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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
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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
-- Ok, so we have a friendly near the potential target.
-- Now we need to check if the AIGroup has a Task.
@@ -3570,7 +3583,7 @@ do -- AI_A2A_DISPATCHER
end
--- 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 )
local detection = self.Detection -- Functional.Detection#DETECTION_AREAS

View File

@@ -253,6 +253,9 @@ function AI_AIR:New( AIGroup )
self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self
end
@@ -576,6 +579,19 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
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 Wrapper.Group#GROUP AIGroup
@@ -589,7 +605,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:ClearTargetDistance()
--AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {}
--- Calculate the target route point.
@@ -597,12 +615,14 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
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 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
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
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )

View File

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

View File

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

View File

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

View File

@@ -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.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then -- flight dead at this point
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 ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

View File

@@ -11,7 +11,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
--
-- ===
--
@@ -460,7 +460,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
local CurrentVec2 = self.Controllable:GetVec2()
--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 ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

View File

@@ -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
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.
-- 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
self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return 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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -758,8 +760,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
else
self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return 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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -870,9 +873,10 @@ function AI_PATROL_ZONE:onafterRTB()
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return end
--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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(

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@@ -731,13 +731,14 @@ end
-- @param #BASE self
-- @param DCS#Time EventTime The time stamp 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 } )
local Event = {
id = world.event.S_EVENT_CRASH,
time = EventTime,
initiator = Initiator,
IniObjectCategory = IniObjectCategory,
}
world.onEvent( Event )

View File

@@ -1,9 +1,9 @@
--- **Core** - TACAN and other beacons.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Provide beacon functionality to assist pilots.
--
-- ===
@@ -14,34 +14,34 @@
-- @image Core_Radio.JPG
--- *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.
-- There are two types of BEACONs available : the AA 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
-- attach to a cargo crate, for exemple.
--
-- ## AA 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.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- 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 useful to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## Aircraft TACAN Beacon usage
--
-- 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.StopRadioBeacon}() to stop it.
--
-- ## 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
-- @{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.
--
-- @{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.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
ClassName = "BEACON",
Positionable = nil,
name = nil,
name = nil,
}
--- Beacon types supported by DCS.
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
@@ -65,19 +65,19 @@ BEACON = {
-- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
BEACON.Type={
NULL = 0,
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
@@ -95,26 +95,26 @@ BEACON.Type={
-- @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_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_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @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_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 ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
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.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the POSITIONABLE is invalid.
function BEACON:New( Positionable )
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
-- Inherit BASE.
local self = BASE:Inherit( self, BASE:New() ) -- #BEACON
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F( Positionable )
self:F(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.name = Positionable:GetName()
self:I( string.format( "New BEACON %s", tostring( self.name ) ) )
self.name=Positionable:GetName()
self:I(string.format("New BEACON %s", tostring(self.name)))
return self
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
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @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.
-- @return #BEACON self
-- @usage
--
-- -- 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
--
--
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
--
function BEACON:ActivateTACAN( Channel, Mode, Message, Bearing, Duration )
self:T( { channel = Channel, mode = Mode, callsign = Message, bearing = Bearing, duration = Duration } )
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
Mode=Mode or "Y"
-- Get frequency.
local Frequency = UTILS.TACANToFrequency( Channel, Mode )
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E( { "The passed TACAN channel is invalid, the BEACON is not emitting" } )
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- Beacon type.
local Type = BEACON.Type.TACAN
local Type=BEACON.Type.TACAN
-- Beacon system.
local System = BEACON.System.TACAN
local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly.
local AA = self.Positionable:IsAir()
local AA=self.Positionable:IsAir()
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.
if Mode ~= "Y" 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 } )
if Mode=="X" then
--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
-- Attached unit.
local UnitID = self.Positionable:GetID()
local UnitID=self.Positionable:GetID()
-- 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.
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.
if Duration then
self.Positionable:DeactivateBeacon( Duration )
self.Positionable:DeactivateBeacon(Duration)
end
return self
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 #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateICLS( Channel, Callsign, Duration )
self:F( { Channel = Channel, Callsign = Callsign, Duration = Duration } )
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID = self.Positionable:GetID()
local UnitID=self.Positionable:GetID()
-- Debug
self:T2( { "ICLS BEACON started!" } )
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS( Channel, UnitID, Callsign )
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon( Duration )
self.Positionable:DeactivateBeacon(Duration)
end
return self
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 #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
@@ -247,57 +254,58 @@ end
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
--
-- -- 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
--
--
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
--
function BEACON:AATACAN( TACANChannel, Message, Bearing, BeaconDuration )
self:F( { TACANChannel, Message, Bearing, BeaconDuration } )
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
local IsValid = true
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
end
local Frequency = self:_TACANToFrequency( TACANChannel, "Y" )
if not Frequency then
self:E( { "The passed TACAN channel is invalid, the BEACON is not emitting" } )
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false
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
-- or 14 (TACAN_AA_MODE_Y) if it does not
-- 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
local System
if Bearing then
System = 5
System = BEACON.System.TACAN_TANKER_Y
else
System = 14
System = BEACON.System.TACAN_AA_MODE_Y
end
if IsValid then -- Starts the BEACON
self:T2( { "AA TACAN BEACON started !" } )
self.Positionable:SetCommand( {
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = 4,
type = BEACON.Type.TACAN,
system = System,
callsign = Message,
AA = true,
frequency = Frequency,
},
} )
bearing = Bearing,
modeChannel = "Y",
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil, function()
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration )
end, {}, BeaconDuration)
end
end
return self
end
@@ -307,19 +315,21 @@ end
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E( { "Start the beacon first before stopping it!" } )
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand( {
id = 'DeactivateBeacon',
params = {},
} )
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- 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.
-- 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.
-- They can home in on these specific frequencies :
-- 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.
-- The following e.g. can home in on these specific frequencies :
-- * **Mi8**
-- * 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
@@ -342,63 +352,64 @@ end
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
function BEACON:RadioBeacon( FileName, Frequency, Modulation, Power, BeaconDuration )
self:F( { FileName, Frequency, Modulation, Power, BeaconDuration } )
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
-- Check the filename
if type( FileName ) == "string" then
if FileName:find( ".ogg" ) or FileName:find( ".wav" ) then
if not FileName:find( "l10n/DEFAULT/" ) then
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
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
-- Check the Frequency
if type( Frequency ) ~= "number" and IsValid then
self:E( { "Frequency invalid. ", Frequency } )
if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency})
IsValid = false
end
Frequency = Frequency * 1000000 -- Conversion to Hz
-- 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 ?
self:E( { "Modulation is invalid. Use DCS's enum radio.modulation.", 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})
IsValid = false
end
-- Check the Power
if type( Power ) ~= "number" and IsValid then
self:E( { "Power is invalid. ", Power } )
if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power})
IsValid = false
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
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
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
SCHEDULER:New( nil, function()
self:StopRadioBeacon()
end, {}, BeaconDuration )
end
end
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
SCHEDULER:New( nil,
function()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
--- Stops the AA TACAN BEACON
--- Stop the Radio Beacon
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission( tostring( self.ID ) )
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end
@@ -406,26 +417,26 @@ end
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequency
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency( TACANChannel, TACANMode )
self:F3( { TACANChannel, TACANMode } )
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type( TACANChannel ) ~= "number" then
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
end
-- 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
-- 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
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
@@ -436,6 +447,6 @@ function BEACON:_TACANToFrequency( TACANChannel, TACANMode )
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end

