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38 Commits
2.7.8 ... 2.7.9

Author SHA1 Message Date
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
44 changed files with 9994 additions and 8712 deletions

View File

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

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
@@ -4729,5 +4729,29 @@ do
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" )
-- --
@@ -883,9 +883,6 @@ do -- AI_AIR_DISPATCHER
-- 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",
@@ -949,7 +946,6 @@ do -- AI_AIR_DISPATCHER
--- @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 = {
@@ -958,9 +954,9 @@ do -- AI_AIR_DISPATCHER
} }
--- 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
@@ -977,7 +973,7 @@ do -- AI_AIR_DISPATCHER
-- 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 )
@@ -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

@@ -903,7 +903,7 @@ 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 +944,7 @@ 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 +957,8 @@ 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.
-- --
@@ -131,6 +131,8 @@
-- * Weapon data: Certain events populate weapon information. -- * Weapon data: Certain events populate weapon information.
-- * Place data: Certain events populate place information. -- * Place data: Certain events populate place information.
-- --
-- Example code snippet:
--
-- --- This function is an Event Handling function that will be called when Tank1 is Dead. -- --- This function is an Event Handling function that will be called when Tank1 is Dead.
-- -- EventData is an EVENTDATA structure. -- -- EventData is an EVENTDATA structure.
-- -- We use the EventData.IniUnit to smoke the tank Green. -- -- We use the EventData.IniUnit to smoke the tank Green.
@@ -150,6 +152,7 @@
-- In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated. -- In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
-- The fields **IniObjectCategory** and **TgtObjectCategory** contain the indicator which **kind of object is involved** in the event. -- The fields **IniObjectCategory** and **TgtObjectCategory** contain the indicator which **kind of object is involved** in the event.
-- You can use the enumerator **Object.Category.UNIT** and **Object.Category.STATIC** to check on IniObjectCategory and TgtObjectCategory. -- You can use the enumerator **Object.Category.UNIT** and **Object.Category.STATIC** to check on IniObjectCategory and TgtObjectCategory.
--
-- Example code snippet: -- Example code snippet:
-- --
-- if Event.IniObjectCategory == Object.Category.UNIT then -- if Event.IniObjectCategory == Object.Category.UNIT then

View File

@@ -21,8 +21,8 @@
-- 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.

View File

@@ -778,7 +778,7 @@ end
do do
-- This local variable is used to cache the menus registered under groups. -- This local variable is used to cache the menus registered under groups.
-- Menus don't dissapear when groups for players are destroyed and restarted. -- Menus don't disappear when groups for players are destroyed and restarted.
-- So every menu for a client created must be tracked so that program logic accidentally does not create. -- So every menu for a client created must be tracked so that program logic accidentally does not create.
-- the same menus twice during initialization logic. -- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable. -- These menu classes are handling this logic with this variable.

File diff suppressed because it is too large Load Diff

View File

@@ -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

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!
-- --

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:
-- --
@@ -53,7 +53,6 @@
-- @module Core.Zone -- @module Core.Zone
-- @image Core_Zones.JPG -- @image Core_Zones.JPG
--- @type ZONE_BASE --- @type ZONE_BASE
-- @field #string ZoneName Name of the zone. -- @field #string ZoneName Name of the zone.
-- @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.
@@ -61,7 +60,6 @@
-- @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.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- This class is an abstract BASE class for derived classes, and is not meant to be instantiated. --- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
-- --
-- ## Each zone has a name: -- ## Each zone has a name:
@@ -108,10 +106,9 @@ ZONE_BASE = {
ZoneName = "", ZoneName = "",
ZoneProbability = 1, ZoneProbability = 1,
DrawID = nil, DrawID = nil,
Color={} Color = {},
} }
--- The ZONE_BASE.BoundingSquare --- The ZONE_BASE.BoundingSquare
-- @type ZONE_BASE.BoundingSquare -- @type ZONE_BASE.BoundingSquare
-- @field DCS#Distance x1 The lower x coordinate (left down) -- @field DCS#Distance x1 The lower x coordinate (left down)
@@ -119,7 +116,6 @@ ZONE_BASE = {
-- @field DCS#Distance x2 The higher x coordinate (right up) -- @field DCS#Distance x2 The higher x coordinate (right up)
-- @field DCS#Distance y2 The higher y coordinate (right up) -- @field DCS#Distance y2 The higher y coordinate (right up)
--- ZONE_BASE constructor --- ZONE_BASE constructor
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param #string ZoneName Name of the zone. -- @param #string ZoneName Name of the zone.
@@ -133,8 +129,6 @@ function ZONE_BASE:New( ZoneName )
return self return self
end end
--- Returns the name of the zone. --- Returns the name of the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return #string The name of the zone. -- @return #string The name of the zone.
@@ -144,7 +138,6 @@ function ZONE_BASE:GetName()
return self.ZoneName return self.ZoneName
end end
--- Sets the name of the zone. --- Sets the name of the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
@@ -201,7 +194,6 @@ function ZONE_BASE:IsPointVec3InZone( PointVec3 )
return InZone return InZone
end end
--- Returns the @{DCS#Vec2} coordinate of the zone. --- Returns the @{DCS#Vec2} coordinate of the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return #nil. -- @return #nil.
@@ -225,7 +217,6 @@ function ZONE_BASE:GetPointVec2()
return PointVec2 return PointVec2
end end
--- Returns the @{DCS#Vec3} of the zone. --- Returns the @{DCS#Vec3} of the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
@@ -288,7 +279,6 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
return self.Coordinate return self.Coordinate
end 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
-- @return DCS#Vec2 The Vec2 coordinates. -- @return DCS#Vec2 The Vec2 coordinates.
@@ -325,7 +315,6 @@ function ZONE_BASE:BoundZone()
end end
--- Set color of zone. --- Set color of zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param #table RGBcolor RGB color table. Default `{1, 0, 0}`. -- @param #table RGBcolor RGB color table. Default `{1, 0, 0}`.
@@ -394,7 +383,6 @@ function ZONE_BASE:GetDrawID()
return self.DrawID return self.DrawID
end end
--- Smokes the zone boundaries in a color. --- Smokes the zone boundaries in a color.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
@@ -459,7 +447,6 @@ function ZONE_BASE:GetZoneMaybe()
end end
end end
--- The ZONE_RADIUS class, defined by a zone name, a location and a radius. --- The ZONE_RADIUS class, defined by a zone name, a location and a radius.
-- @type ZONE_RADIUS -- @type ZONE_RADIUS
-- @field DCS#Vec2 Vec2 The current location of the zone. -- @field DCS#Vec2 Vec2 The current location of the zone.
@@ -655,7 +642,6 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
return self return self
end end
--- Smokes the zone boundaries in a color. --- Smokes the zone boundaries in a color.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
@@ -687,7 +673,6 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
return self return self
end end
--- Flares the zone boundaries in a color. --- Flares the zone boundaries in a color.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color. -- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
@@ -784,10 +769,6 @@ function ZONE_RADIUS:GetVec3( Height )
return Vec3 return Vec3
end 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 after a zone has been scanned, the zone can be evaluated by:
-- --
@@ -820,7 +801,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
params = { params = {
point = ZoneCoord:GetVec3(), point = ZoneCoord:GetVec3(),
radius = ZoneRadius, radius = ZoneRadius,
} },
} }
local function EvaluateZone( ZoneObject ) local function EvaluateZone( ZoneObject )
@@ -893,7 +874,6 @@ function ZONE_RADIUS:GetScannedUnits()
return self.ScanData.Units return self.ScanData.Units
end end
--- Get a set of scanned units. --- Get a set of scanned units.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return Core.Set#SET_UNIT Set of units and statics inside the zone. -- @return Core.Set#SET_UNIT Set of units and statics inside the zone.
@@ -947,7 +927,6 @@ function ZONE_RADIUS:GetScannedSetGroup()
return self.ScanSetGroup return self.ScanSetGroup
end end
--- Count the number of different coalitions inside the zone. --- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return #number Counted coalitions. -- @return #number Counted coalitions.
@@ -1000,7 +979,6 @@ function ZONE_RADIUS:GetScannedCoalition( Coalition )
end end
end end
--- Get scanned scenery type --- Get scanned scenery type
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return #table Table of DCS scenery type objects. -- @return #table Table of DCS scenery type objects.
@@ -1008,7 +986,6 @@ function ZONE_RADIUS:GetScannedSceneryType( SceneryType )
return self.ScanData.Scenery[SceneryType] return self.ScanData.Scenery[SceneryType]
end end
--- Get scanned scenery table --- Get scanned scenery table
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return #table Table of DCS scenery objects. -- @return #table Table of DCS scenery objects.
@@ -1016,9 +993,8 @@ function ZONE_RADIUS:GetScannedScenery()
return self.ScanData.Scenery return self.ScanData.Scenery
end end
--- Is All in Zone of Coalition? --- Is All in Zone of Coalition?
-- Check if only the specifed coalition is inside the zone and noone else. -- Check if only the specified coalition is inside the zone and noone else.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone. -- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone.
-- @return #boolean True, if **only** that coalition is inside the zone and no one else. -- @return #boolean True, if **only** that coalition is inside the zone and no one else.
@@ -1031,7 +1007,6 @@ function ZONE_RADIUS:IsAllInZoneOfCoalition( Coalition )
return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true
end end
--- Is All in Zone of Other Coalition? --- Is All in Zone of Other Coalition?
-- Check if only one coalition is inside the zone and the specified coalition is not the one. -- Check if only one coalition is inside the zone and the specified coalition is not the one.
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! -- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
@@ -1048,23 +1023,23 @@ function ZONE_RADIUS:IsAllInZoneOfOtherCoalition( Coalition )
return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil
end end
--- Is Some in Zone of Coalition? --- Is Some in Zone of Coalition?
-- Check if more than one coaltion is inside the zone and the specifed coalition is one of them. -- Check if more than one coalition is inside the zone and the specified coalition is one of them.
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! -- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. -- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number Coalition ID of the coaliton which is checked to be inside the zone. -- @param #number Coalition ID of the coalition which is checked to be inside the zone.
-- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them. -- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them.
-- @usage -- @usage
--
-- self.Zone:Scan() -- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) -- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
--
function ZONE_RADIUS:IsSomeInZoneOfCoalition( Coalition ) function ZONE_RADIUS:IsSomeInZoneOfCoalition( Coalition )
return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true
end end
--- Is None in Zone of Coalition? --- Is None in Zone of Coalition?
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! -- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. -- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -1072,30 +1047,30 @@ end
-- @param Coalition -- @param Coalition
-- @return #boolean -- @return #boolean
-- @usage -- @usage
--
-- self.Zone:Scan() -- self.Zone:Scan()
-- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition ) -- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
--
function ZONE_RADIUS:IsNoneInZoneOfCoalition( Coalition ) function ZONE_RADIUS:IsNoneInZoneOfCoalition( Coalition )
return self:GetScannedCoalition( Coalition ) == nil return self:GetScannedCoalition( Coalition ) == nil
end end
--- Is None in Zone? --- Is None in Zone?
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! -- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. -- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return #boolean -- @return #boolean
-- @usage -- @usage
--
-- self.Zone:Scan() -- self.Zone:Scan()
-- local IsEmpty = self.Zone:IsNoneInZone() -- local IsEmpty = self.Zone:IsNoneInZone()
--
function ZONE_RADIUS:IsNoneInZone() function ZONE_RADIUS:IsNoneInZone()
return self:CountScannedCoalitions() == 0 return self:CountScannedCoalitions() == 0
end end
--- Searches the zone --- Searches the zone
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param ObjectCategories A list of categories, which are members of Object.Category -- @param ObjectCategories A list of categories, which are members of Object.Category
@@ -1114,12 +1089,11 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
params = { params = {
point = ZoneCoord:GetVec3(), point = ZoneCoord:GetVec3(),
radius = ZoneRadius / 2, radius = ZoneRadius / 2,
} },
} }
local function EvaluateZone( ZoneDCSUnit ) local function EvaluateZone( ZoneDCSUnit )
local ZoneUnit = UNIT:Find( ZoneDCSUnit ) local ZoneUnit = UNIT:Find( ZoneDCSUnit )
return EvaluateFunction( ZoneUnit ) return EvaluateFunction( ZoneUnit )
@@ -1211,7 +1185,6 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
return { x = Vec2.x, y = self.y, z = Vec2.y } return { x = Vec2.x, y = self.y, z = Vec2.y }
end end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. --- Returns a @{Core.Point#POINT_VEC3} 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.
@@ -1227,7 +1200,6 @@ function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
return PointVec3 return PointVec3
end 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.
@@ -1243,12 +1215,9 @@ function ZONE_RADIUS:GetRandomCoordinate( inner, outer )
return Coordinate return Coordinate
end end
--- @type ZONE --- @type ZONE
-- @extends #ZONE_RADIUS -- @extends #ZONE_RADIUS
--- The ZONE class, defined by the zone name as defined within the Mission Editor. --- The ZONE class, defined by the zone name as defined within the Mission Editor.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. -- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
-- --
@@ -1281,7 +1250,6 @@ ZONE = {
ClassName = "ZONE", ClassName = "ZONE",
} }
--- Constructor of ZONE taking the zone name. --- Constructor of ZONE taking the zone name.
-- @param #ZONE self -- @param #ZONE self
-- @param #string ZoneName The name of the zone as defined within the mission editor. -- @param #string ZoneName The name of the zone as defined within the mission editor.
@@ -1328,13 +1296,10 @@ function ZONE:FindByName( ZoneName )
return ZoneFound return ZoneFound
end end
--- @type ZONE_UNIT --- @type ZONE_UNIT
-- @field Wrapper.Unit#UNIT ZoneUNIT -- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS -- @extends Core.Zone#ZONE_RADIUS
--- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS} --- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
-- --
-- The ZONE_UNIT class defined by a zone attached to a @{Wrapper.Unit#UNIT} with a radius and optional offsets. -- The ZONE_UNIT class defined by a zone attached to a @{Wrapper.Unit#UNIT} with a radius and optional offsets.
@@ -1386,7 +1351,6 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
return self return self
end end
--- Returns the current location of the @{Wrapper.Unit#UNIT}. --- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self -- @param #ZONE_UNIT self
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any. -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any.
@@ -1473,7 +1437,6 @@ end
--- @type ZONE_GROUP --- @type ZONE_GROUP
-- @extends #ZONE_RADIUS -- @extends #ZONE_RADIUS
--- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone. --- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- --
@@ -1501,7 +1464,6 @@ function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
return self return self
end end
--- Returns the current location of the @{Wrapper.Group}. --- Returns the current location of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self -- @param #ZONE_GROUP 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 @{Wrapper.Group} location.
@@ -1555,12 +1517,10 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer )
return PointVec2 return PointVec2
end end
--- @type ZONE_POLYGON_BASE --- @type ZONE_POLYGON_BASE
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}. -- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
-- @extends #ZONE_BASE -- @extends #ZONE_BASE
--- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. --- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated. -- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
@@ -1698,7 +1658,6 @@ function ZONE_POLYGON_BASE:GetVertexCoordinate(Index)
return nil return nil
end end
--- Get a list of verticies of the polygon. --- Get a list of verticies of the polygon.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return <DCS#Vec2> List of DCS#Vec2 verticies defining the edges of the polygon. -- @return <DCS#Vec2> List of DCS#Vec2 verticies defining the edges of the polygon.
@@ -1794,7 +1753,6 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound )
return self return self
end end
--- Draw the zone on the F10 map. **NOTE** Currently, only polygons with **exactly four points** are supported! --- Draw the zone on the F10 map. **NOTE** Currently, only polygons with **exactly four points** are supported!
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. -- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
@@ -1814,7 +1772,6 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
FillColor = FillColor or Color FillColor = FillColor or Color
FillAlpha = FillAlpha or self:GetColorAlpha() FillAlpha = FillAlpha or self:GetColorAlpha()
if #self._.Polygon == 4 then if #self._.Polygon == 4 then
local Coord2 = COORDINATE:NewFromVec2( self._.Polygon[2] ) local Coord2 = COORDINATE:NewFromVec2( self._.Polygon[2] )
@@ -1832,7 +1789,6 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
end end
return self return self
end end
@@ -1867,7 +1823,6 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
return self return self
end end
--- Flare the zone boundaries in a color. --- Flare the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color. -- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
@@ -1903,9 +1858,6 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
return self return self
end end
--- Returns if a location is within the zone. --- Returns if a location is within the zone.
-- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html -- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
@@ -1924,8 +1876,7 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
while Next <= #self._.Polygon do while Next <= #self._.Polygon do
self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } ) self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } )
if (((self._.Polygon[Next].y > Vec2.y) ~= (self._.Polygon[Prev].y > Vec2.y)) and if (((self._.Polygon[Next].y > Vec2.y) ~= (self._.Polygon[Prev].y > Vec2.y)) and
( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x ) (Vec2.x < (self._.Polygon[Prev].x - self._.Polygon[Next].x) * (Vec2.y - self._.Polygon[Next].y) / (self._.Polygon[Prev].y - self._.Polygon[Next].y) + self._.Polygon[Next].x)) then
) then
InPolygon = not InPolygon InPolygon = not InPolygon
end end
self:T2( { InPolygon = InPolygon } ) self:T2( { InPolygon = InPolygon } )
@@ -1989,7 +1940,6 @@ function ZONE_POLYGON_BASE:GetRandomPointVec3()
return PointVec3 return PointVec3
end end
--- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone. --- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return Core.Point#COORDINATE -- @return Core.Point#COORDINATE
@@ -2003,7 +1953,6 @@ function ZONE_POLYGON_BASE:GetRandomCoordinate()
return Coordinate return Coordinate
end end
--- Get the bounding square the zone. --- Get the bounding square the zone.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square. -- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
@@ -2069,7 +2018,6 @@ end
--- @type ZONE_POLYGON --- @type ZONE_POLYGON
-- @extends #ZONE_POLYGON_BASE -- @extends #ZONE_POLYGON_BASE
--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. --- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- --
@@ -2117,7 +2065,6 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
return self return self
end end
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Wrapper.Group#GROUP} defined within the Mission Editor. --- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Wrapper.Group#GROUP} defined within the Mission Editor.
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON. -- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
-- @param #ZONE_POLYGON self -- @param #ZONE_POLYGON self
@@ -2138,7 +2085,6 @@ function ZONE_POLYGON:NewFromGroupName( GroupName )
return self return self
end end
--- Find a polygon zone in the _DATABASE using the name of the polygon zone. --- Find a polygon zone in the _DATABASE using the name of the polygon zone.
-- @param #ZONE_POLYGON self -- @param #ZONE_POLYGON self
-- @param #string ZoneName The name of the polygon zone. -- @param #string ZoneName The name of the polygon zone.
@@ -2154,7 +2100,6 @@ do -- ZONE_AIRBASE
--- @type ZONE_AIRBASE --- @type ZONE_AIRBASE
-- @extends #ZONE_RADIUS -- @extends #ZONE_RADIUS
--- The ZONE_AIRBASE class defines by a zone around a @{Wrapper.Airbase#AIRBASE} with a radius. --- The ZONE_AIRBASE class defines by a zone around a @{Wrapper.Airbase#AIRBASE} with a radius.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- --
@@ -2163,8 +2108,6 @@ do -- ZONE_AIRBASE
ClassName = "ZONE_AIRBASE", ClassName = "ZONE_AIRBASE",
} }
--- Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone @{Wrapper.Airbase#AIRBASE} and a radius. --- Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone @{Wrapper.Airbase#AIRBASE} and a radius.
-- @param #ZONE_AIRBASE self -- @param #ZONE_AIRBASE self
-- @param #string AirbaseName Name of the airbase. -- @param #string AirbaseName Name of the airbase.
@@ -2247,5 +2190,4 @@ do -- ZONE_AIRBASE
return PointVec2 return PointVec2
end end
end end

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.

