mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Compare commits
38 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
4df1e310a3 | ||
|
|
802a77238a | ||
|
|
85a7e18fae | ||
|
|
26b1fd3487 | ||
|
|
ae7a363012 | ||
|
|
473362af45 | ||
|
|
cde0d09f0a | ||
|
|
94f093826b | ||
|
|
84f231ea08 | ||
|
|
3d9bb14713 | ||
|
|
6c6cdcf763 | ||
|
|
00c8690e61 | ||
|
|
a0d492cd2d | ||
|
|
ba5ccc1021 | ||
|
|
a4163017d5 | ||
|
|
7f4a5c48ec | ||
|
|
9f7588b245 | ||
|
|
63cbc0c55b | ||
|
|
28eb7a678c | ||
|
|
a95c49915a | ||
|
|
b7adc6add6 | ||
|
|
2aeebf280b | ||
|
|
8ac06979f0 | ||
|
|
2d4f90d5eb | ||
|
|
d7a44a639d | ||
|
|
7bfa05f47d | ||
|
|
c7bbb09195 | ||
|
|
41c9c15ae5 | ||
|
|
964831becf | ||
|
|
e847b92cce | ||
|
|
c2ecd86bb4 | ||
|
|
70d922fad6 | ||
|
|
854bee0519 | ||
|
|
d54d991bdd | ||
|
|
a4b600b97d | ||
|
|
d6cfaa5050 | ||
|
|
00d1aec210 | ||
|
|
f62e3391e1 |
@@ -40,8 +40,8 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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
@@ -42,8 +42,8 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -39,8 +39,8 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -42,8 +42,8 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -42,8 +42,8 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -39,8 +39,8 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@@ -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 )
|
||||||
|
|
||||||
|
|||||||
@@ -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:
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -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 ) }
|
||||||
|
|||||||
@@ -32,11 +32,11 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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!
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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,},
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
@@ -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 )
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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
@@ -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 )
|
||||||
|
|
||||||
|
|||||||
@@ -82,7 +82,7 @@
|
|||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
-- 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.
|
||||||
--
|
--
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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!
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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 )
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
||||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
||||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|||||||
Reference in New Issue
Block a user