View File

@@ -757,7 +757,9 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
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 {}
@@ -765,7 +767,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
StaticTemplate.CoalitionID = CoalitionID
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].UnitTemplate = StaticTemplate.units[1]
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID

View File

@@ -131,8 +131,6 @@
-- * Weapon data: Certain events populate weapon 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.
-- -- EventData is an EVENTDATA structure.
-- -- We use the EventData.IniUnit to smoke the tank Green.
@@ -143,6 +141,7 @@
-- EventData.IniUnit:SmokeGreen()
-- end
--
--
-- Find below an overview which events populate which information categories:
--
-- ![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.
-- 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.
--
-- Example code snippet:
--
-- if Event.IniObjectCategory == Object.Category.UNIT then
@@ -174,6 +172,7 @@
-- @module Core.Event
-- @image Core_Event.JPG
--- @type EVENT
-- @field #EVENT.Events Events
-- @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_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
-- @type EVENTS
@@ -227,13 +227,13 @@ EVENTS = {
MarkChange = world.event.S_EVENT_MARK_CHANGE,
MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
-- Moose Events
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
NewZone = world.event.S_EVENT_NEW_ZONE,
DeleteZone = world.event.S_EVENT_DELETE_ZONE,
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
NewZone = world.event.S_EVENT_NEW_ZONE,
DeleteZone = world.event.S_EVENT_DELETE_ZONE,
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
PlayerEnterAircraft = world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT,
-- 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
@@ -304,6 +304,8 @@ EVENTS = {
-- @field Core.ZONE#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.
local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = {
Order = 1,
@@ -560,6 +562,7 @@ local _EVENTMETA = {
},
}
--- The Events structure
-- @type EVENT.Events
-- @field #number IniUnit
@@ -573,11 +576,12 @@ function EVENT:New()
local self = BASE:Inherit( self, BASE:New() )
-- Add world event handler.
self.EventHandler = world.addEventHandler( self )
self.EventHandler = world.addEventHandler(self)
return self
end
--- Initializes the Events structure for the event.
-- @param #EVENT self
-- @param DCS#world.event EventID Event ID.
@@ -591,7 +595,7 @@ function EVENT:Init( EventID, EventClass )
self.Events[EventID] = {}
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()
if not self.Events[EventID][EventPriority] then
@@ -599,7 +603,7 @@ function EVENT:Init( EventID, EventClass )
end
if not self.Events[EventID][EventPriority][EventClass] then
self.Events[EventID][EventPriority][EventClass] = {}
self.Events[EventID][EventPriority][EventClass] = {}
end
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 DCS#world.event EventID Event ID.
-- @return #EVENT self
function EVENT:RemoveEvent( EventClass, EventID )
function EVENT:RemoveEvent( EventClass, EventID )
-- Debug info.
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 DCS#world.event EventID Event ID.
-- @return #EVENT.Events
function EVENT:Reset( EventObject ) -- R2.1
function EVENT:Reset( EventObject ) --R2.1
self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
@@ -653,11 +657,12 @@ function EVENT:Reset( EventObject ) -- R2.1
end
end
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self class object for which the events are removed.
-- @return #EVENT self
function EVENT:RemoveAll( EventClass )
function EVENT:RemoveAll(EventClass)
local EventClassName = EventClass:GetClassNameAndID()
@@ -671,6 +676,8 @@ function EVENT:RemoveAll( EventClass )
return self
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
@@ -702,6 +709,7 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
return self
end
--- Set a new listener for an `S_EVENT_X` event for a UNIT.
-- @param #EVENT self
-- @param #string UnitName The name of the UNIT.
@@ -789,6 +797,7 @@ do -- OnDead
end
do -- OnLand
--- Create an OnLand event handler for a group
@@ -855,7 +864,7 @@ do -- Event Creation
id = EVENTS.NewCargo,
time = timer.getTime(),
cargo = Cargo,
}
}
world.onEvent( Event )
end
@@ -870,7 +879,7 @@ do -- Event Creation
id = EVENTS.DeleteCargo,
time = timer.getTime(),
cargo = Cargo,
}
}
world.onEvent( Event )
end
@@ -885,7 +894,7 @@ do -- Event Creation
id = EVENTS.NewZone,
time = timer.getTime(),
zone = Zone,
}
}
world.onEvent( Event )
end
@@ -900,7 +909,7 @@ do -- Event Creation
id = EVENTS.DeleteZone,
time = timer.getTime(),
zone = Zone,
}
}
world.onEvent( Event )
end
@@ -915,11 +924,12 @@ do -- Event Creation
id = EVENTS.NewZoneGoal,
time = timer.getTime(),
ZoneGoal = ZoneGoal,
}
}
world.onEvent( Event )
end
--- Creation of a ZoneGoal Deletion Event.
-- @param #EVENT self
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
@@ -930,11 +940,12 @@ do -- Event Creation
id = EVENTS.DeleteZoneGoal,
time = timer.getTime(),
ZoneGoal = ZoneGoal,
}
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
-- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit.
@@ -944,8 +955,8 @@ do -- Event Creation
local Event = {
id = EVENTS.PlayerEnterUnit,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject(),
}
initiator = PlayerUnit:GetDCSObject()
}
world.onEvent( Event )
end
@@ -959,8 +970,8 @@ do -- Event Creation
local Event = {
id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject(),
}
initiator = PlayerUnit:GetDCSObject()
}
world.onEvent( Event )
end
@@ -972,24 +983,25 @@ end
-- @param #EVENTDATA Event Event data table.
function EVENT:onEvent( Event )
--- Function to handle errors.
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( debug.traceback() )
end
return errmsg
end
-- Get event meta data.
local EventMeta = _EVENTMETA[Event.id]
-- Check if this is a known event?
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
self.MissionEnd = true
end
@@ -997,50 +1009,27 @@ function EVENT:onEvent( Event )
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then
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 = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
-- if Event.IniGroup then
