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87 Commits

Author SHA1 Message Date
Applevangelist
196bcf39cf Added Falklands map stuff 2022-06-14 16:56:33 +02:00
Applevangelist
afec1c3a5b COORDINATE - additions to BRAANATO 2022-06-14 13:06:55 +02:00
Applevangelist
6025339b46 CSAR - some fixes for latest open beta 2022-06-14 12:39:17 +02:00
Applevangelist
40c6cc59d3 Update Beacon.lua 2022-06-13 15:43:10 +02:00
Applevangelist
514e568e04 Update Beacon.lua 2022-06-13 15:39:39 +02:00
Applevangelist
2f34b0a5ed Update Beacon.lua (#1734) 2022-06-13 15:34:01 +02:00
Applevangelist
708c076885 CSAR - Put wounded group back into status green, so they run to the chopper 2022-06-12 12:47:23 +02:00
Applevangelist
f0e0b918af CTLD - More docu 2022-06-09 12:12:29 +02:00
Applevangelist
e45f5e1122 CTLD - further documentation 2022-06-09 11:46:29 +02:00
Applevangelist
932015668b Added documentation for CTLD_HERCULES 2022-06-09 10:56:20 +02:00
Applevangelist
4011bc3fe6 AIRBASE added South Atlantic 2022-06-08 20:24:45 +02:00
Applevangelist
1dcccdc434 CSAR - added a couple of more lines to go out via TTS 2022-06-07 08:56:13 +02:00
Applevangelist
3380ed9360 CSAR - added options to use Google TTS 2022-06-07 08:13:19 +02:00
Applevangelist
ed9c14e63d GROUP - changes in GetDCSGroup 2022-05-22 12:06:49 +02:00
Applevangelist
4762793adc Create README.md 2022-05-22 11:16:16 +02:00
Frank
7df3946189 Update Airboss.lua
- Wind is calculated at 15 m (not 50 m)
2022-05-20 20:16:45 +02:00
Applevangelist
d5fb75fe43 Positionable - added 6 passengers (cargo weight) to Toyota HL/LC new with 2.7.2 OB 2022-05-14 13:11:30 +02:00
Applevangelist
c0b32a5584 SRS - added hints on using Google with TTS 2022-05-13 16:37:41 +02:00
Applevangelist
e2b1276d7b Point - added option to add an SSML tag to ToStringBRAANATO 2022-05-12 14:49:30 +02:00
Applevangelist
f6aea13fae SRS - put volume in "" - just in case 2022-05-11 07:30:26 +02:00
Applevangelist
646b113c55 SRS - actually pass the volume to the command line 2022-05-11 06:19:09 +02:00
Applevangelist
58074f499f AIRBASE - corrected ["Deir_ez_Zor"] = "Deir ez-Zor" (minus doesn't work in enum) 2022-05-10 19:40:32 +02:00
Applevangelist
1483ffd7ff Correct link to demo missions 2022-05-10 16:18:00 +02:00
476th-Scaley
cdaef851a0 Update AI_Air.lua (#1729)
* Update AI_Air.lua

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

Scaley

* Create AI_Air.lua

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

* Fix syntax error

C
2022-04-08 07:16:23 +02:00
Frank
7f5be2829c Update Database.lua
- Template statics saved under first statics unit name so they can be found.
2022-04-04 16:50:17 +02:00
Applevangelist
fa5afae783 A2A Dispatcher - nil checks to evade dead units 2022-04-04 12:58:32 +02:00
Frank
b17507d0fa Update SpawnStatic.lua
- Fixed isCargo flag not honored.
2022-04-04 12:18:45 +02:00
Applevangelist
5ed43a3190 CTLD - build object at the 1st crate location not randomly around helo 2022-04-04 11:31:35 +02:00
Applevangelist
d2a5144a23 AIRBASE, added ["Deir_ez-Zor"] = "Deir ez-Zor", 2022-03-30 12:06:25 +02:00
Applevangelist
fb2031d7ca docu nicefy 2022-03-29 12:01:28 +02:00
Applevangelist
4a42571925 CTLD - corrected error in setting Hercules min and max drop height, added documentation 2022-03-29 08:52:33 +02:00
Applevangelist
38413625c2 AIRBASE - Add'l AB for the Channels map 2022-03-28 10:12:39 +02:00
Frank
2d544b7a98 Merge pull request #1698 from gavinedwards/airboss.hermes.include
Added Hermes section to Airboss.  Will require tuning.
2022-03-26 23:34:54 +01:00
Lt Cdr Gavin Edwards
b1e5e1840e Adding leading lines that I accidentally truncated. 2022-03-26 15:23:38 -07:00
Lt Cdr Gavin Edwards
e6f9b4a125 Added Hermes section to Airboss. Will require tuning. 2022-03-26 11:54:53 -07:00
Applevangelist
5260b2b430 And don't forget Fahrenheit 2022-03-26 14:46:52 +01:00
Applevangelist
0213bc7aef Correcting Celcius to Celsius 2022-03-26 14:43:06 +01:00
Applevangelist
ca8b0899d0 docu changes 2022-03-23 07:56:52 +01:00
Applevangelist
a1f5c0ab9b CSAR/CTLD - added type to script 2022-03-22 10:38:20 +01:00
Applevangelist
b0e3f82d27 AIRBASE - added 10 new AB names in Syria 2022-03-18 09:48:50 +01:00
Applevangelist
327ab4766b changed descriptions 2022-03-18 07:59:58 +01:00
Applevangelist
3aee8a49c1 Added CONTROLLABLE SetSpeed() and SetAltitude() 2022-03-18 07:39:48 +01:00
Applevangelist
57de0b7351 docu fixes 2022-03-16 08:45:27 +01:00
43 changed files with 4595 additions and 2520 deletions

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

BIN
.vs/slnx.sqlite Normal file

Binary file not shown.

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@@ -2971,7 +2971,20 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced. -- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then if AttackerCount > DefenderCount then
local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP --self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:I("Class Name: " .. classname)
--self:I("Unit Name: " .. unitname)
--self:I({AIFriendly})
end
local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then
--self:I("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end
if Friendly and Friendly:IsAlive() then if Friendly and Friendly:IsAlive() then
-- Ok, so we have a friendly near the potential target. -- Ok, so we have a friendly near the potential target.
-- Now we need to check if the AIGroup has a Task. -- Now we need to check if the AIGroup has a Task.
@@ -3570,7 +3583,7 @@ do -- AI_A2A_DISPATCHER
end end
--- Assigns A2G AI Tasks in relation to the detected items. --- Assigns A2G AI Tasks in relation to the detected items.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:Order( DetectedItem ) function AI_A2A_DISPATCHER:Order( DetectedItem )
local detection = self.Detection -- Functional.Detection#DETECTION_AREAS local detection = self.Detection -- Functional.Detection#DETECTION_AREAS

View File

@@ -253,6 +253,9 @@ function AI_AIR:New( AIGroup )
self.IdleCount = 0 self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self return self
end end
@@ -576,6 +579,19 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
end end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
-- A random value in this bracket is then applied in the waypoint routing generation.
-- @param #AI_AIR self
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
self.RTBSpeedMaxFactor = MaxFactor or 0.6
self.RTBSpeedMinFactor = MinFactor or 0.5
return self
end
--- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -589,7 +605,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:ClearTargetDistance() self:ClearTargetDistance()
--AIGroup:ClearTasks() --AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {} local EngageRoute = {}
--- Calculate the target route point. --- Calculate the target route point.
@@ -597,12 +615,14 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local FromCoord = AIGroup:GetCoordinate() local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!) local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3() local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+1000 -- let's set this 1000m/3000 feet above ground ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 ) local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax() local RTBSpeedMax = AIGroup:GetSpeedMax()
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 ) local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
end end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed ) local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )

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@@ -533,6 +533,10 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )

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@@ -515,8 +515,8 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

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

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@@ -10,7 +10,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
-- --
-- === -- ===
-- --
@@ -428,8 +428,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). if not CurrentVec2 then -- flight dead at this point
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() return self
end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

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@@ -11,7 +11,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
-- --
-- === -- ===
-- --
@@ -460,7 +460,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

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@@ -16,7 +16,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
-- --
-- === -- ===
-- --
@@ -726,7 +726,8 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end end
if self.Controllable:IsAlive() then local life = self.Controllable:GetLife() or 0
if self.Controllable:IsAlive() and life > 1 then
-- Determine if the AIControllable is within the PatrolZone. -- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point. -- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
@@ -743,8 +744,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:InAir() == false then if self.Controllable:InAir() == false then
self:T( "Not in the air, finding route path within PatrolZone" ) self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). if not CurrentVec2 then return end
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -758,8 +760,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
else else
self:T( "In the air, finding route path within PatrolZone" ) self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). if not CurrentVec2 then return end
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -870,9 +873,10 @@ function AI_PATROL_ZONE:onafterRTB()
--- Calculate the current route point. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return end
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() --local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

View File

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

View File

@@ -1,9 +1,9 @@
--- **Core** - TACAN and other beacons. --- **Core** - TACAN and other beacons.
-- --
-- === -- ===
-- --
-- ## Features: -- ## Features:
-- --
-- * Provide beacon functionality to assist pilots. -- * Provide beacon functionality to assist pilots.
-- --
-- === -- ===
@@ -14,34 +14,34 @@
-- @image Core_Radio.JPG -- @image Core_Radio.JPG
--- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon --- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon
-- --
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want. -- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon. -- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is -- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very useful to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple. -- attach to a cargo crate, for exemple.
-- --
-- ## AA TACAN Beacon usage -- ## Aircraft TACAN Beacon usage
-- --
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon. -- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON.ActivateTACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it. -- Use @{#BEACON.StopRadioBeacon}() to stop it.
-- --
-- ## General Purpose Radio Beacon usage -- ## General Purpose Radio Beacon usage
-- --
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with -- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon. -- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON.RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it. -- Use @{#BEACON.StopRadioBeacon}() to stop it.
-- --
-- @type BEACON -- @type BEACON
-- @field #string ClassName Name of the class "BEACON". -- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities. -- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
BEACON = { BEACON = {
ClassName = "BEACON", ClassName = "BEACON",
Positionable = nil, Positionable = nil,
name = nil, name = nil,
} }
--- Beacon types supported by DCS. --- Beacon types supported by DCS.
-- @type BEACON.Type -- @type BEACON.Type
-- @field #number NULL -- @field #number NULL
-- @field #number VOR -- @field #number VOR
@@ -65,19 +65,19 @@ BEACON = {
-- @field #number ICLS_GLIDESLOPE -- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER -- @field #number NAUTICAL_HOMER
BEACON.Type={ BEACON.Type={
NULL = 0, NULL = 0,
VOR = 1, VOR = 1,
DME = 2, DME = 2,
VOR_DME = 3, VOR_DME = 3,
TACAN = 4, TACAN = 4,
VORTAC = 5, VORTAC = 5,
RSBN = 128, RSBN = 128,
BROADCAST_STATION = 1024, BROADCAST_STATION = 1024,
HOMER = 8, HOMER = 8,
AIRPORT_HOMER = 4104, AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136, AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408, ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424, ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640, ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896, ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024, PRMG_LOCALIZER = 33024,
@@ -95,26 +95,26 @@ BEACON.Type={
-- @field #number TACAN TACtical Air Navigation system on ground. -- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band. -- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band. -- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omnidirectional Range -- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer -- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glide slope. -- @field #number ILS_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer. -- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glide slope. -- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @field #number BROADCAST_STATION Broadcast station. -- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon. -- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omni-directional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band. -- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band. -- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME). -- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
-- @field #number ICLS_LOCALIZER Carrier landing system. -- @field #number ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system. -- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={ BEACON.System={
PAR_10 = 1, PAR_10 = 1,
RSBN_5 = 2, RSBN_5 = 2,
TACAN = 3, TACAN = 3,
TACAN_TANKER_X = 4, TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5, TACAN_TANKER_Y = 5,
VOR = 6, VOR = 6,
ILS_LOCALIZER = 7, ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8, ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9, PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10, PRMG_GLIDESLOPE = 10,
@@ -131,27 +131,28 @@ BEACON.System={
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead. -- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self -- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. -- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the POSITIONABLE is invalid. -- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New( Positionable ) function BEACON:New(Positionable)
-- Inherit BASE. -- Inherit BASE.
local self = BASE:Inherit( self, BASE:New() ) -- #BEACON local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug. -- Debug.
self:F( Positionable ) self:F(Positionable)
-- Set positionable. -- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure POSITIONABLE is valid if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable self.Positionable = Positionable
self.name = Positionable:GetName() self.name=Positionable:GetName()
self:I( string.format( "New BEACON %s", tostring( self.name ) ) ) self:I(string.format("New BEACON %s", tostring(self.name)))
return self return self
end end
self:E( { "The passed POSITIONABLE is invalid, no BEACON created", Positionable } ) self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil return nil
end end
--- Activates a TACAN BEACON. --- Activates a TACAN BEACON.
-- @param #BEACON self -- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y". -- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
@@ -161,55 +162,60 @@ end
-- @param #number Duration How long will the beacon last in seconds. Omit for forever. -- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self -- @return #BEACON self
-- @usage -- @usage
--
-- -- Let's create a TACAN Beacon for a tanker -- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit") -- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon -- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
-- --
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon -- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
-- function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
function BEACON:ActivateTACAN( Channel, Mode, Message, Bearing, Duration ) self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
self:T( { channel = Channel, mode = Mode, callsign = Message, bearing = Bearing, duration = Duration } )
Mode=Mode or "Y"
-- Get frequency. -- Get frequency.
local Frequency = UTILS.TACANToFrequency( Channel, Mode ) local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check. -- Check.
if not Frequency then if not Frequency then
self:E( { "The passed TACAN channel is invalid, the BEACON is not emitting" } ) self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self return self
end end
-- Beacon type. -- Beacon type.
local Type = BEACON.Type.TACAN local Type=BEACON.Type.TACAN
-- Beacon system. -- Beacon system.
local System = BEACON.System.TACAN local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly. -- Check if unit is an aircraft and set system accordingly.
local AA = self.Positionable:IsAir() local AA=self.Positionable:IsAir()
if AA then if AA then
System = 5 -- NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft. -- Check if "Y" mode is selected for aircraft.
if Mode ~= "Y" then if Mode=="X" then
self:E( { "WARNING: The POSITIONABLE you want to attach the AA TACAN Beacon is an aircraft: Mode should Y! The BEACON is not emitting.", self.Positionable } ) --self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y!", self.Positionable})
System=BEACON.System.TACAN_TANKER_X
else
System=BEACON.System.TACAN_TANKER_Y
end end
end end
-- Attached unit. -- Attached unit.
local UnitID = self.Positionable:GetID() local UnitID=self.Positionable:GetID()
-- Debug. -- Debug.
self:I( { string.format( "BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring( self.name ), Channel, Mode, Message, tostring( Bearing ), tostring( Duration ) ) } ) self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateBeacon( Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing ) self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop scheduler. -- Stop scheduler.
if Duration then if Duration then
self.Positionable:DeactivateBeacon( Duration ) self.Positionable:DeactivateBeacon(Duration)
end end
return self return self
end end
@@ -219,27 +225,28 @@ end
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon. -- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever. -- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self -- @return #BEACON self
function BEACON:ActivateICLS( Channel, Callsign, Duration ) function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F( { Channel = Channel, Callsign = Callsign, Duration = Duration } ) self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit. -- Attached unit.
local UnitID = self.Positionable:GetID() local UnitID=self.Positionable:GetID()
-- Debug -- Debug
self:T2( { "ICLS BEACON started!" } ) self:T2({"ICLS BEACON started!"})
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateICLS( Channel, UnitID, Callsign ) self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop scheduler -- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon( Duration ) self.Positionable:DeactivateBeacon(Duration)
end end
return self return self
end end
--- Activates a TACAN BEACON on an Aircraft. --- DEPRECATED: Please use @{BEACON:ActivateTACAN}() instead.
-- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self -- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels -- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon -- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
@@ -247,57 +254,58 @@ end
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever. -- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self -- @return #BEACON self
-- @usage -- @usage
--
-- -- Let's create a TACAN Beacon for a tanker -- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit") -- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon -- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
-- --
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon -- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
-- function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
function BEACON:AATACAN( TACANChannel, Message, Bearing, BeaconDuration ) self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:F( { TACANChannel, Message, Bearing, BeaconDuration } )
local IsValid = true local IsValid = true
if not self.Positionable:IsAir() then if not self.Positionable:IsAir() then
self:E( { "The POSITIONABLE you want to attach the AA TACAN Beacon is not an aircraft! The BEACON is not emitting", self.Positionable } ) self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false IsValid = false
end end
local Frequency = self:_TACANToFrequency( TACANChannel, "Y" ) local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then if not Frequency then
self:E( { "The passed TACAN channel is invalid, the BEACON is not emitting" } ) self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false IsValid = false
end end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing -- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not
-- or 14 (TACAN_AA_MODE_Y) if it does not
local System local System
if Bearing then if Bearing then
System = 5 System = BEACON.System.TACAN_TANKER_Y
else else
System = 14 System = BEACON.System.TACAN_AA_MODE_Y
end end
if IsValid then -- Starts the BEACON if IsValid then -- Starts the BEACON
self:T2( { "AA TACAN BEACON started !" } ) self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand( { self.Positionable:SetCommand({
id = "ActivateBeacon", id = "ActivateBeacon",
params = { params = {
type = 4, type = BEACON.Type.TACAN,
system = System, system = System,
callsign = Message, callsign = Message,
AA = true,
frequency = Frequency, frequency = Frequency,
}, bearing = Bearing,
} ) modeChannel = "Y",
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil, function() SCHEDULER:New(nil,
function()
self:StopAATACAN() self:StopAATACAN()
end, {}, BeaconDuration ) end, {}, BeaconDuration)
end end
end end
return self return self
end end
@@ -307,19 +315,21 @@ end
function BEACON:StopAATACAN() function BEACON:StopAATACAN()
self:F() self:F()
if not self.Positionable then if not self.Positionable then
self:E( { "Start the beacon first before stopping it!" } ) self:E({"Start the beacon first before stoping it !"})
else else
self.Positionable:SetCommand( { self.Positionable:SetCommand({
id = 'DeactivateBeacon', id = 'DeactivateBeacon',
params = {}, params = {
} ) }
})
end end
end end
--- Activates a general purpose Radio Beacon --- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency. -- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8. -- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
-- They can home in on these specific frequencies : -- The following e.g. can home in on these specific frequencies :
-- * **Mi8** -- * **Mi8**
-- * R-828 -> 20-60MHz -- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM -- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
@@ -342,63 +352,64 @@ end
-- --
-- -- Set the beacon and start it -- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60) -- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
function BEACON:RadioBeacon( FileName, Frequency, Modulation, Power, BeaconDuration ) function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F( { FileName, Frequency, Modulation, Power, BeaconDuration } ) self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false local IsValid = false
-- Check the filename -- Check the filename
if type( FileName ) == "string" then if type(FileName) == "string" then
if FileName:find( ".ogg" ) or FileName:find( ".wav" ) then if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find( "l10n/DEFAULT/" ) then if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName FileName = "l10n/DEFAULT/" .. FileName
end end
IsValid = true IsValid = true
end end
end end
if not IsValid then if not IsValid then
self:E( { "File name invalid. Maybe something wrong with the extension? ", FileName } ) self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end end
-- Check the Frequency -- Check the Frequency
if type( Frequency ) ~= "number" and IsValid then if type(Frequency) ~= "number" and IsValid then
self:E( { "Frequency invalid. ", Frequency } ) self:E({"Frequency invalid. ", Frequency})
IsValid = false IsValid = false
end end
Frequency = Frequency * 1000000 -- Conversion to Hz Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation -- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then -- TODO: Maybe make this future proof if ED decides to add an other modulation ? if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E( { "Modulation is invalid. Use DCS's enum radio.modulation.", Modulation } ) self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false IsValid = false
end end
-- Check the Power -- Check the Power
if type( Power ) ~= "number" and IsValid then if type(Power) ~= "number" and IsValid then
self:E( { "Power is invalid. ", Power } ) self:E({"Power is invalid. ", Power})
IsValid = false IsValid = false
end end
Power = math.floor( math.abs( Power ) ) -- TODO: Find what is the maximum power allowed by DCS and limit power to that Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then if IsValid then
self:T2( { "Activating Beacon on ", Frequency, Modulation } ) self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID -- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission( FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring( self.ID ) ) trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil, function() SCHEDULER:New( nil,
self:StopRadioBeacon() function()
end, {}, BeaconDuration ) self:StopRadioBeacon()
end end, {}, BeaconDuration)
end end
end
end end
--- Stops the AA TACAN BEACON --- Stop the Radio Beacon
-- @param #BEACON self -- @param #BEACON self
-- @return #BEACON self -- @return #BEACON self
function BEACON:StopRadioBeacon() function BEACON:StopRadioBeacon()
self:F() self:F()
-- The unique name of the transmission is the class ID -- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission( tostring( self.ID ) ) trigger.action.stopRadioTransmission(tostring(self.ID))
return self return self
end end
@@ -406,26 +417,26 @@ end
-- @param #BEACON self -- @param #BEACON self
-- @param #number TACANChannel -- @param #number TACANChannel
-- @param #string TACANMode -- @param #string TACANMode
-- @return #number Frequency -- @return #number Frequecy
-- @return #nil if parameters are invalid -- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency( TACANChannel, TACANMode ) function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3( { TACANChannel, TACANMode } ) self:F3({TACANChannel, TACANMode})
if type( TACANChannel ) ~= "number" then if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments return nil -- error in arguments
end end
end end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137. -- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work -- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64 local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64 local B = 64 -- channel >= 64
if TACANChannel < 64 then if TACANChannel < 64 then
B = 1 B = 1
end end
if TACANMode == 'Y' then if TACANMode == 'Y' then
A = 1025 A = 1025
if TACANChannel < 64 then if TACANChannel < 64 then
@@ -436,6 +447,6 @@ function BEACON:_TACANToFrequency( TACANChannel, TACANMode )
A = 962 A = 962
end end
end end
return (A + TACANChannel - B) * 1000000 return (A + TACANChannel - B) * 1000000
end end

View File

@@ -757,7 +757,9 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
local StaticTemplate = UTILS.DeepCopy( StaticTemplate ) local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateName = env.getValueDictByKey( StaticTemplate.name ) local StaticTemplateGroupName = env.getValueDictByKey( StaticTemplate.name )
local StaticTemplateName=StaticTemplate.units[1].name
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {} self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@@ -765,7 +767,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
StaticTemplate.CoalitionID = CoalitionID StaticTemplate.CoalitionID = CoalitionID
StaticTemplate.CountryID = CountryID StaticTemplate.CountryID = CountryID
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateGroupName
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1] self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID

