic.Open = 917506
ENUMS.Formation.RotaryWing={} ENUMS.Formation.RotaryWing={}
ENUMS.Formation.RotaryWing.Column={} ENUMS.Formation.RotaryWing.Column={}
ENUMS.Formation.RotaryWing.Column.D70 = 720896 ENUMS.Formation.RotaryWing.Column.D70=720896
ENUMS.Formation.RotaryWing.Wedge={} ENUMS.Formation.RotaryWing.Wedge={}
ENUMS.Formation.RotaryWing.Wedge.D70 = 8 ENUMS.Formation.RotaryWing.Wedge.D70=8
ENUMS.Formation.RotaryWing.FrontRight={} ENUMS.Formation.RotaryWing.FrontRight={}
ENUMS.Formation.RotaryWing.FrontRight.D300 = 655361 ENUMS.Formation.RotaryWing.FrontRight.D300=655361
ENUMS.Formation.RotaryWing.FrontRight.D600 = 655362 ENUMS.Formation.RotaryWing.FrontRight.D600=655362
ENUMS.Formation.RotaryWing.FrontLeft={} ENUMS.Formation.RotaryWing.FrontLeft={}
ENUMS.Formation.RotaryWing.FrontLeft.D300 = 655617 ENUMS.Formation.RotaryWing.FrontLeft.D300=655617
ENUMS.Formation.RotaryWing.FrontLeft.D600 = 655618 ENUMS.Formation.RotaryWing.FrontLeft.D600=655618
ENUMS.Formation.RotaryWing.EchelonRight={} ENUMS.Formation.RotaryWing.EchelonRight={}
ENUMS.Formation.RotaryWing.EchelonRight.D70 = 589825 ENUMS.Formation.RotaryWing.EchelonRight.D70 =589825
ENUMS.Formation.RotaryWing.EchelonRight.D300 = 589826 ENUMS.Formation.RotaryWing.EchelonRight.D300=589826
ENUMS.Formation.RotaryWing.EchelonRight.D600 = 589827 ENUMS.Formation.RotaryWing.EchelonRight.D600=589827
ENUMS.Formation.RotaryWing.EchelonLeft={} ENUMS.Formation.RotaryWing.EchelonLeft={}
ENUMS.Formation.RotaryWing.EchelonLeft.D70 = 590081 ENUMS.Formation.RotaryWing.EchelonLeft.D70 =590081
ENUMS.Formation.RotaryWing.EchelonLeft.D300 = 590082 ENUMS.Formation.RotaryWing.EchelonLeft.D300=590082
ENUMS.Formation.RotaryWing.EchelonLeft.D600 = 590083 ENUMS.Formation.RotaryWing.EchelonLeft.D600=590083
ENUMS.Formation.Vehicle={} ENUMS.Formation.Vehicle={}
ENUMS.Formation.Vehicle.Vee="Vee" ENUMS.Formation.Vehicle.Vee="Vee"
ENUMS.Formation.Vehicle.EchelonRight="EchelonR" ENUMS.Formation.Vehicle.EchelonRight="EchelonR"
@@ -244,34 +333,34 @@ ENUMS.Formation.Vehicle.Cone="Cone"
ENUMS.Formation.Vehicle.Diamond="Diamond" ENUMS.Formation.Vehicle.Diamond="Diamond"
--- Formations (old). The old format is a simplified version of the new formation enums, which allow more sophisticated settings. --- Formations (old). The old format is a simplified version of the new formation enums, which allow more sophisticated settings.
-- See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on Hoggit wiki. -- See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on hoggit wiki.