Event.IniGroupName = Event.IniDCSGroupName
-- end
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.STATIC then
if Event.id == 31 then
if Event.IniObjectCategory == Object.Category.STATIC then
---
-- Static
---
if Event.id==31 then
-- Event.initiator is a Static object representing the pilot. But getName() errors due to DCS bug.
Event.IniDCSUnit = Event.initiator
local ID = Event.initiator.id_
Event.IniDCSUnitName = string.format( "Ejected Pilot ID %s", tostring( ID ) )
local ID=Event.initiator.id_
Event.IniDCSUnitName = string.format("Ejected Pilot ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0
Event.IniCategory = 0
Event.IniCategory = 0
Event.IniTypeName = "Ejected Pilot"
elseif Event.id == 33 then -- ejection seat discarded
elseif Event.id == 33 then -- ejection seat discarded
Event.IniDCSUnit = Event.initiator
local ID = Event.initiator.id_
Event.IniDCSUnitName = string.format( "Ejection Seat ID %s", tostring( ID ) )
local ID=Event.initiator.id_
Event.IniDCSUnitName = string.format("Ejection Seat ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0
Event.IniCategory = 0
Event.IniCategory = 0
Event.IniTypeName = "Ejection Seat"
else
Event.IniDCSUnit = Event.initiator
@@ -1051,9 +1040,47 @@ function EVENT:onEvent( Event )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
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
if Event.IniObjectCategory == Object.Category.CARGO then
---
-- Cargo
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
@@ -1064,19 +1091,26 @@ function EVENT:onEvent( Event )
end
if Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
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
if Event.IniObjectCategory == Object.Category.BASE then
---
-- Base Object
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = AIRBASE:FindByName( Event.IniDCSUnitName )
Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
@@ -1084,7 +1118,12 @@ function EVENT:onEvent( Event )
end
if Event.target then
---
-- TARGET
---
-- Target category.
Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then
@@ -1097,9 +1136,7 @@ function EVENT:onEvent( Event )
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- if Event.TgtGroup then
Event.TgtGroupName = Event.TgtDCSGroupName
-- end
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
@@ -1118,18 +1155,18 @@ function EVENT:onEvent( Event )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
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.TgtUnit = nil
Event.TgtCoalition = 0
Event.TgtCategory = 0
if Event.id == 6 then
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
elseif Event.id == 33 then
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
else
Event.TgtTypeName = "Static"
@@ -1147,6 +1184,7 @@ function EVENT:onEvent( Event )
end
end
-- Weapon.
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
@@ -1155,49 +1193,48 @@ function EVENT:onEvent( Event )
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
-- Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
-- 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.id == EVENTS.LandingAfterEjection then
if Event.id==EVENTS.LandingAfterEjection then
-- 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.
-- Event.Place=UNIT:Find(Event.place)
--Event.Place=UNIT:Find(Event.place)
else
Event.Place = AIRBASE:Find( Event.place )
Event.PlaceName = Event.Place:GetName()
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
end
-- Mark points.
if Event.idx then
Event.MarkID = Event.idx
Event.MarkVec3 = Event.pos
Event.MarkCoordinate = COORDINATE:NewFromVec3( Event.pos )
Event.MarkText = Event.text
Event.MarkCoalition = Event.coalition
Event.MarkID=Event.idx
Event.MarkVec3=Event.pos
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end
-- Cargo object.
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
-- Zone object.
if Event.zone then
Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName
end
-- Priority order.
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
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
local PriorityEnd = PriorityOrder == -1 and 1 or 5
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.
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() } )
-- end
--end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
Event.IniGroup = Event.IniGroup or GROUP:FindByName( Event.IniDCSGroupName )
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 EventData.EventUnit then
@@ -1221,39 +1258,35 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash 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()
if (EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName) or
(EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName) then
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- 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
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
else
@@ -1271,48 +1304,43 @@ function EVENT:onEvent( Event )
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash 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.
local GroupName = EventClass:GetName()
if (EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName) or
(EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName) then
if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall( function()
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
-- 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
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall( function()
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
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
-- self:RemoveEvent( EventClass, Event.id )
--self:RemoveEvent( EventClass, Event.id )
end
else
-- 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.
if not EventData.EventUnit then
@@ -1321,28 +1349,25 @@ function EVENT:onEvent( Event )
if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- 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
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall( function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
local Result, Value = xpcall(
function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
end
end
end
@@ -1365,7 +1390,7 @@ function EVENT:onEvent( Event )
self:T( { EventMeta.Text, Event } )
end
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
Event = nil