View File

@@ -131,8 +131,6 @@
-- * 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.
@@ -143,6 +141,7 @@
-- EventData.IniUnit:SmokeGreen() -- EventData.IniUnit:SmokeGreen()
-- end -- end
-- --
--
-- Find below an overview which events populate which information categories: -- Find below an overview which events populate which information categories:
-- --
-- ![Objects](..\Presentations\EVENT\Dia14.JPG) -- ![Objects](..\Presentations\EVENT\Dia14.JPG)
@@ -152,7 +151,6 @@
-- 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
@@ -174,6 +172,7 @@
-- @module Core.Event -- @module Core.Event
-- @image Core_Event.JPG -- @image Core_Event.JPG
--- @type EVENT --- @type EVENT
-- @field #EVENT.Events Events -- @field #EVENT.Events Events
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -195,6 +194,7 @@ world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006 world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007 world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
--- The different types of events supported by MOOSE. --- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method. -- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
-- @type EVENTS -- @type EVENTS
@@ -227,13 +227,13 @@ EVENTS = {
MarkChange = world.event.S_EVENT_MARK_CHANGE, MarkChange = world.event.S_EVENT_MARK_CHANGE,
MarkRemoved = world.event.S_EVENT_MARK_REMOVED, MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
-- Moose Events -- Moose Events
NewCargo = world.event.S_EVENT_NEW_CARGO, NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO, DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
NewZone = world.event.S_EVENT_NEW_ZONE, NewZone = world.event.S_EVENT_NEW_ZONE,
DeleteZone = world.event.S_EVENT_DELETE_ZONE, DeleteZone = world.event.S_EVENT_DELETE_ZONE,
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL, NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL, DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT, RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
PlayerEnterAircraft = world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT, PlayerEnterAircraft = world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT,
-- Added with DCS 2.5.6 -- Added with DCS 2.5.6
DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier
@@ -304,6 +304,8 @@ EVENTS = {
-- @field Core.ZONE#ZONE Zone The zone object. -- @field Core.ZONE#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone. -- @field #string ZoneName The name of the zone.
local _EVENTMETA = { local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = { [world.event.S_EVENT_SHOT] = {
Order = 1, Order = 1,
@@ -560,6 +562,7 @@ local _EVENTMETA = {
}, },
} }
--- The Events structure --- The Events structure
-- @type EVENT.Events -- @type EVENT.Events
-- @field #number IniUnit -- @field #number IniUnit
@@ -573,11 +576,12 @@ function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
-- Add world event handler. -- Add world event handler.
self.EventHandler = world.addEventHandler( self ) self.EventHandler = world.addEventHandler(self)
return self return self
end end
--- Initializes the Events structure for the event. --- Initializes the Events structure for the event.
-- @param #EVENT self -- @param #EVENT self
-- @param DCS#world.event EventID Event ID. -- @param DCS#world.event EventID Event ID.
@@ -591,7 +595,7 @@ function EVENT:Init( EventID, EventClass )
self.Events[EventID] = {} self.Events[EventID] = {}
end end
-- Each event has a sub-table of EventClasses, ordered by EventPriority. -- Each event has a subtable of EventClasses, ordered by EventPriority.
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
if not self.Events[EventID][EventPriority] then if not self.Events[EventID][EventPriority] then
@@ -599,7 +603,7 @@ function EVENT:Init( EventID, EventClass )
end end
if not self.Events[EventID][EventPriority][EventClass] then if not self.Events[EventID][EventPriority][EventClass] then
self.Events[EventID][EventPriority][EventClass] = {} self.Events[EventID][EventPriority][EventClass] = {}
end end
return self.Events[EventID][EventPriority][EventClass] return self.Events[EventID][EventPriority][EventClass]
@@ -610,7 +614,7 @@ end
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is. -- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param DCS#world.event EventID Event ID. -- @param DCS#world.event EventID Event ID.
-- @return #EVENT self -- @return #EVENT self
function EVENT:RemoveEvent( EventClass, EventID ) function EVENT:RemoveEvent( EventClass, EventID )
-- Debug info. -- Debug info.
self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } ) self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
@@ -634,7 +638,7 @@ end
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is. -- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param DCS#world.event EventID Event ID. -- @param DCS#world.event EventID Event ID.
-- @return #EVENT.Events -- @return #EVENT.Events
function EVENT:Reset( EventObject ) -- R2.1 function EVENT:Reset( EventObject ) --R2.1
self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } ) self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
@@ -653,11 +657,12 @@ function EVENT:Reset( EventObject ) -- R2.1
end end
end end
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object. --- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.Base#BASE EventClass The self class object for which the events are removed. -- @param Core.Base#BASE EventClass The self class object for which the events are removed.
-- @return #EVENT self -- @return #EVENT self
function EVENT:RemoveAll( EventClass ) function EVENT:RemoveAll(EventClass)
local EventClassName = EventClass:GetClassNameAndID() local EventClassName = EventClass:GetClassNameAndID()
@@ -671,6 +676,8 @@ function EVENT:RemoveAll( EventClass )
return self return self
end end
--- Create an OnDead event handler for a group --- Create an OnDead event handler for a group
-- @param #EVENT self -- @param #EVENT self
-- @param #table EventTemplate -- @param #table EventTemplate
@@ -702,6 +709,7 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
return self return self
end end
--- Set a new listener for an `S_EVENT_X` event for a UNIT. --- Set a new listener for an `S_EVENT_X` event for a UNIT.
-- @param #EVENT self -- @param #EVENT self
-- @param #string UnitName The name of the UNIT. -- @param #string UnitName The name of the UNIT.
@@ -789,6 +797,7 @@ do -- OnDead
end end
do -- OnLand do -- OnLand
--- Create an OnLand event handler for a group --- Create an OnLand event handler for a group
@@ -855,7 +864,7 @@ do -- Event Creation
id = EVENTS.NewCargo, id = EVENTS.NewCargo,
time = timer.getTime(), time = timer.getTime(),
cargo = Cargo, cargo = Cargo,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -870,7 +879,7 @@ do -- Event Creation
id = EVENTS.DeleteCargo, id = EVENTS.DeleteCargo,
time = timer.getTime(), time = timer.getTime(),
cargo = Cargo, cargo = Cargo,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -885,7 +894,7 @@ do -- Event Creation
id = EVENTS.NewZone, id = EVENTS.NewZone,
time = timer.getTime(), time = timer.getTime(),
zone = Zone, zone = Zone,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -900,7 +909,7 @@ do -- Event Creation
id = EVENTS.DeleteZone, id = EVENTS.DeleteZone,
time = timer.getTime(), time = timer.getTime(),
zone = Zone, zone = Zone,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -915,11 +924,12 @@ do -- Event Creation
id = EVENTS.NewZoneGoal, id = EVENTS.NewZoneGoal,
time = timer.getTime(), time = timer.getTime(),
ZoneGoal = ZoneGoal, ZoneGoal = ZoneGoal,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a ZoneGoal Deletion Event. --- Creation of a ZoneGoal Deletion Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
@@ -930,11 +940,12 @@ do -- Event Creation
id = EVENTS.DeleteZoneGoal, id = EVENTS.DeleteZoneGoal,
time = timer.getTime(), time = timer.getTime(),
ZoneGoal = ZoneGoal, ZoneGoal = ZoneGoal,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event. --- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit. -- @param Wrapper.Unit#UNIT PlayerUnit.
@@ -944,8 +955,8 @@ do -- Event Creation
local Event = { local Event = {
id = EVENTS.PlayerEnterUnit, id = EVENTS.PlayerEnterUnit,
time = timer.getTime(), time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject(), initiator = PlayerUnit:GetDCSObject()
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -959,8 +970,8 @@ do -- Event Creation
local Event = { local Event = {
id = EVENTS.PlayerEnterAircraft, id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(), time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject(), initiator = PlayerUnit:GetDCSObject()
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@@ -972,24 +983,25 @@ end
-- @param #EVENTDATA Event Event data table. -- @param #EVENTDATA Event Event data table.
function EVENT:onEvent( Event ) function EVENT:onEvent( Event )
--- Function to handle errors.
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg ) env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( debug.traceback() )
end end
return errmsg return errmsg
end end
-- Get event meta data. -- Get event meta data.
local EventMeta = _EVENTMETA[Event.id] local EventMeta = _EVENTMETA[Event.id]
-- Check if this is a known event? -- Check if this is a known event?
if EventMeta then if EventMeta then
if self and self.Events and self.Events[Event.id] and self.MissionEnd == false and (Event.initiator ~= nil or (Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit)) then if self and self.Events and self.Events[Event.id] and self.MissionEnd==false and (Event.initiator~=nil or (Event.initiator==nil and Event.id~=EVENTS.PlayerLeaveUnit)) then
-- Check if mission has ended.
if Event.id and Event.id == EVENTS.MissionEnd then if Event.id and Event.id == EVENTS.MissionEnd then
self.MissionEnd = true self.MissionEnd = true
end end
@@ -997,50 +1009,27 @@ function EVENT:onEvent( Event )
if Event.initiator then if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory() Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then if Event.IniObjectCategory == Object.Category.STATIC then
Event.IniDCSUnit = Event.initiator ---
Event.IniDCSUnitName = Event.IniDCSUnit:getName() -- Static
Event.IniUnitName = Event.IniDCSUnitName ---
Event.IniDCSGroup = Event.IniDCSUnit:getGroup() if Event.id==31 then
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
-- if Event.IniGroup then
Event.IniGroupName = Event.IniDCSGroupName
-- end
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.STATIC then
if Event.id == 31 then
-- Event.initiator is a Static object representing the pilot. But getName() errors due to DCS bug. -- Event.initiator is a Static object representing the pilot. But getName() errors due to DCS bug.
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
local ID = Event.initiator.id_ local ID=Event.initiator.id_
Event.IniDCSUnitName = string.format( "Ejected Pilot ID %s", tostring( ID ) ) Event.IniDCSUnitName = string.format("Ejected Pilot ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0 Event.IniCoalition = 0
Event.IniCategory = 0 Event.IniCategory = 0
Event.IniTypeName = "Ejected Pilot" Event.IniTypeName = "Ejected Pilot"
elseif Event.id == 33 then -- ejection seat discarded elseif Event.id == 33 then -- ejection seat discarded
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
local ID = Event.initiator.id_ local ID=Event.initiator.id_
Event.IniDCSUnitName = string.format( "Ejection Seat ID %s", tostring( ID ) ) Event.IniDCSUnitName = string.format("Ejection Seat ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0 Event.IniCoalition = 0
Event.IniCategory = 0 Event.IniCategory = 0
Event.IniTypeName = "Ejection Seat" Event.IniTypeName = "Ejection Seat"
else else
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
@@ -1051,9 +1040,47 @@ function EVENT:onEvent( Event )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end end
-- Dead events of units can be delayed and the initiator changed to a static.
-- Take care of that.
local Unit=UNIT:FindByName(Event.IniDCSUnitName)
if Unit then
Event.IniObjectCategory = Object.Category.UNIT
end
end
if Event.IniObjectCategory == Object.Category.UNIT then
---
-- Unit
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.IniGroupName = Event.IniDCSGroupName
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end end
if Event.IniObjectCategory == Object.Category.CARGO then if Event.IniObjectCategory == Object.Category.CARGO then
---
-- Cargo
---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
@@ -1064,19 +1091,26 @@ function EVENT:onEvent( Event )
end end
if Event.IniObjectCategory == Object.Category.SCENERY then if Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1! Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
end end
if Event.IniObjectCategory == Object.Category.BASE then if Event.IniObjectCategory == Object.Category.BASE then
---
-- Base Object
---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = AIRBASE:FindByName( Event.IniDCSUnitName ) Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
@@ -1084,7 +1118,12 @@ function EVENT:onEvent( Event )
end end
if Event.target then if Event.target then
---
-- TARGET
---
-- Target category.
Event.TgtObjectCategory = Event.target:getCategory() Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then if Event.TgtObjectCategory == Object.Category.UNIT then
@@ -1097,9 +1136,7 @@ function EVENT:onEvent( Event )
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName() Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName ) Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- if Event.TgtGroup then
Event.TgtGroupName = Event.TgtDCSGroupName Event.TgtGroupName = Event.TgtDCSGroupName
-- end
end end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName() Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
@@ -1118,18 +1155,18 @@ function EVENT:onEvent( Event )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
else else
Event.TgtDCSUnitName = string.format( "No target object for Event ID %s", tostring( Event.id ) ) Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = nil Event.TgtUnit = nil
Event.TgtCoalition = 0 Event.TgtCoalition = 0
Event.TgtCategory = 0 Event.TgtCategory = 0
if Event.id == 6 then if Event.id == 6 then
Event.TgtTypeName = "Ejected Pilot" Event.TgtTypeName = "Ejected Pilot"
Event.TgtDCSUnitName = string.format( "Ejected Pilot ID %s", tostring( Event.IniDCSUnitName ) ) Event.TgtDCSUnitName = string.format("Ejected Pilot ID %s", tostring(Event.IniDCSUnitName))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
elseif Event.id == 33 then elseif Event.id == 33 then
Event.TgtTypeName = "Ejection Seat" Event.TgtTypeName = "Ejection Seat"
Event.TgtDCSUnitName = string.format( "Ejection Seat ID %s", tostring( Event.IniDCSUnitName ) ) Event.TgtDCSUnitName = string.format("Ejection Seat ID %s", tostring(Event.IniDCSUnitName))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
else else
Event.TgtTypeName = "Static" Event.TgtTypeName = "Static"
@@ -1147,6 +1184,7 @@ function EVENT:onEvent( Event )
end end
end end
-- Weapon.
if Event.weapon then if Event.weapon then
Event.Weapon = Event.weapon Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName() Event.WeaponName = Event.Weapon:getTypeName()
@@ -1155,49 +1193,48 @@ function EVENT:onEvent( Event )
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName() Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
-- Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end end
-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase. -- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
if Event.place then if Event.place then
if Event.id == EVENTS.LandingAfterEjection then if Event.id==EVENTS.LandingAfterEjection then
-- Place is here the UNIT of which the pilot ejected. -- Place is here the UNIT of which the pilot ejected.
-- local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :( --local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :(
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground. -- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
-- Event.Place=UNIT:Find(Event.place) --Event.Place=UNIT:Find(Event.place)
else else
Event.Place = AIRBASE:Find( Event.place ) Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName = Event.Place:GetName() Event.PlaceName=Event.Place:GetName()
end end
end end
-- Mark points. -- Mark points.
if Event.idx then if Event.idx then
Event.MarkID = Event.idx Event.MarkID=Event.idx
Event.MarkVec3 = Event.pos Event.MarkVec3=Event.pos
Event.MarkCoordinate = COORDINATE:NewFromVec3( Event.pos ) Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText = Event.text Event.MarkText=Event.text
Event.MarkCoalition = Event.coalition Event.MarkCoalition=Event.coalition
Event.MarkGroupID = Event.groupID Event.MarkGroupID = Event.groupID
end end
-- Cargo object.
if Event.cargo then if Event.cargo then
Event.Cargo = Event.cargo Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name Event.CargoName = Event.cargo.Name
end end
-- Zone object.
if Event.zone then if Event.zone then
Event.Zone = Event.zone Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName Event.ZoneName = Event.zone.ZoneName
end end
-- Priority order.
local PriorityOrder = EventMeta.Order local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1 local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5 local PriorityEnd = PriorityOrder == -1 and 1 or 5
if Event.IniObjectCategory ~= Object.Category.STATIC then
self:F( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
end
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
@@ -1206,12 +1243,12 @@ function EVENT:onEvent( Event )
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called. -- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
-- if Event.IniObjectCategory ~= Object.Category.STATIC then --if Event.IniObjectCategory ~= Object.Category.STATIC then
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } ) -- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
-- end --end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) Event.IniGroup = Event.IniGroup or GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName ) Event.TgtGroup = Event.TgtGroup or GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT. -- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if EventData.EventUnit then if EventData.EventUnit then
@@ -1221,39 +1258,35 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then Event.id == EVENTS.RemoveUnit or
Event.id == EVENTS.UnitLost then
local UnitName = EventClass:GetName() local UnitName = EventClass:GetName()
if (EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName) or if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
(EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName) then ( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then local Result, Value = xpcall(
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) function()
end return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[EventMeta.Event] local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- Now call the default event function.
if Event.IniObjectCategory ~= 3 then local Result, Value = xpcall(
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end return EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end end
end end
end end
else else
@@ -1271,48 +1304,43 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then Event.id == EVENTS.RemoveUnit or
Event.id == EVENTS.UnitLost then
-- We can get the name of the EventClass, which is now always a GROUP object. -- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName() local GroupName = EventClass:GetName()
if (EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName) or if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
(EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName) then ( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then
-- First test if a EventFunction is Set, otherwise search for the default function -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then local Result, Value = xpcall(
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) function()
end return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
else else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[EventMeta.Event] local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- Now call the default event function.
if Event.IniObjectCategory ~= 3 then local Result, Value = xpcall(
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
end end
end end
end end
else else
-- The EventClass is not alive anymore, we remove it from the EventHandlers... -- The EventClass is not alive anymore, we remove it from the EventHandlers...
-- self:RemoveEvent( EventClass, Event.id ) --self:RemoveEvent( EventClass, Event.id )
end end
else else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction. -- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon. -- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if not EventData.EventUnit then if not EventData.EventUnit then
@@ -1321,28 +1349,25 @@ function EVENT:onEvent( Event )
if EventData.EventFunction then if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction. -- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then local Result, Value = xpcall(
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end return EventData.EventFunction( EventClass, Event )
local Result, Value = xpcall( function() end, ErrorHandler )
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[EventMeta.Event] local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- Now call the default event function.
if Event.IniObjectCategory ~= 3 then local Result, Value = xpcall(
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } ) function()
end local Result, Value = EventFunction( EventClass, Event )
return Result, Value
local Result, Value = xpcall( function() end, ErrorHandler )
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
end end
end end
end end
@@ -1365,7 +1390,7 @@ function EVENT:onEvent( Event )
self:T( { EventMeta.Text, Event } ) self:T( { EventMeta.Text, Event } )
end end
else else
self:E( string.format( "WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring( Event.id ) ) ) self:E(string.format("WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring(Event.id)))
end end
Event = nil Event = nil

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -194,7 +194,12 @@ do -- COORDINATE
-- ## 9) Coordinate text generation -- ## 9) Coordinate text generation
-- --
-- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance. -- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutude & Longutude text. -- * @{#COORDINATE.ToStringBRA}(): Generates a Bearing, Range & Altitude text.
-- * @{#COORDINATE.ToStringBRAANATO}(): Generates a Generates a Bearing, Range, Aspect & Altitude text in NATOPS.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutide & Longitude text.
-- * @{#COORDINATE.ToStringLLDMS}(): Generates a Lat, Lon, Degree, Minute, Second text.
-- * @{#COORDINATE.ToStringLLDDM}(): Generates a Lat, Lon, Degree, decimal Minute text.
-- * @{#COORDINATE.ToStringMGRS}(): Generates a MGRS grid coordinate text.
-- --
-- ## 10) Drawings on F10 map -- ## 10) Drawings on F10 map
-- --
@@ -887,9 +892,8 @@ do -- COORDINATE
-- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3. -- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters. -- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get2DDistance(TargetCoordinate) function COORDINATE:Get2DDistance(TargetCoordinate)
if not TargetCoordinate then return 1000000 end
local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z} local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z}
local norm=UTILS.VecNorm(a) local norm=UTILS.VecNorm(a)
return norm return norm
end end
@@ -912,7 +916,7 @@ do -- COORDINATE
-- The text will reflect the temperature like this: -- The text will reflect the temperature like this:
-- --
-- - For Russian and European aircraft using the metric system - Degrees Celcius (°C) -- - For Russian and European aircraft using the metric system - Degrees Celcius (°C)
-- - For American aircraft we link to the imperial system - Degrees Farenheit (°F) -- - For American aircraft we link to the imperial system - Degrees Fahrenheit (°F)
-- --
-- A text containing a pressure will look like this: -- A text containing a pressure will look like this:
-- --
@@ -932,7 +936,7 @@ do -- COORDINATE
if Settings:IsMetric() then if Settings:IsMetric() then
return string.format( " %-2.2f °C", DegreesCelcius ) return string.format( " %-2.2f °C", DegreesCelcius )
else else
return string.format( " %-2.2f °F", UTILS.CelciusToFarenheit( DegreesCelcius ) ) return string.format( " %-2.2f °F", UTILS.CelsiusToFahrenheit( DegreesCelcius ) )
end end
else else
return " no temperature" return " no temperature"
@@ -1112,25 +1116,28 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Distance The distance in meters. -- @param #number Distance The distance in meters.
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @param #string Language (optional) "EN" or "RU"
-- @param #number Precision (optional) round to this many decimal places
-- @return #string The distance text expressed in the units of measurement. -- @return #string The distance text expressed in the units of measurement.
function COORDINATE:GetDistanceText( Distance, Settings, Language ) function COORDINATE:GetDistanceText( Distance, Settings, Language, Precision )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local Language = Language or "EN" local Language = Language or "EN"
local Precision = Precision or 0
local DistanceText local DistanceText
if Settings:IsMetric() then if Settings:IsMetric() then
if Language == "EN" then if Language == "EN" then
DistanceText = " for " .. UTILS.Round( Distance / 1000, 2 ) .. " km" DistanceText = " for " .. UTILS.Round( Distance / 1000, Precision ) .. " km"
elseif Language == "RU" then elseif Language == "RU" then
DistanceText = " за " .. UTILS.Round( Distance / 1000, 2 ) .. " километров" DistanceText = " за " .. UTILS.Round( Distance / 1000, Precision ) .. " километров"
end end
else else
if Language == "EN" then if Language == "EN" then
DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " miles" DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " miles"
elseif Language == "RU" then elseif Language == "RU" then
DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " миль" DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " миль"
end end
end end
@@ -1208,7 +1215,7 @@ do -- COORDINATE
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language ) local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language )
local DistanceText = self:GetDistanceText( Distance, Settings, Language ) local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local BRText = BearingText .. DistanceText local BRText = BearingText .. DistanceText
@@ -1226,7 +1233,7 @@ do -- COORDINATE
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language ) local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language )
local DistanceText = self:GetDistanceText( Distance, Settings, Language ) local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local AltitudeText = self:GetAltitudeText( Settings, Language ) local AltitudeText = self:GetAltitudeText( Settings, Language )
local BRAText = BearingText .. DistanceText .. AltitudeText -- When the POINT is a VEC2, there will be no altitude shown. local BRAText = BearingText .. DistanceText .. AltitudeText -- When the POINT is a VEC2, there will be no altitude shown.
@@ -2164,14 +2171,21 @@ do -- COORDINATE
if ReadOnly==nil then if ReadOnly==nil then
ReadOnly=false ReadOnly=false
end end
local vec3=self:GetVec3() local vec3=self:GetVec3()
Radius=Radius or 1000 Radius=Radius or 1000
Coalition=Coalition or -1 Coalition=Coalition or -1
Color=Color or {1,0,0} Color=Color or {1,0,0}
Color[4]=Alpha or 1.0 Color[4]=Alpha or 1.0
LineType=LineType or 1 LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15 FillColor[4]=FillAlpha or 0.15
trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "") trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID return MarkID
end end
@@ -2196,13 +2210,19 @@ do -- COORDINATE
if ReadOnly==nil then if ReadOnly==nil then
ReadOnly=false ReadOnly=false
end end
local vec3=Endpoint:GetVec3() local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1 Coalition=Coalition or -1
Color=Color or {1,0,0} Color=Color or {1,0,0}
Color[4]=Alpha or 1.0 Color[4]=Alpha or 1.0
LineType=LineType or 1 LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15 FillColor[4]=FillAlpha or 0.15
trigger.action.rectToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, FillColor, LineType, ReadOnly, Text or "") trigger.action.rectToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID return MarkID
end end
@@ -2226,17 +2246,23 @@ do -- COORDINATE
if ReadOnly==nil then if ReadOnly==nil then
ReadOnly=false ReadOnly=false
end end
local point1=self:GetVec3() local point1=self:GetVec3()
local point2=Coord2:GetVec3() local point2=Coord2:GetVec3()
local point3=Coord3:GetVec3() local point3=Coord3:GetVec3()
local point4=Coord4:GetVec3() local point4=Coord4:GetVec3()
Coalition=Coalition or -1 Coalition=Coalition or -1
Color=Color or {1,0,0} Color=Color or {1,0,0}
Color[4]=Alpha or 1.0 Color[4]=Alpha or 1.0
LineType=LineType or 1 LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15 FillColor[4]=FillAlpha or 0.15
trigger.action.quadToAll(Coalition, MarkID, self:GetVec3(), point2, point3, point4, Color, FillColor, LineType, ReadOnly, Text or "")
trigger.action.quadToAll(Coalition, MarkID, point1, point2, point3, point4, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID return MarkID
end end
@@ -2320,11 +2346,15 @@ do -- COORDINATE
ReadOnly=false ReadOnly=false
end end
Coalition=Coalition or -1 Coalition=Coalition or -1
Color=Color or {1,0,0} Color=Color or {1,0,0}
Color[4]=Alpha or 1.0 Color[4]=Alpha or 1.0
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.3 FillColor[4]=FillAlpha or 0.3
FontSize=FontSize or 14 FontSize=FontSize or 14
trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World") trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
return MarkID return MarkID
end end
@@ -2346,13 +2376,19 @@ do -- COORDINATE
if ReadOnly==nil then if ReadOnly==nil then
ReadOnly=false ReadOnly=false
end end
local vec3=Endpoint:GetVec3() local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1 Coalition=Coalition or -1
Color=Color or {1,0,0} Color=Color or {1,0,0}
Color[4]=Alpha or 1.0 Color[4]=Alpha or 1.0
LineType=LineType or 1 LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15 FillColor[4]=FillAlpha or 0.15
--trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World") --trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
trigger.action.arrowToAll(Coalition, MarkID, vec3, self:GetVec3(), Color, FillColor, LineType, ReadOnly, Text or "") trigger.action.arrowToAll(Coalition, MarkID, vec3, self:GetVec3(), Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID return MarkID
@@ -2727,7 +2763,95 @@ do -- COORDINATE
local Altitude = self:GetAltitudeText() local Altitude = self:GetAltitudeText()
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, Language ) return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, Language )
end end
--- Create a BRAA NATO call string to this COORDINATE from the FromCOORDINATE. Note - BRA delivered if no aspect can be obtained and "Merged" if range < 3nm
-- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param #boolean Bogey Add "Bogey" at the end if true (not yet declared hostile or friendly)
-- @param #boolean Spades Add "Spades" at the end if true (no IFF/VID ID yet known)
-- @param #boolean SSML Add SSML tags speaking aspect as 0 1 2 and "brah" instead of BRAA
-- @param #boolean Angels If true, altitude is e.g. "Angels 25" (i.e., a friendly plane), else "25 thousand"
-- @param #boolean Zeros If using SSML, be aware that Google TTS will say "oh" and not "zero" for "0"; if Zeros is set to true, "0" will be replaced with "zero"
-- @return #string The BRAA text.
function COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades,SSML,Angels,Zeros)
-- Thanks to @Pikey
local BRAANATO = "Merged."
local currentCoord = FromCoordinate
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local bearing = UTILS.Round( UTILS.ToDegree( AngleRadians ),0 )
local rangeMetres = self:Get2DDistance(currentCoord)
local rangeNM = UTILS.Round( UTILS.MetersToNM(rangeMetres), 0)
local aspect = self:ToStringAspect(currentCoord)
local alt = UTILS.Round(UTILS.MetersToFeet(self.y)/1000,0)--*1000
local alttext = string.format("%d thousand",alt)
if Angels then
alttext = string.format("Angels %d",alt)
end
if alt < 1 then
alttext = "very low"
end
local track = UTILS.BearingToCardinal(bearing) or "North"
if rangeNM > 3 then
if SSML then -- google says "oh" instead of zero, be aware
if Zeros then
bearing = string.format("%03d",bearing)
local AngleDegText = string.gsub(bearing,"%d","%1 ") -- "0 5 1 "
AngleDegText = string.gsub(AngleDegText," $","") -- "0 5 1"
AngleDegText = string.gsub(AngleDegText,"0","zero")
if aspect == "" then
BRAANATO = string.format("brah %s, %d miles, %s, Track %s", AngleDegText, rangeNM, alttext, track)
else
BRAANATO = string.format("brah %s, %d miles, %s, %s, Track %s", AngleDegText, rangeNM, alttext, aspect, track)
end
else
if aspect == "" then
BRAANATO = string.format("brah <say-as interpret-as='characters'>%03d</say-as>, %d miles, %s, Track %s", bearing, rangeNM, alttext, track)
else
BRAANATO = string.format("brah <say-as interpret-as='characters'>%03d</say-as>, %d miles, %s, %s, Track %s", bearing, rangeNM, alttext, aspect, track)
end
end
if Bogey and Spades then
BRAANATO = BRAANATO..", Bogey, Spades."
elseif Bogey then
BRAANATO = BRAANATO..", Bogey."
elseif Spades then
BRAANATO = BRAANATO..", Spades."
else
BRAANATO = BRAANATO.."."
end
else
if aspect == "" then
BRAANATO = string.format("BRA %03d, %d miles, %s, Track %s",bearing, rangeNM, alttext, track)
else
BRAANATO = string.format("BRAA %03d, %d miles, %s, %s, Track %s",bearing, rangeNM, alttext, aspect, track)
end
if Bogey and Spades then
BRAANATO = BRAANATO..", Bogey, Spades."
elseif Bogey then
BRAANATO = BRAANATO..", Bogey."
elseif Spades then
BRAANATO = BRAANATO..", Spades."
else
BRAANATO = BRAANATO.."."
end
end
end
return BRAANATO
end
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE. --- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition. -- @param DCS#coalition.side Coalition The coalition.