View File

@@ -19,7 +19,7 @@
-- --
-- === -- ===
-- --
-- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units). -- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnaissance Units).
-- It uses the in-built detection capabilities of DCS World, but adds new functionalities. -- It uses the in-built detection capabilities of DCS World, but adds new functionalities.
-- --
-- === -- ===
@@ -37,7 +37,6 @@
-- @module Functional.Detection -- @module Functional.Detection
-- @image Detection.JPG -- @image Detection.JPG
do -- DETECTION_BASE do -- DETECTION_BASE
--- @type DETECTION_BASE --- @type DETECTION_BASE
@@ -92,7 +91,6 @@ do -- DETECTION_BASE
-- --
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
-- --
--
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list -- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
-- --
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later -- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
@@ -128,11 +126,10 @@ do -- DETECTION_BASE
-- * A probability factor based on the alpha angle between the detected object and the unit detecting. -- * A probability factor based on the alpha angle between the detected object and the unit detecting.
-- A detection from a higher altitude allows for better detection than when on the ground. -- A detection from a higher altitude allows for better detection than when on the ground.
-- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult. -- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult.
-- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone. -- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects adding a probability factor per zone.
-- --
-- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters. -- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
-- Only when you experience unrealistic behaviour in your missions, these filters could be applied. -- Only when you experience unrealistic behavior in your missions, these filters could be applied.
--
-- --
-- ### Distance visual detection probability -- ### Distance visual detection probability
-- --
@@ -170,9 +167,9 @@ do -- DETECTION_BASE
-- --
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take -- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone. -- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
-- Expecially for ZONE_POLYGON, try to limit the amount of nodes of the polygon! -- Especially for ZONE_POLYGON, try to limit the amount of nodes of the polygon!
-- --
-- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for -- Typically, this kind of filter would be applied for very specific areas where a detection needs to be very realistic for
-- AI not to detect so easily targets within a forrest or village rich area. -- AI not to detect so easily targets within a forrest or village rich area.
-- --
-- ## Accept / Reject detected units -- ## Accept / Reject detected units
@@ -217,7 +214,7 @@ do -- DETECTION_BASE
-- -- Start the Detection. -- -- Start the Detection.
-- Detection:Start() -- Detection:Start()
-- --
-- ### Detection rejectance if within zone(s). -- ### Detection rejection if within zone(s).
-- --
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s). -- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones. -- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
@@ -287,11 +284,10 @@ do -- DETECTION_BASE
-- @field #boolean LastPos -- @field #boolean LastPos
-- @field #number LastVelocity -- @field #number LastVelocity
--- @type DETECTION_BASE.DetectedItems --- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem> -- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structrue. --- Detected item data structure.
-- @type DETECTION_BASE.DetectedItem -- @type DETECTION_BASE.DetectedItem
-- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not. -- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not.
-- @field Core.Set#SET_UNIT Set The Set of Units in the detected area. -- @field Core.Set#SET_UNIT Set The Set of Units in the detected area.
@@ -302,7 +298,7 @@ do -- DETECTION_BASE
-- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area. -- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area.
-- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area. -- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area.
-- @field Core.Point#COORDINATE Coordinate The last known coordinate of the DetectedItem. -- @field Core.Point#COORDINATE Coordinate The last known coordinate of the DetectedItem.
-- @field Core.Point#COORDINATE InterceptCoord Intercept coordiante. -- @field Core.Point#COORDINATE InterceptCoord Intercept coordinate.
-- @field #number DistanceRecce Distance in meters of the Recce. -- @field #number DistanceRecce Distance in meters of the Recce.
-- @field #number Index Detected item key. Could also be a string. -- @field #number Index Detected item key. Could also be a string.
-- @field #string ItemID ItemPrefix .. "." .. self.DetectedItemMax. -- @field #string ItemID ItemPrefix .. "." .. self.DetectedItemMax.
@@ -310,7 +306,7 @@ do -- DETECTION_BASE
-- @field #table PlayersNearBy Table of nearby players. -- @field #table PlayersNearBy Table of nearby players.
-- @field #table FriendliesDistance Table of distances to friendly units. -- @field #table FriendliesDistance Table of distances to friendly units.
-- @field #string TypeName Type name of the detected unit. -- @field #string TypeName Type name of the detected unit.
-- @field #string CategoryName Catetory name of the detected unit. -- @field #string CategoryName Category name of the detected unit.
-- @field #string Name Name of the detected object. -- @field #string Name Name of the detected object.
-- @field #boolean IsVisible If true, detected object is visible. -- @field #boolean IsVisible If true, detected object is visible.
-- @field #number LastTime Last time the detected item was seen. -- @field #number LastTime Last time the detected item was seen.
@@ -441,7 +437,6 @@ do -- DETECTION_BASE
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
self:AddTransition( "Detecting", "Detected", "Detecting" ) self:AddTransition( "Detecting", "Detected", "Detecting" )
--- OnBefore Transition Handler for Event Detected. --- OnBefore Transition Handler for Event Detected.
@@ -566,12 +561,10 @@ do -- DETECTION_BASE
local DetectionInterval = self.DetectionCount / (self.RefreshTimeInterval - 1) local DetectionInterval = self.DetectionCount / (self.RefreshTimeInterval - 1)
self:ForEachAliveRecce( self:ForEachAliveRecce( function( DetectionGroup )
function( DetectionGroup )
self:__Detection( DetectDelay, DetectionGroup, DetectionTimeStamp ) -- Process each detection asynchronously. self:__Detection( DetectDelay, DetectionGroup, DetectionTimeStamp ) -- Process each detection asynchronously.
DetectDelay = DetectDelay + DetectionInterval DetectDelay = DetectDelay + DetectionInterval
end end )
)
self:__Detect( -self.RefreshTimeInterval ) self:__Detect( -self.RefreshTimeInterval )
@@ -594,7 +587,6 @@ do -- DETECTION_BASE
return self return self
end end
--- @param #DETECTION_BASE self --- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -675,8 +667,7 @@ do -- DETECTION_BASE
local Distance = ((DetectedObjectVec3.x - DetectionGroupVec3.x) ^ 2 + local Distance = ((DetectedObjectVec3.x - DetectionGroupVec3.x) ^ 2 +
(DetectedObjectVec3.y - DetectionGroupVec3.y) ^ 2 + (DetectedObjectVec3.y - DetectionGroupVec3.y) ^ 2 +
( DetectedObjectVec3.z - DetectionGroupVec3.z )^2 (DetectedObjectVec3.z - DetectionGroupVec3.z) ^ 2) ^ 0.5 / 1000
) ^ 0.5 / 1000
local DetectedUnitCategory = DetectedObject:getDesc().category local DetectedUnitCategory = DetectedObject:getDesc().category
@@ -714,7 +705,7 @@ do -- DETECTION_BASE
if self.RejectZones then if self.RejectZones then
for RejectZoneID, RejectZone in pairs( self.RejectZones ) do for RejectZoneID, RejectZone in pairs( self.RejectZones ) do
local RejectZone = RejectZone -- Core.Zone#ZONE_BASE local RejectZone = RejectZone -- Core.Zone#ZONE_BASE
if RejectZone:IsPointVec2InZone( DetectedObjectVec2 ) == true then if RejectZone:IsVec2InZone( DetectedObjectVec2 ) == true then
DetectionAccepted = false DetectionAccepted = false
end end
end end
@@ -759,7 +750,7 @@ do -- DETECTION_BASE
local ZoneProbability = ZoneData[2] -- #number local ZoneProbability = ZoneData[2] -- #number
ZoneProbability = ZoneProbability * 30 / 300 ZoneProbability = ZoneProbability * 30 / 300
if ZoneObject:IsPointVec2InZone( DetectedObjectVec2 ) == true then if ZoneObject:IsVec2InZone( DetectedObjectVec2 ) == true then
local Probability = math.random() -- Selects a number between 0 and 1 local Probability = math.random() -- Selects a number between 0 and 1
-- self:T( { Probability, ZoneProbability } ) -- self:T( { Probability, ZoneProbability } )
if Probability > ZoneProbability then if Probability > ZoneProbability then
@@ -854,10 +845,8 @@ do -- DETECTION_BASE
end end
end end
end end
end end
do -- DetectionItems Creation do -- DetectionItems Creation
@@ -906,7 +895,6 @@ do -- DETECTION_BASE
return self return self
end end
end end
do -- Initialization methods do -- Initialization methods
@@ -1151,7 +1139,6 @@ do -- DETECTION_BASE
return self return self
end end
--- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly. --- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct. -- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
-- --
@@ -1184,7 +1171,6 @@ do -- DETECTION_BASE
return self return self
end end
end end
do -- Change processing do -- Change processing
@@ -1221,7 +1207,6 @@ do -- DETECTION_BASE
return self return self
end end
--- Add a change to the detected zone. --- Add a change to the detected zone.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem -- @param #DETECTION_BASE.DetectedItem DetectedItem
@@ -1315,7 +1300,7 @@ do -- DETECTION_BASE
return DetectedItem.FriendliesNearIntercept return DetectedItem.FriendliesNearIntercept
end end
--- Returns the distance used to identify friendlies near the deteted item ... --- Returns the distance used to identify friendlies near the detected item ...
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item. -- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
-- @return #table A table of distances to friendlies. -- @return #table A table of distances to friendlies.
@@ -1327,7 +1312,7 @@ do -- DETECTION_BASE
--- Returns if there are friendlies nearby the FAC units ... --- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem -- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #boolean trhe if there are friendlies nearby -- @return #boolean true if there are friendlies nearby
function DETECTION_BASE:IsPlayersNearBy( DetectedItem ) function DETECTION_BASE:IsPlayersNearBy( DetectedItem )
return DetectedItem.PlayersNearBy ~= nil return DetectedItem.PlayersNearBy ~= nil
@@ -1366,7 +1351,6 @@ do -- DETECTION_BASE
point = InterceptCoord:GetVec3(), point = InterceptCoord:GetVec3(),
radius = self.FriendliesRange, radius = self.FriendliesRange,
} }
} }
--- @param DCS#Unit FoundDCSUnit --- @param DCS#Unit FoundDCSUnit
@@ -1465,8 +1449,7 @@ do -- DETECTION_BASE
end end
end end
end end
end end )
)
end end
self:F( { Friendlies = DetectedItem.FriendliesNearBy, Players = DetectedItem.PlayersNearBy } ) self:F( { Friendlies = DetectedItem.FriendliesNearBy, Players = DetectedItem.PlayersNearBy } )
@@ -1542,7 +1525,6 @@ do -- DETECTION_BASE
return nil return nil
end end
--- Gets a detected unit type name, taking into account the detection results. --- Gets a detected unit type name, taking into account the detection results.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
@@ -1570,7 +1552,6 @@ do -- DETECTION_BASE
return "Undetected:" .. DetectedUnit:GetName() return "Undetected:" .. DetectedUnit:GetName()
end end
--- Adds a new DetectedItem to the DetectedItems list. --- Adds a new DetectedItem to the DetectedItems list.
-- The DetectedItem is a table and contains a SET_UNIT in the field Set. -- The DetectedItem is a table and contains a SET_UNIT in the field Set.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
@@ -1584,7 +1565,6 @@ do -- DETECTION_BASE
self.DetectedItemCount = self.DetectedItemCount + 1 self.DetectedItemCount = self.DetectedItemCount + 1
self.DetectedItemMax = self.DetectedItemMax + 1 self.DetectedItemMax = self.DetectedItemMax + 1
DetectedItemKey = DetectedItemKey or self.DetectedItemMax DetectedItemKey = DetectedItemKey or self.DetectedItemMax
self.DetectedItems[DetectedItemKey] = DetectedItem self.DetectedItems[DetectedItemKey] = DetectedItem
self.DetectedItemsByIndex[DetectedItemKey] = DetectedItem self.DetectedItemsByIndex[DetectedItemKey] = DetectedItem
@@ -1636,7 +1616,6 @@ do -- DETECTION_BASE
end end
end end
--- Get the DetectedItems by Key. --- Get the DetectedItems by Key.
-- This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection. -- This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
@@ -1657,7 +1636,7 @@ do -- DETECTION_BASE
--- Get the amount of SETs with detected objects. --- Get the amount of SETs with detected objects.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @return #number The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but doen in intervals! -- @return #number The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!
function DETECTION_BASE:GetDetectedItemsCount() function DETECTION_BASE:GetDetectedItemsCount()
local DetectedCount = self.DetectedItemCount local DetectedCount = self.DetectedItemCount
@@ -1719,7 +1698,7 @@ do -- DETECTION_BASE
return "" return ""
end end
--- Get the @{Core.Set#SET_UNIT} of a detecttion area using a given numeric index. --- Get the @{Core.Set#SET_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem -- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT DetectedSet -- @return Core.Set#SET_UNIT DetectedSet
@@ -1766,7 +1745,6 @@ do -- DETECTION_BASE
return DetectedItem.IsDetected return DetectedItem.IsDetected
end end
do -- Zones do -- Zones
--- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index. --- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index.
@@ -1800,7 +1778,6 @@ do -- DETECTION_BASE
return self return self
end end
--- Unlock the detected items when created and unlock all existing detected items. --- Unlock the detected items when created and unlock all existing detected items.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @return #DETECTION_BASE -- @return #DETECTION_BASE
@@ -1824,7 +1801,6 @@ do -- DETECTION_BASE
end end
--- Lock a detected item. --- Lock a detected item.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
@@ -1847,9 +1823,6 @@ do -- DETECTION_BASE
return self return self
end end
--- Set the detected item coordinate. --- Set the detected item coordinate.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at. -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at.
@@ -1869,7 +1842,6 @@ do -- DETECTION_BASE
end end
end end
--- Get the detected item coordinate. --- Get the detected item coordinate.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at. -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at.
@@ -1911,8 +1883,6 @@ do -- DETECTION_BASE
end end
end end
--- Get the detected item coordinate. --- Get the detected item coordinate.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
@@ -1928,7 +1898,6 @@ do -- DETECTION_BASE
return nil, "" return nil, ""
end end
--- Report summary of a detected item using a given numeric index. --- Report summary of a detected item using a given numeric index.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
@@ -1940,7 +1909,7 @@ do -- DETECTION_BASE
return nil return nil
end end
--- Report detailed of a detectedion result. --- Report detailed of a detection result.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @return #string -- @return #string
@@ -1987,8 +1956,6 @@ do -- DETECTION_BASE
end end
--- Schedule the DETECTION construction. --- Schedule the DETECTION construction.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #number DelayTime The delay in seconds to wait the reporting. -- @param #number DelayTime The delay in seconds to wait the reporting.
@@ -2078,7 +2045,6 @@ do -- DETECTION_UNITS
end end
--- Create the DetectedItems list from the DetectedObjects table. --- Create the DetectedItems list from the DetectedObjects table.
-- For each DetectedItem, a one field array is created containing the Unit detected. -- For each DetectedItem, a one field array is created containing the Unit detected.
-- @param #DETECTION_UNITS self -- @param #DETECTION_UNITS self
@@ -2130,7 +2096,6 @@ do -- DETECTION_UNITS
end end
end end
-- Now we need to loop through the unidentified detected units and add these... These are all new items. -- Now we need to loop through the unidentified detected units and add these... These are all new items.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
@@ -2181,7 +2146,6 @@ do -- DETECTION_UNITS
end end
--- Report summary of a DetectedItem using a given numeric index. --- Report summary of a DetectedItem using a given numeric index.
-- @param #DETECTION_UNITS self -- @param #DETECTION_UNITS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
@@ -2238,7 +2202,6 @@ do -- DETECTION_UNITS
return nil return nil
end end
--- Report detailed of a detection result. --- Report detailed of a detection result.
-- @param #DETECTION_UNITS self -- @param #DETECTION_UNITS self
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
@@ -2332,7 +2295,6 @@ do -- DETECTION_TYPES
end end
--- Create the DetectedItems list from the DetectedObjects table. --- Create the DetectedItems list from the DetectedObjects table.
-- For each DetectedItem, a one field array is created containing the Unit detected. -- For each DetectedItem, a one field array is created containing the Unit detected.
-- @param #DETECTION_TYPES self -- @param #DETECTION_TYPES self
@@ -2371,7 +2333,6 @@ do -- DETECTION_TYPES
end end
end end
-- Now we need to loop through the unidentified detected units and add these... These are all new items. -- Now we need to loop through the unidentified detected units and add these... These are all new items.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
@@ -2395,8 +2356,6 @@ do -- DETECTION_TYPES
end end
end end
-- Check if there are any friendlies nearby. -- Check if there are any friendlies nearby.
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
@@ -2413,8 +2372,6 @@ do -- DETECTION_TYPES
self:NearestRecce( DetectedItem ) self:NearestRecce( DetectedItem )
end end
end end
--- Report summary of a DetectedItem using a given numeric index. --- Report summary of a DetectedItem using a given numeric index.
@@ -2469,7 +2426,6 @@ do -- DETECTION_TYPES
end end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- @type DETECTION_AREAS --- @type DETECTION_AREAS
@@ -2484,14 +2440,14 @@ do -- DETECTION_AREAS
-- --
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones -- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
-- --
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and -- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DETECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}. -- the methods to manage the DetectedItems[].Zone(s) are implemented in @{Functional.Detection#DETECTION_AREAS}.
-- --
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
-- --
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}(). -- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
-- --
-- ## 4.4) Flare or Smoke detected units -- ## 4.4) Flare or Smoke detected units
-- --
@@ -2513,7 +2469,6 @@ do -- DETECTION_AREAS
DetectionZoneRange = nil, DetectionZoneRange = nil,
} }
--- DETECTION_AREAS constructor. --- DETECTION_AREAS constructor.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
@@ -2535,6 +2490,48 @@ do -- DETECTION_AREAS
return self return self
end end
--- Retrieve set of detected zones.
-- @param #DETECTION_AREAS self
-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected.
function DETECTION_AREAS:GetDetectionZones()
local zoneset = SET_ZONE:New()
for _ID,_Item in pairs (self.DetectedItems) do
local item = _Item -- #DETECTION_BASE.DetectedItem
if item.Zone then
zoneset:AddZone(item.Zone)
end
end
return zoneset
end
--- Retrieve a specific zone by its ID (number)
-- @param #DETECTION_AREAS self
-- @param #number ID
-- @return Core.Zone#ZONE_UNIT The zone or nil if it does not exist
function DETECTION_AREAS:GetDetectionZoneByID(ID)
local zone = nil
for _ID,_Item in pairs (self.DetectedItems) do
local item = _Item -- #DETECTION_BASE.DetectedItem
if item.ID == ID then
zone = item.Zone
break
end
end
return zone
end
--- Retrieve number of detected zones.
-- @param #DETECTION_AREAS self
-- @return #number The number of zones.
function DETECTION_AREAS:GetDetectionZoneCount()
local zoneset = 0
for _ID,_Item in pairs (self.DetectedItems) do
if _Item.Zone then
zoneset = zoneset + 1
end
end
return zoneset
end
--- Report summary of a detected item using a given numeric index. --- Report summary of a detected item using a given numeric index.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
@@ -2593,7 +2590,6 @@ do -- DETECTION_AREAS
DetectedItemCoordText = DetectedItemCoordinate:ToStringA2G( AttackGroup, Settings ) DetectedItemCoordText = DetectedItemCoordinate:ToStringA2G( AttackGroup, Settings )
end end
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem ) local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
local DetectedItemsCount = DetectedSet:Count() local DetectedItemsCount = DetectedSet:Count()
local DetectedItemsTypes = DetectedSet:GetTypeNames() local DetectedItemsTypes = DetectedSet:GetTypeNames()
@@ -2630,7 +2626,6 @@ do -- DETECTION_AREAS
return ReportText return ReportText
end end
--- Calculate the optimal intercept point of the DetectedItem. --- Calculate the optimal intercept point of the DetectedItem.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem -- @param #DETECTION_BASE.DetectedItem DetectedItem
@@ -2655,8 +2650,6 @@ do -- DETECTION_AREAS
end end
--- Smoke the detected units --- Smoke the detected units
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self -- @return #DETECTION_AREAS self
@@ -2760,13 +2753,11 @@ do -- DETECTION_AREAS
end end
--- Make a DetectionSet table. This function will be overridden in the derived classes.
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self -- @return #DETECTION_AREAS self
function DETECTION_AREAS:CreateDetectionItems() function DETECTION_AREAS:CreateDetectionItems()
self:F( "Checking Detected Items for new Detected Units ..." ) self:F( "Checking Detected Items for new Detected Units ..." )
-- self:F( { DetectedObjects = self.DetectedObjects } ) -- self:F( { DetectedObjects = self.DetectedObjects } )
@@ -2794,8 +2785,6 @@ do -- DETECTION_AREAS
-- self:IdentifyDetectedObject( DetectedZoneObject ) -- self:IdentifyDetectedObject( DetectedZoneObject )
AreaExists = true AreaExists = true
else else
-- The center object of the detected area has not been detected. Find an other unit of the set to become the center of the area. -- The center object of the detected area has not been detected. Find an other unit of the set to become the center of the area.
-- First remove the center unit from the set. -- First remove the center unit from the set.
@@ -2882,11 +2871,9 @@ do -- DETECTION_AREAS
end end
end end
-- We iterated through the existing detection areas and: -- We iterated through the existing detection areas and:
-- - We checked which units are still detected in each detection area. Those units were flagged as Identified. -- - We checked which units are still detected in each detection area. Those units were flagged as Identified.
-- - We recentered the detection area to new center units where it was needed. -- - We re-centered the detection area to new center units where it was needed.
-- --
-- Now we need to loop through the unidentified detected units and see where they belong: -- Now we need to loop through the unidentified detected units and see where they belong:
-- - They can be added to a new detection area and become the new center unit. -- - They can be added to a new detection area and become the new center unit.
@@ -2961,15 +2948,13 @@ do -- DETECTION_AREAS
self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level
self:NearestRecce( DetectedItem ) self:NearestRecce( DetectedItem )
if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedZone.ZoneUNIT:SmokeRed() DetectedZone.ZoneUNIT:SmokeRed()
end end
-- DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit( --- @param Wrapper.Unit#UNIT DetectedUnit
--- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
-- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) -- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -2980,8 +2965,7 @@ do -- DETECTION_AREAS
DetectedUnit:SmokeGreen() DetectedUnit:SmokeGreen()
end end
end end
end end )
)
if DETECTION_AREAS._FlareDetectedZones or self._FlareDetectedZones then if DETECTION_AREAS._FlareDetectedZones or self._FlareDetectedZones then
DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0, 90 ) ) DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0, 90 ) )
end end
@@ -2999,4 +2983,3 @@ do -- DETECTION_AREAS
end end