File diff suppressed because it is too large Load Diff

View File

@@ -10,6 +10,8 @@
-- * Send message to all players.
-- * Send messages to a coalition.
-- * 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 @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}().
-- * To the red coalition using @{#MESSAGE.ToRed}().
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
@@ -194,18 +197,21 @@ function MESSAGE:ToClient( Client, Settings )
if Client and Client:GetClientGroupID() 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.MessageCategory = "" -- self.MessageType .. ": "
end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
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 )
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.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
@@ -232,6 +238,31 @@ function MESSAGE:ToGroup( Group, Settings )
return self
end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if self.MessageType then
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.
-- @param #MESSAGE self
-- @return #MESSAGE

View File

@@ -194,7 +194,12 @@ do -- COORDINATE
-- ## 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.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
--
@@ -887,9 +892,8 @@ do -- COORDINATE
-- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters.
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 norm=UTILS.VecNorm(a)
return norm
end
@@ -912,7 +916,7 @@ do -- COORDINATE
-- The text will reflect the temperature like this:
--
-- - 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:
--
@@ -932,7 +936,7 @@ do -- COORDINATE
if Settings:IsMetric() then
return string.format( " %-2.2f °C", DegreesCelcius )
else
return string.format( " %-2.2f °F", UTILS.CelciusToFarenheit( DegreesCelcius ) )
return string.format( " %-2.2f °F", UTILS.CelsiusToFahrenheit( DegreesCelcius ) )
end
else
return " no temperature"
@@ -1112,25 +1116,28 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param #number Distance The distance in meters.
-- @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.
function COORDINATE:GetDistanceText( Distance, Settings, Language )
function COORDINATE:GetDistanceText( Distance, Settings, Language, Precision )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local Language = Language or "EN"
local Precision = Precision or 0
local DistanceText
if Settings:IsMetric() 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
DistanceText = " за " .. UTILS.Round( Distance / 1000, 2 ) .. " километров"
DistanceText = " за " .. UTILS.Round( Distance / 1000, Precision ) .. " километров"
end
else
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
DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " миль"
DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " миль"
end
end
@@ -1208,7 +1215,7 @@ do -- COORDINATE
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
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
@@ -1226,7 +1233,7 @@ do -- COORDINATE
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
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 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
ReadOnly=false
end
local vec3=self:GetVec3()
Radius=Radius or 1000
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15
trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
@@ -2196,13 +2210,19 @@ do -- COORDINATE
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15
trigger.action.rectToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
@@ -2226,17 +2246,23 @@ do -- COORDINATE
if ReadOnly==nil then
ReadOnly=false
end
local point1=self:GetVec3()
local point2=Coord2:GetVec3()
local point3=Coord3:GetVec3()
local point4=Coord4:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
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
end
@@ -2320,11 +2346,15 @@ do -- COORDINATE
ReadOnly=false
end
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.3
FontSize=FontSize or 14
trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
return MarkID
end
@@ -2346,13 +2376,19 @@ do -- COORDINATE
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15
--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 "")
return MarkID
@@ -2727,7 +2763,95 @@ do -- COORDINATE
local Altitude = self:GetAltitudeText()
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, Language )
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.
-- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition.

View File

@@ -14,7 +14,7 @@
--
-- # 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)
--

View File

@@ -201,7 +201,7 @@ do -- SET_BASE
self:F2( { ObjectName = ObjectName } )
local TriggerEvent = true
if NoTriggerEvent == false then
if NoTriggerEvent then
TriggerEvent = false
end
@@ -1004,7 +1004,7 @@ do -- SET_GROUP
--- Gets the Set.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
-- @return #table Table of objects
function SET_GROUP:GetAliveSet()
self:F2()
@@ -1064,12 +1064,17 @@ do -- SET_GROUP
function SET_GROUP:AddGroup( group )
self:Add( group:GetName(), group )
-- I set the default cargo bay weight limit each time a new group is added to the set.
for UnitID, UnitData in pairs( group:GetUnits() ) do
UnitData:SetCargoBayWeightLimit()
if not DontSetCargoBayLimit then
-- I set the default cargo bay weight limit each time a new group is added to the set.
-- 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
return self
end
@@ -1327,7 +1332,11 @@ do -- SET_GROUP
if Event.IniDCSUnit then
local ObjectName, Object = self:FindInDatabase( Event )
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 )
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.
-- It will return nil of no prefix was found.
-- @param #SPAWN self
-- @param DCS#UNIT DCSUnit The @{DCSUnit} to be searched.
-- @return #string The prefix
-- @return #nil Nothing found
-- @param Wrapper.Group#GROUP SpawnGroup The GROUP object.
-- @return #string The prefix or #nil if nothing was found.
function SPAWN:_GetPrefixFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local GroupName = SpawnGroup:GetName()
if GroupName then
local SpawnPrefix = string.match( GroupName, ".*#" )
if SpawnPrefix then
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
end
local SpawnPrefix=self:_GetPrefixFromGroupName(GroupName)
return SpawnPrefix
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
end
@@ -3235,24 +3254,27 @@ function SPAWN:_OnBirth( EventData )
end
--- Obscolete
-- @todo Need to delete this... _DATABASE does this now ...
--- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData )
self:F( self.SpawnTemplatePrefix )
local SpawnGroup = EventData.IniGroup
if SpawnGroup then
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
local unit=UNIT:FindByName(EventData.IniUnitName)
if unit then
local EventPrefix = self:_GetPrefixFromGroupName(unit.GroupName)
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
self:T( { "Dead event: " .. EventPrefix } )
if EventPrefix == self.SpawnTemplatePrefix or (self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix) then
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end
end
end
end