View File

@@ -14,7 +14,7 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler) -- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
-- --
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler) -- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
-- --

View File

@@ -201,7 +201,7 @@ do -- SET_BASE
self:F2( { ObjectName = ObjectName } ) self:F2( { ObjectName = ObjectName } )
local TriggerEvent = true local TriggerEvent = true
if NoTriggerEvent == false then if NoTriggerEvent then
TriggerEvent = false TriggerEvent = false
end end
@@ -1004,7 +1004,7 @@ do -- SET_GROUP
--- Gets the Set. --- Gets the Set.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @return #SET_GROUP self -- @return #table Table of objects
function SET_GROUP:GetAliveSet() function SET_GROUP:GetAliveSet()
self:F2() self:F2()
@@ -1064,12 +1064,17 @@ do -- SET_GROUP
function SET_GROUP:AddGroup( group ) function SET_GROUP:AddGroup( group )
self:Add( group:GetName(), group ) self:Add( group:GetName(), group )
-- I set the default cargo bay weight limit each time a new group is added to the set. if not DontSetCargoBayLimit then
for UnitID, UnitData in pairs( group:GetUnits() ) do -- I set the default cargo bay weight limit each time a new group is added to the set.
UnitData:SetCargoBayWeightLimit() -- TODO Why is this here in the first place?
for UnitID, UnitData in pairs( group:GetUnits() ) do
if UnitData and UnitData:IsAlive() then
UnitData:SetCargoBayWeightLimit()
end
end
end end
return self return self
end end
@@ -1327,7 +1332,11 @@ do -- SET_GROUP
if Event.IniDCSUnit then if Event.IniDCSUnit then
local ObjectName, Object = self:FindInDatabase( Event ) local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName then if ObjectName then
if Event.IniDCSGroup:getSize() == 1 then -- Only remove if the last unit of the group was destroyed. local size = 1
if Event.IniDCSGroup then
size = Event.IniDCSGroup:getSize()
end
if size == 1 then -- Only remove if the last unit of the group was destroyed.
self:Remove( ObjectName ) self:Remove( ObjectName )
end end
end end

View File

@@ -30,7 +30,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning)
-- --
-- === -- ===
-- --
@@ -2827,21 +2827,40 @@ end
-- The method will search for a #-mark, and will return the text before the #-mark. -- The method will search for a #-mark, and will return the text before the #-mark.
-- It will return nil of no prefix was found. -- It will return nil of no prefix was found.
-- @param #SPAWN self -- @param #SPAWN self
-- @param DCS#UNIT DCSUnit The @{DCSUnit} to be searched. -- @param Wrapper.Group#GROUP SpawnGroup The GROUP object.
-- @return #string The prefix -- @return #string The prefix or #nil if nothing was found.
-- @return #nil Nothing found
function SPAWN:_GetPrefixFromGroup( SpawnGroup ) function SPAWN:_GetPrefixFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local GroupName = SpawnGroup:GetName() local GroupName = SpawnGroup:GetName()
if GroupName then if GroupName then
local SpawnPrefix = string.match( GroupName, ".*#" )
if SpawnPrefix then local SpawnPrefix=self:_GetPrefixFromGroupName(GroupName)
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
end
return SpawnPrefix return SpawnPrefix
end end
return nil
end
--- Return the prefix of a spawned group.
-- The method will search for a `#`-mark, and will return the text before the `#`-mark. It will return nil of no prefix was found.
-- @param #SPAWN self
-- @param #string SpawnGroupName The name of the spawned group.
-- @return #string The prefix or #nil if nothing was found.
function SPAWN:_GetPrefixFromGroupName(SpawnGroupName)
if SpawnGroupName then
local SpawnPrefix=string.match(SpawnGroupName, ".*#")
if SpawnPrefix then
SpawnPrefix = SpawnPrefix:sub(1, -2)
end
return SpawnPrefix
end
return nil return nil
end end
@@ -3235,24 +3254,27 @@ function SPAWN:_OnBirth( EventData )
end end
--- Obscolete
-- @todo Need to delete this... _DATABASE does this now ...
--- @param #SPAWN self --- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData ) function SPAWN:_OnDeadOrCrash( EventData )
self:F( self.SpawnTemplatePrefix ) self:F( self.SpawnTemplatePrefix )
local SpawnGroup = EventData.IniGroup local unit=UNIT:FindByName(EventData.IniUnitName)
if SpawnGroup then if unit then
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
local EventPrefix = self:_GetPrefixFromGroupName(unit.GroupName)
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
self:T( { "Dead event: " .. EventPrefix } ) self:T( { "Dead event: " .. EventPrefix } )
if EventPrefix == self.SpawnTemplatePrefix or (self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix) then
self.AliveUnits = self.AliveUnits - 1 if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self:T( "Alive Units: " .. self.AliveUnits )
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end end
end end
end end
end end

View File

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

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -591,7 +591,7 @@ do -- DETECTION_BASE
-- @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.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting. -- @param Wrapper.Group#GROUP Detection The Group detecting.
-- @param #number DetectionTimeStamp Time stamp of detection event. -- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp ) function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
@@ -662,7 +662,7 @@ do -- DETECTION_BASE
local DetectedObjectVec3 = DetectedObject:getPoint() local DetectedObjectVec3 = DetectedObject:getPoint()
local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z } local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z }
local DetectionGroupVec3 = Detection:GetVec3() local DetectionGroupVec3 = Detection:GetVec3() or {x=0,y=0,z=0}
local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z } local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z }
local Distance = ((DetectedObjectVec3.x - DetectionGroupVec3.x) ^ 2 + local Distance = ((DetectedObjectVec3.x - DetectionGroupVec3.x) ^ 2 +

View File

@@ -233,6 +233,16 @@
-- The next time you start the mission, these results are also automatically loaded. -- The next time you start the mission, these results are also automatically loaded.
-- --
-- Strafing results are currently **not** saved. -- Strafing results are currently **not** saved.
--
-- # FSM Events
--
-- This class creates additional events that can be used by mission designers for custom reactions
--
-- * `EnterRange` when a player enters a range zone. See @{#RANGE.OnAfterEnterRange}
-- * `ExitRange` when a player leaves a range zone. See @{#RANGE.OnAfterExitRange}
-- * `Impact` on impact of a player's weapon on a bombing target. See @{#RANGE.OnAfterImpact}
-- * `RollingIn` when a player rolls in on a strafing target. See @{#RANGE.OnAfterRollingIn}
-- * `StrafeResult` when a player finishes a strafing run. See @{#RANGE.OnAfterStrafeResult}
-- --
-- # Examples -- # Examples
-- --
@@ -366,14 +376,6 @@ RANGE.TargetType = {
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.
@@ -408,6 +410,14 @@ invalidStrafe = false
-- @field #number smokepoints Number of smoke points. -- @field #number smokepoints Number of smoke points.
-- @field #number heading Heading of pit. -- @field #number heading Heading of pit.
--- Strafe status for player.
-- @type RANGE.StrafeStatus
-- @field #number hits Number of hits on target.
-- @field #number time Number of times.
-- @field #number ammo Amount of ammo.
-- @field #boolean pastfoulline If `true`, player passed foul line. Invalid pass.
-- @field #RANGE.StrafeTarget zone Strafe target.
--- Bomb target result. --- Bomb target result.
-- @type RANGE.BombResult -- @type RANGE.BombResult
-- @field #string name Name of closest target. -- @field #string name Name of closest target.
@@ -420,6 +430,13 @@ invalidStrafe = false
-- @field #number time Time via timer.getAbsTime() in seconds of impact. -- @field #number time Time via timer.getAbsTime() in seconds of impact.
-- @field #string date OS date. -- @field #string date OS date.
--- Strafe result.
-- @type RANGE.StrafeResult
-- @field #string player Player name.
-- @field #string airframe Aircraft type of player.
-- @field #number time Time via timer.getAbsTime() in seconds of impact.
-- @field #string date OS date.
--- Sound file data. --- Sound file data.
-- @type RANGE.Soundfile -- @type RANGE.Soundfile
-- @field #string filename Name of the file -- @field #string filename Name of the file
@@ -532,7 +549,7 @@ RANGE.MenuF10Root = nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version = "2.3.0" RANGE.version = "2.4.0"
-- TODO list: -- TODO list:
-- TODO: Verbosity level for messages. -- TODO: Verbosity level for messages.
@@ -583,6 +600,8 @@ function RANGE:New( rangename )
self:AddTransition("Stopped", "Start", "Running") -- Start RANGE script. self:AddTransition("Stopped", "Start", "Running") -- Start RANGE script.
self:AddTransition("*", "Status", "*") -- Status of RANGE script. self:AddTransition("*", "Status", "*") -- Status of RANGE script.
self:AddTransition("*", "Impact", "*") -- Impact of bomb/rocket/missile. self:AddTransition("*", "Impact", "*") -- Impact of bomb/rocket/missile.
self:AddTransition("*", "RollingIn", "*") -- Player rolling in on strafe target.
self:AddTransition("*", "StrafeResult", "*") -- Strafe result of player.
self:AddTransition("*", "EnterRange", "*") -- Player enters the range. self:AddTransition("*", "EnterRange", "*") -- Player enters the range.
self:AddTransition("*", "ExitRange", "*") -- Player leaves the range. self:AddTransition("*", "ExitRange", "*") -- Player leaves the range.
self:AddTransition("*", "Save", "*") -- Save player results. self:AddTransition("*", "Save", "*") -- Save player results.
@@ -640,6 +659,37 @@ function RANGE:New( rangename )
-- @param #RANGE.BombResult result Data of the bombing run. -- @param #RANGE.BombResult result Data of the bombing run.
-- @param #RANGE.PlayerData player Data of player settings etc. -- @param #RANGE.PlayerData player Data of player settings etc.
--- Triggers the FSM event "RollingIn".
-- @function [parent=#RANGE] RollingIn
-- @param #RANGE self
-- @param #RANGE.PlayerData player Data of player settings etc.
-- @param #RANGE.StrafeTarget target Strafe target.
--- On after "RollingIn" event user function. Called when a player rolls in to a strafe taret.
-- @function [parent=#RANGE] OnAfterRollingIn
-- @param #RANGE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #RANGE.PlayerData player Data of player settings etc.
-- @param #RANGE.StrafeTarget target Strafe target.
--- Triggers the FSM event "StrafeResult".
-- @function [parent=#RANGE] StrafeResult
-- @param #RANGE self
-- @param #RANGE.PlayerData player Data of player settings etc.
-- @param #RANGE.StrafeResult result Data of the strafing run.
--- On after "StrafeResult" event user function. Called when a player finished a strafing run.
-- @function [parent=#RANGE] OnAfterStrafeResult
-- @param #RANGE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #RANGE.PlayerData player Data of player settings etc.
-- @param #RANGE.StrafeResult result Data of the strafing run.
--- Triggers the FSM event "EnterRange". --- Triggers the FSM event "EnterRange".
-- @function [parent=#RANGE] EnterRange -- @function [parent=#RANGE] EnterRange
-- @param #RANGE self -- @param #RANGE self
@@ -1594,7 +1644,6 @@ function RANGE:OnEventBirth( EventData )
self.strafeStatus[_uid] = nil self.strafeStatus[_uid] = nil
-- Add Menu commands after a delay of 0.1 seconds. -- Add Menu commands after a delay of 0.1 seconds.
-- SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName ) self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
-- By default, some bomb impact points and do not flare each hit on target. -- By default, some bomb impact points and do not flare each hit on target.
@@ -1613,7 +1662,6 @@ function RANGE:OnEventBirth( EventData )
-- Start check in zone timer. -- Start check in zone timer.
if self.planes[_uid] ~= true then if self.planes[_uid] ~= true then
-- SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
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
@@ -1647,7 +1695,7 @@ function RANGE:OnEventHit( EventData )
local targetname = EventData.TgtUnitName local targetname = EventData.TgtUnitName
-- Current strafe target of player. -- Current strafe target of player.
local _currentTarget = self.strafeStatus[_unitID] local _currentTarget = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
-- Player has rolled in on a strafing target. -- Player has rolled in on a strafing target.
if _currentTarget and target:IsAlive() then if _currentTarget and target:IsAlive() then
@@ -1931,74 +1979,6 @@ 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
@@ -2299,6 +2279,73 @@ function RANGE:onafterLoad( From, Event, To )
end end
end end
--- Save target sheet.
-- @param #RANGE self
-- @param #string _playername Player name.
-- @param #RANGE.StrafeResult result Results table.
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, result.airframe, 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,Rounds Fired,Rounds Hit,Rounds Quality,Airframe,Mission Time,OS Time\n"
local target = result.name
local airframe = result.airframe
local roundsFired = result.roundsFired
local roundsHit = result.roundsHit
local strafeResult = result.roundsQuality
local time = UTILS.SecondsToClock( result.time )
local date = "n/a"
if os then
date = os.date()
end
data = data .. string.format( "%s,%s,%d,%d,%s,%s,%s,%s", _playername, target, roundsFired, roundsHit, strafeResult, airframe, time, date )
-- Save file.
_savefile( filename, data )
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Display Messages -- Display Messages
----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2324,7 +2371,7 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult ) local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult )
-- Get player results. -- Get player results.
local _results = self.strafePlayerResults[_playername] local _results = self.strafePlayerResults[_playername]
-- Create message. -- Create message.
if _results == nil then if _results == nil then
@@ -2344,9 +2391,10 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
-- Loop over results -- Loop over results
for _, _result in pairs( _results ) do for _, _result in pairs( _results ) do
local result=_result --#RANGE.StrafeResult
-- Message text. -- Message text.
_message = _message .. string.format( "\n[%d] Hits %d - %s - %s", _count, _result.hits, _result.zone.name, _result.text ) _message = _message .. string.format( "\n[%d] Hits %d - %s - %s", _count, result.roundsHit, result.name, result.roundsQuality )
-- Best result. -- Best result.
if _bestMsg == "" then if _bestMsg == "" then
@@ -2755,7 +2803,7 @@ 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.CelciusToFarenheit(T)) -- tT=string.format("%d°F", UTILS.CelsiusToFahrenheit(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
@@ -2835,14 +2883,16 @@ function RANGE:_CheckInZone( _unitName )
local unitheading = 0 -- RangeBoss local unitheading = 0 -- RangeBoss
if _unit and _playername then if _unit and _playername then
-- Player data.
local playerData=self.PlayerSettings[_playername] -- #RANGE.PlayerData
--- Function to check if unit is in zone and facing in the right direction and is below the max alt. --- Function to check if unit is in zone and facing in the right direction and is below the max alt.
local function checkme( targetheading, _zone ) local function checkme( targetheading, _zone )
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
-- 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
@@ -2867,7 +2917,7 @@ function RANGE:_CheckInZone( _unitName )
local _unitID = _unit:GetID() local _unitID = _unit:GetID()
-- Currently strafing? (strafeStatus is nil if not) -- Currently strafing? (strafeStatus is nil if not)
local _currentStrafeRun = self.strafeStatus[_unitID] local _currentStrafeRun = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
if _currentStrafeRun then -- player has already registered for a strafing run. if _currentStrafeRun then -- player has already registered for a strafing run.
@@ -2879,7 +2929,6 @@ 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
@@ -2909,8 +2958,10 @@ function RANGE:_CheckInZone( _unitName )
local _ammo = self:_GetAmmo( _unitName ) local _ammo = self:_GetAmmo( _unitName )
-- Result. -- Result.
local _result = self.strafeStatus[_unitID] local _result = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
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 --[[ --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
@@ -2927,6 +2978,7 @@ function RANGE:_CheckInZone( _unitName )
_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
@@ -2936,29 +2988,30 @@ function RANGE:_CheckInZone( _unitName )
accur = 100 accur = 100
end end
end end
if invalidStrafe == true then -- -- Results text and sound message.
_result.text = "* INVALID - PASSED FOUL LINE *" local resulttext=""
if _result.pastfoulline == true then --
resulttext = "* INVALID - PASSED FOUL LINE *"
_sound = RANGE.Sound.RCPoorPass -- _sound = RANGE.Sound.RCPoorPass --
else else
if accur >= 90 then if accur >= 90 then
_result.text = "DEADEYE PASS" resulttext = "DEADEYE PASS"
_sound = RANGE.Sound.RCExcellentPass _sound = RANGE.Sound.RCExcellentPass
elseif accur >= 75 then elseif accur >= 75 then
_result.text = "EXCELLENT PASS" resulttext = "EXCELLENT PASS"
_sound = RANGE.Sound.RCExcellentPass _sound = RANGE.Sound.RCExcellentPass
elseif accur >= 50 then elseif accur >= 50 then
_result.text = "GOOD PASS" resulttext = "GOOD PASS"
_sound = RANGE.Sound.RCGoodPass _sound = RANGE.Sound.RCGoodPass
elseif accur >= 25 then elseif accur >= 25 then
_result.text = "INEFFECTIVE PASS" resulttext = "INEFFECTIVE PASS"
_sound = RANGE.Sound.RCIneffectivePass _sound = RANGE.Sound.RCIneffectivePass
else else
_result.text = "POOR PASS" resulttext = "POOR PASS"
_sound = RANGE.Sound.RCPoorPass _sound = RANGE.Sound.RCPoorPass
end end
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 )
@@ -2969,45 +3022,27 @@ function RANGE:_CheckInZone( _unitName )
-- Send message. -- Send message.
self:_DisplayMessageToGroup( _unit, _text ) self:_DisplayMessageToGroup( _unit, _text )
-- RangeBoss Edit for strafe table insert -- Strafe result.
local result = {} -- #RANGE.StrafeResult
-- Local results. result.player=_playername
result.name=_result.zone.name or "unknown"
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.time = timer.getAbsTime()
result.airframe = StrafeAircraftType result.roundsFired = shots
result.roundsFired = shots -- RANGEBOSS result.roundsHit = _result.hits
result.roundsHit = _result.hits -- RANGEBOSS result.roundsQuality = resulttext
result.roundsQuality = _result.text -- RANGEBOSS
result.strafeAccuracy = accur result.strafeAccuracy = accur
result.heading = unitheadingStrafe -- RANGEBOSS result.rangename = self.rangename
result.airframe=playerData.airframe
Straferesult.name = _result.zone.name or "unknown" result.invalid = _result.pastfoulline
Straferesult.distance = 0
Straferesult.radial = 0 -- Griger Results.
Straferesult.weapon = "N/A" self:StrafeResult(playerData, result)
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. -- Save trap sheet.
if playerData.targeton and self.targetsheet then if playerData and playerData.targeton and self.targetsheet then
self:_SaveTargetSheet( _playername, result ) self:_SaveTargetSheet( _playername, result )
end end
-- RangeBoss edit for strafe data saved to file
-- Voice over. -- Voice over.
if self.rangecontrol then if self.rangecontrol then
@@ -3028,7 +3063,7 @@ function RANGE:_CheckInZone( _unitName )
-- Save stats so the player can retrieve them. -- Save stats so the player can retrieve them.
local _stats = self.strafePlayerResults[_playername] or {} local _stats = self.strafePlayerResults[_playername] or {}
table.insert( _stats, _result ) table.insert( _stats, result )
self.strafePlayerResults[_playername] = _stats self.strafePlayerResults[_playername] = _stats
end end
@@ -3038,12 +3073,13 @@ function RANGE:_CheckInZone( _unitName )
-- Check to see if we're in any of the strafing zones (first time). -- Check to see if we're in any of the strafing zones (first time).
for _, _targetZone in pairs( self.strafeTargets ) do for _, _targetZone in pairs( self.strafeTargets ) do
local target=_targetZone --#RANGE.StrafeTarget
-- Get the current approach zone and check if player is inside. -- Get the current approach zone and check if player is inside.
local zone = _targetZone.polygon -- Core.Zone#ZONE_POLYGON_BASE local zone = target.polygon -- Core.Zone#ZONE_POLYGON_BASE
-- Check if unit in zone and facing the right direction. -- Check if unit in zone and facing the right direction.
local unitinzone = checkme( _targetZone.heading, zone ) local unitinzone = checkme( target.heading, zone )
-- Player is inside zone. -- Player is inside zone.
if unitinzone then if unitinzone then
@@ -3052,19 +3088,20 @@ function RANGE:_CheckInZone( _unitName )
local _ammo = self:_GetAmmo( _unitName ) local _ammo = self:_GetAmmo( _unitName )
-- Init strafe status for this player. -- Init strafe status for this player.
self.strafeStatus[_unitID] = { hits = 0, zone = _targetZone, time = 1, ammo = _ammo, pastfoulline = false } self.strafeStatus[_unitID] = { hits = 0, zone = target, time = 1, ammo = _ammo, pastfoulline = false }
-- Rolling in! -- Rolling in!
local _msg = string.format( "%s, rolling in on strafe pit %s.", self:_myname( _unitName ), _targetZone.name ) local _msg = string.format( "%s, rolling in on strafe pit %s.", self:_myname( _unitName ), target.name )
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
-- Trigger event that player is rolling in.
self:RollingIn(playerData, target)
-- We found our player. Skip remaining checks. -- We found our player. Skip remaining checks.
break break
@@ -3524,7 +3561,7 @@ function RANGE:_TargetsheetOnOff( _unitname )
playerData.targeton = not playerData.targeton playerData.targeton = not playerData.targeton
-- Inform player. -- Inform player.
if playerData.targeton == true then if playerData and playerData.targeton == true then
text = string.format( "roger, your targetsheets are now SAVED." ) text = string.format( "roger, your targetsheets are now SAVED." )
else else
text = string.format( "affirm, your targetsheets are NOT SAVED." ) text = string.format( "affirm, your targetsheets are NOT SAVED." )