-- @type ENUMS.FormationOld -- @type ENUMS.FormationOld
ENUMS.FormationOld={} ENUMS.FormationOld={}
ENUMS.FormationOld.FixedWing={} ENUMS.FormationOld.FixedWing={}
ENUMS.FormationOld.FixedWing.LineAbreast = 1 ENUMS.FormationOld.FixedWing.LineAbreast=1
ENUMS.FormationOld.FixedWing.Trail = 2 ENUMS.FormationOld.FixedWing.Trail=2
ENUMS.FormationOld.FixedWing.Wedge = 3 ENUMS.FormationOld.FixedWing.Wedge=3
ENUMS.FormationOld.FixedWing.EchelonRight = 4 ENUMS.FormationOld.FixedWing.EchelonRight=4
ENUMS.FormationOld.FixedWing.EchelonLeft = 5 ENUMS.FormationOld.FixedWing.EchelonLeft=5
ENUMS.FormationOld.FixedWing.FingerFour = 6 ENUMS.FormationOld.FixedWing.FingerFour=6
ENUMS.FormationOld.FixedWing.SpreadFour = 7 ENUMS.FormationOld.FixedWing.SpreadFour=7
ENUMS.FormationOld.FixedWing.BomberElement = 12 ENUMS.FormationOld.FixedWing.BomberElement=12
ENUMS.FormationOld.FixedWing.BomberElementHeight = 13 ENUMS.FormationOld.FixedWing.BomberElementHeight=13
ENUMS.FormationOld.FixedWing.FighterVic = 14 ENUMS.FormationOld.FixedWing.FighterVic=14
ENUMS.FormationOld.RotaryWing={} ENUMS.FormationOld.RotaryWing={}
ENUMS.FormationOld.RotaryWing.Wedge = 8 ENUMS.FormationOld.RotaryWing.Wedge=8
ENUMS.FormationOld.RotaryWing.Echelon = 9 ENUMS.FormationOld.RotaryWing.Echelon=9
ENUMS.FormationOld.RotaryWing.Front = 10 ENUMS.FormationOld.RotaryWing.Front=10
ENUMS.FormationOld.RotaryWing.Column = 11 ENUMS.FormationOld.RotaryWing.Column=11
--- Morse Code. See the [Wikipedia](https://en.wikipedia.org/wiki/Morse_code). --- Morse Code. See the [Wikipedia](https://en.wikipedia.org/wiki/Morse_code).
-- --
-- * Short pulse "*" -- * Short pulse "*"
-- * Long pulse "-" -- * Long pulse "-"
-- --
-- Pulses are separated by a blank character " ". -- Pulses are separated by a blank character " ".
-- --
-- @type ENUMS.Morse -- @type ENUMS.Morse
ENUMS.Morse={} ENUMS.Morse={}
ENUMS.Morse.A="* -" ENUMS.Morse.A="* -"
@@ -313,9 +402,9 @@ ENUMS.Morse.N0="- - - - -"
ENUMS.Morse[" "]=" " ENUMS.Morse[" "]=" "
--- ISO (639-1) 2-letter Language Codes. See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes). --- ISO (639-1) 2-letter Language Codes. See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
-- --
-- @type ENUMS.ISOLang -- @type ENUMS.ISOLang
ENUMS.ISOLang = ENUMS.ISOLang =
{ {
Arabic = 'AR', Arabic = 'AR',
Chinese = 'ZH', Chinese = 'ZH',
@@ -329,7 +418,7 @@ ENUMS.ISOLang =
} }
--- Phonetic Alphabet (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/NATO_phonetic_alphabet). --- Phonetic Alphabet (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/NATO_phonetic_alphabet).
-- --
-- @type ENUMS.Phonetic -- @type ENUMS.Phonetic
ENUMS.Phonetic = ENUMS.Phonetic =
{ {
@@ -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

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@@ -384,7 +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.
@@ -622,7 +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 )
@@ -680,6 +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
@@ -765,8 +789,7 @@ 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 )
@@ -797,11 +820,19 @@ 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 )
@@ -901,6 +932,24 @@ 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.
@@ -994,24 +1043,32 @@ 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)
@@ -1032,8 +1089,7 @@ 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)
@@ -1061,8 +1117,8 @@ 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)
@@ -1181,13 +1237,14 @@ 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
@@ -2609,6 +2666,41 @@ 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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -382,7 +382,8 @@ function POSITIONABLE:GetCoordinate()
local PositionableVec3 = self:GetVec3() local PositionableVec3 = self:GetVec3()
local coord = COORDINATE:NewFromVec3( PositionableVec3 ) local coord = COORDINATE:NewFromVec3( PositionableVec3 )
local heading = self:GetHeading()
coord.Heading = heading
-- Return a new coordinate object. -- Return a new coordinate object.
return coord return coord
@@ -1176,6 +1177,30 @@ function POSITIONABLE:MessageToClient( Message, Duration, Client, Name )
return nil return nil
end end
--- Send a message to a @{Wrapper.Unit}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param DCS#Duration Duration The duration of the message.