View File

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

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -591,7 +591,7 @@ do -- DETECTION_BASE
-- @param #string From The From State string.
-- @param #string Event The Event 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.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
@@ -662,7 +662,7 @@ do -- DETECTION_BASE
local DetectedObjectVec3 = DetectedObject:getPoint()
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 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.
--
-- 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
--
@@ -366,14 +376,6 @@ RANGE.TargetType = {
COORD = "Coordinate"
}
--- Default range variables for RangeBoss/Hypeman tie in.
hypemanStrafeRollIn = "nil"
StrafeAircraftType = "strafeAircraftTypeNotSet"
Straferesult = {}
clientRollingIn = false
clientStrafed = false
invalidStrafe = false
--- Player settings.
-- @type RANGE.PlayerData
-- @field #boolean smokebombimpact Smoke bomb impact points.
@@ -408,6 +410,14 @@ invalidStrafe = false
-- @field #number smokepoints Number of smoke points.
-- @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.
-- @type RANGE.BombResult
-- @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 #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.
-- @type RANGE.Soundfile
-- @field #string filename Name of the file
@@ -532,7 +549,7 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.3.0"
RANGE.version = "2.4.0"
-- TODO list:
-- TODO: Verbosity level for messages.
@@ -583,6 +600,8 @@ function RANGE:New( rangename )
self:AddTransition("Stopped", "Start", "Running") -- Start RANGE script.
self:AddTransition("*", "Status", "*") -- Status of RANGE script.
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("*", "ExitRange", "*") -- Player leaves the range.
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.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".
-- @function [parent=#RANGE] EnterRange
-- @param #RANGE self
@@ -1594,7 +1644,6 @@ function RANGE:OnEventBirth( EventData )
self.strafeStatus[_uid] = nil
-- 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 )
-- 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.
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.planes[_uid] = true
end
@@ -1647,7 +1695,7 @@ function RANGE:OnEventHit( EventData )
local targetname = EventData.TgtUnitName
-- 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.
if _currentTarget and target:IsAlive() then
@@ -1931,74 +1979,6 @@ end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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.
-- @param #RANGE self
@@ -2299,6 +2279,73 @@ function RANGE:onafterLoad( From, Event, To )
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
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2324,7 +2371,7 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult )
-- Get player results.
local _results = self.strafePlayerResults[_playername]
local _results = self.strafePlayerResults[_playername]
-- Create message.
if _results == nil then
@@ -2344,9 +2391,10 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
-- Loop over results
for _, _result in pairs( _results ) do
local result=_result --#RANGE.StrafeResult
-- 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.
if _bestMsg == "" then
@@ -2755,7 +2803,7 @@ function RANGE:_DisplayRangeWeather( _unitname )
local tW = string.format( "%.1f m/s", Ws )
local tP = string.format( "%.1f mmHg", P * hPa2mmHg )
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 ) )
tP = string.format( "%.2f inHg", P * hPa2inHg )
end
@@ -2835,14 +2883,16 @@ function RANGE:_CheckInZone( _unitName )
local unitheading = 0 -- RangeBoss
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.
local function checkme( targetheading, _zone )
local zone = _zone -- Core.Zone#ZONE
-- Heading check.
local unitheading = _unit:GetHeading()
unitheadingStrafe = _unit:GetHeading() -- RangeBoss
local pitheading = targetheading - 180
local deltaheading = unitheading - pitheading
local towardspit = math.abs( deltaheading ) <= 90 or math.abs( deltaheading - 360 ) <= 90
@@ -2867,7 +2917,7 @@ function RANGE:_CheckInZone( _unitName )
local _unitID = _unit:GetID()
-- 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.
@@ -2879,7 +2929,6 @@ function RANGE:_CheckInZone( _unitName )
-- Check if player is in strafe zone and below max alt.
if unitinzone then
StrafeAircraftType = _unit:GetTypeName() -- RangeBoss
-- Still in zone, keep counting hits. Increase counter.
_currentStrafeRun.time = _currentStrafeRun.time + 1
@@ -2909,8 +2958,10 @@ function RANGE:_CheckInZone( _unitName )
local _ammo = self:_GetAmmo( _unitName )
-- Result.
local _result = self.strafeStatus[_unitID]