View File

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

View File

@@ -32,9 +32,11 @@
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73)) (CVN-73) [Super Carrier Module] -- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module] -- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59)) (CV-59) [Heatblur Carrier Module] -- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59)) (CV-59) [Heatblur Carrier Module]
-- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_(R12)) (R12) [**WIP**]
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1)) (LHA-1) [**WIP**] -- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1)) (LHA-1) [**WIP**]
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6)) (LHA-6) [**WIP**] -- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6)) (LHA-6) [**WIP**]
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) [**WIP**] -- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) [**WIP**]
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02)) (L02) [**WIP**]
-- --
-- **Supported Aircraft:** -- **Supported Aircraft:**
-- --
@@ -51,9 +53,9 @@
-- --
-- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier. -- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier.
-- --
-- The AV-8B Harrier, the USS Tarawa, USS America, HMAS Canberra and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and -- The AV-8B Harrier, HMS Hermes, the USS Tarawa, USS America, HMAS Canberra, and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and
-- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier. -- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier.
-- However, the two Case II/III pattern are very similar so this is not a big drawback. -- However, if no offset is used for the holding radial this provides a very close representation of the V/STOL Case III, allowing for an approach to over the deck and a vertical landing.
-- --
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version. -- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
-- --
@@ -113,10 +115,11 @@
-- * [Harrier Ship Landing Mission with Auto LSO!](https://www.youtube.com/watch?v=lqmVvpunk2c) -- * [Harrier Ship Landing Mission with Auto LSO!](https://www.youtube.com/watch?v=lqmVvpunk2c)
-- * [Updated Airboss V/STOL Features USS Tarawa](https://youtu.be/K7I4pU6j718) -- * [Updated Airboss V/STOL Features USS Tarawa](https://youtu.be/K7I4pU6j718)
-- * [Harrier Practice pattern USS America](https://youtu.be/99NigITYmcI) -- * [Harrier Practice pattern USS America](https://youtu.be/99NigITYmcI)
-- * [Harrier CASE III TACAN Approach USS Tarawa](https://www.youtube.com/watch?v=bTgJXZ9Mhdc&t=1s)
-- --
-- === -- ===
-- --
-- ### Author: **funkyfranky** -- ### Author: **funkyfranky** LHA and LHD V/STOL additions by **Pene**
-- ### Special Thanks To **Bankler** -- ### Special Thanks To **Bankler**
-- For his great [Recovery Trainer](https://forums.eagle.ru/showthread.php?t=221412) mission and script! -- For his great [Recovery Trainer](https://forums.eagle.ru/showthread.php?t=221412) mission and script!
-- His work was the initial inspiration for this class. Also note that this implementation uses some routines for determining the player position in Case I recoveries he developed. -- His work was the initial inspiration for this class. Also note that this implementation uses some routines for determining the player position in Case I recoveries he developed.
@@ -1260,7 +1263,7 @@ AIRBOSS = {
--- Aircraft types capable of landing on carrier (human+AI). --- Aircraft types capable of landing on carrier (human+AI).
-- @type AIRBOSS.AircraftCarrier -- @type AIRBOSS.AircraftCarrier
-- @field #string AV8B AV-8B Night Harrier. Works only with the USS Tarawa, USS America and Juan Carlos I. -- @field #string AV8B AV-8B Night Harrier. Works only with the HMS Hermes, USS Tarawa, USS America, and Juan Carlos I.
-- @field #string A4EC A-4E Community mod. -- @field #string A4EC A-4E Community mod.
-- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics. -- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics.
-- @field #string F14A F-14A by Heatblur. -- @field #string F14A F-14A by Heatblur.
@@ -1296,6 +1299,7 @@ AIRBOSS.AircraftCarrier={
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module] -- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module] -- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete] -- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete]
-- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier]
-- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier] -- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier]
-- @field #string AMERICA USS America (LHA-6) [V/STOL Carrier] -- @field #string AMERICA USS America (LHA-6) [V/STOL Carrier]
-- @field #string JCARLOS Juan Carlos I (L61) [V/STOL Carrier] -- @field #string JCARLOS Juan Carlos I (L61) [V/STOL Carrier]
@@ -1309,6 +1313,7 @@ AIRBOSS.CarrierType = {
STENNIS = "Stennis", STENNIS = "Stennis",
FORRESTAL = "Forrestal", FORRESTAL = "Forrestal",
VINSON = "VINSON", VINSON = "VINSON",
HERMES = "HERMES81",
TARAWA = "LHA_Tarawa", TARAWA = "LHA_Tarawa",
AMERICA = "USS America LHA-6", AMERICA = "USS America LHA-6",
JCARLOS = "L61", JCARLOS = "L61",
@@ -1980,6 +1985,9 @@ function AIRBOSS:New( carriername, alias )
elseif self.carriertype == AIRBOSS.CarrierType.VINSON then elseif self.carriertype == AIRBOSS.CarrierType.VINSON then
-- TODO: Carl Vinson parameters. -- TODO: Carl Vinson parameters.
self:_InitStennis() self:_InitStennis()
elseif self.carriertype == AIRBOSS.CarrierType.HERMES then
-- Hermes parameters.
self:_InitHermes()
elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then
-- Tarawa parameters. -- Tarawa parameters.
self:_InitTarawa() self:_InitTarawa()
@@ -2082,7 +2090,7 @@ function AIRBOSS:New( carriername, alias )
-- cL:FlareYellow() -- cL:FlareYellow()
-- Carrier specific. -- Carrier specific.
if self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.TARAWA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.AMERICA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.JCARLOS or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.CANBERRA then if self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.HERMES or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.TARAWA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.AMERICA or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.JCARLOS or self.carrier:GetTypeName() ~= AIRBOSS.CarrierType.CANBERRA then
-- Flare wires. -- Flare wires.
local w1 = stern:Translate( self.carrierparam.wire1, FB, true ) local w1 = stern:Translate( self.carrierparam.wire1, FB, true )
@@ -2811,13 +2819,29 @@ end
-- @param #number Low -- @param #number Low
-- @param #number LOW -- @param #number LOW
-- @return #AIRBOSS self -- @return #AIRBOSS self
function AIRBOSS:SetGlideslopeErrorThresholds( _max, _min, High, HIGH, Low, LOW )
self.gle._max = _max or 0.4 function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
self.gle.High = High or 0.8
self.gle.HIGH = HIGH or 1.5 --Check if V/STOL Carrier
self.gle._min = _min or -0.3 if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.gle.Low = Low or -0.6
self.gle.LOW = LOW or -0.9 -- allow a larger GSE for V/STOL operations --Pene Testing
self.gle._max=_max or 0.7
self.gle.High=High or 1.4
self.gle.HIGH=HIGH or 1.9
self.gle._min=_min or -0.5
self.gle.Low=Low or -1.2
self.gle.LOW=LOW or -1.5
-- CVN values
else
self.gle._max=_max or 0.4
self.gle.High=High or 0.8
self.gle.HIGH=HIGH or 1.5
self.gle._min=_min or -0.3
self.gle.Low=Low or -0.6
self.gle.LOW=LOW or -0.9
end
return self return self
end end
@@ -2832,15 +2856,33 @@ end
-- @param #number RightMed -- @param #number RightMed
-- @param #number RIGHT -- @param #number RIGHT
-- @return #AIRBOSS self -- @return #AIRBOSS self
function AIRBOSS:SetLineupErrorThresholds( _max, _min, Left, LeftMed, LEFT, Right, RightMed, RIGHT )
self.lue._max = _max or 0.5 function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right, RightMed, RIGHT)
self.lue._min = _min or -0.5
self.lue.Left = Left or -1.0 --Check if V/STOL Carrier -- Pene testing
self.lue.LeftMed = LeftMed or -2.0 if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.lue.LEFT = LEFT or -3.0
self.lue.Right = Right or 1.0 -- V/STOL Values -- allow a larger LUE for V/STOL operations
self.lue.RightMed = RightMed or 2.0 self.lue._max=_max or 1.8
self.lue.RIGHT = RIGHT or 3.0 self.lue._min=_min or -1.8
self.lue.Left=Left or -2.8
self.lue.LeftMed=LeftMed or -3.8
self.lue.LEFT=LEFT or -4.5
self.lue.Right=Right or 2.8
self.lue.RightMed=RightMed or 3.8
self.lue.RIGHT=RIGHT or 4.5
-- CVN Values
else
self.lue._max=_max or 0.5
self.lue._min=_min or -0.5
self.lue.Left=Left or -1.0
self.lue.LeftMed=LeftMed or -2.0
self.lue.LEFT=LEFT or -3.0
self.lue.Right=Right or 1.0
self.lue.RightMed=RightMed or 2.0
self.lue.RIGHT=RIGHT or 3.0
end
return self return self
end end
@@ -4384,6 +4426,46 @@ function AIRBOSS:_InitForrestal()
end end
--- Init parameters for R12 HMS Hermes carrier.
-- @param #AIRBOSS self
function AIRBOSS:_InitHermes()
-- Init Stennis as default.
self:_InitStennis()
-- Carrier Parameters.
self.carrierparam.sterndist = -105
self.carrierparam.deckheight = 12 -- From model viewer WL0.
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength = 228.19
self.carrierparam.totwidthport = 20.5
self.carrierparam.totwidthstarboard = 24.5
-- Landing runway.
self.carrierparam.rwyangle = 0
self.carrierparam.rwylength = 215
self.carrierparam.rwywidth = 13
-- Wires.
self.carrierparam.wire1 = nil
self.carrierparam.wire2 = nil
self.carrierparam.wire3 = nil
self.carrierparam.wire4 = nil
-- Late break.
self.BreakLate.name = "Late Break"
self.BreakLate.Xmin = -UTILS.NMToMeters( 1 ) -- Not more than 1 NM behind the boat. Last check was at 0.
self.BreakLate.Xmax = UTILS.NMToMeters( 5 ) -- Not more than 5 NM in front of the boat. Enough for late breaks?
self.BreakLate.Zmin = -UTILS.NMToMeters( 0.25 ) -- Not more than 0.25 NM port.
self.BreakLate.Zmax = UTILS.NMToMeters( 0.5 ) -- Not more than 0.5 NM starboard.
self.BreakLate.LimitXmin = 0 -- Check and next step 0.8 NM port and in front of boat.
self.BreakLate.LimitXmax = nil
self.BreakLate.LimitZmin = -UTILS.NMToMeters( 0.5 ) -- 926 m port, closer than the stennis as abeam is 0.8-1.0 rather than 1.2
self.BreakLate.LimitZmax = nil
end
--- Init parameters for LHA-1 Tarawa carrier. --- Init parameters for LHA-1 Tarawa carrier.
-- @param #AIRBOSS self -- @param #AIRBOSS self
function AIRBOSS:_InitTarawa() function AIRBOSS:_InitTarawa()
@@ -5007,14 +5089,16 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.Fast = 8.25 -- =17.5/2 aoa.Fast = 8.25 -- =17.5/2
aoa.FAST = 8.00 -- =16.5/2 aoa.FAST = 8.00 -- =16.5/2
elseif harrier then elseif harrier then
-- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 60 - 73.
aoa.SLOW = 14.0 -- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 55. Pene testing
aoa.Slow = 13.0 aoa.SLOW = 16.0
aoa.OnSpeedMax = 12.0 aoa.Slow = 13.5
aoa.OnSpeed = 11.0 aoa.OnSpeedMax = 12.5
aoa.OnSpeedMin = 10.0 aoa.OnSpeed = 10.0
aoa.Fast = 8.0 aoa.OnSpeedMin = 9.5
aoa.FAST = 7.5 aoa.Fast = 8.0
aoa.FAST = 7.5
end end
return aoa return aoa
@@ -5273,8 +5357,8 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif skyhawk then elseif skyhawk then
alt = UTILS.FeetToMeters( 300 ) -- ? alt = UTILS.FeetToMeters( 300 ) -- ?
elseif harrier then elseif harrier then
-- 300-325 ft alt=UTILS.FeetToMeters(312)-- 300-325 ft
alt = UTILS.FeetToMeters( 300 ) -- Need to verify
end end
aoa = aoaac.OnSpeed aoa = aoaac.OnSpeed
@@ -6209,7 +6293,7 @@ function AIRBOSS:_GetMarshalAltitude( stack, case )
p2 = Carrier:Translate( UTILS.NMToMeters( 1.5 ), hdg ) p2 = Carrier:Translate( UTILS.NMToMeters( 1.5 ), hdg )
-- Tarawa,LHA,LHD Delta patterns. -- Tarawa,LHA,LHD Delta patterns.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Pattern is directly overhead the carrier. -- Pattern is directly overhead the carrier.
p1 = Carrier:Translate( UTILS.NMToMeters( 1.0 ), hdg + 90 ) p1 = Carrier:Translate( UTILS.NMToMeters( 1.0 ), hdg + 90 )
@@ -8048,7 +8132,7 @@ function AIRBOSS:OnEventLand( EventData )
self:T( self.lid .. text ) self:T( self.lid .. text )
-- Check carrier type. -- Check carrier type.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Power "Idle". -- Power "Idle".
self:RadioTransmission( self.LSORadio, self.LSOCall.IDLE, false, 1, nil, true ) self:RadioTransmission( self.LSORadio, self.LSOCall.IDLE, false, 1, nil, true )
@@ -8083,7 +8167,7 @@ function AIRBOSS:OnEventLand( EventData )
-- AI unit landed -- -- AI unit landed --
-------------------- --------------------
if self.carriertype ~= AIRBOSS.CarrierType.TARAWA or self.carriertype ~= AIRBOSS.CarrierType.AMERICA or self.carriertype ~= AIRBOSS.CarrierType.JCARLOS or self.carriertype ~= AIRBOSS.CarrierType.CANBERRA then if self.carriertype ~= AIRBOSS.CarrierType.HERMES or self.carriertype ~= AIRBOSS.CarrierType.TARAWA or self.carriertype ~= AIRBOSS.CarrierType.AMERICA or self.carriertype ~= AIRBOSS.CarrierType.JCARLOS or self.carriertype ~= AIRBOSS.CarrierType.CANBERRA then
-- Coordinate at landing event -- Coordinate at landing event
local coord = EventData.IniUnit:GetCoordinate() local coord = EventData.IniUnit:GetCoordinate()
@@ -9121,7 +9205,7 @@ function AIRBOSS:_CheckForLongDownwind( playerData )
local limit = UTILS.NMToMeters( -1.6 ) local limit = UTILS.NMToMeters( -1.6 )
-- For the tarawa, other LHA and LHD we give a bit more space. -- For the tarawa, other LHA and LHD we give a bit more space.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
limit = UTILS.NMToMeters( -2.0 ) limit = UTILS.NMToMeters( -2.0 )
end end
@@ -9208,7 +9292,7 @@ function AIRBOSS:_Ninety( playerData )
self:_PlayerHint( playerData ) self:_PlayerHint( playerData )
-- Next step: wake. -- Next step: wake.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Harrier has no wake stop. It stays port of the boat. -- Harrier has no wake stop. It stays port of the boat.
self:_SetPlayerStep( playerData, AIRBOSS.PatternStep.FINAL ) self:_SetPlayerStep( playerData, AIRBOSS.PatternStep.FINAL )
else else
@@ -9464,8 +9548,9 @@ function AIRBOSS:_Groove( playerData )
-- Speed difference. -- Speed difference.
local dv = math.abs( vplayer - vcarrier ) local dv = math.abs( vplayer - vcarrier )
-- Stable when speed difference < 20 km/h.
local stable = dv < 20 -- Stable when speed difference < 30 km/h.(16 Kts)Pene Testing
local stable=dv<30
-- Check if player is inside the zone. -- Check if player is inside the zone.
if playerData.unit:IsInZone( ZoneALS ) and stable then if playerData.unit:IsInZone( ZoneALS ) and stable then
@@ -9497,8 +9582,8 @@ function AIRBOSS:_Groove( playerData )
-- Speed difference. -- Speed difference.
local dv = math.abs( vplayer - vcarrier ) local dv = math.abs( vplayer - vcarrier )
-- Stable when v<10 km/h. -- Stable when v<15 km/h.
local stable = dv < 10 local stable=dv<15
-- Radio Transmission "Stabilized" once the aircraft has been cleared to cross and is over the Landing Spot and stable. -- Radio Transmission "Stabilized" once the aircraft has been cleared to cross and is over the Landing Spot and stable.
if playerData.unit:IsInZone( ZoneLS ) and stable and playerData.stable == true then if playerData.unit:IsInZone( ZoneLS ) and stable and playerData.stable == true then
@@ -9537,25 +9622,26 @@ function AIRBOSS:_Groove( playerData )
-- Nothing else necessary. -- Nothing else necessary.
return return
end end
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP) end
-- if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then -- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
-- Get groove time
-- local vSlow=groovedata.time --if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
-- If too slow wave off. -- Get groove time
-- if vSlow >75 then --local vSlow=groovedata.time
-- If too slow wave off.
-- LSO Wave off! --if vSlow >75 then
-- self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
-- playerData.Tlso=timer.getTime() -- LSO Wave off!
--self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
-- Player was waved Off --playerData.Tlso=timer.getTime()
-- playerData.waveoff=true
-- return -- Player was waved Off
-- end --playerData.waveoff=true
-- end --return
--end
--end
-- Groovedata step. -- Groovedata step.
groovedata.Step = playerData.step groovedata.Step = playerData.step
@@ -9726,8 +9812,8 @@ function AIRBOSS:_CheckWaveOff( glideslopeError, lineupError, AoA, playerData )
-- For the harrier, we allow a bit more room. -- For the harrier, we allow a bit more room.
if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
glMax = 2.6 glMax = 2.6
glMin = -2.0 glMin = -2.2 -- Testing, @Engines may be just dragging it in on Hermes, or the carrier parameters need adjusting.
luAbs = 4.1 -- Testing Pene (WIP) needs feedback to tighten up tolerences. luAbs = 4.1 -- Testing Pene.
end end
@@ -9893,17 +9979,23 @@ function AIRBOSS:_GetSternCoord()
local hdg = self.carrier:GetHeading() local hdg = self.carrier:GetHeading()
-- Final bearing (true). -- Final bearing (true).
local FB = self:GetFinalBearing() local FB=self:GetFinalBearing()
local case=self.case
-- Stern coordinate (sterndist<0). Also translate 10 meters starboard wrt Final bearing. -- Stern coordinate (sterndist<0). Also translate 10 meters starboard wrt Final bearing.
self.sterncoord:UpdateFromCoordinate( self:GetCoordinate() ) self.sterncoord:UpdateFromCoordinate( self:GetCoordinate() )
-- local stern=self:GetCoordinate() -- local stern=self:GetCoordinate()
-- Stern coordinate (sterndist<0). -- Stern coordinate (sterndist<0). --Pene testing Case III
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype==AIRBOSS.CarrierType.HERMES or self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS or self.carriertype==AIRBOSS.CarrierType.CANBERRA then
-- Tarawa: Translate 8 meters port. if case==3 then
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 8, FB - 90, true, true ) -- CASE III V/STOL translation Due over deck approach if needed.
elseif self.carriertype == AIRBOSS.CarrierType.STENNIS then self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
elseif case==2 or case==1 then
-- V/Stol: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
end
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing. -- Stennis: translate 7 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true ) self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then
@@ -10536,7 +10628,8 @@ function AIRBOSS:_GetZoneRunwayBox()
return self.zoneRunwaybox return self.zoneRunwaybox
end end
--- Get zone of primary abeam landing position of USS Tarawa, USS America and Juan Carlos. Box length 50 meters and width 30 meters. --- Get zone of primary abeam landing position of HMS Hermes, USS Tarawa, USS America and Juan Carlos. Box length 50 meters and width 30 meters.
--- Allow for Clear to land call from LSO approaching abeam the landing spot if stable as per NATOPS 00-80T --- Allow for Clear to land call from LSO approaching abeam the landing spot if stable as per NATOPS 00-80T
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @return Core.Zone#ZONE_POLYGON Zone surrounding landing runway. -- @return Core.Zone#ZONE_POLYGON Zone surrounding landing runway.
@@ -10548,9 +10641,9 @@ function AIRBOSS:_GetZoneAbeamLandingSpot()
-- Current carrier heading. -- Current carrier heading.
local FB = self:GetFinalBearing( false ) local FB = self:GetFinalBearing( false )
-- Coordinate array. -- Coordinate array. Pene Testing extended Abeam landing spot V/STOL.
local p = {} local p={}
-- Points. -- Points.
p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-Right p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-Right
p[2] = S:Translate( -45, FB ):Translate( 15, FB + 90 ) -- Bottom-Right p[2] = S:Translate( -45, FB ):Translate( 15, FB + 90 ) -- Bottom-Right
@@ -10640,7 +10733,7 @@ function AIRBOSS:_GetZoneHolding( case, stack )
self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", Post:GetVec2(), self.marshalradius ) self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", Post:GetVec2(), self.marshalradius )
-- Delta pattern. -- Delta pattern.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", self.carrier:GetVec2(), UTILS.NMToMeters( 5 ) ) self.zoneHolding = ZONE_RADIUS:New( "CASE I Holding Zone", self.carrier:GetVec2(), UTILS.NMToMeters( 5 ) )
end end
@@ -10692,7 +10785,7 @@ function AIRBOSS:_GetZoneCommence( case, stack )
-- Three position -- Three position
local Three = self:GetCoordinate():Translate( D, hdg + 275 ) local Three = self:GetCoordinate():Translate( D, hdg + 275 )
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
local Dx = UTILS.NMToMeters( 2.25 ) local Dx = UTILS.NMToMeters( 2.25 )
@@ -10983,7 +11076,7 @@ function AIRBOSS:_GetAltCarrier( unit )
return h return h
end end
--- Get optimal landing position of the aircraft. Usually between second and third wire. In case of Tarawa and America we take the abeam landing spot 120 ft abeam the 7.5 position, for the Juan Carlos I it is 120 ft and abeam the 5 position. --- Get optimal landing position of the aircraft. Usually between second and third wire. In case of Tarawa, Canberrra, Juan Carlos and America we take the abeam landing spot 120 ft above and 21 ft abeam the 7.5 position, for the Juan Carlos I and HMS Hermes it is 120 ft above and 21 ft abeam the 5 position. For CASE III it is 120ft directly above the landing spot.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @return Core.Point#COORDINATE Optimal landing coordinate. -- @return Core.Point#COORDINATE Optimal landing coordinate.
function AIRBOSS:_GetOptLandingCoordinate() function AIRBOSS:_GetOptLandingCoordinate()
@@ -10993,45 +11086,28 @@ function AIRBOSS:_GetOptLandingCoordinate()
-- Stern coordinate. -- Stern coordinate.
-- local stern=self:_GetSternCoord() -- local stern=self:_GetSternCoord()
-- Final bearing. -- Final bearing.
local FB = self:GetFinalBearing( false )
if self.carriertype == AIRBOSS.CarrierType.TARAWA then local FB=self:GetFinalBearing(false)
local case=self.case
-- set Case III V/STOL abeam landing spot over deck -- Pene Testing
if self.carriertype==AIRBOSS.CarrierType.HERMES or self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS or self.carriertype==AIRBOSS.CarrierType.CANBERRA then
if case==3 then
self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate())
-- Altitude 120ft -- is this corect for Case III?
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif case==2 or case==1 then
-- Landing 100 ft abeam, 120 ft alt. -- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true ) self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate()):Translate(35, FB-90, true, true)
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90) --stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft. -- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) ) self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif self.carriertype == AIRBOSS.CarrierType.AMERICA then end
-- Landing 100 ft abeam, 120 ft alt. To allow adjustments to match different deck configurations.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) )
elseif self.carriertype == AIRBOSS.CarrierType.JCARLOS then
-- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) )
elseif self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude( UTILS.FeetToMeters( 120 ) )
else else
-- Ideally we want to land between 2nd and 3rd wire. -- Ideally we want to land between 2nd and 3rd wire.
@@ -11059,7 +11135,14 @@ function AIRBOSS:_GetLandingSpotCoordinate()
-- Stern coordinate. -- Stern coordinate.
-- local stern=self:_GetSternCoord() -- local stern=self:_GetSternCoord()
if self.carriertype == AIRBOSS.CarrierType.TARAWA then if self.carriertype==AIRBOSS.CarrierType.HERMES then
-- Landing 100 ft abeam, 100 alt.
local hdg = self:GetHeading()
-- Primary landing spot 5
self.landingspotcoord:Translate( 69, hdg, true, true ):SetAltitude( self.carrierparam.deckheight )
elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then
-- Landing 100 ft abeam, 120 alt. -- Landing 100 ft abeam, 120 alt.
local hdg = self:GetHeading() local hdg = self:GetHeading()
@@ -11127,7 +11210,7 @@ end
--- Get wind direction and speed at carrier position. --- Get wind direction and speed at carrier position.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number alt Altitude ASL in meters. Default 50 m. -- @param #number alt Altitude ASL in meters. Default 15 m.
-- @param #boolean magnetic Direction including magnetic declination. -- @param #boolean magnetic Direction including magnetic declination.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position.
-- @return #number Direction the wind is blowing **from** in degrees. -- @return #number Direction the wind is blowing **from** in degrees.
@@ -11137,8 +11220,8 @@ function AIRBOSS:GetWind( alt, magnetic, coord )
-- Current position of the carrier or input. -- Current position of the carrier or input.
local cv = coord or self:GetCoordinate() local cv = coord or self:GetCoordinate()
-- Wind direction and speed. By default at 50 meters ASL. -- Wind direction and speed. By default at 15 meters ASL.
local Wdir, Wspeed = cv:GetWind( alt or 50 ) local Wdir, Wspeed = cv:GetWind( alt or 15 )
-- Include magnetic declination. -- Include magnetic declination.
if magnetic then if magnetic then
@@ -11649,15 +11732,17 @@ function AIRBOSS:_LSOgrade( playerData )
local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR
-- Count number of minor, normal and major deviations. -- Count number of minor, normal and major deviations.
local N = nXX + nIM + nIC + nAR local N=nXX+nIM+nIC+nAR
local nL = count( G, '_' ) / 2 local Nv=nXX+nIM
local nS = count( G, '%(' ) local nL=count(G, '_')/2
local nN = N - nS - nL local nS=count(G, '%(')
local nN=N-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 65-70 for V/STOL unicorn. local nNv=Nv-nS-nL
local Tgroove = playerData.Tgroove
local TgrooveUnicorn = Tgroove and (Tgroove >= 15.0 and Tgroove <= 18.99) or false -- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local TgrooveVstolUnicorn = Tgroove and (Tgroove >= 60.0 and Tgroove <= 65.0) and playerData.actype == AIRBOSS.AircraftCarrier.AV8B or false local Tgroove=playerData.Tgroove
local TgrooveUnicorn=Tgroove and (Tgroove>=15.0 and Tgroove<=18.99) or false
local TgrooveVstolUnicorn=Tgroove and (Tgroove>=60.0 and Tgroove<=65.0)and playerData.actype==AIRBOSS.AircraftCarrier.AV8B or false
local grade local grade
local points local points
@@ -11668,29 +11753,33 @@ function AIRBOSS:_LSOgrade( playerData )
G = "Unicorn" G = "Unicorn"
else else
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe. (WIP requires feedback) -- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation. -- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
if nL > 3 and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then if nL > 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points. -- Larger deviations ==> "No grade" 2.0 points.
grade = "--" grade="--"
points = 2.0 points=2.0
elseif nN > 2 and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then elseif nNv >= 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections. -- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade = "(OK)" grade="(OK)"
points = 3.0 points=3.0
elseif nL > 0 then elseif nNv < 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only minor average deviations ==> "OK" Pass with minor deviations and corrections. (test nNv<=1 and)
grade="OK"
points=4.0
elseif nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points. -- Larger deviations ==> "No grade" 2.0 points.
grade = "--" grade="--"
points = 2.0 points=2.0
elseif nN > 0 then elseif nN> 0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections. -- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade = "(OK)" grade="(OK)"
points = 3.0 points=3.0
else else
-- Only minor corrections -- Only minor corrections
grade = "OK" grade="OK"
points = 4.0 points=4.0
end end
end end
@@ -11994,7 +12083,7 @@ function AIRBOSS:_GS( step, n )
if n == -1 then if n == -1 then
gp = AIRBOSS.GroovePos.IC gp = AIRBOSS.GroovePos.IC
elseif n == 1 then elseif n == 1 then
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
gp = AIRBOSS.GroovePos.AL gp = AIRBOSS.GroovePos.AL
else else
gp = AIRBOSS.GroovePos.IW gp = AIRBOSS.GroovePos.IW
@@ -13873,7 +13962,7 @@ function AIRBOSS:_IsCarrierAircraft( unit )
-- Special case for Harrier which can only land on Tarawa, LHA and LHD. -- Special case for Harrier which can only land on Tarawa, LHA and LHD.
if aircrafttype == AIRBOSS.AircraftCarrier.AV8B then if aircrafttype == AIRBOSS.AircraftCarrier.AV8B then
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
return true return true
else else
return false return false
@@ -13881,7 +13970,7 @@ function AIRBOSS:_IsCarrierAircraft( unit )
end end
-- Also only Harriers can land on the Tarawa, LHA and LHD. -- Also only Harriers can land on the Tarawa, LHA and LHD.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
if aircrafttype ~= AIRBOSS.AircraftCarrier.AV8B then if aircrafttype ~= AIRBOSS.AircraftCarrier.AV8B then
return false return false
end end
@@ -17238,7 +17327,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
end end
-- Tarawa, LHA and LHD landing spots. -- Tarawa, LHA and LHD landing spots.
if self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then if self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
text = text .. "\n* abeam landing stop with RED flares" text = text .. "\n* abeam landing stop with RED flares"
-- Abeam landing spot zone. -- Abeam landing spot zone.
local ALSPT = self:_GetZoneAbeamLandingSpot() local ALSPT = self:_GetZoneAbeamLandingSpot()