-- @param Wrapper.Unit#UNIT MessageUnit The UNIT object receiving the message.
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
function POSITIONABLE:MessageToUnit( Message, Duration, MessageUnit, Name )
self:F2( { Message, Duration } )
local DCSObject = self:GetDCSObject()
if DCSObject then
if DCSObject:isExist() then
if MessageUnit:IsAlive() then
self:GetMessage( Message, Duration, Name ):ToUnit( MessageUnit )
else
BASE:E( { "Message not sent to Unit; Unit is not alive...", Message = Message, MessageUnit = MessageUnit } )
end
else
BASE:E( { "Message not sent to Unit; Positionable is not alive ...", Message = Message, Positionable = self, MessageUnit = MessageUnit } )
end
end
end
--- Send a message to a @{Wrapper.Group}. --- Send a message to a @{Wrapper.Group}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
@@ -1249,6 +1274,30 @@ function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Nam
return nil return nil
end end
--- Send a message to a @{Core.Set#SET_UNIT}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param DCS#Duration Duration The duration of the message.
-- @param Core.Set#SET_UNIT MessageSetUnit The SET_UNIT collection receiving the message.
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
function POSITIONABLE:MessageToSetUnit( Message, Duration, MessageSetUnit, Name )
self:F2( { Message, Duration } )
local DCSObject = self:GetDCSObject()
if DCSObject then
if DCSObject:isExist() then
MessageSetUnit:ForEachUnit(
function( MessageGroup )
self:GetMessage( Message, Duration, Name ):ToUnit( MessageGroup )
end
)
end
end
return nil
end
--- Send a message to the players in the @{Wrapper.Group}. --- Send a message to the players in the @{Wrapper.Group}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self

View File

@@ -1,46 +1,52 @@
--- **Wrapper** -- STATIC wraps the DCS StaticObject class. --- **Wrapper** -- STATIC wraps the DCS StaticObject class.
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- --
-- ### Contributions: **funkyfranky** -- ### Contributions: **funkyfranky**
-- --
-- === -- ===
-- --
-- @module Wrapper.Static -- @module Wrapper.Static
-- @image Wrapper_Static.JPG -- @image Wrapper_Static.JPG
--- @type STATIC --- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE -- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Static objects. --- Wrapper class to handle Static objects.
-- --
-- Note that Statics are almost the same as Units, but they don't have a controller. -- Note that Statics are almost the same as Units, but they don't have a controller.
-- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects: -- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects:
-- --
-- * Wraps the DCS Static objects. -- * Wraps the DCS Static objects.
-- * Support all DCS Static APIs. -- * Support all DCS Static APIs.
-- * Enhance with Static specific APIs not in the DCS API set. -- * Enhance with Static specific APIs not in the DCS API set.
-- --
-- ## STATIC reference methods -- ## STATIC reference methods
-- --
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object. -- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts). -- This is done at the beginning of the mission (when the mission starts).
-- --
-- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the Static Name. -- using the Static Name.
-- --
-- Another thing to know is that STATIC objects do not "contain" the DCS Static object. -- Another thing to know is that STATIC objects do not "contain" the DCS Static object.
-- The STATIc methods will reference the DCS Static object by name when it is needed during API execution. -- The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
-- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file. -- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
-- --
-- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance: -- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:
-- --
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name. -- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
-- --
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). -- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
-- --
-- @field #STATIC -- @field #STATIC
STATIC = { ClassName = "STATIC" } STATIC = {
ClassName = "STATIC",
}
--- Register a static object. --- Register a static object.
-- @param #STATIC self -- @param #STATIC self
@@ -52,6 +58,7 @@ function STATIC:Register( StaticName )
return self return self
end end
--- Finds a STATIC from the _DATABASE using a DCSStatic object. --- Finds a STATIC from the _DATABASE using a DCSStatic object.