local _result = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
local _sound = nil -- #RANGE.Soundfile
--[[ --RangeBoss commented out in order to implement strafe quality based on accuracy percentage, not the number of rounds on target
-- Judge this pass. Text is displayed on summary.
if _result.hits >= _result.zone.goodPass*2 then
@@ -2927,6 +2978,7 @@ function RANGE:_CheckInZone( _unitName )
_sound=RANGE.Sound.RCPoorPass
end
]]
-- Calculate accuracy of run. Number of hits wrt number of rounds fired.
local shots = _result.ammo - _ammo
local accur = 0
@@ -2936,29 +2988,30 @@ function RANGE:_CheckInZone( _unitName )
accur = 100
end
end
if invalidStrafe == true then --
_result.text = "* INVALID - PASSED FOUL LINE *"
-- Results text and sound message.
local resulttext=""
if _result.pastfoulline == true then --
resulttext = "* INVALID - PASSED FOUL LINE *"
_sound = RANGE.Sound.RCPoorPass --
else
if accur >= 90 then
_result.text = "DEADEYE PASS"
resulttext = "DEADEYE PASS"
_sound = RANGE.Sound.RCExcellentPass
elseif accur >= 75 then
_result.text = "EXCELLENT PASS"
resulttext = "EXCELLENT PASS"
_sound = RANGE.Sound.RCExcellentPass
elseif accur >= 50 then
_result.text = "GOOD PASS"
resulttext = "GOOD PASS"
_sound = RANGE.Sound.RCGoodPass
elseif accur >= 25 then
_result.text = "INEFFECTIVE PASS"
resulttext = "INEFFECTIVE PASS"
_sound = RANGE.Sound.RCIneffectivePass
else
_result.text = "POOR PASS"
resulttext = "POOR PASS"
_sound = RANGE.Sound.RCPoorPass
end
end
clientStrafed = true -- RANGEBOSS
-- Message text.
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.
self:_DisplayMessageToGroup( _unit, _text )
-- RangeBoss Edit for strafe table insert
-- Local results.
local result = {} -- #RANGE.BombResult
result.name = _result.zone.name or "unknown"
result.distance = 0
result.radial = 0
result.weapon = "N/A"
result.quality = "N/A"
result.player = _playernamee
-- Strafe result.
local result = {} -- #RANGE.StrafeResult
result.player=_playername
result.name=_result.zone.name or "unknown"
result.time = timer.getAbsTime()
result.airframe = StrafeAircraftType
result.roundsFired = shots -- RANGEBOSS
result.roundsHit = _result.hits -- RANGEBOSS
result.roundsQuality = _result.text -- RANGEBOSS
result.roundsFired = shots
result.roundsHit = _result.hits
result.roundsQuality = resulttext
result.strafeAccuracy = accur
result.heading = unitheadingStrafe -- RANGEBOSS
Straferesult.name = _result.zone.name or "unknown"
Straferesult.distance = 0
Straferesult.radial = 0
Straferesult.weapon = "N/A"
Straferesult.quality = "N/A"
Straferesult.player = _playername
Straferesult.time = timer.getAbsTime()
Straferesult.airframe = StrafeAircraftType
Straferesult.roundsFired = shots
Straferesult.roundsHit = _result.hits
Straferesult.roundsQuality = _result.text
Straferesult.strafeAccuracy = accur
Straferesult.rangename = self.rangename
result.rangename = self.rangename
result.airframe=playerData.airframe
result.invalid = _result.pastfoulline
-- Griger Results.
self:StrafeResult(playerData, result)
-- Save trap sheet.
if playerData.targeton and self.targetsheet then
if playerData and playerData.targeton and self.targetsheet then
self:_SaveTargetSheet( _playername, result )
end
-- RangeBoss edit for strafe data saved to file
end
-- Voice over.
if self.rangecontrol then
@@ -3028,7 +3063,7 @@ function RANGE:_CheckInZone( _unitName )
-- Save stats so the player can retrieve them.
local _stats = self.strafePlayerResults[_playername] or {}
table.insert( _stats, _result )
table.insert( _stats, result )
self.strafePlayerResults[_playername] = _stats
end
@@ -3038,12 +3073,13 @@ function RANGE:_CheckInZone( _unitName )
-- Check to see if we're in any of the strafing zones (first time).
for _, _targetZone in pairs( self.strafeTargets ) do
local target=_targetZone --#RANGE.StrafeTarget
-- 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.
local unitinzone = checkme( _targetZone.heading, zone )
local unitinzone = checkme( target.heading, zone )
-- Player is inside zone.
if unitinzone then
@@ -3052,19 +3088,20 @@ function RANGE:_CheckInZone( _unitName )
local _ammo = self:_GetAmmo( _unitName )
-- 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!
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
self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath )
end
clientRollingIn = true -- RANGEBOSS
-- Send message.
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.
break
@@ -3524,7 +3561,7 @@ function RANGE:_TargetsheetOnOff( _unitname )
playerData.targeton = not playerData.targeton
-- Inform player.
if playerData.targeton == true then
if playerData and playerData.targeton == true then
text = string.format( "roger, your targetsheets are now SAVED." )
else
text = string.format( "affirm, your targetsheets are NOT SAVED." )