View File

@@ -30,7 +30,7 @@
-- @module Ops.CSAR -- @module Ops.CSAR
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
-- Date: Feb 2022 -- Date: June 2022
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -76,64 +76,69 @@
-- --
-- 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. -- mycsar.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! -- mycsar.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. -- mycsar.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 heli is near. -- mycsar.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near.
-- self.autosmokedistance = 1000 -- distance for autosmoke -- mycsar.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. -- mycsar.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. -- mycsar.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. -- mycsar.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. -- mycsar.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to mycsar.extractDistance in meters.
-- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter. -- mycsar.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. -- mycsar.immortalcrew = true -- Set to true to make wounded crew immortal.
-- self.invisiblecrew = false -- Set to true to make wounded crew insvisible. -- mycsar.invisiblecrew = false -- Set to true to make wounded crew insvisible.
-- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters. -- mycsar.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
-- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. -- mycsar.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. -- mycsar.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. -- mycsar.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. -- mycsar.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. -- mycsar.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. -- mycsar.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! -- mycsar.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor!
-- self.verbose = 0 -- set to > 1 for stats output for debugging. -- mycsar.verbose = 0 -- set to > 1 for stats output for debugging.
-- -- (added 0.1.4) limit amount of downed pilots spawned by **ejection** events -- -- (added 0.1.4) limit amount of downed pilots spawned by **ejection** events
-- self.limitmaxdownedpilots = true -- mycsar.limitmaxdownedpilots = true
-- self.maxdownedpilots = 10 -- mycsar.maxdownedpilots = 10
-- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors -- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors
-- self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters -- mycsar.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
-- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters -- mycsar.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
-- self.pilotmustopendoors = false -- switch to true to enable check of open doors -- mycsar.pilotmustopendoors = false -- switch to true to enable check of open doors
-- -- (added 0.1.9) -- -- (added 0.1.9)
-- self.suppressmessages = false -- switch off all messaging if you want to do your own -- mycsar.suppressmessages = false -- switch off all messaging if you want to do your own
-- -- (added 0.1.11) -- -- (added 0.1.11)
-- self.rescuehoverheight = 20 -- max height for a hovering rescue in meters -- mycsar.rescuehoverheight = 20 -- max height for a hovering rescue in meters
-- self.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters -- mycsar.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters
-- -- (added 0.1.12) -- -- (added 0.1.12)
-- -- Country codes for spawned pilots -- -- Country codes for spawned pilots
-- self.countryblue= country.id.USA -- mycsar.countryblue= country.id.USA
-- self.countryred = country.id.RUSSIA -- mycsar.countryred = country.id.RUSSIA
-- self.countryneutral = country.id.UN_PEACEKEEPERS -- mycsar.countryneutral = country.id.UN_PEACEKEEPERS
-- --
-- ## 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 -- mycsar.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(!) -- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
-- self.SRSchannel = 300 -- radio channel -- mycsar.SRSchannel = 300 -- radio channel
-- self.SRSModulation = radio.modulation.AM -- modulation -- mycsar.SRSModulation = radio.modulation.AM -- modulation
-- mycsar.SRSport = 5002 -- and SRS Server port
-- mycsar.SRSCulture = "en-GB" -- SRS voice culture
-- mycsar.SRSVoice = nil -- SRS voice, relevant for Google TTS
-- mycsar.SRSGPathToCredentials = nil -- Path to your Google credentials json file, set this if you want to use Google TTS
-- mycsar.SRSVolume = 1 -- Volume, between 0 and 1
-- -- -- --
-- self.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection --shagrat -- mycsar.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection. Requires mycsar.enableForAI to be set to true. --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. -- mycsar.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
-- --
-- Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object: -- Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object:
-- --
-- self.rescues -- number of successful landings *with* saved pilots -- mycsar.rescues -- number of successful landings *with* saved pilots
-- self.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players) -- mycsar.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players)
-- --
-- ## 4. Events -- ## 4. Events
-- --
@@ -254,11 +259,12 @@ 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.AircraftType["UH-60L"] = 10
CSAR.AircraftType["AH-64D_BLK_II"] = 2
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.4c" CSAR.version="1.0.5"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -412,6 +418,11 @@ function CSAR:New(Coalition, Template, Alias)
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
self.SRSport = 5002 -- port
self.SRSCulture = "en-GB"
self.SRSVoice = nil
self.SRSGPathToCredentials = nil
self.SRSVolume = 1
------------------------ ------------------------
--- Pseudo Functions --- --- Pseudo Functions ---
@@ -858,12 +869,12 @@ function CSAR:_EventHandler(EventData)
-- no Player -- no Player
if self.enableForAI == false and _event.IniPlayerName == nil then if self.enableForAI == false and _event.IniPlayerName == nil then
return return self
end end
-- no event -- no event
if _event == nil or _event.initiator == nil then if _event == nil or _event.initiator == nil then
return false return self
-- take off -- take off
elseif _event.id == EVENTS.Takeoff then -- taken off elseif _event.id == EVENTS.Takeoff then -- taken off
@@ -871,35 +882,43 @@ function CSAR:_EventHandler(EventData)
local _coalition = _event.IniCoalition local _coalition = _event.IniCoalition
if _coalition ~= self.coalition then if _coalition ~= self.coalition then
return --ignore! return self --ignore!
end end
if _event.IniGroupName then if _event.IniGroupName then
self.takenOff[_event.IniUnitName] = true self.takenOff[_event.IniUnitName] = true
end end
return true return self
-- player enter unit -- player enter unit
elseif _event.id == EVENTS.PlayerEnterAircraft or _event.id == EVENTS.PlayerEnterUnit then --player entered unit elseif _event.id == EVENTS.PlayerEnterAircraft or _event.id == EVENTS.PlayerEnterUnit then --player entered unit
self:T(self.lid .. " Event unit - Player Enter") self:T(self.lid .. " Event unit - Player Enter")
local _coalition = _event.IniCoalition local _coalition = _event.IniCoalition
self:T("Coalition = "..UTILS.GetCoalitionName(_coalition))
if _coalition ~= self.coalition then if _coalition ~= self.coalition then
return --ignore! return self --ignore!
end end
if _event.IniPlayerName then if _event.IniPlayerName then
self.takenOff[_event.IniPlayerName] = nil self.takenOff[_event.IniPlayerName] = nil
end end
-- jumped into flying plane?
self:T("Taken Off: "..tostring(_event.IniUnit:InAir(true)))
if _event.IniUnit:InAir(true) then
self.takenOff[_event.IniPlayerName] = true
end
local _unit = _event.IniUnit local _unit = _event.IniUnit
local _group = _event.IniGroup local _group = _event.IniGroup
if _unit:IsHelicopter() or _group:IsHelicopter() then if _unit:IsHelicopter() or _group:IsHelicopter() then
self:_AddMedevacMenuItem() self:_AddMedevacMenuItem()
end end
return true return self
elseif (_event.id == EVENTS.PilotDead and self.csarOncrash == false) then elseif (_event.id == EVENTS.PilotDead and self.csarOncrash == false) then
-- Pilot dead -- Pilot dead
@@ -911,57 +930,68 @@ function CSAR:_EventHandler(EventData)
local _group = _event.IniGroup local _group = _event.IniGroup
if _unit == nil then if _unit == nil then
return -- error! return self -- error!
end end
local _coalition = _event.IniCoalition local _coalition = _event.IniCoalition
if _coalition ~= self.coalition then if _coalition ~= self.coalition then
return --ignore! return self --ignore!
end end
-- Catch multiple events here? -- Catch multiple events here?
if self.takenOff[_event.IniUnitName] == true or _group:IsAirborne() then if self.takenOff[_event.IniUnitName] == true or _group:IsAirborne() then
if self:_DoubleEjection(_unitname) then if self:_DoubleEjection(_unitname) then
return return self
end end
else else
self:T(self.lid .. " Pilot has not taken off, ignore") self:T(self.lid .. " Pilot has not taken off, ignore")
end end
return return self
elseif _event.id == EVENTS.PilotDead or _event.id == EVENTS.Ejection then elseif _event.id == EVENTS.PilotDead or _event.id == EVENTS.Ejection then
if _event.id == EVENTS.PilotDead and self.csarOncrash == false then if _event.id == EVENTS.PilotDead and self.csarOncrash == false then
return return self
end end
self:T(self.lid .. " Event unit - Pilot Ejected") self:T(self.lid .. " Event unit - Pilot Ejected")
local _unit = _event.IniUnit local _unit = _event.IniUnit
local _unitname = _event.IniUnitName local _unitname = _event.IniUnitName
local _group = _event.IniGroup local _group = _event.IniGroup
self:T({_unit.UnitName, _unitname, _group.GroupName})
if _unit == nil then if _unit == nil then
return -- error! self:T("Unit NIL!")
return self -- error!
end end
local _coalition = _unit:GetCoalition() --local _coalition = _unit:GetCoalition() -- nil now for some reason
local _coalition = _group:GetCoalition()
if _coalition ~= self.coalition then if _coalition ~= self.coalition then
return --ignore! self:T("Wrong coalition! Coalition = "..UTILS.GetCoalitionName(_coalition))
return self --ignore!
end end
self:T("Airborne: "..tostring(_group:IsAirborne()))
self:T("Taken Off: "..tostring(self.takenOff[_event.IniUnitName]))
if not self.takenOff[_event.IniUnitName] and not _group:IsAirborne() then if not self.takenOff[_event.IniUnitName] and not _group:IsAirborne() then
self:T(self.lid .. " Pilot has not taken off, ignore") self:T(self.lid .. " Pilot has not taken off, ignore")
return -- give up, pilot hasnt taken off -- return self -- give up, pilot hasnt taken off
end end
if self:_DoubleEjection(_unitname) then if self:_DoubleEjection(_unitname) then
return self:T("Double Ejection!")
return self
end end
-- limit no of pilots in the field. -- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
return self:T("Maxed Downed Pilot!")
return self
end end
@@ -970,33 +1000,27 @@ function CSAR:_EventHandler(EventData)
local wetfeet = false local wetfeet = false
local surface = _unit:GetCoordinate():GetSurfaceType() local initdcscoord = nil
local initcoord = nil
--if _event.id == EVENTS.Ejection then
initdcscoord = _event.TgtDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
--end
--local surface = _unit:GetCoordinate():GetSurfaceType()
local surface = initcoord:GetSurfaceType()
if surface == land.SurfaceType.WATER then if surface == land.SurfaceType.WATER then
self:T("Wet feet!")
wetfeet = true wetfeet = true
end end
-- all checks passed, get going. -- all checks passed, get going.
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 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()
self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none")
return true
end
---- shagrat on event LANDING_AFTER_EJECTION spawn pilot at parachute location
elseif (_event.id == EVENTS.LandingAfterEjection and self.csarUsePara == true) then
self:I({EVENT=_event})
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
local _unitname = "Aircraft" --_event.initiator:getName() or "Aircraft" --shagrat Optional use of Object name which is unfortunately 'f15_Pilot_Parachute'
local _typename = "Ejected Pilot" --_event.Initiator.getTypeName() or "Ejected Pilot"
local _country = _event.initiator:getCountry()
local _coalition = coalition.getCountryCoalition( _country )
if _coalition == self.coalition then
local _freq = self:_GenerateADFFrequency() local _freq = self:_GenerateADFFrequency()
self:I({coalition=_coalition,country= _country, coord=_LandingPos, name=_unitname, player=_event.IniPlayerName, freq=_freq}) self:_AddCsar(_coalition, _unit:GetCountry(), initcoord , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none")
self:_AddCsar(_coalition, _country, _LandingPos, nil, _unitname, _event.IniPlayerName, _freq, false, "none")--shagrat add CSAR at Parachute location. return self
end
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
end
return true
elseif _event.id == EVENTS.Land then elseif _event.id == EVENTS.Land then
self:T(self.lid .. " Landing") self:T(self.lid .. " Landing")
@@ -1011,12 +1035,12 @@ function CSAR:_EventHandler(EventData)
if _unit == nil then if _unit == nil then
self:T(self.lid .. " Unit nil on landing") self:T(self.lid .. " Unit nil on landing")
return -- error! return self -- error!
end end
local _coalition = _event.IniCoalition local _coalition = _event.IniCoalition
if _coalition ~= self.coalition then if _coalition ~= self.coalition then
return --ignore! return self --ignore!
end end
self.takenOff[_event.IniUnitName] = nil self.takenOff[_event.IniUnitName] = nil
@@ -1025,13 +1049,13 @@ function CSAR:_EventHandler(EventData)
if _place == nil then if _place == nil then
self:T(self.lid .. " Landing Place Nil") self:T(self.lid .. " Landing Place Nil")
return -- error! return self -- error!
end end
-- anyone on board? -- anyone on board?
if self.inTransitGroups[_event.IniUnitName] == nil then if self.inTransitGroups[_event.IniUnitName] == nil then
-- ignore -- ignore
return return self
end end
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
@@ -1041,8 +1065,27 @@ function CSAR:_EventHandler(EventData)
end end
end end
return true return self
end end
---- shagrat on event LANDING_AFTER_EJECTION spawn pilot at parachute location
if (_event.id == EVENTS.LandingAfterEjection and self.csarUsePara == true) then
self:T("LANDING_AFTER_EJECTION")
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
local _unitname = "Aircraft" --_event.initiator:getName() or "Aircraft" --shagrat Optional use of Object name which is unfortunately 'f15_Pilot_Parachute'
local _typename = "Ejected Pilot" --_event.Initiator.getTypeName() or "Ejected Pilot"
local _country = _event.initiator:getCountry()
local _coalition = coalition.getCountryCoalition( _country )
self:T("Country = ".._country.." Coalition = ".._coalition)
if _coalition == self.coalition then
local _freq = self:_GenerateADFFrequency()
self:I({coalition=_coalition,country= _country, coord=_LandingPos, name=_unitname, player=_event.IniPlayerName, freq=_freq})
self:_AddCsar(_coalition, _country, _LandingPos, nil, _unitname, _event.IniPlayerName, _freq, false, "none")--shagrat add CSAR at Parachute location.
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
end
end
return self return self
end end
@@ -1237,7 +1280,7 @@ function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupNam
_maxUnits = self.max_units _maxUnits = self.max_units
end end
if _unitsInHelicopter + 1 > _maxUnits then if _unitsInHelicopter + 1 > _maxUnits then
self:_DisplayMessageToSAR(_heliUnit, string.format("%s, %s. We\'re already crammed with %d guys! Sorry!", _pilotName, _heliName, _unitsInHelicopter, _unitsInHelicopter), self.messageTime) self:_DisplayMessageToSAR(_heliUnit, string.format("%s, %s. We\'re already crammed with %d guys! Sorry!", _pilotName, _heliName, _unitsInHelicopter, _unitsInHelicopter), self.messageTime,false,false,true)
return true return true
end end
@@ -1325,7 +1368,8 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
local _time = self.landedStatus[_lookupKeyHeli] local _time = self.landedStatus[_lookupKeyHeli]
if _time == nil then if _time == nil then
self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 ) self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 )
_time = self.landedStatus[_lookupKeyHeli] _time = self.landedStatus[_lookupKeyHeli]
_woundedGroup:OptionAlarmStateGreen()
self:_OrderGroupToMoveToPoint(_woundedGroup, _heliUnit:GetCoordinate()) self:_OrderGroupToMoveToPoint(_woundedGroup, _heliUnit:GetCoordinate())
self:_DisplayMessageToSAR(_heliUnit, "Wait till " .. _pilotName .. " gets in. \nETA " .. _time .. " more seconds.", self.messageTime, false) self:_DisplayMessageToSAR(_heliUnit, "Wait till " .. _pilotName .. " gets in. \nETA " .. _time .. " more seconds.", self.messageTime, false)
else else
@@ -1335,7 +1379,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
--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 _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, true)
return true return true
else else
self.landedStatus[_lookupKeyHeli] = nil self.landedStatus[_lookupKeyHeli] = nil
@@ -1347,7 +1391,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
else else
if (_distance < self.loadDistance) then if (_distance < self.loadDistance) 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, true)
return true return true
else else
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
@@ -1389,7 +1433,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true) self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true)
else else
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, true)
return true return true
else else
self.hoverStatus[_lookupKeyHeli] = nil self.hoverStatus[_lookupKeyHeli] = nil
@@ -1448,7 +1492,7 @@ function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true) self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true, true)
else else
self:_RescuePilots(_heliUnit) self:_RescuePilots(_heliUnit)
return return
@@ -1522,6 +1566,15 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
local modulation = self.SRSModulation local modulation = self.SRSModulation
local channel = self.SRSchannel local channel = self.SRSchannel
local msrs = MSRS:New(path,channel,modulation) local msrs = MSRS:New(path,channel,modulation)
msrs:SetPort(self.SRSport)
msrs:SetLabel("CSAR")
msrs:SetCulture(self.SRSCulture)
msrs:SetCoalition(self.coalition)
msrs:SetVoice(self.SRSVoice)
if self.SRSGPathToCredentials then
msrs:SetGoogle(self.SRSGPathToCredentials)
end
msrs:SetVolume(self.SRSVolume)
msrs:PlaySoundText(srstext, 2) msrs:PlaySoundText(srstext, 2)
end end
return self return self