View File

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

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
@@ -330,22 +334,25 @@ RANGE = {
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.
@@ -356,9 +363,17 @@ RANGE.Defaults = {
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()
@@ -1609,9 +1617,9 @@ 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.
-- @param #RANGE self -- @param #RANGE self
@@ -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
@@ -2667,7 +2755,7 @@ function RANGE:_DisplayRangeWeather( _unitname )
local tW = string.format( "%.1f m/s", Ws ) local tW = string.format( "%.1f m/s", Ws )
local tP = string.format( "%.1f mmHg", P * hPa2mmHg ) local tP = string.format( "%.1f mmHg", P * hPa2mmHg )
if settings:IsImperial() then if settings:IsImperial() then
-- tT=string.format("%d°F", UTILS.CelsiusToFahrenheit(T)) -- tT=string.format("%d°F", UTILS.CelciusToFarenheit(T))
tW = string.format( "%.1f knots", UTILS.MpsToKnots( Ws ) ) tW = string.format( "%.1f knots", UTILS.MpsToKnots( Ws ) )
tP = string.format( "%.2f inHg", P * hPa2inHg ) tP = string.format( "%.2f inHg", P * hPa2inHg )
end end
@@ -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
@@ -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
@@ -2821,7 +2911,7 @@ 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"
@@ -2836,7 +2926,7 @@ function RANGE:_CheckInZone( _unitName )
_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.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.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()
-- TODO: Either remove these leftovers, or implement them.
-- local csign = unit:GetCallsign() -- 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

View File

@@ -67,7 +67,7 @@
-- --
-- * Upload scoring to a database or a BI tool to publish the scoring results to the player community. -- * Upload scoring to a database or a BI tool to publish the scoring results to the player community.
-- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results. -- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.
-- * Share scoring amoung players after the mission to discuss mission results. -- * Share scoring among players after the mission to discuss mission results.
-- --
-- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit. -- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit.
-- Use the radio menu F10 to consult the scores while running the mission. -- Use the radio menu F10 to consult the scores while running the mission.
@@ -88,7 +88,6 @@
-- @module Functional.Scoring -- @module Functional.Scoring
-- @image Scoring.JPG -- @image Scoring.JPG
--- @type SCORING --- @type SCORING
-- @field Players A collection of the current players that have joined the game. -- @field Players A collection of the current players that have joined the game.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -99,7 +98,6 @@
-- --
-- local Scoring = SCORING:New( "Scoring File" ) -- local Scoring = SCORING:New( "Scoring File" )
-- --
--
-- # Set the destroy score or penalty scale: -- # Set the destroy score or penalty scale:
-- --
-- Score scales can be set for scores granted when enemies or friendlies are destroyed. -- Score scales can be set for scores granted when enemies or friendlies are destroyed.
@@ -147,11 +145,11 @@
-- --
-- # (Decommissioned) Configure fratricide level. -- # (Decommissioned) Configure fratricide level.
-- --
-- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**. -- **This functionality is decommissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**.
-- --
-- When a player commits too much damage to friendlies, his penalty score will reach a certain level. -- When a player commits too much damage to friendlies, his penalty score will reach a certain level.
-- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. -- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked.
-- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.
-- --
-- # Penalty score when a player changes the coalition. -- # Penalty score when a player changes the coalition.
-- --
@@ -190,8 +188,8 @@
-- --
-- --Sanitize Mission Scripting environment -- --Sanitize Mission Scripting environment
-- --This makes unavailable some unsecure functions. -- --This makes unavailable some unsecure functions.
-- --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions. -- --Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
-- --You can remove the code below and make availble these functions at your own risk. -- --You can remove the code below and make available these functions at your own risk.
-- --
-- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization. -- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
-- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements. -- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements.
@@ -229,14 +227,12 @@ SCORING = {
Players = {}, Players = {},
} }
local _SCORINGCoalition = local _SCORINGCoalition = {
{
[1] = "Red", [1] = "Red",
[2] = "Blue", [2] = "Blue",
} }
local _SCORINGCategory = local _SCORINGCategory = {
{
[Unit.Category.AIRPLANE] = "Plane", [Unit.Category.AIRPLANE] = "Plane",
[Unit.Category.HELICOPTER] = "Helicopter", [Unit.Category.HELICOPTER] = "Helicopter",
[Unit.Category.GROUND_UNIT] = "Vehicle", [Unit.Category.GROUND_UNIT] = "Vehicle",
@@ -264,7 +260,6 @@ function SCORING:New( GameName )
error( "A game name must be given to register the scoring results" ) error( "A game name must be given to register the scoring results" )
end end
-- Additional Object scores -- Additional Object scores
self.ScoringObjects = {} self.ScoringObjects = {}
@@ -284,9 +279,11 @@ function SCORING:New( GameName )
-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked). -- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
self:SetFratricide( self.ScaleDestroyPenalty * 3 ) self:SetFratricide( self.ScaleDestroyPenalty * 3 )
self.penaltyonfratricide = true
-- Default penalty when a player changes coalition. -- Default penalty when a player changes coalition.
self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty ) self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty )
self.penaltyoncoalitionchange = true
self:SetDisplayMessagePrefix() self:SetDisplayMessagePrefix()
@@ -301,15 +298,12 @@ function SCORING:New( GameName )
-- During mission startup, especially for single player, -- During mission startup, especially for single player,
-- iterate the database for the player that has joined, and add him to the scoring, and set the menu. -- iterate the database for the player that has joined, and add him to the scoring, and set the menu.
-- But this can only be started one second after the mission has started, so i need to schedule this ... -- But this can only be started one second after the mission has started, so i need to schedule this ...
self.ScoringPlayerScan = BASE:ScheduleOnce( 1, self.ScoringPlayerScan = BASE:ScheduleOnce( 1, function()
function()
for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do
self:_AddPlayerFromUnit( PlayerUnit ) self:_AddPlayerFromUnit( PlayerUnit )
self:SetScoringMenu( PlayerUnit:GetGroup() ) self:SetScoringMenu( PlayerUnit:GetGroup() )
end end
end end )
)
-- Create the CSV file. -- Create the CSV file.
self:OpenCSV( GameName ) self:OpenCSV( GameName )
@@ -327,7 +321,6 @@ function SCORING:SetDisplayMessagePrefix( DisplayMessagePrefix )
return self return self
end end
--- Set the scale for scoring valid destroys (enemy destroys). --- Set the scale for scoring valid destroys (enemy destroys).
-- A default calculated score is a value between 1 and 10. -- A default calculated score is a value between 1 and 10.
-- The scale magnifies the scores given to the players. -- The scale magnifies the scores given to the players.
@@ -409,7 +402,6 @@ function SCORING:RemoveStaticScore( ScoreStatic )
return self return self
end end
--- Specify a special additional score for a @{Wrapper.Group}. --- Specify a special additional score for a @{Wrapper.Group}.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given. -- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given.
@@ -462,7 +454,6 @@ function SCORING:RemoveZoneScore( ScoreZone )
return self return self
end end
--- Configure to send messages after a target has been hit. --- Configure to send messages after a target has been hit.
-- @param #SCORING self -- @param #SCORING self
-- @param #boolean OnOff If true is given, the messages are sent. -- @param #boolean OnOff If true is given, the messages are sent.
@@ -569,10 +560,9 @@ function SCORING:IfMessagesToCoalition()
return self.MessagesAudience == 2 return self.MessagesAudience == 2
end end
--- When a player commits too much damage to friendlies, his penalty score will reach a certain level. --- When a player commits too much damage to friendlies, his penalty score will reach a certain level.
-- Use this method to define the level when a player gets kicked. -- Use this method to define the level when a player gets kicked.
-- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.
-- @param #SCORING self -- @param #SCORING self
-- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. -- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked.
-- @return #SCORING -- @return #SCORING
@@ -582,6 +572,23 @@ function SCORING:SetFratricide( Fratricide )
return self return self
end end
--- Decide if fratricide is leading to penalties (true) or not (false)
-- @param #SCORING self
-- @param #boolean OnOff Switch for Fratricide
-- @return #SCORING
function SCORING:SwitchFratricide( OnOff )
self.penaltyonfratricide = OnOff
return self
end
--- Decide if a change of coalition is leading to penalties (true) or not (false)
-- @param #SCORING self
-- @param #boolean OnOff Switch for Coalition Changes.
-- @return #SCORING
function SCORING:SwitchTreason( OnOff )
self.penaltyoncoalitionchange = OnOff
return self
end
--- When a player changes the coalition, he can receive a penalty score. --- When a player changes the coalition, he can receive a penalty score.
-- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. -- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition.
@@ -595,7 +602,6 @@ function SCORING:SetCoalitionChangePenalty( CoalitionChangePenalty )
return self return self
end end
--- Sets the scoring menu. --- Sets the scoring menu.
-- @param #SCORING self -- @param #SCORING self
-- @return #SCORING -- @return #SCORING
@@ -608,7 +614,6 @@ function SCORING:SetScoringMenu( ScoringGroup )
return self return self
end end
--- Add a new player entering a Unit. --- Add a new player entering a Unit.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Unit#UNIT UnitData -- @param Wrapper.Unit#UNIT UnitData
@@ -647,15 +652,15 @@ function SCORING:_AddPlayerFromUnit( UnitData )
if not self.Players[PlayerName].UnitCoalition then if not self.Players[PlayerName].UnitCoalition then
self.Players[PlayerName].UnitCoalition = UnitCoalition self.Players[PlayerName].UnitCoalition = UnitCoalition
else else
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then -- TODO: switch for coalition changes, make penalty alterable
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50 if self.Players[PlayerName].UnitCoalition ~= UnitCoalition and self.penaltyoncoalitionchange then
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). " ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", self.CoalitionChangePenalty .. "Penalty points added.",
MESSAGE.Type.Information MESSAGE.Type.Information )
):ToAll() :ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1 * self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
end end
end end
@@ -667,29 +672,25 @@ function SCORING:_AddPlayerFromUnit( UnitData )
self.Players[PlayerName].ThreatLevel = UnitThreatLevel self.Players[PlayerName].ThreatLevel = UnitThreatLevel
self.Players[PlayerName].ThreatType = UnitThreatType self.Players[PlayerName].ThreatType = UnitThreatType
-- TODO: DCS bug concerning Units with skill level client don't get destroyed in multi player. This logic is deactivated until this bug gets fixed. -- TODO: make fratricide switchable
--[[ if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 and self.penaltyonfratricide then
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
if self.Players[PlayerName].PenaltyWarning < 1 then if self.Players[PlayerName].PenaltyWarning < 1 then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
):ToAll() :ToAll()
self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1 self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1
end end
end end
if self.Players[PlayerName].Penalty > self.Fratricide then if self.Players[PlayerName].Penalty > self.Fratricide and self.penaltyonfratricide then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
MESSAGE.Type.Information MESSAGE.Type.Information )
):ToAll() :ToAll()
UnitData:GetGroup():Destroy() UnitData:GetGroup():Destroy()
end end
--]]
end end
end end
--- Add a goal score for a player. --- Add a goal score for a player.
-- The method takes the Player name for which the Goal score needs to be set. -- The method takes the Player name for which the Goal score needs to be set.
-- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. -- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
@@ -712,14 +713,14 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil ) self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil )
end end
end end
--- Add a goal score for a player. --- Add a goal score for a player.
-- The method takes the PlayerUnit for which the Goal score needs to be set. -- The method takes the PlayerUnit for which the Goal score needs to be set.
-- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. -- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
@@ -744,13 +745,14 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
end end
end end
--- Registers Scores the players completing a Mission Task. --- Registers Scores the players completing a Mission Task.
-- @param #SCORING self -- @param #SCORING self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@@ -780,7 +782,9 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
end end
@@ -841,17 +845,15 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!",
Score .. " mission score!", MESSAGE.Type.Information )
MESSAGE.Type.Information ):ToAll() :ToAll()
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end end
end end
end end
--- Handles the OnPlayerEnterUnit event for the scoring. --- Handles the OnPlayerEnterUnit event for the scoring.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
@@ -891,7 +893,6 @@ function SCORING:OnEventPlayerLeaveUnit( Event )
end end
end end
--- Handles the OnHit event for the scoring. --- Handles the OnHit event for the scoring.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
@@ -949,7 +950,6 @@ function SCORING:_EventOnHit( Event )
self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } ) self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
end end
if Event.TgtDCSUnit then if Event.TgtDCSUnit then
TargetUnit = Event.TgtDCSUnit TargetUnit = Event.TgtDCSUnit
@@ -1023,21 +1023,15 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
@@ -1047,33 +1041,26 @@ function SCORING:_EventOnHit( Event )
PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end end
else -- A scenery object was hit. else -- A scenery object was hit.
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.", MESSAGE.Type.Update )
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
end end
end end
@@ -1125,40 +1112,35 @@ function SCORING:_EventOnHit( Event )
if InitCoalition then -- A coalition object was hit, probably a static. if InitCoalition then -- A coalition object was hit, probably a static.
if InitCoalition == TargetCoalition then if InitCoalition == TargetCoalition then
-- TODO: Penalty according scale -- TODO: Penalty according scale
Player.Penalty = Player.Penalty + 10 Player.Penalty = Player.Penalty + 10 -- * self.ScaleDestroyPenalty
PlayerHit.Penalty = PlayerHit.Penalty + 10 PlayerHit.Penalty = PlayerHit.Penalty + 10 -- * self.ScaleDestroyPenalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
Player.Score = Player.Score + 1 Player.Score = Player.Score + 1
PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end end
else -- A scenery object was hit. else -- A scenery object was hit.
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.", MESSAGE.Type.Update )
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
end end
end end
@@ -1252,27 +1234,21 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
end end
Destroyed = true
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
else else
local ThreatLevelTarget = TargetThreatLevel local ThreatLevelTarget = TargetThreatLevel
@@ -1286,39 +1262,33 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
end end
Destroyed = true
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
local UnitName = TargetUnit:GetName() local UnitName = TargetUnit:GetName()
local Score = self.ScoringObjects[UnitName] local Score = self.ScoringObjects[UnitName]
if Score then if Score then
Player.Score = Player.Score + Score Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty, "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
)
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true Destroyed = true
end end
@@ -1331,13 +1301,12 @@ function SCORING:_EventOnDeadOrCrash( Event )
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " ..
"Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true Destroyed = true
end end
@@ -1353,16 +1322,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. MESSAGE.Type.Information )
"Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
Destroyed = true
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
end end
end end
end end
@@ -1378,7 +1345,6 @@ function SCORING:_EventOnDeadOrCrash( Event )
end end
end end
--- Produce detailed report of player hit scores. --- Produce detailed report of player hit scores.
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@@ -1431,7 +1397,6 @@ function SCORING:ReportDetailedPlayerHits( PlayerName )
return ScoreMessage, PlayerScore, PlayerPenalty return ScoreMessage, PlayerScore, PlayerPenalty
end end
--- Produce detailed report of player destroy scores. --- Produce detailed report of player destroy scores.
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@@ -1597,7 +1562,6 @@ function SCORING:ReportDetailedPlayerMissions( PlayerName )
return ScoreMessage, PlayerScore, PlayerPenalty return ScoreMessage, PlayerScore, PlayerPenalty
end end
--- Report Group Score Summary --- Report Group Score Summary
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Group#GROUP PlayerGroup The player group. -- @param Wrapper.Group#GROUP PlayerGroup The player group.
@@ -1637,8 +1601,7 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage = PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName, PlayerName,
PlayerScore - PlayerPenalty, PlayerScore - PlayerPenalty,
PlayerScore, PlayerScore,
@@ -1687,10 +1650,9 @@ function SCORING:ReportScoreGroupDetailed( PlayerGroup )
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage = PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s",
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s",
PlayerName, PlayerName,
PlayerScore - PlayerPenalty, PlayerScore - PlayerPenalty,
PlayerScore, PlayerScore,
@@ -1743,10 +1705,9 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage = PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName, PlayerName,
PlayerScore - PlayerPenalty, PlayerScore - PlayerPenalty,
PlayerScore, PlayerScore,
@@ -1758,7 +1719,6 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
end end
function SCORING:SecondsToClock( sSeconds ) function SCORING:SecondsToClock( sSeconds )
local nSeconds = sSeconds local nSeconds = sSeconds
if nSeconds == 0 then if nSeconds == 0 then
@@ -1793,7 +1753,7 @@ function SCORING:OpenCSV( ScoringCSV )
error( "Error: Cannot open CSV file in " .. lfs.writedir() ) error( "Error: Cannot open CSV file in " .. lfs.writedir() )
end end
self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoalition","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' )
self.RunTime = os.date( "%y-%m-%d_%H-%M-%S" ) self.RunTime = os.date( "%y-%m-%d_%H-%M-%S" )
else else
@@ -1805,7 +1765,6 @@ function SCORING:OpenCSV( ScoringCSV )
return self return self
end end
--- Registers a score for a player. --- Registers a score for a player.
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@@ -1888,7 +1847,6 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
end end
end end
function SCORING:CloseCSV() function SCORING:CloseCSV()
if lfs and io and os then if lfs and io and os then
self.CSVFile:close() self.CSVFile:close()