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/Templates.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/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 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]
-- * [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 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**]
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02)) (L02) [**WIP**]
--
-- **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.
--
-- 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.
-- 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.
--
@@ -113,10 +115,11 @@
-- * [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)
-- * [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**
-- 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.
@@ -1260,7 +1263,7 @@ AIRBOSS = {
--- Aircraft types capable of landing on carrier (human+AI).
-- @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 HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics.
-- @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 FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
-- @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 AMERICA USS America (LHA-6) [V/STOL Carrier]
-- @field #string JCARLOS Juan Carlos I (L61) [V/STOL Carrier]
@@ -1309,6 +1313,7 @@ AIRBOSS.CarrierType = {
STENNIS = "Stennis",
FORRESTAL = "Forrestal",
VINSON = "VINSON",
HERMES = "HERMES81",
TARAWA = "LHA_Tarawa",
AMERICA = "USS America LHA-6",
JCARLOS = "L61",
@@ -1980,6 +1985,9 @@ function AIRBOSS:New( carriername, alias )
elseif self.carriertype == AIRBOSS.CarrierType.VINSON then
-- TODO: Carl Vinson parameters.
self:_InitStennis()
elseif self.carriertype == AIRBOSS.CarrierType.HERMES then
-- Hermes parameters.
self:_InitHermes()
elseif self.carriertype == AIRBOSS.CarrierType.TARAWA then
-- Tarawa parameters.
self:_InitTarawa()
@@ -2082,7 +2090,7 @@ function AIRBOSS:New( carriername, alias )
-- cL:FlareYellow()
-- 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.
local w1 = stern:Translate( self.carrierparam.wire1, FB, true )
@@ -2811,13 +2819,29 @@ end
-- @param #number Low
-- @param #number LOW
-- @return #AIRBOSS self
function AIRBOSS:SetGlideslopeErrorThresholds( _max, _min, High, HIGH, Low, LOW )
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
function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
--Check if V/STOL Carrier
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
-- 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
end
@@ -2832,15 +2856,33 @@ end
-- @param #number RightMed
-- @param #number RIGHT
-- @return #AIRBOSS self
function AIRBOSS:SetLineupErrorThresholds( _max, _min, Left, LeftMed, LEFT, Right, RightMed, RIGHT )
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
function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right, RightMed, RIGHT)
--Check if V/STOL Carrier -- 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
-- V/STOL Values -- allow a larger LUE for V/STOL operations
self.lue._max=_max or 1.8
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
end
@@ -4384,6 +4426,46 @@ function AIRBOSS:_InitForrestal()
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.
-- @param #AIRBOSS self
function AIRBOSS:_InitTarawa()
@@ -5007,14 +5089,16 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.Fast = 8.25 -- =17.5/2
aoa.FAST = 8.00 -- =16.5/2
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
aoa.Slow = 13.0
aoa.OnSpeedMax = 12.0
aoa.OnSpeed = 11.0
aoa.OnSpeedMin = 10.0
aoa.Fast = 8.0
aoa.FAST = 7.5
-- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 55. Pene testing
aoa.SLOW = 16.0
aoa.Slow = 13.5
aoa.OnSpeedMax = 12.5
aoa.OnSpeed = 10.0
aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0
aoa.FAST = 7.5
end
return aoa
@@ -5273,8 +5357,8 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif skyhawk then
alt = UTILS.FeetToMeters( 300 ) -- ?
elseif harrier then
-- 300-325 ft
alt = UTILS.FeetToMeters( 300 ) -- Need to verify
alt=UTILS.FeetToMeters(312)-- 300-325 ft
end
aoa = aoaac.OnSpeed
@@ -6209,7 +6293,7 @@ function AIRBOSS:_GetMarshalAltitude( stack, case )
p2 = Carrier:Translate( UTILS.NMToMeters( 1.5 ), hdg )
-- 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.
p1 = Carrier:Translate( UTILS.NMToMeters( 1.0 ), hdg + 90 )
@@ -8048,7 +8132,7 @@ function AIRBOSS:OnEventLand( EventData )
self:T( self.lid .. text )
-- 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".
self:RadioTransmission( self.LSORadio, self.LSOCall.IDLE, false, 1, nil, true )
@@ -8083,7 +8167,7 @@ function AIRBOSS:OnEventLand( EventData )
-- 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
local coord = EventData.IniUnit:GetCoordinate()
@@ -9121,7 +9205,7 @@ function AIRBOSS:_CheckForLongDownwind( playerData )
local limit = UTILS.NMToMeters( -1.6 )
-- 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 )
end
@@ -9208,7 +9292,7 @@ function AIRBOSS:_Ninety( playerData )
self:_PlayerHint( playerData )
-- 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.
self:_SetPlayerStep( playerData, AIRBOSS.PatternStep.FINAL )
else
@@ -9464,8 +9548,9 @@ function AIRBOSS:_Groove( playerData )
-- Speed difference.
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.
if playerData.unit:IsInZone( ZoneALS ) and stable then
@@ -9497,8 +9582,8 @@ function AIRBOSS:_Groove( playerData )
-- Speed difference.
local dv = math.abs( vplayer - vcarrier )
-- Stable when v<10 km/h.
local stable = dv < 10
-- Stable when v<15 km/h.
local stable=dv<15
-- 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
@@ -9537,25 +9622,26 @@ function AIRBOSS:_Groove( playerData )
-- Nothing else necessary.
return
end
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)
-- if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
-- Get groove time
-- local vSlow=groovedata.time
-- If too slow wave off.
-- if vSlow >75 then
-- LSO Wave off!
-- self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
-- playerData.Tlso=timer.getTime()
-- Player was waved Off
-- playerData.waveoff=true
-- return
-- end
-- end
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
--if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
-- Get groove time
--local vSlow=groovedata.time
-- If too slow wave off.
--if vSlow >75 then
-- LSO Wave off!
--self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
--playerData.Tlso=timer.getTime()
-- Player was waved Off
--playerData.waveoff=true
--return
--end
--end
-- Groovedata 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.
if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
glMax = 2.6
glMin = -2.0
luAbs = 4.1 -- Testing Pene (WIP) needs feedback to tighten up tolerences.
glMin = -2.2 -- Testing, @Engines may be just dragging it in on Hermes, or the carrier parameters need adjusting.
luAbs = 4.1 -- Testing Pene.
end
@@ -9893,17 +9979,23 @@ function AIRBOSS:_GetSternCoord()
local hdg = self.carrier:GetHeading()
-- 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.
self.sterncoord:UpdateFromCoordinate( self:GetCoordinate() )
-- local stern=self:GetCoordinate()
-- Stern coordinate (sterndist<0).