View File

@@ -28,7 +28,7 @@ do
------------------------------------------------------ ------------------------------------------------------
--- **CTLD_ENGINEERING** class, extends Core.Base#BASE --- **CTLD_ENGINEERING** class, extends Core.Base#BASE
--- @type CTLD_ENGINEERING -- @type CTLD_ENGINEERING
-- @field #string ClassName -- @field #string ClassName
-- @field #string lid -- @field #string lid
-- @field #string Name -- @field #string Name
@@ -722,7 +722,8 @@ do
-- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700}, -- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
-- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700}, -- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
-- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
-- ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200},
-- --
-- ### 2.1.2 Activate and deactivate zones -- ### 2.1.2 Activate and deactivate zones
-- --
@@ -870,8 +871,13 @@ do
-- --
-- ## 5. Support for Hercules mod by Anubis -- ## 5. Support for Hercules mod by Anubis
-- --
-- Basic support for the Hercules mod By Anubis has been build into CTLD. Currently this does **not** cover objects and troops which can -- Basic support for the Hercules mod By Anubis has been build into CTLD - that is you can load/drop/build the same way and for the same objects as
-- be loaded from the Rearm/Refuel menu, i.e. you can drop them into the field, but you cannot use them in functions scripted with this class. -- the helicopters (main method).
-- To cover objects and troops which can be loaded from the groud crew Rearm/Refuel menu (F8), you need to use @{#CTLD_HERCULES.New}() and link
-- this object to your CTLD setup (alternative method). In this case, do **not** use the `Hercules_Cargo.lua` or `Hercules_Cargo_CTLD.lua` which are part of the mod
-- in your mission!
--
-- ### 5.1 Create an own CTLD instance and allow the usage of the Hercules mod (main method)
-- --
-- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I") -- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I")
-- --
@@ -882,10 +888,45 @@ do
-- my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft -- my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
-- my_ctld.HercMaxSpeed = 77 -- 77mps or 270kph or 150kn -- my_ctld.HercMaxSpeed = 77 -- 77mps or 270kph or 150kn
-- --
-- Hint: you can **only** airdrop from the Hercules if you are "in parameters", i.e. at or below `HercMaxSpeed` and in the AGL bracket between
-- `HercMinAngels` and `HercMaxAngels`!
--
-- Also, the following options need to be set to `true`: -- Also, the following options need to be set to `true`:
-- --
-- my_ctld.useprefix = true -- this is true by default and MUST BE ON. -- my_ctld.useprefix = true -- this is true by default and MUST BE ON.
-- --
-- ### 5.2 Integrate Hercules ground crew (F8 Menu) loadable objects (alternative method)
--
-- Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance:
--
-- my_ctld.enableHercules = false -- avoid dual loading via CTLD F10 and F8 ground crew
-- local herccargo = CTLD_HERCULES:New("blue", "Hercules Test", my_ctld)
--
-- You also need:
--
-- * A template called "Infantry" for 10 Paratroopers (as set via herccargo.infantrytemplate).
-- * Depending on what you are loading with the help of the ground crew, there are 42 more templates for the various vehicles that are loadable.
--
-- There's a **quick check output in the `dcs.log`** which tells you what's there and what not.
-- E.g.:
--
-- ...Checking template for APC BTR-82A Air [24998lb] (BTR-82A) ... MISSING)
-- ...Checking template for ART 2S9 NONA Skid [19030lb] (SAU 2-C9) ... MISSING)
-- ...Checking template for EWR SBORKA Air [21624lb] (Dog Ear radar) ... MISSING)
-- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
--
-- Expected template names are the ones in the rounded brackets.
--
-- ### 5.2.1 Hints
--
-- The script works on the EVENTS.Shot trigger, which is used by the mod when you **drop cargo from the Hercules while flying**. Unloading on the ground does
-- not achieve anything here. If you just want to unload on the ground, use the normal Moose CTLD (see 5.1).
--
-- There are two ways of airdropping:
--
-- 1) Very low and very slow (>5m and <10m AGL) - here you can drop stuff which has "Skid" at the end of the cargo name (loaded via F8 Ground Crew menu)
-- 2) Higher up and slow (>100m AGL) - here you can drop paratroopers and cargo which has "Air" at the end of the cargo name (loaded via F8 Ground Crew menu)
--
-- Standard transport capabilities as per the real Hercules are: -- Standard transport capabilities as per the real Hercules are:
-- --
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers -- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
@@ -924,7 +965,6 @@ CTLD = {
FreeUHFFrequencies = {}, -- Table of UHF FreeUHFFrequencies = {}, -- Table of UHF
FreeFMFrequencies = {}, -- Table of FM FreeFMFrequencies = {}, -- Table of FM
CargoCounter = 0, CargoCounter = 0,
wpZones = {},
Cargo_Troops = {}, -- generic troops objects Cargo_Troops = {}, -- generic troops objects
Cargo_Crates = {}, -- generic crate objects Cargo_Crates = {}, -- generic crate objects
Loaded_Cargo = {}, -- cargo aboard units Loaded_Cargo = {}, -- cargo aboard units
@@ -1017,6 +1057,7 @@ CTLD.UnitTypes = {
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers. ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers.
--Actually it's longer, but the center coord is off-center of the model. --Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
} }
--- CTLD class version. --- CTLD class version.
@@ -1822,6 +1863,8 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
local drop = drop or false local drop = drop or false
local ship = nil local ship = nil
local width = 20 local width = 20
local distance = nil
local zone = nil
if not drop then if not drop then
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then if not inzone then
@@ -2686,6 +2729,8 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
local required = Crate:GetCratesNeeded() local required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates() local template = Crate:GetTemplates()
local ctype = Crate:GetType() local ctype = Crate:GetType()
local ccoord = Crate:GetPositionable():GetCoordinate() -- Core.Point#COORDINATE
--local testmarker = ccoord:MarkToAll("Crate found",true,"Build Position")
if not buildables[name] then if not buildables[name] then
local object = {} -- #CTLD.Buildable local object = {} -- #CTLD.Buildable
object.Name = name object.Name = name
@@ -2694,6 +2739,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
object.Template = template object.Template = template
object.CanBuild = false object.CanBuild = false
object.Type = ctype -- #CTLD_CARGO.Enum object.Type = ctype -- #CTLD_CARGO.Enum
object.Coord = ccoord:GetVec2()
buildables[name] = object buildables[name] = object
foundbuilds = true foundbuilds = true
else else
@@ -2855,7 +2901,8 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
temptable = {temptable} temptable = {temptable}
end end
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,100) local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,100)
local randomcoord = zone:GetRandomCoordinate(35):GetVec2() --local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
local randomcoord = Build.Coord or zone:GetRandomCoordinate(35):GetVec2()
if Repair then if Repair then
randomcoord = RepairLocation:GetVec2() randomcoord = RepairLocation:GetVec2()
end end
@@ -2864,7 +2911,7 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
local alias = string.format("%s-%d", _template, math.random(1,100000)) local alias = string.format("%s-%d", _template, math.random(1,100000))
if canmove then if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2) --:InitRandomizeUnits(true,20,2)
:InitDelayOff() :InitDelayOff()
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB else -- don't random position of e.g. SAM units build as FOB
@@ -3786,8 +3833,8 @@ end
local ucoord = Unit:GetCoordinate() local ucoord = Unit:GetCoordinate()
local gheight = ucoord:GetLandHeight() local gheight = ucoord:GetLandHeight()
local aheight = uheight - gheight -- height above ground local aheight = uheight - gheight -- height above ground
local maxh = self.HercMinAngels-- 1500m local minh = self.HercMinAngels-- 1500m
local minh = self.HercMaxAngels -- 5000m local maxh = self.HercMaxAngels -- 5000m
local maxspeed = self.HercMaxSpeed -- 77 mps local maxspeed = self.HercMaxSpeed -- 77 mps
-- DONE: TEST - Speed test for Herc, should not be above 280kph/150kn -- DONE: TEST - Speed test for Herc, should not be above 280kph/150kn
local kmspeed = uspeed * 3.6 local kmspeed = uspeed * 3.6
@@ -3815,7 +3862,7 @@ end
else else
local minheight = UTILS.MetersToFeet(self.minimumHoverHeight) local minheight = UTILS.MetersToFeet(self.minimumHoverHeight)
local maxheight = UTILS.MetersToFeet(self.maximumHoverHeight) local maxheight = UTILS.MetersToFeet(self.maximumHoverHeight)
text = string.format("Hover parameters (autoload/drop):\n - Min height %dm \n - Max height %dm \n - Max speed 6fts \n - In parameter: %s", minheight, maxheight, htxt) text = string.format("Hover parameters (autoload/drop):\n - Min height %dft \n - Max height %dft \n - Max speed 6ftps \n - In parameter: %s", minheight, maxheight, htxt)
end end
self:_SendMessage(text, 10, false, Group) self:_SendMessage(text, 10, false, Group)
return self return self
@@ -4759,10 +4806,11 @@ end
end -- end do end -- end do
do do
--- Hercules Cargo Drop Events by Anubis Yinepu --- **Hercules Cargo AIR Drop Events** by Anubis Yinepu
-- Moose CTLD OO refactoring by Applevangelist -- Moose CTLD OO refactoring by Applevangelist
-- --
-- This script will only work for the Herculus mod by Anubis -- This script will only work for the Herculus mod by Anubis, and only for **Air Dropping** cargo from the Hercules.
-- Use the standard Moose CTLD if you want to unload on the ground.
-- Payloads carried by pylons 11, 12 and 13 need to be declared in the Herculus_Loadout.lua file -- Payloads carried by pylons 11, 12 and 13 need to be declared in the Herculus_Loadout.lua file
-- Except for Ammo pallets, this script will spawn whatever payload gets launched from pylons 11, 12 and 13 -- Except for Ammo pallets, this script will spawn whatever payload gets launched from pylons 11, 12 and 13
-- Pylons 11, 12 and 13 are moveable within the Herculus cargobay area -- Pylons 11, 12 and 13 are moveable within the Herculus cargobay area
@@ -4850,7 +4898,7 @@ CTLD_HERCULES.Types = {
["ART GVOZDIKA [34720lb]"] = {['name'] = "SAU Gvozdika", ['container'] = false}, ["ART GVOZDIKA [34720lb]"] = {['name'] = "SAU Gvozdika", ['container'] = false},
["APC MTLB Air [26400lb]"] = {['name'] = "MTLB", ['container'] = true}, ["APC MTLB Air [26400lb]"] = {['name'] = "MTLB", ['container'] = true},
["APC MTLB Skid [26290lb]"] = {['name'] = "MTLB", ['container'] = false}, ["APC MTLB Skid [26290lb]"] = {['name'] = "MTLB", ['container'] = false},
["Generic Crate [20000lb]"] = {['name'] = "Hercules_Container_Parachute", ['container'] = true} --nothing generic in Moose CTLD --["Generic Crate [20000lb]"] = {['name'] = "Hercules_Container_Parachute", ['container'] = true} --nothing generic in Moose CTLD
} }
--- Cargo Object --- Cargo Object
@@ -4875,7 +4923,8 @@ CTLD_HERCULES.Types = {
-- @return #CTLD_HERCULES self -- @return #CTLD_HERCULES self
-- @usage -- @usage
-- Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance: -- Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance:
-- --
-- my_ctld.enableHercules = false -- avoid dual loading via CTLD F10 and F8 ground crew
-- local herccargo = CTLD_HERCULES:New("blue", "Hercules Test", my_ctld) -- local herccargo = CTLD_HERCULES:New("blue", "Hercules Test", my_ctld)
-- --
-- You also need: -- You also need:
@@ -4889,6 +4938,14 @@ CTLD_HERCULES.Types = {
-- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK) -- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
-- --
-- Expected template names are the ones in the rounded brackets. -- Expected template names are the ones in the rounded brackets.
--
-- HINTS
--
-- The script works on the EVENTS.Shot trigger, which is used by the mod when you **drop cargo from the Hercules while flying**. Unloading on the ground does
-- not achieve anything here. If you just want to unload on the ground, use the normal Moose CTLD.
-- There are two ways of airdropping:
-- 1) Very low and very slow (>5m and <10m AGL) - here you can drop stuff which has "Skid" at the end of the cargo name (loaded via F8 Ground Crew menu)
-- 2) Higher up and slow (>100m AGL) - here you can drop paratroopers and cargo which has "Air" at the end of the cargo name (loaded via F8 Ground Crew menu)
function CTLD_HERCULES:New(Coalition, Alias, CtldObject) function CTLD_HERCULES:New(Coalition, Alias, CtldObject)
-- Inherit everything from FSM class. -- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #CTLD_HERCULES local self=BASE:Inherit(self, FSM:New()) -- #CTLD_HERCULES
@@ -5096,7 +5153,7 @@ function CTLD_HERCULES:Cargo_SpawnObjects(Cargo_Drop_initiator,Cargo_Drop_Direct
self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 5) self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 5)
self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 10) self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 10)
else else
self:Cargo_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 0) self:Cargo_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country)
end end
else else
if all_cargo_gets_destroyed == true or Cargo_over_water == true then if all_cargo_gets_destroyed == true or Cargo_over_water == true then

View File

@@ -45,6 +45,7 @@
-- @field Core.Point#COORDINATE coordinate Coordinate from where the transmission is send. -- @field Core.Point#COORDINATE coordinate Coordinate from where the transmission is send.
-- @field #string path Path to the SRS exe. This includes the final slash "/". -- @field #string path Path to the SRS exe. This includes the final slash "/".
-- @field #string google Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json". -- @field #string google Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
-- @field #string Label Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde --- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
@@ -95,6 +96,14 @@
-- For more information on setting up a cloud account, visit: https://cloud.google.com/text-to-speech -- For more information on setting up a cloud account, visit: https://cloud.google.com/text-to-speech
-- Google's supported SSML reference: https://cloud.google.com/text-to-speech/docs/ssml -- Google's supported SSML reference: https://cloud.google.com/text-to-speech/docs/ssml
-- --
-- **NOTE on using GOOGLE TTS with SRS:** You need to have the C# library installed in your SRS folder for Google to work.
-- You can obtain it e.g. here: [NuGet](https://www.nuget.org/packages/Grpc.Core)
--
-- **Pro-Tipp** - use the command line with power shell to call DCS-SR-ExternalAudio.exe - it will tell you what is missing.
-- and also the Google Console error, in case you have missed a step in setting up your Google TTS.
-- E.g. `.\DCS-SR-ExternalAudio.exe -t "Text Message" -f 255 -m AM -c 2 -s 2 -z -G "Path_To_You_Google.Json"`
-- Plays a message on 255AM for the blue coalition in-game.
--
-- ## Set Voice -- ## Set Voice
-- --
-- Use a specifc voice with the @{#MSRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`. -- Use a specifc voice with the @{#MSRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`.
@@ -106,6 +115,14 @@
-- --
-- Use @{#MSRS.SetCoordinate} to define the origin from where the transmission is broadcasted. -- Use @{#MSRS.SetCoordinate} to define the origin from where the transmission is broadcasted.
-- --
-- ## Set SRS Port
--
-- Use @{#MSRS.SetPort} to define the SRS port. Defaults to 5002.
--
-- ## Set SRS Volume
--
-- Use @{#MSRS.SetVolume} to define the SRS volume. Defaults to 1.0. Allowed values are between 0.0 and 1.0, from silent to loudest.
--
-- @field #MSRS -- @field #MSRS
MSRS = { MSRS = {
ClassName = "MSRS", ClassName = "MSRS",
@@ -121,11 +138,12 @@ MSRS = {
volume = 1, volume = 1,
speed = 1, speed = 1,
coordinate = nil, coordinate = nil,
Label = "ROBOT",
} }
--- MSRS class version. --- MSRS class version.
-- @field #string version -- @field #string version
MSRS.version="0.0.3" MSRS.version="0.0.6"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -144,8 +162,9 @@ MSRS.version="0.0.3"
-- @param #string PathToSRS Path to the directory, where SRS is located. -- @param #string PathToSRS Path to the directory, where SRS is located.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies. -- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations. -- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @param #number Volume Volume - 1.0 is max, 0.0 is silence
-- @return #MSRS self -- @return #MSRS self
function MSRS:New(PathToSRS, Frequency, Modulation) function MSRS:New(PathToSRS, Frequency, Modulation, Volume)
-- Defaults. -- Defaults.
Frequency =Frequency or 143 Frequency =Frequency or 143
@@ -160,6 +179,13 @@ function MSRS:New(PathToSRS, Frequency, Modulation)
self:SetModulations(Modulation) self:SetModulations(Modulation)
self:SetGender() self:SetGender()
self:SetCoalition() self:SetCoalition()
self:SetLabel()
self:SetVolume()
self.lid = string.format("%s-%s | ",self.name,self.version)
if not io or not os then
self:E(self.lid.."***** ERROR - io or os NOT desanitized! MSRS will not work!")
end
return self return self
end end
@@ -202,12 +228,47 @@ function MSRS:GetPath()
return self.path return self.path
end end
--- Set SRS volume.
-- @param #MSRS self
-- @param #number Volume Volume - 1.0 is max, 0.0 is silence
-- @return #MSRS self
function MSRS:SetVolume(Volume)
local volume = Volume or 1
if volume > 1 then volume = 1 elseif volume < 0 then volume = 0 end
self.volume = volume
return self
end
--- Get SRS volume.
-- @param #MSRS self
-- @return #number Volume Volume - 1.0 is max, 0.0 is silence
function MSRS:GetVolume()
return self.volume
end
--- Set label.
-- @param #MSRS self
-- @param #number Label. Default "ROBOT"
-- @return #MSRS self
function MSRS:SetLabel(Label)
self.Label=Label or "ROBOT"
return self
end
--- Get label.
-- @param #MSRS self
-- @return #number Label.
function MSRS:GetLabel()
return self.Label
end
--- Set port. --- Set port.
-- @param #MSRS self -- @param #MSRS self
-- @param #number Port Port. Default 5002. -- @param #number Port Port. Default 5002.
-- @return #MSRS self -- @return #MSRS self
function MSRS:SetPort(Port) function MSRS:SetPort(Port)
self.port=Port or 5002 self.port=Port or 5002
return self
end end
--- Get port. --- Get port.
@@ -223,6 +284,7 @@ end
-- @return #MSRS self -- @return #MSRS self
function MSRS:SetCoalition(Coalition) function MSRS:SetCoalition(Coalition)
self.coalition=Coalition or 0 self.coalition=Coalition or 0
return self
end end
--- Get coalition. --- Get coalition.
@@ -391,7 +453,7 @@ function MSRS:PlaySoundFile(Soundfile, Delay)
local command=self:_GetCommand() local command=self:_GetCommand()
-- Append file. -- Append file.
command=command.." --file="..tostring(soundfile) command=command..' --file="'..tostring(soundfile)..'"'
self:_ExecCommand(command) self:_ExecCommand(command)
@@ -634,8 +696,9 @@ end
-- @param #number volume Volume. -- @param #number volume Volume.
-- @param #number speed Speed. -- @param #number speed Speed.
-- @param #number port Port. -- @param #number port Port.
-- @param #string label Label, defaults to "ROBOT" (displayed sender name in the radio overlay of SRS) - No spaces allowed!
-- @return #string Command. -- @return #string Command.
function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port) function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port,label)
local path=self:GetPath() or STTS.DIRECTORY local path=self:GetPath() or STTS.DIRECTORY
local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe" local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe"
@@ -648,6 +711,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
volume=volume or self.volume volume=volume or self.volume
speed=speed or self.speed speed=speed or self.speed
port=port or self.port port=port or self.port
label=label or self.Label
-- Replace modulation -- Replace modulation
modus=modus:gsub("0", "AM") modus=modus:gsub("0", "AM")
@@ -657,12 +721,12 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
--local command=string.format("%s --freqs=%s --modulations=%s --coalition=%d --port=%d --volume=%.2f --speed=%d", exe, freqs, modus, coal, port, volume, speed) --local command=string.format("%s --freqs=%s --modulations=%s --coalition=%d --port=%d --volume=%.2f --speed=%d", exe, freqs, modus, coal, port, volume, speed)
-- Command from orig STTS script. Works better for some unknown reason! -- Command from orig STTS script. Works better for some unknown reason!
local command=string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", path, exe, freqs, modus, coal, port, "ROBOT") --local command=string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", path, exe, freqs, modus, coal, port, "ROBOT")
--local command=string.format('start /b "" /d "%s" "%s" -f %s -m %s -c %s -p %s -n "%s" > bla.txt', path, exe, freqs, modus, coal, port, "ROBOT") --local command=string.format('start /b "" /d "%s" "%s" -f %s -m %s -c %s -p %s -n "%s" > bla.txt', path, exe, freqs, modus, coal, port, "ROBOT")
-- Command. -- Command.
local command=string.format('%s/%s -f %s -m %s -c %s -p %s -n "%s"', path, exe, freqs, modus, coal, port, "ROBOT") local command=string.format('"%s\\%s" -f %s -m %s -c %s -p %s -n "%s" -v "%.1f"', path, exe, freqs, modus, coal, port, label,volume)
-- Set voice or gender/culture. -- Set voice or gender/culture.
if voice then if voice then
@@ -671,7 +735,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
else else
-- Add gender. -- Add gender.
if gender and gender~="female" then if gender and gender~="female" then
command=command..string.format(" --gender=%s", tostring(gender)) command=command..string.format(" -g %s", tostring(gender))
end end
-- Add culture. -- Add culture.
if culture and culture~="en-GB" then if culture and culture~="en-GB" then