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
@@ -249,47 +261,94 @@ function SEAD:_GetDistance(_point1, _point2)
end end
end 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) Calculate hit zone of an AGM-88
-- @param #SEAD self -- @param #SEAD self
-- @param Core.Event#EVENTDATA EventData -- @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 -- @return #SEAD self
function SEAD:HandleEventShot( EventData ) function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup,SEADWeaponName)
self:T( { EventData.id } ) self:T("**** Calculating hit zone for " .. (SEADWeaponName or "None"))
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT if SEADWeapon and SEADWeapon:isExist() then
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE --local pos = SEADWeapon:getPoint()
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName) -- postion and height
--self:T({ SEADWeapon }) 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)
if self:_CheckHarms(SEADWeaponName) then -- velocity
self:T( '*** SEAD - Weapon Match' ) local wpndata = SEAD.HarmData["AGM_88"]
local _targetskill = "Random" 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 _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target local _targetskill = "Random"
local _targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT if tgtgrp and tgtgrp:IsAlive() then
local _targetgroup = nil -- Wrapper.Group#GROUP _targetgroup = tgtgrp
if _targetUnit and _targetUnit:IsAlive() then _targetgroupname = tgtgrp:GetName() -- group name
_targetgroup = _targetUnit:GetGroup() _targetskill = tgtgrp:GetUnit(1):GetSkill()
_targetgroupname = _targetgroup:GetName() -- group name self:T("*** Found Target = ".. _targetgroupname)
local _targetUnitName = _targetUnit:GetName() self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end end
-- see if we are shot at --end
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
self:T( _targetgroupname, SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix, 1, true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Match Found' )
break
end end
end end
if SEADGroupFound == true then -- yes we are being attacked 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 if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" } local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ] _targetskill = Skills[ math.random(1,4) ]
@@ -313,7 +372,7 @@ function SEAD:HandleEventShot( EventData )
wpnspeed = math.floor(mach * 340.29) wpnspeed = math.floor(mach * 340.29)
end end
-- time to impact -- time to impact
local _tti = math.floor(_distance / wpnspeed) -- estimated impact time local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
if _distance > 0 then if _distance > 0 then
_distance = math.floor(_distance / 1000) -- km _distance = math.floor(_distance / 1000) -- km
else else
@@ -329,6 +388,7 @@ function SEAD:HandleEventShot( EventData )
self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2])) self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Name local name = args[2] -- #string Group Name
local attacker = args[3] -- Wrapper.Group#GROUP
if self.UseEmissionsOnOff then if self.UseEmissionsOnOff then
grp:EnableEmission(false) grp:EnableEmission(false)
end end
@@ -336,7 +396,7 @@ function SEAD:HandleEventShot( EventData )
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond") grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
if self.UseCallBack then if self.UseCallBack then
local object = self.CallBack local object = self.CallBack
object:SeadSuppressionStart(grp,name) object:SeadSuppressionStart(grp,name,attacker)
end end
end end
@@ -347,7 +407,7 @@ function SEAD:HandleEventShot( EventData )
if self.UseEmissionsOnOff then if self.UseEmissionsOnOff then
grp:EnableEmission(true) grp:EnableEmission(true)
end end
grp:OptionAlarmStateAuto() grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange) grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[name] = false self.SuppressedGroups[name] = false
if self.UseCallBack then if self.UseCallBack then
@@ -359,26 +419,100 @@ function SEAD:HandleEventShot( EventData )
-- randomize switch-on time -- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2]) 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 delay > _tti then delay = delay / 2 end -- speed up
if _tti > (3*delay) then delay = (_tti / 2) * 0.9 end -- shot from afar if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding local SuppressionEndTime = timer.getTime() + _tti + self.Padding
local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay)) self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname},SuppressionStartTime) timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime) timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true self.SuppressedGroups[_targetgroupname] = true
if self.UseCallBack then if self.UseCallBack then
local object = self.CallBack local object = self.CallBack
object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime) object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
end end
end end
end end
end end
end end
end return self
end end
--- (Internal) Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @param #SEAD self
-- @param Core.Event#EVENTDATA EventData
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
local _targetskill = "Random"
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
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
self:T(string.format("*** Targetcat = %d",targetcat))
if targetcat == Object.Category.UNIT then -- UNIT
self:T("*** Target Category UNIT")
_targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
if _targetUnit and _targetUnit:IsAlive() then
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end
elseif targetcat == Object.Category.STATIC then
self:T("*** Target Category STATIC")
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterOnce()
local targetpoint = _target:getPoint() or {x=0,y=0,z=0}
local tgtcoord = COORDINATE:NewFromVec3(targetpoint)
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
end
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
self:T("Target = ".. _targetgroupname .. " | Prefix = " .. SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix,1,true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Match Found' )
break
end
end
if SEADGroupFound == true then -- yes we are being attacked
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
end
end
return self return self
end end

View File

@@ -50,7 +50,7 @@
-- @field #boolean Report If true, send status messages to coalition. -- @field #boolean Report If true, send status messages to coalition.
-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure. -- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
-- @field #string alias Alias of the warehouse. Name its called when sending messages. -- @field #string alias Alias of the warehouse. Name its called when sending messages.
-- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton. -- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to. -- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
-- @field #string airbasename Name of the airbase associated to the warehouse. -- @field #string airbasename Name of the airbase associated to the warehouse.
-- @field Core.Point#COORDINATE road Closest point to warehouse on road. -- @field Core.Point#COORDINATE road Closest point to warehouse on road.
@@ -764,7 +764,7 @@
-- warehouseBatumi:Load("D:\\My Warehouse Data\\") -- warehouseBatumi:Load("D:\\My Warehouse Data\\")
-- warehouseBatumi:Start() -- warehouseBatumi:Start()
-- --
-- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton. -- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coalition.
-- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could -- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
-- spawn some ground units via a self request and let them capture the airbase. -- spawn some ground units via a self request and let them capture the airbase.
-- --
@@ -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()
@@ -906,7 +906,6 @@ do -- ZONE_CAPTURE_COALITION
-- 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()
@@ -925,7 +924,7 @@ do -- ZONE_CAPTURE_COALITION
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 )

View File

@@ -24,7 +24,6 @@ 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.
-- --
@@ -44,7 +43,7 @@ do -- ZoneGoal
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,
} }
@@ -61,7 +60,7 @@ do -- ZoneGoal
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
@@ -79,7 +78,6 @@ do -- ZoneGoal
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*.
@@ -127,14 +125,13 @@ 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.
@@ -142,7 +139,6 @@ do -- ZoneGoal
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

View File

@@ -6058,7 +6058,7 @@ 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.