-- @param #STATIC self -- @param #STATIC self
-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference. -- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
@@ -76,13 +83,13 @@ function STATIC:FindByName( StaticName, RaiseError )
-- Set static name. -- Set static name.
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
error( "STATIC not found for: " .. StaticName ) error( "STATIC not found for: " .. StaticName )
end end
return nil return nil
@@ -90,39 +97,38 @@ end
--- Destroys the STATIC. --- Destroys the STATIC.
-- @param #STATIC self -- @param #STATIC self
-- @param #boolean GenerateEvent (Optional) true to generate a crash or dead event, false to not generate any event. `nil` (default) creates a remove event. -- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static.
-- @return #nil The DCS StaticObject is not existing or alive. -- @return #nil The DCS StaticObject is not existing or alive.
--
-- @usage -- @usage
-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH. -- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
-- Helicopter = STATIC:FindByName( "Helicopter" ) -- Helicopter = STATIC:FindByName( "Helicopter" )
-- Helicopter:Destroy( true ) -- Helicopter:Destroy( true )
-- --
-- @usage -- @usage
-- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD. -- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
-- Tanks = UNIT:FindByName( "Tank" ) -- Tanks = UNIT:FindByName( "Tank" )
-- Tanks:Destroy( true ) -- Tanks:Destroy( true )
-- --
-- @usage -- @usage
-- -- Ship static example: destroy the Ship silently. -- -- Ship static example: destroy the Ship silently.
-- Ship = STATIC:FindByName( "Ship" ) -- Ship = STATIC:FindByName( "Ship" )
-- Ship:Destroy() -- Ship:Destroy()
-- --
-- @usage -- @usage
-- -- Destroy without event generation example. -- -- Destroy without event generation example.
-- Ship = STATIC:FindByName( "Boat" ) -- Ship = STATIC:FindByName( "Boat" )
-- Ship:Destroy( false ) -- Don't generate any event upon destruction. -- Ship:Destroy( false ) -- Don't generate an event upon destruction.
-- --
function STATIC:Destroy( GenerateEvent ) function STATIC:Destroy( GenerateEvent )
self:F2( self.ObjectName ) self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject() local DCSObject = self:GetDCSObject()
if DCSObject then if DCSObject then
local StaticName = DCSObject:getName() local StaticName = DCSObject:getName()
self:F( { StaticName = StaticName } ) self:F( { StaticName = StaticName } )
if GenerateEvent and GenerateEvent == true then if GenerateEvent and GenerateEvent == true then
if self:IsAir() then if self:IsAir() then
self:CreateEventCrash( timer.getTime(), DCSObject ) self:CreateEventCrash( timer.getTime(), DCSObject )
@@ -134,7 +140,7 @@ function STATIC:Destroy( GenerateEvent )
else else
self:CreateEventRemoveUnit( timer.getTime(), DCSObject ) self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
end end
DCSObject:destroy() DCSObject:destroy()
return true return true
end end
@@ -142,16 +148,17 @@ function STATIC:Destroy( GenerateEvent )
return nil return nil
end end
--- Get DCS object of static of static. --- Get DCS object of static of static.
-- @param #STATIC self -- @param #STATIC self
-- @return DCS static object -- @return DCS static object
function STATIC:GetDCSObject() function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName ) local DCSStatic = StaticObject.getByName( self.StaticName )
if DCSStatic then if DCSStatic then
return DCSStatic return DCSStatic
end end
return nil return nil
end end
@@ -163,7 +170,7 @@ function STATIC:GetUnits()
local DCSStatic = self:GetDCSObject() local DCSStatic = self:GetDCSObject()
local Statics = {} local Statics = {}
if DCSStatic then if DCSStatic then
Statics[1] = STATIC:Find( DCSStatic ) Statics[1] = STATIC:Find( DCSStatic )
self:T3( Statics ) self:T3( Statics )
@@ -173,6 +180,7 @@ function STATIC:GetUnits()
return nil return nil
end end
--- Get threat level of static. --- Get threat level of static.
-- @param #STATIC self -- @param #STATIC self
-- @return #number Threat level 1. -- @return #number Threat level 1.