View File

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

View File

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

View File

@@ -1,18 +1,18 @@
--- **Utilities** Enumerators. --- **Utilities** Enumerators.
-- --
-- An enumerator is a variable that holds a constant value. Enumerators are very useful because they make the code easier to read and to change in general. -- An enumerator is a variable that holds a constant value. Enumerators are very useful because they make the code easier to read and to change in general.
-- --
-- For example, instead of using the same value at multiple different places in your code, you should use a variable set to that value. -- For example, instead of using the same value at multiple different places in your code, you should use a variable set to that value.
-- If, for whatever reason, the value needs to be changed, you only have to change the variable once and do not have to search through you code and reset -- If, for whatever reason, the value needs to be changed, you only have to change the variable once and do not have to search through you code and reset
-- every value by hand. -- every value by hand.
-- --
-- Another big advantage is that the LDT intellisense "knows" the enumerators. So you can use the autocompletion feature and do not have to keep all the -- Another big advantage is that the LDT intellisense "knows" the enumerators. So you can use the autocompletion feature and do not have to keep all the
-- values in your head or look them up in the docs. -- values in your head or look them up in the docs.
-- --
-- DCS itself provides a lot of enumerators for various things. See [Enumerators](https://wiki.hoggitworld.com/view/Category:Enumerators) on Hoggit. -- DCS itself provides a lot of enumerators for various things. See [Enumerators](https://wiki.hoggitworld.com/view/Category:Enumerators) on Hoggit.
-- --
-- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names. -- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
-- --
-- @module ENUMS -- @module ENUMS
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -20,7 +20,7 @@
-- @type ENUMS -- @type ENUMS
--- Because ENUMS are just better practice. --- Because ENUMS are just better practice.
-- --
-- The ENUMS class adds some handy variables, which help you to make your code better and more general. -- The ENUMS class adds some handy variables, which help you to make your code better and more general.
-- --
-- @field #ENUMS -- @field #ENUMS
@@ -30,16 +30,16 @@ ENUMS = {}
-- @type ENUMS.ROE -- @type ENUMS.ROE
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target. -- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. -- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
-- @field #number OpenFire AI will engage only targets specified in its tasking. -- @field #number OpenFire AI will engage only targets specified in its taskings.
-- @field #number ReturnFire AI will only engage threats that shoot first. -- @field #number ReturnFire AI will only engage threats that shoot first.
-- @field #number WeaponHold AI will hold fire under all circumstances. -- @field #number WeaponHold AI will hold fire under all circumstances.
ENUMS.ROE = { ENUMS.ROE = {
WeaponFree = 0, WeaponFree=0,
OpenFireWeaponFree = 1, OpenFireWeaponFree=1,
OpenFire = 2, OpenFire=2,
ReturnFire = 3, ReturnFire=3,
WeaponHold = 4, WeaponHold=4,
} }
--- Reaction On Threat. --- Reaction On Threat.
-- @type ENUMS.ROT -- @type ENUMS.ROT
@@ -49,11 +49,11 @@ ENUMS.ROE = {
-- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats. -- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats.
-- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base. -- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base.
ENUMS.ROT = { ENUMS.ROT = {
NoReaction = 0, NoReaction=0,
PassiveDefense = 1, PassiveDefense=1,
EvadeFire = 2, EvadeFire=2,
BypassAndEscape = 3, BypassAndEscape=3,
AllowAbortMission = 4, AllowAbortMission=4,
} }
--- Alarm state. --- Alarm state.
@@ -62,12 +62,12 @@ ENUMS.ROT = {
-- @field #number Green Group is not combat ready. Sensors are stowed if possible. -- @field #number Green Group is not combat ready. Sensors are stowed if possible.
-- @field #number Red Group is combat ready and actively searching for targets. Some groups like infantry will not move in this state. -- @field #number Red Group is combat ready and actively searching for targets. Some groups like infantry will not move in this state.
ENUMS.AlarmState = { ENUMS.AlarmState = {
Auto = 0, Auto=0,
Green = 1, Green=1,
Red = 2, Red=2,
} }
--- Weapon types. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerator on Hoggit wiki. --- Weapon types. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerotor on hoggit wiki.
-- @type ENUMS.WeaponFlag -- @type ENUMS.WeaponFlag
ENUMS.WeaponFlag={ ENUMS.WeaponFlag={
-- Bombs -- Bombs
@@ -111,7 +111,7 @@ ENUMS.WeaponFlag={
-- --
-- Bombs -- Bombs
GuidedBomb = 14, -- (LGB + TvGB + SNSGB) GuidedBomb = 14, -- (LGB + TvGB + SNSGB)
AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispenser + CandleBomb + ParachuteBomb) AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb) AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb)
--- Rockets --- Rockets
AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
@@ -123,9 +123,11 @@ ENUMS.WeaponFlag={
--- Air-To-Air Missiles --- Air-To-Air Missiles
AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
AnyMissile = 268402688, -- AnyASM + AnyAAM AnyMissile = 268402688, -- AnyASM + AnyAAM
--- Guns --- Guns
Cannons = 805306368, -- GUN_POD + BuiltInCannon Cannons = 805306368, -- GUN_POD + BuiltInCannon
--- Torpedo
Torpedo = 4294967296,
--- ---
-- Even More Genral -- Even More Genral
Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons) Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
@@ -133,9 +135,96 @@ ENUMS.WeaponFlag={
AnyAG = 2956984318, -- Any Air-To-Ground Weapon AnyAG = 2956984318, -- Any Air-To-Ground Weapon
AnyAA = 264241152, -- Any Air-To-Air Weapon AnyAA = 264241152, -- Any Air-To-Air Weapon
AnyUnguided = 2952822768, -- Any Unguided Weapon AnyUnguided = 2952822768, -- Any Unguided Weapon
AnyGuided = 268402702, -- Any Guided Weapon AnyGuided = 268402702, -- Any Guided Weapon
} }
--- Weapon types by category. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerator on hoggit wiki.
-- @type ENUMS.WeaponType
-- @field #table Bomb Bombs.
-- @field #table Rocket Rocket.
-- @field #table Gun Guns.
-- @field #table Missile Missiles.
-- @field #table AAM Air-to-Air missiles.
-- @field #table Torpedo Torpedos.
-- @field #table Any Combinations.
ENUMS.WeaponType={}
ENUMS.WeaponType.Bomb={
-- Bombs
LGB = 2,
TvGB = 4,
SNSGB = 8,
HEBomb = 16,
Penetrator = 32,
NapalmBomb = 64,
FAEBomb = 128,
ClusterBomb = 256,
Dispencer = 512,
CandleBomb = 1024,
ParachuteBomb = 2147483648,
-- Combinations
GuidedBomb = 14, -- (LGB + TvGB + SNSGB)
AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb)
}
ENUMS.WeaponType.Rocket={
-- Rockets
LightRocket = 2048,
MarkerRocket = 4096,
CandleRocket = 8192,
HeavyRocket = 16384,
-- Combinations
AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
}
ENUMS.WeaponType.Gun={
-- Guns
GunPod = 268435456,
BuiltInCannon = 536870912,
-- Combinations
Cannons = 805306368, -- GUN_POD + BuiltInCannon
}
ENUMS.WeaponType.Missile={
-- Missiles
AntiRadarMissile = 32768,
AntiShipMissile = 65536,
AntiTankMissile = 131072,
FireAndForgetASM = 262144,
LaserASM = 524288,
TeleASM = 1048576,
CruiseMissile = 2097152,
AntiRadarMissile2 = 1073741824,
-- Combinations
GuidedASM = 1572864, -- (LaserASM + TeleASM)
TacticalASM = 1835008, -- (GuidedASM + FireAndForgetASM)
AnyASM = 4161536, -- (AntiRadarMissile + AntiShipMissile + AntiTankMissile + FireAndForgetASM + GuidedASM + CruiseMissile)
AnyASM2 = 1077903360, -- 4161536+1073741824,
AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
AnyMissile = 268402688, -- AnyASM + AnyAAM
}
ENUMS.WeaponType.AAM={
-- Air-To-Air Missiles
SRAM = 4194304,
MRAAM = 8388608,
LRAAM = 16777216,
IR_AAM = 33554432,
SAR_AAM = 67108864,
AR_AAM = 134217728,
-- Combinations
AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
}
ENUMS.WeaponType.Torpedo={
-- Torpedo
Torpedo = 4294967296,
}
ENUMS.WeaponType.Any={
-- General combinations
Weapon = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
AG = 2956984318, -- Any Air-To-Ground Weapon
AA = 264241152, -- Any Air-To-Air Weapon
Unguided = 2952822768, -- Any Unguided Weapon
Guided = 268402702, -- Any Guided Weapon
}
--- Mission tasks. --- Mission tasks.
-- @type ENUMS.MissionTask -- @type ENUMS.MissionTask
-- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics. -- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics.
@@ -173,7 +262,7 @@ ENUMS.MissionTask={
TRANSPORT="Transport", TRANSPORT="Transport",
} }
--- Formations (new). See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on Hoggit wiki. --- Formations (new). See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on hoggit wiki.
-- @type ENUMS.Formation -- @type ENUMS.Formation
ENUMS.Formation={} ENUMS.Formation={}
ENUMS.Formation.FixedWing={} ENUMS.Formation.FixedWing={}
@@ -216,23 +305,23 @@ ENUMS.Formation.FixedWing.FighterVic.Close = 917505
ENUMS.Formation.FixedWing.FighterVic.Open = 917506 ENUMS.Formation.FixedWing.FighterVic.Open = 917506
ENUMS.Formation.RotaryWing={} ENUMS.Formation.RotaryWing={}
ENUMS.Formation.RotaryWing.Column={} ENUMS.Formation.RotaryWing.Column={}
ENUMS.Formation.RotaryWing.Column.D70 = 720896 ENUMS.Formation.RotaryWing.Column.D70=720896
ENUMS.Formation.RotaryWing.Wedge={} ENUMS.Formation.RotaryWing.Wedge={}
ENUMS.Formation.RotaryWing.Wedge.D70 = 8 ENUMS.Formation.RotaryWing.Wedge.D70=8
ENUMS.Formation.RotaryWing.FrontRight={} ENUMS.Formation.RotaryWing.FrontRight={}
ENUMS.Formation.RotaryWing.FrontRight.D300 = 655361 ENUMS.Formation.RotaryWing.FrontRight.D300=655361
ENUMS.Formation.RotaryWing.FrontRight.D600 = 655362 ENUMS.Formation.RotaryWing.FrontRight.D600=655362
ENUMS.Formation.RotaryWing.FrontLeft={} ENUMS.Formation.RotaryWing.FrontLeft={}
ENUMS.Formation.RotaryWing.FrontLeft.D300 = 655617 ENUMS.Formation.RotaryWing.FrontLeft.D300=655617
ENUMS.Formation.RotaryWing.FrontLeft.D600 = 655618 ENUMS.Formation.RotaryWing.FrontLeft.D600=655618
ENUMS.Formation.RotaryWing.EchelonRight={} ENUMS.Formation.RotaryWing.EchelonRight={}
ENUMS.Formation.RotaryWing.EchelonRight.D70 = 589825 ENUMS.Formation.RotaryWing.EchelonRight.D70 =589825
ENUMS.Formation.RotaryWing.EchelonRight.D300 = 589826 ENUMS.Formation.RotaryWing.EchelonRight.D300=589826
ENUMS.Formation.RotaryWing.EchelonRight.D600 = 589827 ENUMS.Formation.RotaryWing.EchelonRight.D600=589827
ENUMS.Formation.RotaryWing.EchelonLeft={} ENUMS.Formation.RotaryWing.EchelonLeft={}
ENUMS.Formation.RotaryWing.EchelonLeft.D70 = 590081 ENUMS.Formation.RotaryWing.EchelonLeft.D70 =590081
ENUMS.Formation.RotaryWing.EchelonLeft.D300 = 590082 ENUMS.Formation.RotaryWing.EchelonLeft.D300=590082
ENUMS.Formation.RotaryWing.EchelonLeft.D600 = 590083 ENUMS.Formation.RotaryWing.EchelonLeft.D600=590083
ENUMS.Formation.Vehicle={} ENUMS.Formation.Vehicle={}
ENUMS.Formation.Vehicle.Vee="Vee" ENUMS.Formation.Vehicle.Vee="Vee"
ENUMS.Formation.Vehicle.EchelonRight="EchelonR" ENUMS.Formation.Vehicle.EchelonRight="EchelonR"
@@ -244,34 +333,34 @@ ENUMS.Formation.Vehicle.Cone="Cone"
ENUMS.Formation.Vehicle.Diamond="Diamond" ENUMS.Formation.Vehicle.Diamond="Diamond"
--- Formations (old). The old format is a simplified version of the new formation enums, which allow more sophisticated settings. --- Formations (old). The old format is a simplified version of the new formation enums, which allow more sophisticated settings.
-- See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on Hoggit wiki. -- See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on hoggit wiki.
-- @type ENUMS.FormationOld -- @type ENUMS.FormationOld
ENUMS.FormationOld={} ENUMS.FormationOld={}
ENUMS.FormationOld.FixedWing={} ENUMS.FormationOld.FixedWing={}
ENUMS.FormationOld.FixedWing.LineAbreast = 1 ENUMS.FormationOld.FixedWing.LineAbreast=1
ENUMS.FormationOld.FixedWing.Trail = 2 ENUMS.FormationOld.FixedWing.Trail=2
ENUMS.FormationOld.FixedWing.Wedge = 3 ENUMS.FormationOld.FixedWing.Wedge=3
ENUMS.FormationOld.FixedWing.EchelonRight = 4 ENUMS.FormationOld.FixedWing.EchelonRight=4
ENUMS.FormationOld.FixedWing.EchelonLeft = 5 ENUMS.FormationOld.FixedWing.EchelonLeft=5
ENUMS.FormationOld.FixedWing.FingerFour = 6 ENUMS.FormationOld.FixedWing.FingerFour=6
ENUMS.FormationOld.FixedWing.SpreadFour = 7 ENUMS.FormationOld.FixedWing.SpreadFour=7
ENUMS.FormationOld.FixedWing.BomberElement = 12 ENUMS.FormationOld.FixedWing.BomberElement=12
ENUMS.FormationOld.FixedWing.BomberElementHeight = 13 ENUMS.FormationOld.FixedWing.BomberElementHeight=13
ENUMS.FormationOld.FixedWing.FighterVic = 14 ENUMS.FormationOld.FixedWing.FighterVic=14
ENUMS.FormationOld.RotaryWing={} ENUMS.FormationOld.RotaryWing={}
ENUMS.FormationOld.RotaryWing.Wedge = 8 ENUMS.FormationOld.RotaryWing.Wedge=8
ENUMS.FormationOld.RotaryWing.Echelon = 9 ENUMS.FormationOld.RotaryWing.Echelon=9
ENUMS.FormationOld.RotaryWing.Front = 10 ENUMS.FormationOld.RotaryWing.Front=10
ENUMS.FormationOld.RotaryWing.Column = 11 ENUMS.FormationOld.RotaryWing.Column=11
--- Morse Code. See the [Wikipedia](https://en.wikipedia.org/wiki/Morse_code). --- Morse Code. See the [Wikipedia](https://en.wikipedia.org/wiki/Morse_code).
-- --
-- * Short pulse "*" -- * Short pulse "*"
-- * Long pulse "-" -- * Long pulse "-"
-- --
-- Pulses are separated by a blank character " ". -- Pulses are separated by a blank character " ".
-- --
-- @type ENUMS.Morse -- @type ENUMS.Morse
ENUMS.Morse={} ENUMS.Morse={}
ENUMS.Morse.A="* -" ENUMS.Morse.A="* -"
@@ -313,9 +402,9 @@ ENUMS.Morse.N0="- - - - -"
ENUMS.Morse[" "]=" " ENUMS.Morse[" "]=" "
--- ISO (639-1) 2-letter Language Codes. See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes). --- ISO (639-1) 2-letter Language Codes. See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
-- --
-- @type ENUMS.ISOLang -- @type ENUMS.ISOLang
ENUMS.ISOLang = ENUMS.ISOLang =
{ {
Arabic = 'AR', Arabic = 'AR',
Chinese = 'ZH', Chinese = 'ZH',
@@ -329,7 +418,7 @@ ENUMS.ISOLang =
} }
--- Phonetic Alphabet (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/NATO_phonetic_alphabet). --- Phonetic Alphabet (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/NATO_phonetic_alphabet).
-- --
-- @type ENUMS.Phonetic -- @type ENUMS.Phonetic
ENUMS.Phonetic = ENUMS.Phonetic =
{ {
@@ -359,4 +448,114 @@ ENUMS.Phonetic =
X = 'Xray', X = 'Xray',
Y = 'Yankee', Y = 'Yankee',
Z = 'Zulu', Z = 'Zulu',
} }
--- Reporting Names (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_NATO_reporting_names_for_fighter_aircraft).
-- DCS known aircraft types
--
-- @type ENUMS.ReportingName
ENUMS.ReportingName =
{
NATO = {
-- Fighters
Dragon = "JF-17", -- China, correctly Fierce Dragon, Thunder for PAC
Fagot = "MiG-15",
Farmer = "MiG-19", -- Shenyang J-6 and Mikoyan-Gurevich MiG-19
Felon = "Su-57",
Fencer = "Su-24",
Fishbed = "MiG-21",
Fitter = "Su-17", -- Sukhoi Su-7 and Su-17/Su-20/Su-22
Flogger = "MiG-23", --and MiG-27
Flogger_D = "MiG-27", --and MiG-23
Flagon = "Su-15",
Foxbat = "MiG-25",
Fulcrum = "MiG-29",
Foxhound = "MiG-31",
Flanker = "Su-27", -- Sukhoi Su-27/Su-30/Su-33/Su-35/Su-37 and Shenyang J-11/J-15/J-16
Flanker_C = "Su-30",
Flanker_E = "Su-35",
Flanker_F = "Su-37",
Flanker_L = "J-11A",
Firebird = "J-10",
Sea_Flanker = "Su-33",
Fullback = "Su-34", -- also Su-32
Frogfoot = "Su-25",
Tomcat = "F-14", -- Iran
Mirage = "Mirage", -- various non-NATO
Codling = "Yak-40",
Maya = "L-39",
-- Fighters US/NATO
Warthog = "A-10",
--Mosquito = "A-20",
Skyhawk = "A-4E",
Viggen = "AJS37",
Harrier = "AV-8B",
Spirit = "B-2",
Aviojet = "C-101",
Nighthawk = "F-117A",
Eagle = "F-15C",
Mudhen = "F-15E",
Viper = "F-16",
Phantom = "F-4E",
Tiger = "F-5", -- was thinking to name this MiG-25 ;)
Sabre = "F-86",
Hornet = "A-18", -- avoiding the slash
Hawk = "Hawk",
Albatros = "L-39",
Goshawk = "T-45",
Starfighter = "F-104",
Tornado = "Tornado",
-- Transport / Bomber / Others
Atlas = "A400",
Lancer = "B1-B",
Stratofortress = "B-52H",
Hercules = "C-130",
Super_Hercules = "Hercules",
Globemaster = "C-17",
Greyhound = "C-2A",
Galaxy = "C-5",
Hawkeye = "E-2D",
Sentry = "E-3A",
Stratotanker = "KC-135",
Extender = "KC-10",
Orion = "P-3C",
Viking = "S-3B",
Osprey = "V-22",
-- Bomber Rus
Badger = "H6-J",
Bear_J = "Tu-142", -- also Tu-95
Bear = "Tu-95", -- also Tu-142
Blinder = "Tu-22",
Blackjack = "Tu-160",
-- AIC / Transport / Other
Clank = "An-30",
Curl = "An-26",
Candid = "IL-76",
Midas = "IL-78",
Mainstay = "A-50",
Mainring = "KJ-2000", -- A-50 China
Yak = "Yak-52",
-- Helos
Helix = "Ka-27",
Shark = "Ka-50",
Hind = "Mi-24",
Halo = "Mi-26",
Hip = "Mi-8",
Havoc = "Mi-28",
Gazelle = "SA342",
-- Helos US
Huey = "UH-1H",
Cobra = "AH-1",
Apache = "AH-64",
Chinook = "CH-47",
Sea_Stallion = "CH-53",
Kiowa = "OH-58",
Seahawk = "SH-60",
Blackhawk = "UH-60",
Sea_King = "S-61",
-- Drones
UCAV = "WingLoong",
Reaper = "MQ-9",
Predator = "MQ-1A",
}
}

View File

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

File diff suppressed because it is too large Load Diff

View File

@@ -315,7 +315,10 @@ AIRBASE.PersianGulf = {
-- * AIRBASE.TheChannel.Lympne -- * AIRBASE.TheChannel.Lympne
-- * AIRBASE.TheChannel.Detling -- * AIRBASE.TheChannel.Detling
-- * AIRBASE.TheChannel.High_Halden -- * AIRBASE.TheChannel.High_Halden
-- -- * AIRBASE.TheChannel.Biggin_Hill
-- * AIRBASE.TheChannel.Eastchurch
-- * AIRBASE.TheChannel.Headcorn
--
-- @field TheChannel -- @field TheChannel
AIRBASE.TheChannel = { AIRBASE.TheChannel = {
["Abbeville_Drucat"] = "Abbeville Drucat", ["Abbeville_Drucat"] = "Abbeville Drucat",
@@ -327,6 +330,9 @@ AIRBASE.TheChannel = {
["Lympne"] = "Lympne", ["Lympne"] = "Lympne",
["Detling"] = "Detling", ["Detling"] = "Detling",
["High_Halden"] = "High Halden", ["High_Halden"] = "High Halden",
["Biggin_Hill"] = "Biggin Hill",
["Eastchurch"] = "Eastchurch",
["Headcorn"] = "Headcorn",
} }
--- Airbases of the Syria map: --- Airbases of the Syria map:
@@ -345,7 +351,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Wujah_Al_Hajar -- * AIRBASE.Syria.Wujah_Al_Hajar
-- * AIRBASE.Syria.Al_Dumayr -- * AIRBASE.Syria.Al_Dumayr
-- * AIRBASE.Syria.Gazipasa -- * AIRBASE.Syria.Gazipasa
-- * AIRBASE.Syria.Ru_Convoy_4
-- * AIRBASE.Syria.Hatay -- * AIRBASE.Syria.Hatay
-- * AIRBASE.Syria.Nicosia -- * AIRBASE.Syria.Nicosia
-- * AIRBASE.Syria.Pinarbashi -- * AIRBASE.Syria.Pinarbashi
@@ -363,7 +368,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Akrotiri -- * AIRBASE.Syria.Akrotiri
-- * AIRBASE.Syria.Naqoura -- * AIRBASE.Syria.Naqoura
-- * AIRBASE.Syria.Gaziantep -- * AIRBASE.Syria.Gaziantep
-- * AIRBASE.Syria.CVN_71
-- * AIRBASE.Syria.Sayqal -- * AIRBASE.Syria.Sayqal
-- * AIRBASE.Syria.Tiyas -- * AIRBASE.Syria.Tiyas
-- * AIRBASE.Syria.Shayrat -- * AIRBASE.Syria.Shayrat
@@ -384,61 +388,83 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Beirut_Rafic_Hariri -- * AIRBASE.Syria.Beirut_Rafic_Hariri
-- * AIRBASE.Syria.An_Nasiriyah -- * AIRBASE.Syria.An_Nasiriyah
-- * AIRBASE.Syria.Abu_al_Duhur -- * AIRBASE.Syria.Abu_al_Duhur
-- * AIRBASE.Syria.At_Tanf
-- * AIRBASE.Syria.H3
-- * AIRBASE.Syria.H3_Northwest
-- * AIRBASE.Syria.H3_Southwest
-- * AIRBASE.Syria.Kharab_Ishk
-- * AIRBASE.Syria.Raj_al_Issa_East
-- * AIRBASE.Syria.Raj_al_Issa_West
-- * AIRBASE.Syria.Ruwayshid
-- * AIRBASE.Syria.Sanliurfa
-- * AIRBASE.Syria.Tal_Siman
-- * AIRBASE.Syria.Deir_ez_Zor
-- --
-- @field Syria --@field Syria
AIRBASE.Syria = { AIRBASE.Syria={
["Kuweires"] = "Kuweires", ["Kuweires"]="Kuweires",
["Marj_Ruhayyil"] = "Marj Ruhayyil", ["Marj_Ruhayyil"]="Marj Ruhayyil",
["Kiryat_Shmona"] = "Kiryat Shmona", ["Kiryat_Shmona"]="Kiryat Shmona",
["Marj_as_Sultan_North"] = "Marj as Sultan North", ["Marj_as_Sultan_North"]="Marj as Sultan North",
["Eyn_Shemer"] = "Eyn Shemer", ["Eyn_Shemer"]="Eyn Shemer",
["Incirlik"] = "Incirlik", ["Incirlik"]="Incirlik",
["Damascus"] = "Damascus", ["Damascus"]="Damascus",
["Bassel_Al_Assad"] = "Bassel Al-Assad", ["Bassel_Al_Assad"]="Bassel Al-Assad",
["Rosh_Pina"] = "Rosh Pina", ["Rosh_Pina"]="Rosh Pina",
["Aleppo"] = "Aleppo", ["Aleppo"]="Aleppo",
["Al_Qusayr"] = "Al Qusayr", ["Al_Qusayr"]="Al Qusayr",
["Wujah_Al_Hajar"] = "Wujah Al Hajar", ["Wujah_Al_Hajar"]="Wujah Al Hajar",
["Al_Dumayr"] = "Al-Dumayr", ["Al_Dumayr"]="Al-Dumayr",
["Gazipasa"] = "Gazipasa", ["Gazipasa"]="Gazipasa",
["Ru_Convoy_4"] = "Ru Convoy-4", -- ["Ru_Convoy_4"]="Ru Convoy-4",
["Hatay"] = "Hatay", ["Hatay"]="Hatay",
["Nicosia"] = "Nicosia", ["Nicosia"]="Nicosia",
["Pinarbashi"] = "Pinarbashi", ["Pinarbashi"]="Pinarbashi",
["Paphos"] = "Paphos", ["Paphos"]="Paphos",
["Kingsfield"] = "Kingsfield", ["Kingsfield"]="Kingsfield",
["Thalah"] = "Tha'lah", ["Thalah"]="Tha'lah",
["Haifa"] = "Haifa", ["Haifa"]="Haifa",
["Khalkhalah"] = "Khalkhalah", ["Khalkhalah"]="Khalkhalah",
["Megiddo"] = "Megiddo", ["Megiddo"]="Megiddo",
["Lakatamia"] = "Lakatamia", ["Lakatamia"]="Lakatamia",
["Rayak"] = "Rayak", ["Rayak"]="Rayak",
["Larnaca"] = "Larnaca", ["Larnaca"]="Larnaca",
["Mezzeh"] = "Mezzeh", ["Mezzeh"]="Mezzeh",
["Gecitkale"] = "Gecitkale", ["Gecitkale"]="Gecitkale",
["Akrotiri"] = "Akrotiri", ["Akrotiri"]="Akrotiri",
["Naqoura"] = "Naqoura", ["Naqoura"]="Naqoura",
["Gaziantep"] = "Gaziantep", ["Gaziantep"]="Gaziantep",
["Sayqal"] = "Sayqal", ["Sayqal"]="Sayqal",
["Tiyas"] = "Tiyas", ["Tiyas"]="Tiyas",
["Shayrat"] = "Shayrat", ["Shayrat"]="Shayrat",
["Taftanaz"] = "Taftanaz", ["Taftanaz"]="Taftanaz",
["H4"] = "H4", ["H4"]="H4",
["King_Hussein_Air_College"] = "King Hussein Air College", ["King_Hussein_Air_College"]="King Hussein Air College",
["Rene_Mouawad"] = "Rene Mouawad", ["Rene_Mouawad"]="Rene Mouawad",
["Jirah"] = "Jirah", ["Jirah"]="Jirah",
["Ramat_David"] = "Ramat David", ["Ramat_David"]="Ramat David",
["Qabr_as_Sitt"] = "Qabr as Sitt", ["Qabr_as_Sitt"]="Qabr as Sitt",
["Minakh"] = "Minakh", ["Minakh"]="Minakh",
["Adana_Sakirpasa"] = "Adana Sakirpasa", ["Adana_Sakirpasa"]="Adana Sakirpasa",
["Palmyra"] = "Palmyra", ["Palmyra"]="Palmyra",
["Hama"] = "Hama", ["Hama"]="Hama",
["Ercan"] = "Ercan", ["Ercan"]="Ercan",
["Marj_as_Sultan_South"] = "Marj as Sultan South", ["Marj_as_Sultan_South"]="Marj as Sultan South",
["Tabqa"] = "Tabqa", ["Tabqa"]="Tabqa",
["Beirut_Rafic_Hariri"] = "Beirut-Rafic Hariri", ["Beirut_Rafic_Hariri"]="Beirut-Rafic Hariri",
["An_Nasiriyah"] = "An Nasiriyah", ["An_Nasiriyah"]="An Nasiriyah",
["Abu_al_Duhur"] = "Abu al-Duhur", ["Abu_al_Duhur"]="Abu al-Duhur",
["At_Tanf"]="At Tanf",
["H3"]="H3",
["H3_Northwest"]="H3 Northwest",
["H3_Southwest"]="H3 Southwest",
["Kharab_Ishk"]="Kharab Ishk",
["Raj_al_Issa_East"]="Raj al Issa East",
["Raj_al_Issa_West"]="Raj al Issa West",
["Ruwayshid"]="Ruwayshid",
["Sanliurfa"]="Sanliurfa",
["Tal_Siman"]="Tal Siman",
["Deir_ez_Zor"] = "Deir ez-Zor",
} }
--- Airbases of the Mariana Islands map: --- Airbases of the Mariana Islands map:
@@ -460,6 +486,29 @@ AIRBASE.MarianaIslands = {
["Olf_Orote"] = "Olf Orote", ["Olf_Orote"] = "Olf Orote",
} }
--- Airbases of the South Atlantic map:
--
-- * AIRBASE.SouthAtlantic.Port_Stanley
-- * AIRBASE.SouthAtlantic.Mount_Pleasant
-- * AIRBASE.SouthAtlantic.San_Carlos_FOB
-- * AIRBASE.SouthAtlantic.Rio_Grande
-- * AIRBASE.SouthAtlantic.Rio_Gallegos
-- * AIRBASE.SouthAtlantic.Ushuaia
-- * AIRBASE.SouthAtlantic.Ushuaia_Helo_Port
-- * AIRBASE.SouthAtlantic.Punta_Arenas
--
--@field MarianaIslands
AIRBASE.SouthAtlantic={
["Port_Stanley"]="Port Stanley",
["Mount_Pleasant"]="Mount Pleasant",
["San_Carlos_FOB"]="San Carlos FOB",
["Rio_Grande"]="Rio Grande",
["Rio_Gallegos"]="Rio Gallegos",
["Ushuaia"]="Ushuaia",
["Ushuaia_Helo_Port"]="Ushuaia Helo Port",
["Punta_Arenas"]="Punta Arenas",
}
--- 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.