View File

@@ -6,6 +6,14 @@
-- --
-- === -- ===
-- --
-- ## Missions:--- **Ops** -- Combat Search and Rescue.
--
-- ===
--
-- **CSAR** - MOOSE based Helicopter CSAR Operations.
--
-- ===
--
-- ## Missions: -- ## Missions:
-- --
-- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR) -- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR)
@@ -22,7 +30,7 @@
-- @module Ops.CSAR -- @module Ops.CSAR
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
-- Date: Dec 2021 -- Date: Feb 2022
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -42,14 +50,14 @@
-- # CSAR Concept -- # CSAR Concept
-- --
-- * MOOSE-based Helicopter CSAR Operations for Players. -- * MOOSE-based Helicopter CSAR Operations for Players.
-- * Object oriented refactoring of Ciribob's fantastic CSAR script. -- * Object oriented refactoring of Ciribob\'s fantastic CSAR script.
-- * No need for extra MIST loading. -- * No need for extra MIST loading.
-- * Additional events to tailor your mission. -- * Additional events to tailor your mission.
-- * Optional SpawnCASEVAC to create casualties without beacon (e.g. handling dead ground vehicles and create CASEVAC requests). -- * Optional SpawnCASEVAC to create casualties without beacon (e.g. handling dead ground vehicles and create CASVAC requests).
-- --
-- ## 0. Prerequisites -- ## 0. Prerequisites
-- --
-- You need to load an .ogg sound file for the pilot's beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. -- You need to load an .ogg soundfile for the pilot\'s beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that.
-- Create a late-activated single infantry unit as template in the mission editor and name it e.g. "Downed Pilot". -- Create a late-activated single infantry unit as template in the mission editor and name it e.g. "Downed Pilot".
-- --
-- ## 1. Basic Setup -- ## 1. Basic Setup
@@ -68,23 +76,23 @@
-- --
-- The following options are available (with their defaults). Only set the ones you want changed: -- The following options are available (with their defaults). Only set the ones you want changed:
-- --
-- self.allowDownedPilotCAcontrol = false -- Set to false if you don't want to allow control by Combined Arms. -- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms.
-- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only! -- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only!
-- self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued. -- self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
-- self.autosmoke = false -- automatically smoke a downed pilot's location when a helicopter is near. -- self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near.
-- self.autosmokedistance = 1000 -- distance in meters for automatic smoke deployment -- self.autosmokedistance = 1000 -- distance for autosmoke
-- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. -- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
-- self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well. -- self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well.
-- self.enableForAI = false -- set to false to disable AI pilots from being rescued. -- self.enableForAI = false -- set to false to disable AI pilots from being rescued.
-- self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters. -- self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters.
-- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter. -- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter.
-- self.immortalcrew = true -- Set to true to make wounded crew immortal. -- self.immortalcrew = true -- Set to true to make wounded crew immortal.
-- self.invisiblecrew = false -- Set to true to make wounded crew invisible. -- self.invisiblecrew = false -- Set to true to make wounded crew insvisible.
-- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters. -- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
-- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. -- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes.
-- self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined. -- self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined.
-- self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages. -- self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages.
-- self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots' radio beacons. -- self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons.
-- self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue. -- self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue.
-- self.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below. -- self.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below.
-- self.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor! -- self.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor!
@@ -109,15 +117,16 @@
-- --
-- ## 2.1 Experimental Features -- ## 2.1 Experimental Features
-- --
-- WARNING - Here'll be dragons! -- WARNING - Here\'ll be dragons!
-- DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in <DCS root>\Scripts\MissionScripting.lua -- DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in <DCS root>\Scripts\MissionScripting.lua
-- Needs SRS => 1.9.6 to work (works on the **server** side of SRS) -- Needs SRS => 1.9.6 to work (works on the **server** side of SRS)
-- self.useSRS = false -- Set true to use FF's SRS integration -- self.useSRS = false -- Set true to use FF\'s SRS integration
-- self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!) -- self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
-- self.SRSchannel = 300 -- radio channel -- self.SRSchannel = 300 -- radio channel
-- self.SRSModulation = radio.modulation.AM -- modulation -- self.SRSModulation = radio.modulation.AM -- modulation
-- -- -- --
-- self.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection --shagrat -- self.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection --shagrat
-- self.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases.
-- --
-- ## 3. Results -- ## 3. Results
-- --
@@ -141,7 +150,7 @@
-- --
-- ### 4.2. Approach. -- ### 4.2. Approach.
-- --
-- A CSAR helicopter is closing in on a downed pilot. Use e.g. `function my_csar:OnAfterApproach(...)` to link into this event: -- A CSAR helicpoter is closing in on a downed pilot. Use e.g. `function my_csar:OnAfterApproach(...)` to link into this event:
-- --
-- function my_csar:OnAfterApproach(from, event, to, heliname, groupname) -- function my_csar:OnAfterApproach(from, event, to, heliname, groupname)
-- ... your code here ... -- ... your code here ...
@@ -205,7 +214,7 @@ CSAR = {
hoverStatus = {}, -- tracks status of a helis hover above a downed pilot hoverStatus = {}, -- tracks status of a helis hover above a downed pilot
pilotDisabled = {}, -- tracks what aircraft a pilot is disabled for pilotDisabled = {}, -- tracks what aircraft a pilot is disabled for
pilotLives = {}, -- tracks how many lives a pilot has pilotLives = {}, -- tracks how many lives a pilot has
useprefix = true, -- Use the Prefix defined below, requires Unit to have the Prefix defined useprefix = true, -- Use the Prefixed defined below, Requires Unit have the Prefix defined below
csarPrefix = {}, csarPrefix = {},
template = nil, template = nil,
mash = {}, mash = {},
@@ -227,8 +236,9 @@ CSAR = {
-- @field #number frequency Frequency of the NDB. -- @field #number frequency Frequency of the NDB.
-- @field #string player Player name if applicable. -- @field #string player Player name if applicable.
-- @field Wrapper.Group#GROUP group Spawned group object. -- @field Wrapper.Group#GROUP group Spawned group object.
-- @field #number timestamp Timestamp for approach process -- @field #number timestamp Timestamp for approach process.
-- @field #boolean alive Group is alive or dead/rescued -- @field #boolean alive Group is alive or dead/rescued.
-- @field #boolean wetfeet Group is spawned over (deep) water.
--- All slot / Limit settings --- All slot / Limit settings
-- @type CSAR.AircraftType -- @type CSAR.AircraftType
@@ -244,10 +254,11 @@ CSAR.AircraftType["Mi-8MT"] = 12
CSAR.AircraftType["Mi-24P"] = 8 CSAR.AircraftType["Mi-24P"] = 8
CSAR.AircraftType["Mi-24V"] = 8 CSAR.AircraftType["Mi-24V"] = 8
CSAR.AircraftType["Bell-47"] = 2 CSAR.AircraftType["Bell-47"] = 2
CSAR.AircraftType["UH-60L"] = 10
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version = "1.0.1r1" CSAR.version="1.0.4c"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -344,36 +355,36 @@ function CSAR:New( Coalition, Template, Alias )
self.rescues = 0 -- counter for successful rescue landings at FARP/AFB/MASH self.rescues = 0 -- counter for successful rescue landings at FARP/AFB/MASH
self.rescuedpilots = 0 -- counter for saved pilots self.rescuedpilots = 0 -- counter for saved pilots
self.csarOncrash = false -- If set to true, will generate a csar when a plane crashes as well. self.csarOncrash = false -- If set to true, will generate a csar when a plane crashes as well.
self.allowDownedPilotCAcontrol = false -- Set to false if you don't want to allow control by Combined arms. self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined arms.
self.enableForAI = false -- set to false to disable AI units from being rescued. self.enableForAI = false -- set to false to disable AI units from being rescued.
self.smokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue self.smokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue
self.coordtype = 2 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. self.coordtype = 2 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
self.immortalcrew = true -- Set to true to make wounded crew immortal self.immortalcrew = true -- Set to true to make wounded crew immortal
self.invisiblecrew = false -- Set to true to make wounded crew invisible self.invisiblecrew = false -- Set to true to make wounded crew insvisible
self.messageTime = 15 -- Time to show longer messages for in seconds self.messageTime = 15 -- Time to show longer messages for in seconds
self.pilotRuntoExtractPoint = true -- Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS. self.pilotRuntoExtractPoint = true -- Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS
self.loadDistance = 75 -- configure distance for pilot to get in helicopter in meters. self.loadDistance = 75 -- configure distance for pilot to get in helicopter in meters.
self.extractDistance = 500 -- Distance the Downed pilot will run to the rescue helicopter. self.extractDistance = 500 -- Distance the Downed pilot will run to the rescue helicopter
self.loadtimemax = 135 -- seconds self.loadtimemax = 135 -- seconds
self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isn't added to the mission BEACONS WONT WORK! self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK!
self.beaconRefresher = 29 -- seconds self.beaconRefresher = 29 -- seconds
self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase
self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued. self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
self.max_units = 6 --max number of pilots that can be carried self.max_units = 6 --max number of pilots that can be carried
self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below. self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below
self.csarPrefix = { "helicargo", "MEDEVAC" } -- prefixes used for useprefix=true - DON'T use # in names! self.csarPrefix = { "helicargo", "MEDEVAC"} -- prefixes used for useprefix=true - DON\'T use # in names!
self.template = Template or "generic" -- template for downed pilot self.template = Template or "generic" -- template for downed pilot
self.mashprefix = {"MASH"} -- prefixes used to find MASHes self.mashprefix = {"MASH"} -- prefixes used to find MASHes
self.autosmoke = false -- automatically smoke location when heli is near self.autosmoke = false -- automatically smoke location when heli is near
self.autosmokedistance = 2000 -- distance in meters for automatic smoke deployment self.autosmokedistance = 2000 -- distance for autosmoke
-- added 0.1.4 -- added 0.1.4
self.limitmaxdownedpilots = true self.limitmaxdownedpilots = true
self.maxdownedpilots = 25 self.maxdownedpilots = 25
-- generate Frequencies -- generate Frequencies
self:_GenerateVHFrequencies() self:_GenerateVHFrequencies()
-- added 0.1.8 -- added 0.1.8
self.approachdist_far = 5000 -- switch to 10 sec interval approach mode, meters self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
self.pilotmustopendoors = false -- switch to true to enable check on open doors self.pilotmustopendoors = false -- switch to true to enable check on open doors
self.suppressmessages = false self.suppressmessages = false
@@ -390,10 +401,14 @@ function CSAR:New( Coalition, Template, Alias )
-- added 0.1.3 -- added 0.1.3
self.csarUsePara = false -- shagrat set to true, will use the LandingAfterEjection Event instead of Ejection self.csarUsePara = false -- shagrat set to true, will use the LandingAfterEjection Event instead of Ejection
-- WARNING - here'll be dragons -- added 0.1.4
self.wetfeettemplate = nil
self.usewetfeet = false
-- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua -- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
-- needs SRS => 1.9.6 to work (works on the *server* side) -- needs SRS => 1.9.6 to work (works on the *server* side)
self.useSRS = false -- Use FF's SRS integration self.useSRS = false -- Use FF\'s SRS integration
self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your server(!) self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your server(!)
self.SRSchannel = 300 -- radio channel self.SRSchannel = 300 -- radio channel
self.SRSModulation = radio.modulation.AM -- modulation self.SRSModulation = radio.modulation.AM -- modulation
@@ -446,7 +461,7 @@ function CSAR:New( Coalition, Template, Alias )
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Heliname Name of the helicopter group. -- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot's group. -- @param #string Woundedgroupname Name of the downed pilot\'s group.
--- On After "Boarded" event. Downed pilot boarded heli. --- On After "Boarded" event. Downed pilot boarded heli.
-- @function [parent=#CSAR] OnAfterBoarded -- @function [parent=#CSAR] OnAfterBoarded
@@ -455,7 +470,7 @@ function CSAR:New( Coalition, Template, Alias )
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Heliname Name of the helicopter group. -- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot's group. -- @param #string Woundedgroupname Name of the downed pilot\'s group.
--- On After "Returning" event. Heli can return home with downed pilot(s). --- On After "Returning" event. Heli can return home with downed pilot(s).
-- @function [parent=#CSAR] OnAfterReturning -- @function [parent=#CSAR] OnAfterReturning
@@ -464,7 +479,7 @@ function CSAR:New( Coalition, Template, Alias )
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Heliname Name of the helicopter group. -- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot's group. -- @param #string Woundedgroupname Name of the downed pilot\'s group.
--- On After "Rescued" event. Pilot(s) have been brought to the MASH/FARP/AFB. --- On After "Rescued" event. Pilot(s) have been brought to the MASH/FARP/AFB.
-- @function [parent=#CSAR] OnAfterRescued -- @function [parent=#CSAR] OnAfterRescued
@@ -501,8 +516,9 @@ end
-- @param #string Typename Typename of unit. -- @param #string Typename Typename of unit.
-- @param #number Frequency Frequency of the NDB in Hz -- @param #number Frequency Frequency of the NDB in Hz
-- @param #string Playername Name of Player (if applicable) -- @param #string Playername Name of Player (if applicable)
-- @param #boolean Wetfeet Ejected over water
-- @return #CSAR self. -- @return #CSAR self.
function CSAR:_CreateDownedPilotTrack( Group, Groupname, Side, OriginalUnit, Description, Typename, Frequency, Playername ) function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername,Wetfeet)
self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername}) self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername})
-- create new entry -- create new entry
@@ -518,6 +534,7 @@ function CSAR:_CreateDownedPilotTrack( Group, Groupname, Side, OriginalUnit, Des
DownedPilot.group = Group DownedPilot.group = Group
DownedPilot.timestamp = 0 DownedPilot.timestamp = 0
DownedPilot.alive = true DownedPilot.alive = true
DownedPilot.wetfeet = Wetfeet or false
-- Add Pilot -- Add Pilot
local PilotTable = self.downedPilots local PilotTable = self.downedPilots
@@ -567,19 +584,23 @@ end
-- @param #number country Country for template. -- @param #number country Country for template.
-- @param Core.Point#COORDINATE point Coordinate to spawn at. -- @param Core.Point#COORDINATE point Coordinate to spawn at.
-- @param #number frequency Frequency of the pilot's beacon -- @param #number frequency Frequency of the pilot's beacon
-- @param #boolean wetfeet Spawn is over water
-- @return Wrapper.Group#GROUP group The #GROUP object. -- @return Wrapper.Group#GROUP group The #GROUP object.
-- @return #string alias The alias name. -- @return #string alias The alias name.
function CSAR:_SpawnPilotInField( country, point, frequency ) function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet)
self:T( { country, point, frequency } ) self:T({country,point,frequency,tostring(wetfeet)})
local freq = frequency or 1000 local freq = frequency or 1000
local freq = freq / 1000 -- kHz local freq = freq / 1000 -- kHz
for i=1,10 do for i=1,10 do
math.random(i,10000) math.random(i,10000)
end end
if point:IsSurfaceTypeWater() then if point:IsSurfaceTypeWater() or wetfeet then
point.y = 0 point.y = 0
end end
local template = self.template local template = self.template
if self.usewetfeet and wetfeet then
template = self.wetfeettemplate
end
local alias = string.format("Pilot %.2fkHz-%d", freq, math.random(1,99)) local alias = string.format("Pilot %.2fkHz-%d", freq, math.random(1,99))
local coalition = self.coalition local coalition = self.coalition
local pilotcacontrol = self.allowDownedPilotCAcontrol -- Switch AI on/oof - is this really correct for CA? local pilotcacontrol = self.allowDownedPilotCAcontrol -- Switch AI on/oof - is this really correct for CA?
@@ -607,8 +628,8 @@ function CSAR:_AddSpecialOptions( group )
local _setImmortal = { local _setImmortal = {
id = 'SetImmortal', id = 'SetImmortal',
params = { params = {
value = true, value = true
}, }
} }
group:SetCommand(_setImmortal) group:SetCommand(_setImmortal)
end end
@@ -617,8 +638,8 @@ function CSAR:_AddSpecialOptions( group )
local _setInvisible = { local _setInvisible = {
id = 'SetInvisible', id = 'SetInvisible',
params = { params = {
value = true, value = true
}, }
} }
group:SetCommand(_setInvisible) group:SetCommand(_setInvisible)
end end
@@ -645,15 +666,19 @@ function CSAR:_AddCsar( _coalition, _country, _point, _typeName, _unitName, _pla
self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description}) self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description})
local template = self.template local template = self.template
local wetfeet = false
local surface = _point:GetSurfaceType()
if surface == land.SurfaceType.WATER then
wetfeet = true
end
if not _freq then if not _freq then
_freq = self:_GenerateADFFrequency() _freq = self:_GenerateADFFrequency()
if not _freq then if not _freq then _freq = 333000 end --noob catch
_freq = 333000
end -- noob catch
end end
local _spawnedGroup, _alias = self:_SpawnPilotInField( _country, _point, _freq ) local _spawnedGroup, _alias = self:_SpawnPilotInField(_country,_point,_freq,wetfeet)
local _typeName = _typeName or "Pilot" local _typeName = _typeName or "Pilot"
@@ -691,7 +716,7 @@ function CSAR:_AddCsar( _coalition, _country, _point, _typeName, _unitName, _pla
local _GroupName = _spawnedGroup:GetName() or _alias local _GroupName = _spawnedGroup:GetName() or _alias
self:_CreateDownedPilotTrack( _spawnedGroup, _GroupName, _coalition, _unitName, _text, _typeName, _freq, _playerName ) self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet)
self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc. self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
@@ -700,18 +725,27 @@ end
--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. --- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
-- @param #CSAR self -- @param #CSAR self
-- @param #string _zone Name of the zone. -- @param #string _zone Name of the zone. Can also be passed as a (normal, round) ZONE object.
-- @param #number _coalition Coalition. -- @param #number _coalition Coalition.
-- @param #string _description (optional) Description. -- @param #string _description (optional) Description.
-- @param #boolean _randomPoint (optional) Random yes or no. -- @param #boolean _randomPoint (optional) Random yes or no.
-- @param #boolean _nomessage (optional) If true, don't send a message to SAR. -- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR.
-- @param #string unitname (optional) Name of the lost unit. -- @param #string unitname (optional) Name of the lost unit.
-- @param #string typename (optional) Type of plane. -- @param #string typename (optional) Type of plane.
-- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names. -- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names.
function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _nomessage, unitname, typename, forcedesc) function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _nomessage, unitname, typename, forcedesc)
self:T(self.lid .. " _SpawnCsarAtZone") self:T(self.lid .. " _SpawnCsarAtZone")
local freq = self:_GenerateADFFrequency() local freq = self:_GenerateADFFrequency()
local _triggerZone = ZONE:New( _zone ) -- trigger to use as reference position
local _triggerZone = nil
if type(_zone) == "string" then
_triggerZone = ZONE:New(_zone) -- trigger to use as reference position
elseif type(_zone) == "table" and _zone.ClassName then
if string.find(_zone.ClassName, "ZONE",1) then
_triggerZone = _zone -- is already a zone
end
end
if _triggerZone == nil then if _triggerZone == nil then
self:E(self.lid.."ERROR: Can\'t find zone called " .. _zone, 10) self:E(self.lid.."ERROR: Can\'t find zone called " .. _zone, 10)
return return
@@ -745,11 +779,11 @@ end
--- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. --- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
-- @param #CSAR self -- @param #CSAR self
-- @param #string Zone Name of the zone. -- @param #string Zone Name of the zone. Can also be passed as a (normal, round) ZONE object.
-- @param #number Coalition Coalition. -- @param #number Coalition Coalition.
-- @param #string Description (optional) Description. -- @param #string Description (optional) Description.
-- @param #boolean RandomPoint (optional) Random yes or no. -- @param #boolean RandomPoint (optional) Random yes or no.
-- @param #boolean Nomessage (optional) If true, don't send a message to SAR. -- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR.
-- @param #string Unitname (optional) Name of the lost unit. -- @param #string Unitname (optional) Name of the lost unit.
-- @param #string Typename (optional) Type of plane. -- @param #string Typename (optional) Type of plane.
-- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. -- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names.
@@ -767,7 +801,7 @@ end
-- @param #string _Point a POINT_VEC2. -- @param #string _Point a POINT_VEC2.
-- @param #number _coalition Coalition. -- @param #number _coalition Coalition.
-- @param #string _description (optional) Description. -- @param #string _description (optional) Description.
-- @param #boolean _nomessage (optional) If true, don't send a message to SAR. -- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR.
-- @param #string unitname (optional) Name of the lost unit. -- @param #string unitname (optional) Name of the lost unit.
-- @param #string typename (optional) Type of plane. -- @param #string typename (optional) Type of plane.
-- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names. -- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names.
@@ -801,7 +835,7 @@ end
-- @param #number Coalition Coalition. -- @param #number Coalition Coalition.
-- @param #string Description (optional) Description. -- @param #string Description (optional) Description.
-- @param #boolean addBeacon (optional) yes or no. -- @param #boolean addBeacon (optional) yes or no.
-- @param #boolean Nomessage (optional) If true, don't send a message to SAR. -- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR.
-- @param #string Unitname (optional) Name of the lost unit. -- @param #string Unitname (optional) Name of the lost unit.
-- @param #string Typename (optional) Type of plane. -- @param #string Typename (optional) Type of plane.
-- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. -- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names.
@@ -930,8 +964,18 @@ function CSAR:_EventHandler( EventData )
return return
end end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
local surface = _unit:GetCoordinate():GetSurfaceType()
if surface == land.SurfaceType.WATER then
wetfeet = true
end
-- all checks passed, get going. -- all checks passed, get going.
if self.csarUsePara == false then -- shagrat check parameter LandingAfterEjection, if true don't spawn a Pilot from EJECTION event, wait for the Chute to land if self.csarUsePara == false or (self.csarUsePara and wetfeet ) then --shagrat check parameter LandingAfterEjection, if true don't spawn a Pilot from EJECTION event, wait for the Chute to land
local _freq = self:_GenerateADFFrequency() local _freq = self:_GenerateADFFrequency()
self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none") self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none")
return true return true
@@ -1112,7 +1156,7 @@ function CSAR:_CheckWoundedGroupStatus( heliname, woundedgroupname )
if _distance < self.approachdist_near and _distance > 0 then if _distance < self.approachdist_near and _distance > 0 then
if self:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) == true then if self:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) == true then
-- we're close, reschedule -- we\'re close, reschedule
_downedpilot.timestamp = timer.getAbsTime() _downedpilot.timestamp = timer.getAbsTime()
self:__Approach(-5,heliname,woundedgroupname) self:__Approach(-5,heliname,woundedgroupname)
end end
@@ -1136,7 +1180,7 @@ function CSAR:_CheckWoundedGroupStatus( heliname, woundedgroupname )
end end
self.heliCloseMessage[_lookupKeyHeli] = nil self.heliCloseMessage[_lookupKeyHeli] = nil
self.landedStatus[_lookupKeyHeli] = nil self.landedStatus[_lookupKeyHeli] = nil
-- reschedule as units aren't dead yet , schedule for a bit slower though as we're far away --reschedule as units aren\'t dead yet , schedule for a bit slower though as we\'re far away
_downedpilot.timestamp = timer.getAbsTime() _downedpilot.timestamp = timer.getAbsTime()
self:__Approach(-10,heliname,woundedgroupname) self:__Approach(-10,heliname,woundedgroupname)
end end
@@ -1150,7 +1194,7 @@ function CSAR:_CheckWoundedGroupStatus( heliname, woundedgroupname )
return self return self
end end
--- (Internal) Function to pop a smoke at a wounded pilot's positions. --- (Internal) Function to pop a smoke at a wounded pilot\'s positions.
-- @param #CSAR self -- @param #CSAR self
-- @param #string _woundedGroupName Name of the group. -- @param #string _woundedGroupName Name of the group.
-- @param Wrapper.Group#GROUP _woundedLeader Object of the group. -- @param Wrapper.Group#GROUP _woundedLeader Object of the group.
@@ -1199,7 +1243,14 @@ function CSAR:_PickupUnit( _heliUnit, _pilotName, _woundedGroup, _woundedGroupNa
local found,downedgrouptable = self:_CheckNameInDownedPilots(_woundedGroupName) local found,downedgrouptable = self:_CheckNameInDownedPilots(_woundedGroupName)
local grouptable = downedgrouptable --#CSAR.DownedPilot local grouptable = downedgrouptable --#CSAR.DownedPilot
self.inTransitGroups[_heliName][_woundedGroupName] = { originalUnit = grouptable.originalUnit, woundedGroup = _woundedGroupName, side = self.coalition, desc = grouptable.desc, player = grouptable.player } self.inTransitGroups[_heliName][_woundedGroupName] =
{
originalUnit = grouptable.originalUnit,
woundedGroup = _woundedGroupName,
side = self.coalition,
desc = grouptable.desc,
player = grouptable.player,
}
_woundedGroup:Destroy(false) _woundedGroup:Destroy(false)
self:_RemoveNameFromDownedPilots(_woundedGroupName,true) self:_RemoveNameFromDownedPilots(_woundedGroupName,true)
@@ -1225,6 +1276,7 @@ function CSAR:_OrderGroupToMoveToPoint( _leader, _destination )
return self return self
end end
--- (internal) Function to check if the heli door(s) are open. Thanks to Shadowze. --- (internal) Function to check if the heli door(s) are open. Thanks to Shadowze.
-- @param #CSAR self -- @param #CSAR self
-- @param #string unit_name Name of unit. -- @param #string unit_name Name of unit.
@@ -1251,6 +1303,7 @@ function CSAR:_CheckCloseWoundedGroup( _distance, _heliUnit, _heliName, _wounded
local _found, _pilotable = self:_CheckNameInDownedPilots(_woundedGroupName) -- #boolean, #CSAR.DownedPilot local _found, _pilotable = self:_CheckNameInDownedPilots(_woundedGroupName) -- #boolean, #CSAR.DownedPilot
local _pilotName = _pilotable.desc local _pilotName = _pilotable.desc
local _reset = true local _reset = true
if (_distance < 500) then if (_distance < 500) then
@@ -1279,7 +1332,8 @@ function CSAR:_CheckCloseWoundedGroup( _distance, _heliUnit, _heliName, _wounded
_time = self.landedStatus[_lookupKeyHeli] - 10 _time = self.landedStatus[_lookupKeyHeli] - 10
self.landedStatus[_lookupKeyHeli] = _time self.landedStatus[_lookupKeyHeli] = _time
end end
if _time <= 0 or _distance < self.loadDistance then --if _time <= 0 or _distance < self.loadDistance then
if _distance < self.loadDistance + 5 or _distance <= 13 then
if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true) self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true)
return true return true
@@ -1315,9 +1369,7 @@ function CSAR:_CheckCloseWoundedGroup( _distance, _heliUnit, _heliName, _wounded
--check height! --check height!
local leaderheight = _woundedLeader:GetHeight() local leaderheight = _woundedLeader:GetHeight()
if leaderheight < 0 then if leaderheight < 0 then leaderheight = 0 end
leaderheight = 0
end
local _height = _heliUnit:GetHeight() - leaderheight local _height = _heliUnit:GetHeight() - leaderheight
-- TODO - make variable -- TODO - make variable
@@ -1475,7 +1527,7 @@ function CSAR:_DisplayMessageToSAR( _unit, _text, _time, _clear, _speak, _overri
return self return self
end end
--- (Internal) Function to get string of a group's position. --- (Internal) Function to get string of a group\'s position.
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object. -- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object.
-- @return #string Coordinates as Text -- @return #string Coordinates as Text
@@ -1605,9 +1657,7 @@ function CSAR:_SignalFlare( _unitName )
local _closest = self:_GetClosestDownedPilot(_heli) local _closest = self:_GetClosestDownedPilot(_heli)
local smokedist = 8000 local smokedist = 8000
if self.approachdist_far > smokedist then if self.approachdist_far > smokedist then smokedist = self.approachdist_far end
smokedist = self.approachdist_far
end
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
@@ -1661,9 +1711,7 @@ function CSAR:_Reqsmoke( _unitName )
return return
end end
local smokedist = 8000 local smokedist = 8000
if smokedist < self.approachdist_far then if smokedist < self.approachdist_far then smokedist = self.approachdist_far end
smokedist = self.approachdist_far
end
local _closest = self:_GetClosestDownedPilot(_heli) local _closest = self:_GetClosestDownedPilot(_heli)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
@@ -1879,13 +1927,9 @@ function CSAR:_GetClockDirection( _heli, _group )
local clock = 12 local clock = 12
if _heading then if _heading then
local Aspect = Angle - _heading local Aspect = Angle - _heading
if Aspect == 0 then if Aspect == 0 then Aspect = 360 end
Aspect = 360
end
clock = math.abs(UTILS.Round((Aspect / 30),0)) clock = math.abs(UTILS.Round((Aspect / 30),0))
if clock == 0 then if clock == 0 then clock = 12 end
clock = 12
end
end end
return clock return clock
end end
@@ -1994,6 +2038,9 @@ function CSAR:onafterStart( From, Event, To )
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart() self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also? self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
if self.wetfeettemplate then
self.usewetfeet = true
end
self:__Status(-10) self:__Status(-10)
return self return self
end end
@@ -2042,7 +2089,7 @@ function CSAR:onbeforeStatus( From, Event, To )
local name = entry.name local name = entry.name
local timestamp = entry.timestamp or 0 local timestamp = entry.timestamp or 0
local now = timer.getAbsTime() local now = timer.getAbsTime()
if now - timestamp > 17 then -- only check if we're not in approach mode, which is iterations of 5 and 10. if now - timestamp > 17 then -- only check if we\'re not in approach mode, which is iterations of 5 and 10.
self:_CheckWoundedGroupStatus(_sar,name) self:_CheckWoundedGroupStatus(_sar,name)
end end
end end
@@ -2074,7 +2121,8 @@ function CSAR:onafterStatus( From, Event, To )
end end
if self.verbose > 0 then if self.verbose > 0 then
local text = string.format( "%s Active SAR: %d | Downed Pilots in field: %d (max %d) | Pilots boarded: %d | Landings: %d | Pilots rescued: %d", self.lid, NumberOfSARPilots, PilotsInFieldN, self.maxdownedpilots, PilotsBoarded, self.rescues, self.rescuedpilots ) local text = string.format("%s Active SAR: %d | Downed Pilots in field: %d (max %d) | Pilots boarded: %d | Landings: %d | Pilots rescued: %d",
self.lid,NumberOfSARPilots,PilotsInFieldN,self.maxdownedpilots,PilotsBoarded,self.rescues,self.rescuedpilots)
self:T(text) self:T(text)
if self.verbose < 2 then if self.verbose < 2 then
self:I(text) self:I(text)
@@ -2112,7 +2160,7 @@ end
-- @param #string Event Event triggered. -- @param #string Event Event triggered.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Heliname Name of the helicopter group. -- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot's group. -- @param #string Woundedgroupname Name of the downed pilot\'s group.
function CSAR:onbeforeApproach(From, Event, To, Heliname, Woundedgroupname) function CSAR:onbeforeApproach(From, Event, To, Heliname, Woundedgroupname)
self:T({From, Event, To, Heliname, Woundedgroupname}) self:T({From, Event, To, Heliname, Woundedgroupname})
self:_CheckWoundedGroupStatus(Heliname,Woundedgroupname) self:_CheckWoundedGroupStatus(Heliname,Woundedgroupname)
@@ -2125,7 +2173,7 @@ end
-- @param #string Event Event triggered. -- @param #string Event Event triggered.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Heliname Name of the helicopter group. -- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot's group. -- @param #string Woundedgroupname Name of the downed pilot\'s group.
function CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname) function CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname)
self:T({From, Event, To, Heliname, Woundedgroupname}) self:T({From, Event, To, Heliname, Woundedgroupname})
self:_ScheduledSARFlight(Heliname,Woundedgroupname) self:_ScheduledSARFlight(Heliname,Woundedgroupname)
@@ -2138,7 +2186,7 @@ end
-- @param #string Event Event triggered. -- @param #string Event Event triggered.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Heliname Name of the helicopter group. -- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot's group. -- @param #string Woundedgroupname Name of the downed pilot\'s group.
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land). -- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort) function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname}) self:T({From, Event, To, Heliname, Woundedgroupname})