@@ -186,62 +194,65 @@ end
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static. -- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg. -- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
-- @param #number Delay Delay in seconds before the static is spawned. -- @param #number Delay Delay in seconds before the static is spawned.
function STATIC:SpawnAt( Coordinate, Heading, Delay ) function STATIC:SpawnAt(Coordinate, Heading, Delay)
Heading = Heading or 0 Heading=Heading or 0
if Delay and Delay > 0 then if Delay and Delay>0 then
SCHEDULER:New( nil, self.SpawnAt, { self, Coordinate, Heading }, Delay ) SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
else else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName ) local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName ) SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
end end
return self return self
end end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties. --- Respawn the @{Wrapper.Unit} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed. -- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self -- @param #STATIC self
-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently. -- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now. -- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
function STATIC:ReSpawn( CountryID, Delay ) function STATIC:ReSpawn(CountryID, Delay)
if Delay and Delay > 0 then if Delay and Delay>0 then
SCHEDULER:New( nil, self.ReSpawn, { self, CountryID }, Delay ) SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
else else
CountryID = CountryID or self:GetCountry() CountryID=CountryID or self:GetCountry()
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, CountryID )
SpawnStatic:Spawn( nil, self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
SpawnStatic:Spawn(nil, self.StaticName)
end end
return self return self
end end
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading. --- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
-- @param #STATIC self -- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static. -- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default is the current heading. -- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default is now. -- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
function STATIC:ReSpawnAt( Coordinate, Heading, Delay ) function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
-- Heading=Heading or 0 --Heading=Heading or 0
if Delay and Delay > 0 then if Delay and Delay>0 then
SCHEDULER:New( nil, self.ReSpawnAt, { self, Coordinate, Heading }, Delay ) SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
else else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, self:GetCountry() )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
SpawnStatic:SpawnFromCoordinate( Coordinate, Heading, self.StaticName )
SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
end end
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 +111,17 @@ 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
self.GroupName=unit:getGroup():getName()
end
-- Set event prio. -- Set event prio.
self:SetEventPriority( 3 ) self:SetEventPriority( 3 )
@@ -168,6 +175,9 @@ function UNIT:GetDCSObject()
return nil return nil
end 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.
-- --
-- This function will: -- This function will:
@@ -260,6 +270,8 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
_DATABASE:Spawn( SpawnGroupTemplate ) _DATABASE:Spawn( SpawnGroupTemplate )
end end
--- Returns if the unit is activated. --- Returns if the unit is activated.
-- @param #UNIT self -- @param #UNIT self
-- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive. -- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive.
@@ -296,6 +308,8 @@ function UNIT:IsAlive()
return nil return nil
end end
--- Returns the Unit's callsign - the localized string. --- Returns the Unit's callsign - the localized string.
-- @param #UNIT self -- @param #UNIT self
-- @return #string The Callsign of the Unit. -- @return #string The Callsign of the Unit.
@@ -401,6 +415,17 @@ 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.
@@ -517,6 +542,63 @@ 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
@@ -544,14 +626,14 @@ 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
@@ -676,8 +758,6 @@ 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.
@@ -954,6 +1034,7 @@ end
-- @return #string Some text. -- @return #string Some text.
function UNIT:GetThreatLevel() function UNIT:GetThreatLevel()
local ThreatLevel = 0 local ThreatLevel = 0
local ThreatText = "" local ThreatText = ""
@@ -979,6 +1060,7 @@ function UNIT:GetThreatLevel()
"LR SAMs" "LR SAMs"
} }
if Attributes["LR SAM"] then ThreatLevel = 10 if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9 elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and elseif Attributes["SR SAM"] and
@@ -992,7 +1074,7 @@ 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]
@@ -1014,6 +1096,7 @@ function UNIT:GetThreatLevel()
"Fighter" "Fighter"
} }
if Attributes["Fighters"] then ThreatLevel = 10 if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9 elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8 elseif Attributes["Battleplanes"] then ThreatLevel = 8
@@ -1111,26 +1194,32 @@ 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
--- Returns if the unit is a friendly unit. --- Returns if the unit is a friendly unit.
-- @param #UNIT self -- @param #UNIT self
-- @return #boolean IsFriendly evaluation result. -- @return #boolean IsFriendly evaluation result.

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