View File

@@ -3770,3 +3770,44 @@ function POSITIONABLE:IsSubmarine()
return nil return nil
end end
--- Sets the controlled group to go at the specified speed in meters per second.
-- @param #CONTROLLABLE self
-- @param #number Speed Speed in meters per second.
-- @param #boolean Keep (Optional) When set to true, will maintain the speed on passing waypoints. If not present or false, the controlled group will return to the speed as defined by their route.
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetSpeed(Speed, Keep)
self:F2( { self.ControllableName } )
-- Set default if not specified.
local speed = Speed or 5
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
Controller:setSpeed(speed, Keep)
end
end
return self
end
--- [AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.
-- @param #CONTROLLABLE self
-- @param #number Altitude Altitude in meters.
-- @param #boolean Keep (Optional) When set to true, will maintain the altitude on passing waypoints. If not present or false, the controlled group will return to the altitude as defined by their route.
-- @param #string AltType (Optional) Specifies the altitude type used. If nil, the altitude type of the current waypoint will be used. Accepted values are "BARO" and "RADIO".
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetAltitude(Altitude, Keep, AltType)
self:F2( { self.ControllableName } )
-- Set default if not specified.
local altitude = Altitude or 1000
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
if self:IsAir() then
Controller:setAltitude(altitude, Keep, AltType)
end
end
end
return self
end

View File

@@ -384,7 +384,7 @@ end
-- So all event listeners will catch the destroy event of this group for each unit in the group. -- So all event listeners will catch the destroy event of this group for each unit in the group.
-- To raise these events, provide the `GenerateEvent` parameter. -- To raise these events, provide the `GenerateEvent` parameter.
-- @param #GROUP self -- @param #GROUP self
-- @param #boolean GenerateEvent If true, a crash or dead event for each unit is generated. If false, if no event is triggered. If nil, a RemoveUnit event is triggered. -- @param #boolean GenerateEvent If true, a crash [AIR] or dead [GROUND] event for each unit is generated. If false, if no event is triggered. If nil, a RemoveUnit event is triggered.
-- @param #number delay Delay in seconds before despawning the group. -- @param #number delay Delay in seconds before despawning the group.
-- @usage -- @usage
-- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. -- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
@@ -622,7 +622,7 @@ function GROUP:GetUnits()
local DCSGroup = self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then if DCSGroup then
local DCSUnits = DCSGroup:getUnits() local DCSUnits = DCSGroup:getUnits() or {}
local Units = {} local Units = {}
for Index, UnitData in pairs( DCSUnits ) do for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData ) Units[#Units+1] = UNIT:Find( UnitData )
@@ -680,6 +680,30 @@ function GROUP:GetUnit( UnitNumber )
return nil return nil
end end
--- Check if an (air) group is a client or player slot. Information is retrieved from the group template.
-- @param #GROUP self
-- @return #boolean If true, group is associated with a client or player slot.
function GROUP:IsPlayer()
-- Get group.
-- local group=self:GetGroup()
-- Units of template group.
local units=self:GetTemplate().units
-- Get numbers.
for _,unit in pairs(units) do
-- Check if unit name matach and skill is Client or Player.
if unit.name==self:GetName() and (unit.skill=="Client" or unit.skill=="Player") then
return true
end
end
return false
end
--- Returns the DCS Unit with number UnitNumber. --- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. . -- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self -- @param #GROUP self
@@ -687,11 +711,24 @@ end
-- @return DCS#Unit The DCS Unit. -- @return DCS#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber ) function GROUP:GetDCSUnit( UnitNumber )
local DCSGroup=self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then if DCSGroup then
local DCSUnitFound=DCSGroup:getUnit( UnitNumber )
return DCSUnitFound if DCSGroup.getUnit and DCSGroup:getUnit( UnitNumber ) then
return DCSGroup:getUnit( UnitNumber )
else
local UnitFound = nil
-- 2.7.1 dead event bug, return the first alive unit instead
local units = DCSGroup:getUnits() or {}
for _,_unit in pairs(units) do
if _unit and _unit:isExist() then
return _unit
end
end
end
end end
return nil return nil
@@ -765,8 +802,7 @@ end
--- Returns the average velocity Vec3 vector. --- Returns the average velocity Vec3 vector.
-- @param Wrapper.Group#GROUP self -- @param Wrapper.Group#GROUP self
-- @return DCS#Vec3 The velocity Vec3 vector -- @return DCS#Vec3 The velocity Vec3 vector or `#nil` if the GROUP is not existing or alive.
-- @return #nil The GROUP is not existing or alive.
function GROUP:GetVelocityVec3() function GROUP:GetVelocityVec3()
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -797,11 +833,19 @@ function GROUP:GetVelocityVec3()
return nil return nil
end end
--- Returns the average group altitude in meters.
-- @param Wrapper.Group#GROUP self
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The altitude of the group or nil if is not existing or alive.
function GROUP:GetAltitude(FromGround)
self:F2( self.GroupName )
return self:GetHeight(FromGround)
end
--- Returns the average group height in meters. --- Returns the average group height in meters.
-- @param Wrapper.Group#GROUP self -- @param Wrapper.Group#GROUP self
-- @param #boolean FromGround Measure from the ground or from sea level. Provide **true** for measuring from the ground. **false** or **nil** if you measure from sea level. -- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return DCS#Vec3 The height of the group or nil if is not existing or alive. -- @return #number The height of the group or nil if is not existing or alive.
function GROUP:GetHeight( FromGround ) function GROUP:GetHeight( FromGround )
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -901,6 +945,24 @@ function GROUP:GetTypeName()
return nil return nil
end end
--- [AIRPLANE] Get the NATO reporting name (platform, e.g. "Flanker") of a GROUP (note - first unit the group). "Bogey" if not found. Currently airplanes only!
--@param #GROUP self
--@return #string NatoReportingName or "Bogey" if unknown.
function GROUP:GetNatoReportingName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupTypeName = DCSGroup:getUnit(1):getTypeName()
self:T3( GroupTypeName )
return UTILS.GetReportingName(GroupTypeName)
end
return "Bogey"
end
--- Gets the player name of the group. --- Gets the player name of the group.
-- @param #GROUP self -- @param #GROUP self
-- @return #string The player name of the group. -- @return #string The player name of the group.
@@ -994,24 +1056,32 @@ end
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP. -- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate() function GROUP:GetCoordinate()
local FirstUnit = self:GetUnit(1) local Units = self:GetUnits() or {}
if FirstUnit then for _,_unit in pairs(Units) do
local FirstUnitCoordinate = FirstUnit:GetCoordinate() local FirstUnit = _unit -- Wrapper.Unit#UNIT
return FirstUnitCoordinate
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
if FirstUnitCoordinate then
local Heading = self:GetHeading()
FirstUnitCoordinate.Heading = Heading
return FirstUnitCoordinate
end
end
end end
BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } )
return nil
end end
--- Returns a random @{DCS#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP. --- Returns a random @{DCS#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
-- @param #GROUP self -- @param #GROUP self
-- @param #number Radius -- @param #number Radius Radius in meters.
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP. -- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
-- @return #nil The GROUP is invalid or empty
-- @usage -- @usage
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP -- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
function GROUP:GetRandomVec3(Radius) function GROUP:GetRandomVec3(Radius)
@@ -1032,24 +1102,25 @@ end
--- Returns the mean heading of every UNIT in the GROUP in degrees --- Returns the mean heading of every UNIT in the GROUP in degrees
-- @param #GROUP self -- @param #GROUP self
-- @return #number mean heading of the GROUP -- @return #number Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive.
-- @return #nil The first UNIT is not existing or alive.
function GROUP:GetHeading() function GROUP:GetHeading()
self:F2(self.GroupName) self:F2(self.GroupName)
self:F2(self.GroupName)
local GroupSize = self:GetSize() local GroupSize = self:GetSize()
local HeadingAccumulator = 0 local HeadingAccumulator = 0
local n=0 local n=0
local Units = self:GetUnits()
if GroupSize then if GroupSize then
for i = 1, GroupSize do for _,unit in pairs(Units) do
local unit=self:GetUnit(i)
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
HeadingAccumulator = HeadingAccumulator + unit:GetHeading() HeadingAccumulator = HeadingAccumulator + unit:GetHeading()
n=n+1 n=n+1
end end
end end
return math.floor(HeadingAccumulator / n) return math.floor(HeadingAccumulator / n)
end end
BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } )
@@ -1061,8 +1132,8 @@ end
--- Return the fuel state and unit reference for the unit with the least --- Return the fuel state and unit reference for the unit with the least
-- amount of fuel in the group. -- amount of fuel in the group.
-- @param #GROUP self -- @param #GROUP self
-- @return #number The fuel state of the unit with the least amount of fuel -- @return #number The fuel state of the unit with the least amount of fuel.
-- @return #Unit reference to #Unit object for further processing -- @return Wrapper.Unit#UNIT reference to #Unit object for further processing.
function GROUP:GetFuelMin() function GROUP:GetFuelMin()
self:F3(self.ControllableName) self:F3(self.ControllableName)
@@ -1104,7 +1175,7 @@ function GROUP:GetFuelAvg()
local TotalFuel = 0 local TotalFuel = 0
for UnitID, UnitData in pairs( self:GetUnits() ) do for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT local Unit = UnitData -- Wrapper.Unit#UNIT
local UnitFuel = Unit:GetFuel() local UnitFuel = Unit:GetFuel() or 0
self:F( { Fuel = UnitFuel } ) self:F( { Fuel = UnitFuel } )
TotalFuel = TotalFuel + UnitFuel TotalFuel = TotalFuel + UnitFuel
end end
@@ -1181,13 +1252,14 @@ function GROUP:IsInZone( Zone )
for UnitID, UnitData in pairs(self:GetUnits()) do for UnitID, UnitData in pairs(self:GetUnits()) do
local Unit = UnitData -- Wrapper.Unit#UNIT local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get 2D vector. That's all we need for the zone check. local vec2 = nil
local vec2=Unit:GetVec2() if Unit then
-- Get 2D vector. That's all we need for the zone check.
vec2=Unit:GetVec2()
end
if Zone:IsVec2InZone(vec2) then if vec2 and Zone:IsVec2InZone(vec2) then
return true -- At least one unit is in the zone. That is enough. return true -- At least one unit is in the zone. That is enough.
else
-- This one is not but another could be.
end end
end end
@@ -2609,6 +2681,7 @@ function GROUP:GetSkill()
return skill return skill
end end
--- Get the unit in the group with the highest threat level, which is still alive. --- Get the unit in the group with the highest threat level, which is still alive.
-- @param #GROUP self -- @param #GROUP self
-- @return Wrapper.Unit#UNIT The most dangerous unit in the group. -- @return Wrapper.Unit#UNIT The most dangerous unit in the group.

View File

@@ -382,7 +382,8 @@ function POSITIONABLE:GetCoordinate()
local PositionableVec3 = self:GetVec3() local PositionableVec3 = self:GetVec3()
local coord = COORDINATE:NewFromVec3( PositionableVec3 ) local coord = COORDINATE:NewFromVec3( PositionableVec3 )
local heading = self:GetHeading()
coord.Heading = heading
-- Return a new coordinate object. -- Return a new coordinate object.
return coord return coord
@@ -1176,6 +1177,30 @@ function POSITIONABLE:MessageToClient( Message, Duration, Client, Name )
return nil return nil
end end
--- Send a message to a @{Wrapper.Unit}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param DCS#Duration Duration The duration of the message.
-- @param Wrapper.Unit#UNIT MessageUnit The UNIT object receiving the message.
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
function POSITIONABLE:MessageToUnit( Message, Duration, MessageUnit, Name )
self:F2( { Message, Duration } )
local DCSObject = self:GetDCSObject()
if DCSObject then
if DCSObject:isExist() then
if MessageUnit:IsAlive() then
self:GetMessage( Message, Duration, Name ):ToUnit( MessageUnit )
else
BASE:E( { "Message not sent to Unit; Unit is not alive...", Message = Message, MessageUnit = MessageUnit } )
end
else
BASE:E( { "Message not sent to Unit; Positionable is not alive ...", Message = Message, Positionable = self, MessageUnit = MessageUnit } )
end
end
end
--- Send a message to a @{Wrapper.Group}. --- Send a message to a @{Wrapper.Group}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
@@ -1249,6 +1274,30 @@ function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Nam
return nil return nil
end end
--- Send a message to a @{Core.Set#SET_UNIT}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param DCS#Duration Duration The duration of the message.
-- @param Core.Set#SET_UNIT MessageSetUnit The SET_UNIT collection receiving the message.
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
function POSITIONABLE:MessageToSetUnit( Message, Duration, MessageSetUnit, Name )
self:F2( { Message, Duration } )
local DCSObject = self:GetDCSObject()
if DCSObject then
if DCSObject:isExist() then
MessageSetUnit:ForEachUnit(
function( MessageGroup )
self:GetMessage( Message, Duration, Name ):ToUnit( MessageGroup )
end
)
end
end
return nil
end
--- Send a message to the players in the @{Wrapper.Group}. --- Send a message to the players in the @{Wrapper.Group}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
@@ -1551,7 +1600,11 @@ do -- Cargo
["Ural-4320 APA-5D"] = 10, ["Ural-4320 APA-5D"] = 10,
["Ural-4320T"] = 14, ["Ural-4320T"] = 14,
["ZBD04A"] = 7, -- new by kappa ["ZBD04A"] = 7, -- new by kappa
["VAB_Mephisto"] = 8 -- new by Apple ["VAB_Mephisto"] = 8, -- new by Apple
["tt_KORD"] = 6, -- 2.7.1 HL/TT
["tt_DSHK"] = 6,
["HL_KORD"] = 6,
["HL_DSHK"] = 6,
} }
local CargoBayWeightLimit = (Weights[Desc.typeName] or 0) * 95 local CargoBayWeightLimit = (Weights[Desc.typeName] or 0) * 95

View File

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

View File

@@ -88,8 +88,9 @@
-- --
-- @field #UNIT UNIT -- @field #UNIT UNIT
UNIT = { UNIT = {
ClassName="UNIT", ClassName="UNIT",
UnitName=nil, UnitName=nil,
GroupName=nil,
} }
@@ -102,7 +103,7 @@ UNIT = {
-- Registration. -- Registration.
--- Create a new UNIT from DCSUnit. --- Create a new UNIT from DCSUnit.
-- @param #UNIT self -- @param #UNIT self
-- @param #string UnitName The name of the DCS unit. -- @param #string UnitName The name of the DCS unit.
@@ -110,11 +111,20 @@ UNIT = {
function UNIT:Register( UnitName ) function UNIT:Register( UnitName )
-- Inherit CONTROLLABLE. -- Inherit CONTROLLABLE.
local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) --#UNIT
-- Set unit name. -- Set unit name.
self.UnitName = UnitName self.UnitName = UnitName
local unit=Unit.getByName(self.UnitName)
if unit then
local group = unit:getGroup()
if group then
self.GroupName=group:getName()
end
end
-- Set event prio. -- Set event prio.
self:SetEventPriority( 3 ) self:SetEventPriority( 3 )
@@ -168,6 +178,9 @@ function UNIT:GetDCSObject()
return nil return nil
end end
--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group. --- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
-- --
-- This function will: -- This function will:
@@ -260,6 +273,8 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
_DATABASE:Spawn( SpawnGroupTemplate ) _DATABASE:Spawn( SpawnGroupTemplate )
end end
--- Returns if the unit is activated. --- Returns if the unit is activated.
-- @param #UNIT self -- @param #UNIT self
-- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive. -- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive.
@@ -296,6 +311,8 @@ function UNIT:IsAlive()
return nil return nil
end end
--- Returns the Unit's callsign - the localized string. --- Returns the Unit's callsign - the localized string.
-- @param #UNIT self -- @param #UNIT self
-- @return #string The Callsign of the Unit. -- @return #string The Callsign of the Unit.
@@ -401,6 +418,17 @@ function UNIT:GetClient()
return nil return nil
end end
--- [AIRPLANE] Get the NATO reporting name of a UNIT. Currently airplanes only!
--@param #UNIT self
--@return #string NatoReportingName or "Bogey" if unknown.
function UNIT:GetNatoReportingName()
local typename = self:GetTypeName()
return UTILS.GetReportingName(typename)
end
--- Returns the unit's number in the group. --- Returns the unit's number in the group.
-- The number is the same number the unit has in ME. -- The number is the same number the unit has in ME.
-- It may not be changed during the mission. -- It may not be changed during the mission.
@@ -517,6 +545,63 @@ function UNIT:IsTanker()
return tanker, system return tanker, system
end end
--- Check if the unit can supply ammo. Currently, we have
--
-- * M 818
-- * Ural-375
-- * ZIL-135
--
-- This list needs to be extended, if DCS adds other units capable of supplying ammo.
--
-- @param #UNIT self
-- @return #boolean If `true`, unit can supply ammo.
function UNIT:IsAmmoSupply()
-- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us.
local typename=self:GetTypeName()
if typename=="M 818" then
-- Blue ammo truck.
return true
elseif typename=="Ural-375" then
-- Red ammo truck.
return true
elseif typename=="ZIL-135" then
-- Red ammo truck. Checked that it can also provide ammo.
return true
end
return false
end
--- Check if the unit can supply fuel. Currently, we have
--
-- * M978 HEMTT Tanker
-- * ATMZ-5
-- * ATMZ-10
-- * ATZ-5
--
-- This list needs to be extended, if DCS adds other units capable of supplying fuel.
--
-- @param #UNIT self
-- @return #boolean If `true`, unit can supply fuel.
function UNIT:IsFuelSupply()
-- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us.
local typename=self:GetTypeName()
if typename=="M978 HEMTT Tanker" then
return true
elseif typename=="ATMZ-5" then
return true
elseif typename=="ATMZ-10" then
return true
elseif typename=="ATZ-5" then
return true
end
return false
end
--- Returns the unit's group if it exist and nil otherwise. --- Returns the unit's group if it exist and nil otherwise.
-- @param Wrapper.Unit#UNIT self -- @param Wrapper.Unit#UNIT self
@@ -544,14 +629,14 @@ end
-- @return #string The name of the DCS Unit. -- @return #string The name of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive. -- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPrefix() function UNIT:GetPrefix()
self:F2( self.UnitName ) self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 ) local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix ) self:T3( UnitPrefix )
return UnitPrefix return UnitPrefix
end end
return nil return nil
@@ -676,8 +761,6 @@ function UNIT:GetAmmunition()
return nammo, nshells, nrockets, nbombs, nmissiles return nammo, nshells, nrockets, nbombs, nmissiles
end end
--- Returns the unit sensors. --- Returns the unit sensors.
-- @param #UNIT self -- @param #UNIT self
-- @return DCS#Unit.Sensors Table of sensors. -- @return DCS#Unit.Sensors Table of sensors.
@@ -954,6 +1037,7 @@ end
-- @return #string Some text. -- @return #string Some text.
function UNIT:GetThreatLevel() function UNIT:GetThreatLevel()
local ThreatLevel = 0 local ThreatLevel = 0
local ThreatText = "" local ThreatText = ""
@@ -979,6 +1063,7 @@ function UNIT:GetThreatLevel()
"LR SAMs" "LR SAMs"
} }
if Attributes["LR SAM"] then ThreatLevel = 10 if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9 elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and elseif Attributes["SR SAM"] and
@@ -992,7 +1077,7 @@ function UNIT:GetThreatLevel()
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3 not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2 elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1 elseif Attributes["Infantry"] or Attributes["EWR"] then ThreatLevel = 1
end end
ThreatText = ThreatLevels[ThreatLevel+1] ThreatText = ThreatLevels[ThreatLevel+1]
@@ -1014,6 +1099,7 @@ function UNIT:GetThreatLevel()
"Fighter" "Fighter"
} }
if Attributes["Fighters"] then ThreatLevel = 10 if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9 elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8 elseif Attributes["Battleplanes"] then ThreatLevel = 8
@@ -1111,26 +1197,32 @@ end
-- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit. -- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive. -- @return #nil The DCS Unit is not existing or alive.
function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } ) self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitVec3 = self:GetVec3() local UnitVec3 = self:GetVec3()
local AwaitUnitVec3 = AwaitUnit:GetVec3() local AwaitUnitVec3 = AwaitUnit:GetVec3()
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" ) self:T3( "true" )
return true return true
else else
self:T3( "false" ) self:T3( "false" )
return false return false
end end
end end
return nil return nil
end end
--- Returns if the unit is a friendly unit. --- Returns if the unit is a friendly unit.
-- @param #UNIT self -- @param #UNIT self
-- @return #boolean IsFriendly evaluation result. -- @return #boolean IsFriendly evaluation result.

View File

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

View File

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