File diff suppressed because it is too large Load Diff

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

@@ -1,4 +1,4 @@
--- This module contains derived utilities taken from the MIST framework, which are excellent tools to be reused in an OO environment. --- This module contains derived utilities taken from the MIST framework, as well as a lot of added helpers from the MOOSE community.
-- --
-- ### Authors: -- ### Authors:
-- --
@@ -7,6 +7,7 @@
-- ### Contributions: -- ### Contributions:
-- --
-- * FlightControl : Rework to OO framework. -- * FlightControl : Rework to OO framework.
-- * And many more
-- --
-- @module Utils -- @module Utils
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -128,6 +129,62 @@ CALLSIGN = {
Dublin=9, Dublin=9,
Perth=10, Perth=10,
}, },
F16={
Viper=9,
Venom=10,
Lobo=11,
Cowboy=12,
Python=13,
Rattler=14,
Panther=15,
Wolf=16,
Weasel=17,
Wild=18,
Ninja=19,
Jedi=20,
},
F18={
Hornet=9,
Squid=10,
Ragin=11,
Roman=12,
Sting=13,
Jury=14,
Jokey=15,
Ram=16,
Hawk=17,
Devil=18,
Check=19,
Snake=20,
},
F15E={
Dude=9,
Thud=10,
Gunny=11,
Trek=12,
Sniper=13,
Sled=14,
Best=15,
Jazz=16,
Rage=17,
Tahoe=18,
},
B1B={
Bone=9,
Dark=10,
Vader=11
},
B52={
Buff=9,
Dump=10,
Kenworth=11,
},
TransportAircraft={
Heavy=9,
Trash=10,
Cargo=11,
Ascot=12,
},
} --#CALLSIGN } --#CALLSIGN
--- Utilities static class. --- Utilities static class.
@@ -1353,7 +1410,7 @@ function UTILS.CheckMemory( output )
return mem return mem
end end
--- Get the coalition name from its numerical ID, e.g. coaliton.side.RED. --- Get the coalition name from its numerical ID, e.g. coalition.side.RED.
-- @param #number Coalition The coalition ID. -- @param #number Coalition The coalition ID.
-- @return #string The coalition name, i.e. "Neutral", "Red" or "Blue" (or "Unknown"). -- @return #string The coalition name, i.e. "Neutral", "Red" or "Blue" (or "Unknown").
function UTILS.GetCoalitionName( Coalition ) function UTILS.GetCoalitionName( Coalition )
@@ -1695,6 +1752,16 @@ function UTILS.IsLoadingDoorOpen( unit_name )
ret_val = true ret_val = true
end end
if string.find(type_name, "UH-60L") and (unit:getDrawArgumentValue(401) == 1) or (unit:getDrawArgumentValue(402) == 1) then
BASE:T(unit_name .. " cargo door is open")
ret_val = true
end
if string.find(type_name, "UH-60L" ) and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(400) == 1 then
BASE:T(unit_name .. " front door(s) are open")
ret_val = true
end
if ret_val == false then if ret_val == false then
BASE:T( unit_name .. " all doors are closed" ) BASE:T( unit_name .. " all doors are closed" )
end end

View File

@@ -11,7 +11,6 @@
-- @module Wrapper.Airbase -- @module Wrapper.Airbase
-- @image Wrapper_Airbase.JPG -- @image Wrapper_Airbase.JPG
--- @type AIRBASE --- @type AIRBASE
-- @field #string ClassName Name of the class, i.e. "AIRBASE". -- @field #string ClassName Name of the class, i.e. "AIRBASE".
-- @field #table CategoryName Names of airbase categories. -- @field #table CategoryName Names of airbase categories.
@@ -52,7 +51,7 @@
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object. -- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name. -- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
-- --
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil). -- IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
-- --
-- ## DCS Airbase APIs -- ## DCS Airbase APIs
-- --
@@ -137,7 +136,7 @@ AIRBASE.Caucasus = {
-- * AIRBASE.Nevada.Laughlin_Airport -- * AIRBASE.Nevada.Laughlin_Airport
-- * AIRBASE.Nevada.Lincoln_County -- * AIRBASE.Nevada.Lincoln_County
-- * AIRBASE.Nevada.Mesquite -- * AIRBASE.Nevada.Mesquite
-- * AIRBASE.Nevada.Mina_Airport_3Q0 -- * AIRBASE.Nevada.Mina_Airport
-- * AIRBASE.Nevada.North_Las_Vegas -- * AIRBASE.Nevada.North_Las_Vegas
-- * AIRBASE.Nevada.Pahute_Mesa_Airstrip -- * AIRBASE.Nevada.Pahute_Mesa_Airstrip
-- * AIRBASE.Nevada.Tonopah_Airport -- * AIRBASE.Nevada.Tonopah_Airport
@@ -145,23 +144,23 @@ AIRBASE.Caucasus = {
-- --
-- @field Nevada -- @field Nevada
AIRBASE.Nevada = { AIRBASE.Nevada = {
["Creech_AFB"] = "Creech AFB", ["Creech_AFB"] = "Creech",
["Groom_Lake_AFB"] = "Groom Lake AFB", ["Groom_Lake_AFB"] = "Groom Lake",
["McCarran_International_Airport"] = "McCarran International Airport", ["McCarran_International_Airport"] = "McCarran International",
["Nellis_AFB"] = "Nellis AFB", ["Nellis_AFB"] = "Nellis",
["Beatty_Airport"] = "Beatty Airport", ["Beatty_Airport"] = "Beatty",
["Boulder_City_Airport"] = "Boulder City Airport", ["Boulder_City_Airport"] = "Boulder City",
["Echo_Bay"] = "Echo Bay", ["Echo_Bay"] = "Echo Bay",
["Henderson_Executive_Airport"] = "Henderson Executive Airport", ["Henderson_Executive_Airport"] = "Henderson Executive",
["Jean_Airport"] = "Jean Airport", ["Jean_Airport"] = "Jean",
["Laughlin_Airport"] = "Laughlin Airport", ["Laughlin_Airport"] = "Laughlin",
["Lincoln_County"] = "Lincoln County", ["Lincoln_County"] = "Lincoln County",
["Mesquite"] = "Mesquite", ["Mesquite"] = "Mesquite",
["Mina_Airport_3Q0"] = "Mina Airport 3Q0", ["Mina_Airport"] = "Mina",
["North_Las_Vegas"] = "North Las Vegas", ["North_Las_Vegas"] = "North Las Vegas",
["Pahute_Mesa_Airstrip"] = "Pahute Mesa Airstrip", ["Pahute_Mesa_Airstrip"] = "Pahute Mesa",
["Tonopah_Airport"] = "Tonopah Airport", ["Tonopah_Airport"] = "Tonopah",
["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range Airfield", ["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range",
} }
--- Airbases of the Normandy map: --- Airbases of the Normandy map:
@@ -442,8 +441,6 @@ AIRBASE.Syria={
["Abu_al_Duhur"] = "Abu al-Duhur", ["Abu_al_Duhur"] = "Abu al-Duhur",
} }
--- Airbases of the Mariana Islands map: --- Airbases of the Mariana Islands map:
-- --
-- * AIRBASE.MarianaIslands.Rota_Intl -- * AIRBASE.MarianaIslands.Rota_Intl
@@ -463,7 +460,6 @@ AIRBASE.MarianaIslands={
["Olf_Orote"] = "Olf Orote", ["Olf_Orote"] = "Olf Orote",
} }
--- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy". --- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy".
-- @type AIRBASE.ParkingSpot -- @type AIRBASE.ParkingSpot
-- @field Core.Point#COORDINATE Coordinate Coordinate of the parking spot. -- @field Core.Point#COORDINATE Coordinate Coordinate of the parking spot.
@@ -772,7 +768,6 @@ function AIRBASE:SetParkingSpotBlacklist(TerminalIdBlacklist)
return self return self
end end
--- Get category of airbase. --- Get category of airbase.
-- @param #AIRBASE self -- @param #AIRBASE self
-- @return #number Category of airbase from GetDesc().category. -- @return #number Category of airbase from GetDesc().category.
@@ -1112,8 +1107,7 @@ function AIRBASE:MarkParkingSpots(termtype, mark)
for _, _spot in pairs( parkingdata ) do for _, _spot in pairs( parkingdata ) do
-- Mark text. -- Mark text.
local _text=string.format("Term Index=%d, Term Type=%d, Free=%s, TOAC=%s, Term ID0=%d, Dist2Rwy=%.1f m", local _text = string.format( "Term Index=%d, Term Type=%d, Free=%s, TOAC=%s, Term ID0=%d, Dist2Rwy=%.1f m", _spot.TerminalID, _spot.TerminalType, tostring( _spot.Free ), tostring( _spot.TOAC ), _spot.TerminalID0, _spot.DistToRwy )
_spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy)
-- Create mark on the F10 map. -- Create mark on the F10 map.
if mark then if mark then
@@ -1121,8 +1115,7 @@ function AIRBASE:MarkParkingSpots(termtype, mark)
end end
-- Info to DCS.log file. -- Info to DCS.log file.
local _text=string.format("%s, Term Index=%3d, Term Type=%03d, Free=%5s, TOAC=%5s, Term ID0=%3d, Dist2Rwy=%.1f m", local _text = string.format( "%s, Term Index=%3d, Term Type=%03d, Free=%5s, TOAC=%5s, Term ID0=%3d, Dist2Rwy=%.1f m", airbasename, _spot.TerminalID, _spot.TerminalType, tostring( _spot.Free ), tostring( _spot.TOAC ), _spot.TerminalID0, _spot.DistToRwy )
airbasename, _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy)
self:E( _text ) self:E( _text )
end end
end end
@@ -1197,7 +1190,6 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
az = 17 -- width az = 17 -- width
end end
-- Number of spots we are looking for. Note that, e.g. grouping can require a number different from the group size! -- Number of spots we are looking for. Note that, e.g. grouping can require a number different from the group size!
local _nspots = nspots or group:GetSize() local _nspots = nspots or group:GetSize()
@@ -1344,7 +1336,6 @@ function AIRBASE:_CheckParkingLists(TerminalID)
end end
end end
-- Check if a whitelist was defined. -- Check if a whitelist was defined.
if self.parkingWhitelist and #self.parkingWhitelist > 0 then if self.parkingWhitelist and #self.parkingWhitelist > 0 then
for _, terminalID in pairs( self.parkingWhitelist or {} ) do for _, terminalID in pairs( self.parkingWhitelist or {} ) do
@@ -1447,7 +1438,6 @@ function AIRBASE:GetRunwayData(magvar, mark)
-- Airbase name. -- Airbase name.
local name = self:GetName() local name = self:GetName()
-- Exceptions -- Exceptions
if name == AIRBASE.Nevada.Jean_Airport or if name == AIRBASE.Nevada.Jean_Airport or
name == AIRBASE.Nevada.Creech_AFB or name == AIRBASE.Nevada.Creech_AFB or
@@ -1535,7 +1525,6 @@ function AIRBASE:GetRunwayData(magvar, mark)
return j return j
end end
for i = 1, N do for i = 1, N do
-- Get the other spawn point coordinate. -- Get the other spawn point coordinate.

View File

@@ -11,14 +11,11 @@
-- @module Wrapper.Controllable -- @module Wrapper.Controllable
-- @image Wrapper_Controllable.JPG -- @image Wrapper_Controllable.JPG
--- @type CONTROLLABLE --- @type CONTROLLABLE
-- @field DCS#Controllable DCSControllable The DCS controllable class. -- @field DCS#Controllable DCSControllable The DCS controllable class.
-- @field #string ControllableName The name of the controllable. -- @field #string ControllableName The name of the controllable.
-- @extends Wrapper.Positionable#POSITIONABLE -- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle the "DCS Controllable objects", which are Groups and Units: --- Wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
-- --
-- * Support all DCS Controllable APIs. -- * Support all DCS Controllable APIs.
@@ -62,10 +59,10 @@
-- * @{#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the controllable. -- * @{#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the controllable.
-- * @{#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only. -- * @{#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
-- * @{#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS). -- * @{#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).
-- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude. -- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
-- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed. -- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
-- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters. -- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
-- * @{#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points. -- * @{#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Mission task to follow a given route defined by Points.
-- * @{#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Controllable move to a given point. -- * @{#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Controllable move to a given point.
-- * @{#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Controllable move to a given point. -- * @{#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Controllable move to a given point.
-- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone. -- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone.
@@ -86,7 +83,7 @@
-- --
-- ## 2.3) Task preparation -- ## 2.3) Task preparation
-- --
-- There are certain task methods that allow to tailor the task behaviour: -- There are certain task methods that allow to tailor the task behavior:
-- --
-- * @{#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command. -- * @{#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command.
-- * @{#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks. -- * @{#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks.
@@ -133,7 +130,7 @@
-- --
-- # 5) Option methods -- # 5) Option methods
-- --
-- Controllable **Option methods** change the behaviour of the Controllable while being alive. -- Controllable **Option methods** change the behavior of the Controllable while being alive.
-- --
-- ## 5.1) Rule of Engagement: -- ## 5.1) Rule of Engagement:
-- --
@@ -215,7 +212,6 @@ end
-- Get methods -- Get methods
--- Returns the health. Dead controllables have health <= 1.0. --- Returns the health. Dead controllables have health <= 1.0.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #number The controllable health value (unit or group average). -- @return #number The controllable health value (unit or group average).
@@ -274,7 +270,7 @@ function CONTROLLABLE:GetLife0()
end end
--- Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. --- Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.
-- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT. -- This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #nil The CONTROLLABLE is not existing or alive. -- @return #nil The CONTROLLABLE is not existing or alive.
function CONTROLLABLE:GetFuelMin() function CONTROLLABLE:GetFuelMin()
@@ -284,7 +280,7 @@ function CONTROLLABLE:GetFuelMin()
end end
--- Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. --- Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.
-- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT. -- This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #nil The CONTROLLABLE is not existing or alive. -- @return #nil The CONTROLLABLE is not existing or alive.
function CONTROLLABLE:GetFuelAve() function CONTROLLABLE:GetFuelAve()
@@ -294,7 +290,7 @@ function CONTROLLABLE:GetFuelAve()
end end
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. --- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.
-- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT. -- This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #nil The CONTROLLABLE is not existing or alive. -- @return #nil The CONTROLLABLE is not existing or alive.
function CONTROLLABLE:GetFuel() function CONTROLLABLE:GetFuel()
@@ -302,7 +298,6 @@ function CONTROLLABLE:GetFuel()
return nil return nil
end end
-- Tasks -- Tasks
--- Clear all tasks from the controllable. --- Clear all tasks from the controllable.
@@ -321,7 +316,6 @@ function CONTROLLABLE:ClearTasks()
return nil return nil
end end
--- Popping current Task from the controllable. --- Popping current Task from the controllable.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return Wrapper.Controllable#CONTROLLABLE self -- @return Wrapper.Controllable#CONTROLLABLE self
@@ -440,7 +434,6 @@ function CONTROLLABLE:HasTask() --R2.2
return HasTaskResult return HasTaskResult
end end
--- Return a condition section for a controlled task. --- Return a condition section for a controlled task.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Time time DCS mission time. -- @param DCS#Time time DCS mission time.
@@ -485,8 +478,8 @@ function CONTROLLABLE:TaskControlled( DCSTask, DCSStopCondition )
id = 'ControlledTask', id = 'ControlledTask',
params = { params = {
task = DCSTask, task = DCSTask,
stopCondition = DCSStopCondition stopCondition = DCSStopCondition,
} },
} }
return DCSTaskControlled return DCSTaskControlled
@@ -501,8 +494,8 @@ function CONTROLLABLE:TaskCombo( DCSTasks )
local DCSTaskCombo = { local DCSTaskCombo = {
id = 'ComboTask', id = 'ComboTask',
params = { params = {
tasks = DCSTasks tasks = DCSTasks,
} },
} }
return DCSTaskCombo return DCSTaskCombo
@@ -540,9 +533,6 @@ function CONTROLLABLE:SetTaskWaypoint( Waypoint, Task )
return Waypoint.task return Waypoint.task
end end
--- Executes a command action for the CONTROLLABLE. --- Executes a command action for the CONTROLLABLE.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Command DCSCommand The command to be executed. -- @param DCS#Command DCSCommand The command to be executed.
@@ -567,10 +557,11 @@ end
-- @param #number ToWayPoint -- @param #number ToWayPoint
-- @return DCS#Task -- @return DCS#Task
-- @usage -- @usage
-- --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class. --
-- -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
-- HeliGroup = GROUP:FindByName( "Helicopter" ) -- HeliGroup = GROUP:FindByName( "Helicopter" )
-- --
-- --- Route the helicopter back to the FARP after 60 seconds. -- -- Route the helicopter back to the FARP after 60 seconds.
-- -- We use the SCHEDULER class to do this. -- -- We use the SCHEDULER class to do this.
-- SCHEDULER:New( nil, -- SCHEDULER:New( nil,
-- function( HeliGroup ) -- function( HeliGroup )
@@ -619,7 +610,6 @@ function CONTROLLABLE:CommandStopRoute( StopRoute )
return CommandStopRoute return CommandStopRoute
end end
--- Give an uncontrolled air controllable the start command. --- Give an uncontrolled air controllable the start command.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number delay (Optional) Delay before start command in seconds. -- @param #number delay (Optional) Delay before start command in seconds.
@@ -640,7 +630,7 @@ end
-- @param Core.Radio#BEACON.Type Type Beacon type (VOR, DME, TACAN, RSBN, ILS etc). -- @param Core.Radio#BEACON.Type Type Beacon type (VOR, DME, TACAN, RSBN, ILS etc).
-- @param Core.Radio#BEACON.System System Beacon system (VOR, DME, TACAN, RSBN, ILS etc). -- @param Core.Radio#BEACON.System System Beacon system (VOR, DME, TACAN, RSBN, ILS etc).
-- @param #number Frequency Frequency in Hz the beacon is running on. Use @{#UTILS.TACANToFrequency} to generate a frequency for TACAN beacons. -- @param #number Frequency Frequency in Hz the beacon is running on. Use @{#UTILS.TACANToFrequency} to generate a frequency for TACAN beacons.
-- @param #number UnitID The ID of the unit the beacon is attached to. Usefull if more units are in one group. -- @param #number UnitID The ID of the unit the beacon is attached to. Useful if more units are in one group.
-- @param #number Channel Channel the beacon is using. For, e.g. TACAN beacons. -- @param #number Channel Channel the beacon is using. For, e.g. TACAN beacons.
-- @param #string ModeChannel The TACAN mode of the beacon, i.e. "X" or "Y". -- @param #string ModeChannel The TACAN mode of the beacon, i.e. "X" or "Y".
-- @param #boolean AA If true, create and Air-Air beacon. IF nil, automatically set if CONTROLLABLE depending on whether unit is and aircraft or not. -- @param #boolean AA If true, create and Air-Air beacon. IF nil, automatically set if CONTROLLABLE depending on whether unit is and aircraft or not.
@@ -666,7 +656,7 @@ function CONTROLLABLE:CommandActivateBeacon(Type, System, Frequency, UnitID, Cha
["AA"] = AA, ["AA"] = AA,
["callsign"] = Callsign, ["callsign"] = Callsign,
["bearing"] = Bearing, ["bearing"] = Bearing,
} },
} }
if Delay and Delay > 0 then if Delay and Delay > 0 then
@@ -695,7 +685,7 @@ function CONTROLLABLE:CommandActivateICLS(Channel, UnitID, Callsign, Delay)
["channel"] = Channel, ["channel"] = Channel,
["unitId"] = UnitID, ["unitId"] = UnitID,
["callsign"] = Callsign, ["callsign"] = Callsign,
} },
} }
if Delay and Delay > 0 then if Delay and Delay > 0 then
@@ -707,7 +697,6 @@ function CONTROLLABLE:CommandActivateICLS(Channel, UnitID, Callsign, Delay)
return self return self
end end
--- Deactivate the active beacon of the CONTROLLABLE. --- Deactivate the active beacon of the CONTROLLABLE.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay in seconds before the beacon is deactivated. -- @param #number Delay (Optional) Delay in seconds before the beacon is deactivated.
@@ -780,8 +769,8 @@ function CONTROLLABLE:CommandEPLRS(SwitchOnOff, Delay)
id = 'EPLRS', id = 'EPLRS',
params = { params = {
value = SwitchOnOff, value = SwitchOnOff,
groupId=self:GetID() groupId = self:GetID(),
} },
} }
if Delay and Delay > 0 then if Delay and Delay > 0 then
@@ -798,7 +787,7 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Frequency Radio frequency in MHz. -- @param #number Frequency Radio frequency in MHz.
-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`. -- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
-- @param #number Delay (Optional) Delay in seconds before the frequncy is set. Default is immediately. -- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Delay ) function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Delay )
@@ -807,7 +796,7 @@ function CONTROLLABLE:CommandSetFrequency(Frequency, Modulation, Delay)
params = { params = {
frequency = Frequency * 1000000, frequency = Frequency * 1000000,
modulation = Modulation or radio.modulation.AM, modulation = Modulation or radio.modulation.AM,
} },
} }
if Delay and Delay > 0 then if Delay and Delay > 0 then
@@ -819,7 +808,6 @@ function CONTROLLABLE:CommandSetFrequency(Frequency, Modulation, Delay)
return self return self
end end
--- Set EPLRS data link on/off. --- Set EPLRS data link on/off.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off. -- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off.
@@ -836,14 +824,13 @@ function CONTROLLABLE:TaskEPLRS(SwitchOnOff, idx)
id = 'EPLRS', id = 'EPLRS',
params = { params = {
value = SwitchOnOff, value = SwitchOnOff,
groupId=self:GetID() groupId = self:GetID(),
} },
} }
return self:TaskWrappedAction( CommandEPLRS, idx or 1 ) return self:TaskWrappedAction( CommandEPLRS, idx or 1 )
end end
-- TASKS FOR AIR CONTROLLABLES -- TASKS FOR AIR CONTROLLABLES
--- (AIR) Attack a Controllable. --- (AIR) Attack a Controllable.
@@ -851,7 +838,7 @@ end
-- @param Wrapper.Group#GROUP AttackGroup The Group to be attacked. -- @param Wrapper.Group#GROUP AttackGroup The Group to be attacked.
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. -- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. -- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
@@ -899,7 +886,7 @@ end
-- @param Wrapper.Unit#UNIT AttackUnit The UNIT to be attacked -- @param Wrapper.Unit#UNIT AttackUnit The UNIT to be attacked
-- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found. Default false. -- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found. Default false.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how many weapons will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how many weapons will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. -- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction.
-- @param #number Altitude (Optional) The (minimum) altitude in meters from where to attack. Default is altitude of unit to attack but at least 1000 m. -- @param #number Altitude (Optional) The (minimum) altitude in meters from where to attack. Default is altitude of unit to attack but at least 1000 m.
-- @param #number WeaponType (optional) The WeaponType. See [DCS Enumerator Weapon Type](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) on Hoggit. -- @param #number WeaponType (optional) The WeaponType. See [DCS Enumerator Weapon Type](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) on Hoggit.
@@ -919,19 +906,18 @@ function CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, Atta
attackQtyLimit = AttackQty and true or false, attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty, attackQty = AttackQty,
weaponType = WeaponType or 1073741822, weaponType = WeaponType or 1073741822,
} },
} }
return DCSTask return DCSTask
end end
--- (AIR) Delivering weapon at the point on the ground. --- (AIR) Delivering weapon at the point on the ground.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. -- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. -- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #number Altitude (optional) The altitude from where to attack. -- @param #number Altitude (optional) The altitude from where to attack.
-- @param #number WeaponType (optional) The WeaponType. -- @param #number WeaponType (optional) The WeaponType.
@@ -966,7 +952,7 @@ end
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. -- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found. -- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
-- @param #number AttackQty (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #number Altitude (Optional) The altitude [meters] from where to attack. Default 30 m. -- @param #number Altitude (Optional) The altitude [meters] from where to attack. Default 30 m.
-- @param #number WeaponType (Optional) The WeaponType. Default Auto=1073741822. -- @param #number WeaponType (Optional) The WeaponType. Default Auto=1073741822.
@@ -994,13 +980,12 @@ function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, Atta
return DCSTask return DCSTask
end end
--- (AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground. --- (AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. -- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. -- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #number Altitude (optional) The altitude from where to attack. -- @param #number Altitude (optional) The altitude from where to attack.
-- @param #number WeaponType (optional) The WeaponType. -- @param #number WeaponType (optional) The WeaponType.
@@ -1025,14 +1010,12 @@ function CONTROLLABLE:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQ
direction = Direction and math.rad(Direction) or 0, direction = Direction and math.rad(Direction) or 0,
altitudeEnabled = Altitude and true or false, altitudeEnabled = Altitude and true or false,
altitude = Altitude, altitude = Altitude,
} },
} }
return DCSTask return DCSTask
end end
--- (AIR) Following another airborne controllable. --- (AIR) Following another airborne controllable.
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. -- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
-- Used to support CarpetBombing Task -- Used to support CarpetBombing Task
@@ -1049,14 +1032,13 @@ function CONTROLLABLE:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypo
groupId = FollowControllable:GetID(), groupId = FollowControllable:GetID(),
pos = Vec3, pos = Vec3,
lastWptIndexFlag = LastWaypointIndex and true or false, lastWptIndexFlag = LastWaypointIndex and true or false,
lastWptIndex = LastWaypointIndex lastWptIndex = LastWaypointIndex,
} },
} }
return DCSTask return DCSTask
end end
--- (AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups. --- (AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Core.Point#COORDINATE Coordinate The point where to pickup the troops. -- @param Core.Point#COORDINATE Coordinate The point where to pickup the troops.
@@ -1099,13 +1081,12 @@ function CONTROLLABLE:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration,
duration = Duration, duration = Duration,
distributionFlag = Distribution and true or false, distributionFlag = Distribution and true or false,
distribution = Distribution, distribution = Distribution,
} },
} }
return DCSTask return DCSTask
end end
--- Used in conjunction with the embarking task for a transport helicopter group. The Ground units will move to the specified location and wait to be picked up by a helicopter. --- Used in conjunction with the embarking task for a transport helicopter group. The Ground units will move to the specified location and wait to be picked up by a helicopter.
-- The helicopter will then fly them to their dropoff point defined by another task for the ground forces; DisembarkFromTransport task. -- The helicopter will then fly them to their dropoff point defined by another task for the ground forces; DisembarkFromTransport task.
-- The controllable has to be an infantry group! -- The controllable has to be an infantry group!
@@ -1123,13 +1104,12 @@ function CONTROLLABLE:TaskEmbarkToTransport(Coordinate, Radius, UnitType)
y = Coordinate.z, y = Coordinate.z,
zoneRadius = Radius or 200, zoneRadius = Radius or 200,
selectedType = UnitType, selectedType = UnitType,
} },
} }
return EmbarkToTransport return EmbarkToTransport
end end
--- Specifies the location infantry groups that is being transported by helicopters will be unloaded at. Used in conjunction with the EmbarkToTransport task. --- Specifies the location infantry groups that is being transported by helicopters will be unloaded at. Used in conjunction with the EmbarkToTransport task.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Core.Point#COORDINATE Coordinate Coordinates where AI is expecting to be picked up. -- @param Core.Point#COORDINATE Coordinate Coordinates where AI is expecting to be picked up.
@@ -1155,14 +1135,13 @@ function CONTROLLABLE:TaskDisembarking(Coordinate, GroupSetToDisembark)
x = Coordinate.x, x = Coordinate.x,
y = Coordinate.z, y = Coordinate.z,
groupsForEmbarking = g4e, -- This is no bug, the entry is really "groupsForEmbarking" even if we disembark the troops. groupsForEmbarking = g4e, -- This is no bug, the entry is really "groupsForEmbarking" even if we disembark the troops.
} },
} }
return Disembarking return Disembarking
end end
--- (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Point The point to hold the position. -- @param DCS#Vec2 Point The point to hold the position.
-- @param #number Altitude The altitude AGL in meters to hold the position. -- @param #number Altitude The altitude AGL in meters to hold the position.
@@ -1177,8 +1156,8 @@ function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
pattern = AI.Task.OrbitPattern.CIRCLE, pattern = AI.Task.OrbitPattern.CIRCLE,
point = Point, point = Point,
speed = Speed, speed = Speed,
altitude = Altitude + land.getHeight( Point ) altitude = Altitude + land.getHeight( Point ),
} },
} }
return DCSTask return DCSTask
@@ -1210,13 +1189,13 @@ function CONTROLLABLE:TaskOrbit(Coord, Altitude, Speed, CoordRaceTrack)
point2 = P2, point2 = P2,
speed = Speed or UTILS.KnotsToMps(250), speed = Speed or UTILS.KnotsToMps(250),
altitude = Altitude or Coord.y, altitude = Altitude or Coord.y,
} },
} }
return Task return Task
end end
--- (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude. --- (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Altitude The altitude [m] to hold the position. -- @param #number Altitude The altitude [m] to hold the position.
-- @param #number Speed The speed [m/s] flying when holding the position. -- @param #number Speed The speed [m/s] flying when holding the position.
@@ -1235,8 +1214,6 @@ function CONTROLLABLE:TaskOrbitCircle( Altitude, Speed, Coordinate )
return nil return nil
end end
--- (AIR) Hold position at the current position of the first unit of the controllable. --- (AIR) Hold position at the current position of the first unit of the controllable.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Duration The maximum duration in seconds to hold the position. -- @param #number Duration The maximum duration in seconds to hold the position.
@@ -1247,7 +1224,6 @@ function CONTROLLABLE:TaskHoldPosition()
return self:TaskOrbitCircle( 30, 10 ) return self:TaskOrbitCircle( 30, 10 )
end end
--- (AIR) Delivering weapon on the runway. See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_bombingRunway) --- (AIR) Delivering weapon on the runway. See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_bombingRunway)
-- --
-- Make sure the aircraft has the following role: -- Make sure the aircraft has the following role:
@@ -1284,7 +1260,6 @@ function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, Attac
return DCSTask return DCSTask
end end
--- (AIR) Refueling from the nearest tanker. No parameters. --- (AIR) Refueling from the nearest tanker. No parameters.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
@@ -1292,13 +1267,12 @@ function CONTROLLABLE:TaskRefueling()
local DCSTask = { local DCSTask = {
id = 'Refueling', id = 'Refueling',
params={} params = {},
} }
return DCSTask return DCSTask
end end
--- (AIR HELICOPTER) Landing at the ground. For helicopters only. --- (AIR HELICOPTER) Landing at the ground. For helicopters only.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The point where to land. -- @param DCS#Vec2 Vec2 The point where to land.
@@ -1333,8 +1307,6 @@ function CONTROLLABLE:TaskLandAtZone( Zone, Duration, RandomPoint )
return DCSTask return DCSTask
end end
--- (AIR) Following another airborne controllable. --- (AIR) Following another airborne controllable.
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. -- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
-- If another controllable is on land the unit / controllable will orbit around. -- If another controllable is on land the unit / controllable will orbit around.
@@ -1371,14 +1343,13 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
lastWptIndexFlag = LastWaypointIndexFlag, lastWptIndexFlag = LastWaypointIndexFlag,
lastWptIndex = LastWaypointIndex, lastWptIndex = LastWaypointIndex,
lastWptIndexFlagChangedManually = lastWptIndexFlagChangedManually, lastWptIndexFlagChangedManually = lastWptIndexFlagChangedManually,
} },
} }
self:T3( { DCSTask } ) self:T3( { DCSTask } )
return DCSTask return DCSTask
end end
--- (AIR) Escort another airborne controllable. --- (AIR) Escort another airborne controllable.
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. -- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
-- The unit / controllable will also protect that controllable from threats of specified types. -- The unit / controllable will also protect that controllable from threats of specified types.
@@ -1419,7 +1390,6 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
return DCSTask return DCSTask
end end
-- GROUND TASKS -- GROUND TASKS
--- (GROUND) Fire at a VEC2 point until ammunition is finished. --- (GROUND) Fire at a VEC2 point until ammunition is finished.
@@ -1443,8 +1413,8 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Alti
radius = Radius, radius = Radius,
expendQty = 100, -- dummy value expendQty = 100, -- dummy value
expendQtyEnabled = false, expendQtyEnabled = false,
alt_type = ASL and 0 or 1 alt_type = ASL and 0 or 1,
} },
} }
if AmmoCount then if AmmoCount then
@@ -1473,7 +1443,6 @@ function CONTROLLABLE:TaskHold()
return DCSTask return DCSTask
end end
-- TASKS FOR AIRBORNE AND GROUND UNITS/CONTROLLABLES -- TASKS FOR AIRBORNE AND GROUND UNITS/CONTROLLABLES
--- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. --- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
@@ -1503,7 +1472,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
modulation = Modulation or radio.modulation.AM, modulation = Modulation or radio.modulation.AM,
callname = CallsignName, callname = CallsignName,
number = CallsignNumber, number = CallsignNumber,
} },
} }
return DCSTask return DCSTask
@@ -1526,14 +1495,12 @@ function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority
maxDist = Distance, maxDist = Distance,
targetTypes = TargetTypes or {"Air"}, targetTypes = TargetTypes or {"Air"},
priority = Priority or 0, priority = Priority or 0,
} },
} }
return DCSTask return DCSTask
end end
--- (AIR) Engaging a targets of defined types at circle-shaped zone. --- (AIR) Engaging a targets of defined types at circle-shaped zone.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the zone. -- @param DCS#Vec2 Vec2 2D-coordinates of the zone.
@@ -1550,20 +1517,19 @@ function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes,
zoneRadius = Radius, zoneRadius = Radius,
targetTypes = TargetTypes or {"Air"}, targetTypes = TargetTypes or {"Air"},
priority = Priority or 0 priority = Priority or 0
} },
} }
return DCSTask return DCSTask
end end
--- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets. --- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked. -- @param Wrapper.Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked.
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. -- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. -- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. -- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
@@ -1605,14 +1571,13 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
return DCSTask return DCSTask
end end
--- (AIR) Search and attack the Unit. --- (AIR) Search and attack the Unit.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Wrapper.Unit#UNIT EngageUnit The UNIT. -- @param Wrapper.Unit#UNIT EngageUnit The UNIT.
-- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. -- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. -- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Distance Altitude (optional) Desired altitude to perform the unit engagement. -- @param DCS#Distance Altitude (optional) Desired altitude to perform the unit engagement.
-- @param #boolean Visible (optional) Unit must be visible. -- @param #boolean Visible (optional) Unit must be visible.
@@ -1641,8 +1606,6 @@ function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack,
return DCSTask return DCSTask
end end
--- (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters. --- (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
@@ -1656,7 +1619,6 @@ function CONTROLLABLE:EnRouteTaskAWACS( )
return DCSTask return DCSTask
end end
--- (AIR) Aircraft will act as a tanker for friendly units. No parameters. --- (AIR) Aircraft will act as a tanker for friendly units. No parameters.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
@@ -1670,7 +1632,6 @@ function CONTROLLABLE:EnRouteTaskTanker( )
return DCSTask return DCSTask
end end
-- En-route tasks for ground units/controllables -- En-route tasks for ground units/controllables
--- (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters. --- (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters.
@@ -1686,7 +1647,6 @@ function CONTROLLABLE:EnRouteTaskEWR( )
return DCSTask return DCSTask
end end
-- En-route tasks for airborne and ground units/controllables -- En-route tasks for airborne and ground units/controllables
--- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets. --- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
@@ -1709,13 +1669,12 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
designation = Designation, designation = Designation,
datalink = Datalink and Datalink or false, datalink = Datalink and Datalink or false,
priority = Priority or 0, priority = Priority or 0,
} },
} }
return DCSTask return DCSTask
end end
--- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets. --- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. -- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
-- If the task is assigned to the controllable lead unit will be a FAC. -- If the task is assigned to the controllable lead unit will be a FAC.
@@ -1744,7 +1703,6 @@ function CONTROLLABLE:EnRouteTaskFAC( Radius, Priority )
return DCSTask return DCSTask
end end
--- This creates a Task element, with an action to call a function as part of a Wrapped Task. --- This creates a Task element, with an action to call a function as part of a Wrapped Task.
-- This Task can then be embedded at a Waypoint by calling the method @{#CONTROLLABLE.SetTaskWaypoint}. -- This Task can then be embedded at a Waypoint by calling the method @{#CONTROLLABLE.SetTaskWaypoint}.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
@@ -1813,8 +1771,6 @@ function CONTROLLABLE:TaskFunction( FunctionString, ... )
return DCSTask return DCSTask
end end
--- (AIR + GROUND) Return a mission task from a mission template. --- (AIR + GROUND) Return a mission task from a mission template.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #table TaskMission A table containing the mission task. -- @param #table TaskMission A table containing the mission task.
@@ -1823,13 +1779,14 @@ function CONTROLLABLE:TaskMission( TaskMission )
local DCSTask = { local DCSTask = {
id = 'Mission', id = 'Mission',
params = { TaskMission, }, params = {
TaskMission,
},
} }
return DCSTask return DCSTask
end end
do -- Patrol methods do -- Patrol methods
--- (GROUND) Patrol iteratively using the waypoints the for the (parent) group. --- (GROUND) Patrol iteratively using the waypoints the for the (parent) group.
@@ -1863,7 +1820,6 @@ do -- Patrol methods
end end
end end
local Waypoint = Waypoints[1] local Waypoint = Waypoints[1]
local Speed = Waypoint.speed or (20 / 3.6) local Speed = Waypoint.speed or (20 / 3.6)
local From = FromCoord:WaypointGround( Speed ) local From = FromCoord:WaypointGround( Speed )
@@ -1922,7 +1878,7 @@ do -- Patrol methods
end end
end end
-- Loop until a waypoint has been found that is not the same as the current waypoint. -- Loop until a waypoint has been found that is not the same as the current waypoint.
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly -- Otherwise the object won't move, or drive in circles, and the algorithm would not do exactly
-- what it is supposed to do, which is making groups drive around. -- what it is supposed to do, which is making groups drive around.
local ToWaypoint local ToWaypoint
repeat repeat
@@ -2021,8 +1977,7 @@ do -- Patrol methods
end end
--- Return a Mission task to follow a given route defined by Points.
--- Return a Misson task to follow a given route defined by Points.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #table Points A table of route points. -- @param #table Points A table of route points.
-- @return DCS#Task -- @return DCS#Task
@@ -2068,7 +2023,6 @@ do -- Route methods
["steer"] = 2, ["steer"] = 2,
} }
local PointTo = {} local PointTo = {}
PointTo.x = Point.x PointTo.x = Point.x
PointTo.y = Point.y PointTo.y = Point.y
@@ -2084,7 +2038,6 @@ do -- Route methods
["steer"] = 2, ["steer"] = 2,
} }
local Points = { PointFrom, PointTo } local Points = { PointFrom, PointTo }
self:T3( Points ) self:T3( Points )
@@ -2121,7 +2074,6 @@ do -- Route methods
["steer"] = 2, ["steer"] = 2,
} }
local PointTo = {} local PointTo = {}
PointTo.x = Point.x PointTo.x = Point.x
PointTo.y = Point.z PointTo.y = Point.z
@@ -2139,7 +2091,6 @@ do -- Route methods
["steer"] = 2, ["steer"] = 2,
} }
local Points = { PointFrom, PointTo } local Points = { PointFrom, PointTo }
self:T3( Points ) self:T3( Points )
@@ -2149,8 +2100,6 @@ do -- Route methods
return self return self
end end
--- Make the controllable to follow a given route. --- Make the controllable to follow a given route.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #table Route A table of Route Points. -- @param #table Route A table of Route Points.
@@ -2187,7 +2136,6 @@ do -- Route methods
return nil return nil
end end
--- Stops the movement of the vehicle on the route. --- Stops the movement of the vehicle on the route.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE -- @return #CONTROLLABLE
@@ -2292,8 +2240,6 @@ do -- Route methods
return self return self
end end
--- Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads. --- Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
@@ -2456,7 +2402,6 @@ do -- Route methods
waypointfunction( controllable, n, N, ... ) waypointfunction( controllable, n, N, ... )
end end
--- Make the AIR Controllable fly towards a specific point. --- Make the AIR Controllable fly towards a specific point.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
@@ -2478,7 +2423,6 @@ do -- Route methods
return self return self
end end
--- (AIR + GROUND) Route the controllable to a given zone. --- (AIR + GROUND) Route the controllable to a given zone.
-- The controllable final destination point can be randomized. -- The controllable final destination point can be randomized.
-- A speed can be given in km/h. -- A speed can be given in km/h.
@@ -2504,7 +2448,6 @@ do -- Route methods
PointFrom.action = Formation or "Cone" PointFrom.action = Formation or "Cone"
PointFrom.speed = 20 / 3.6 PointFrom.speed = 20 / 3.6
local PointTo = {} local PointTo = {}
local ZonePoint local ZonePoint
@@ -2564,7 +2507,6 @@ do -- Route methods
PointFrom.action = Formation or "Cone" PointFrom.action = Formation or "Cone"
PointFrom.speed = 20 / 3.6 PointFrom.speed = 20 / 3.6
local PointTo = {} local PointTo = {}
PointTo.x = Vec2.x PointTo.x = Vec2.x
@@ -2616,7 +2558,6 @@ function CONTROLLABLE:CommandDoScript( DoScript )
return DCSDoScript return DCSDoScript
end end
--- Return the mission template of the controllable. --- Return the mission template of the controllable.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #table The MissionTemplate -- @return #table The MissionTemplate
@@ -2636,8 +2577,6 @@ function CONTROLLABLE:GetTaskRoute()
return routines.utils.deepCopy( _DATABASE.Templates.Controllables[self.ControllableName].Template.route.points ) return routines.utils.deepCopy( _DATABASE.Templates.Controllables[self.ControllableName].Template.route.points )
end end
--- Return the route of a controllable by using the @{Core.Database#DATABASE} class. --- Return the route of a controllable by using the @{Core.Database#DATABASE} class.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Begin The route point from where the copy will start. The base route point is 0. -- @param #number Begin The route point from where the copy will start. The base route point is 0.
@@ -2689,7 +2628,6 @@ function CONTROLLABLE:CopyRoute( Begin, End, Randomize, Radius )
return nil return nil
end end
--- Return the detected targets of the controllable. --- Return the detected targets of the controllable.
-- The optional parametes specify the detection methods that can be applied. -- The optional parametes specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default. -- If no detection method is given, the detection will use all the available methods by default.
@@ -2715,7 +2653,6 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
local DetectionRWR = (DetectRWR and DetectRWR == true) and Controller.Detection.RWR or nil local DetectionRWR = (DetectRWR and DetectRWR == true) and Controller.Detection.RWR or nil
local DetectionDLINK = (DetectDLINK and DetectDLINK == true) and Controller.Detection.DLINK or nil local DetectionDLINK = (DetectDLINK and DetectDLINK == true) and Controller.Detection.DLINK or nil
local Params = {} local Params = {}
if DetectionVisual then if DetectionVisual then
Params[#Params + 1] = DetectionVisual Params[#Params + 1] = DetectionVisual
@@ -2736,7 +2673,6 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
Params[#Params + 1] = DetectionDLINK Params[#Params + 1] = DetectionDLINK
end end
self:T2( { DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK } ) self:T2( { DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK } )
return self:_GetController():getDetectedTargets( Params[1], Params[2], Params[3], Params[4], Params[5], Params[6] ) return self:_GetController():getDetectedTargets( Params[1], Params[2], Params[3], Params[4], Params[5], Params[6] )
@@ -2853,7 +2789,6 @@ function CONTROLLABLE:IsGroupDetected( Group, DetectVisual, DetectOptical, Detec
return nil return nil
end end
--- Return the detected targets of the controllable. --- Return the detected targets of the controllable.
-- The optional parametes specify the detection methods that can be applied. -- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default. -- If **no** detection method is given, the detection will use **all** the available methods by default.
@@ -2930,7 +2865,6 @@ function CONTROLLABLE:GetDetectedGroupSet(DetectVisual, DetectOptical, DetectRad
return groupset return groupset
end end
-- Options -- Options
--- Set option. --- Set option.
@@ -3199,7 +3133,6 @@ function CONTROLLABLE:OptionROTNoReactionPossible()
return nil return nil
end end
--- No evasion on enemy threats. --- No evasion on enemy threats.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@@ -3297,7 +3230,6 @@ function CONTROLLABLE:OptionROTEvadeFirePossible()
return nil return nil
end end
--- Evade on fire. --- Evade on fire.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@@ -3336,7 +3268,6 @@ function CONTROLLABLE:OptionROTVerticalPossible()
return nil return nil
end end
--- Evade on fire using vertical manoeuvres. --- Evade on fire using vertical manoeuvres.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@@ -3427,7 +3358,6 @@ function CONTROLLABLE:OptionAlarmStateRed()
return nil return nil
end end
--- Set RTB on bingo fuel. --- Set RTB on bingo fuel.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean RTB true if RTB on bingo fuel (default), false if no RTB on bingo fuel. -- @param #boolean RTB true if RTB on bingo fuel (default), false if no RTB on bingo fuel.
@@ -3455,7 +3385,6 @@ function CONTROLLABLE:OptionRTBBingoFuel( RTB ) --R2.2
return nil return nil
end end
--- Set RTB on ammo. --- Set RTB on ammo.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean WeaponsFlag Weapons.flag enumerator. -- @param #boolean WeaponsFlag Weapons.flag enumerator.
@@ -3477,7 +3406,6 @@ function CONTROLLABLE:OptionRTBAmmo( WeaponsFlag )
return nil return nil
end end
--- Allow to Jettison of weapons upon threat. --- Allow to Jettison of weapons upon threat.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@@ -3498,7 +3426,6 @@ function CONTROLLABLE:OptionAllowJettisonWeaponsOnThreat()
return nil return nil
end end
--- Keep weapons upon threat. --- Keep weapons upon threat.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@@ -3563,7 +3490,6 @@ function CONTROLLABLE:OptionECM_OnlyLockByRadar()
return self return self
end end
--- Defines the usage of Electronic Counter Measures by airborne forces. If the AI is being detected by a radar they will enable their ECM. --- Defines the usage of Electronic Counter Measures by airborne forces. If the AI is being detected by a radar they will enable their ECM.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@@ -3636,7 +3562,6 @@ function CONTROLLABLE:WayPointFunction( WayPoint, WayPointIndex, WayPointFunctio
return self return self
end end
--- Executes the WayPoint plan. --- Executes the WayPoint plan.
-- The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. -- The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint.
-- Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1! -- Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1!

View File

@@ -2609,6 +2609,40 @@ 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
@@ -45,8 +44,8 @@
-- 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
-- --
@@ -54,17 +53,17 @@
-- --
-- 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
-- --
@@ -76,12 +75,12 @@
-- --
-- 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" )
-- --
@@ -116,7 +115,7 @@
-- --
-- # 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.
-- --
@@ -133,7 +132,6 @@
-- --
-- # Examples -- # Examples
-- --
--
-- @field #MARKER -- @field #MARKER
MARKER = { MARKER = {
ClassName = "MARKER", ClassName = "MARKER",
@@ -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
@@ -299,7 +293,6 @@ 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 )
@@ -344,7 +337,7 @@ function MARKER:ToAll(Delay)
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
@@ -367,7 +360,7 @@ 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 )
@@ -378,7 +371,7 @@ function MARKER:ToCoalition(Coalition, Delay)
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
@@ -426,7 +419,6 @@ function MARKER:ToNeutral(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.
@@ -448,7 +440,7 @@ function MARKER:ToGroup(Group, Delay)
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
@@ -531,7 +523,7 @@ function MARKER:Refresh(Delay)
self:ToAll() self:ToAll()
elseif self.tocoaliton then elseif self.tocoalition then
self:ToCoalition( self.coalition ) self:ToCoalition( self.coalition )
@@ -595,7 +587,6 @@ function MARKER:SetText(Text)
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.
@@ -770,7 +761,3 @@ 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
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