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
-- Tarawa: Translate 8 meters port.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 8, FB - 90, true, true )
elseif self.carriertype == AIRBOSS.CarrierType.STENNIS then
-- Stern coordinate (sterndist<0). --Pene testing Case III
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
-- CASE III V/STOL translation Due over deck approach if needed.
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.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then
@@ -10536,7 +10628,8 @@ function AIRBOSS:_GetZoneRunwayBox()
return self.zoneRunwaybox
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
-- @param #AIRBOSS self
-- @return Core.Zone#ZONE_POLYGON Zone surrounding landing runway.
@@ -10548,9 +10641,9 @@ function AIRBOSS:_GetZoneAbeamLandingSpot()
-- Current carrier heading.
local FB = self:GetFinalBearing( false )
-- Coordinate array.
local p = {}
-- Coordinate array. Pene Testing extended Abeam landing spot V/STOL.
local p={}
-- Points.
p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-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 )
-- 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 ) )
end
@@ -10692,7 +10785,7 @@ function AIRBOSS:_GetZoneCommence( case, stack )
-- Three position
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 )
@@ -10983,7 +11076,7 @@ function AIRBOSS:_GetAltCarrier( unit )
return h
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
-- @return Core.Point#COORDINATE Optimal landing coordinate.
function AIRBOSS:_GetOptLandingCoordinate()
@@ -10993,45 +11086,28 @@ function AIRBOSS:_GetOptLandingCoordinate()
-- Stern coordinate.
-- local stern=self:_GetSternCoord()
-- 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.
self.landingcoord:UpdateFromCoordinate( self:_GetLandingSpotCoordinate() ):Translate( 35, FB - 90, true, true )
-- stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
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.AMERICA then
-- 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 ) )
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
end
else
-- Ideally we want to land between 2nd and 3rd wire.
@@ -11059,7 +11135,14 @@ function AIRBOSS:_GetLandingSpotCoordinate()
-- Stern coordinate.
-- 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.
local hdg = self:GetHeading()
@@ -11127,7 +11210,7 @@ end
--- Get wind direction and speed at carrier position.
-- @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 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.
@@ -11137,8 +11220,8 @@ function AIRBOSS:GetWind( alt, magnetic, coord )
-- Current position of the carrier or input.
local cv = coord or self:GetCoordinate()
-- Wind direction and speed. By default at 50 meters ASL.
local Wdir, Wspeed = cv:GetWind( alt or 50 )
-- Wind direction and speed. By default at 15 meters ASL.
local Wdir, Wspeed = cv:GetWind( alt or 15 )
-- Include magnetic declination.
if magnetic then
@@ -11649,15 +11732,17 @@ function AIRBOSS:_LSOgrade( playerData )
local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR
-- Count number of minor, normal and major deviations.
local N = nXX + nIM + nIC + nAR
local nL = count( G, '_' ) / 2
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 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 N=nXX+nIM+nIC+nAR
local Nv=nXX+nIM
local nL=count(G, '_')/2
local nS=count(G, '%(')
local nN=N-nS-nL
local nNv=Nv-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
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 points
@@ -11668,29 +11753,33 @@ function AIRBOSS:_LSOgrade( playerData )
G = "Unicorn"
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)
-- 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
-- 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.
if nL > 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points.
grade = "--"
points = 2.0
elseif nN > 2 and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
grade="--"
points=2.0
elseif nNv >= 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade = "(OK)"
points = 3.0
elseif nL > 0 then
grade="(OK)"
points=3.0
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.
grade = "--"
points = 2.0
elseif nN > 0 then
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade = "(OK)"
points = 3.0
else
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade = "OK"
points = 4.0
end
grade="OK"
points=4.0
end
end
@@ -11994,7 +12083,7 @@ function AIRBOSS:_GS( step, n )
if n == -1 then
gp = AIRBOSS.GroovePos.IC
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
else
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.
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
else
return false
@@ -13881,7 +13970,7 @@ function AIRBOSS:_IsCarrierAircraft( unit )
end
-- 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
return false
end
@@ -17238,7 +17327,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
end
-- 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"
-- Abeam landing spot zone.
local ALSPT = self:_GetZoneAbeamLandingSpot()

View File

@@ -30,7 +30,7 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
-- Date: Feb 2022
-- Date: June 2022
-------------------------------------------------------------------------
--- **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:
--
-- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms.
-- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only!
-- self.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.
-- self.autosmokedistance = 1000 -- distance for autosmoke
-- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
-- self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well.
-- self.enableForAI = false -- set to false to disable AI pilots from being rescued.
-- self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters.
-- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter.
-- self.immortalcrew = true -- Set to true to make wounded crew immortal.
-- self.invisiblecrew = false -- Set to true to make wounded crew insvisible.
-- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
-- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes.
-- self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined.
-- self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages.
-- self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons.
-- self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue.
-- self.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below.
-- self.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.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms.
-- mycsar.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only!
-- mycsar.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
-- mycsar.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near.
-- mycsar.autosmokedistance = 1000 -- distance for autosmoke
-- mycsar.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
-- mycsar.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well.
-- mycsar.enableForAI = false -- set to false to disable AI pilots from being rescued.
-- mycsar.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to mycsar.extractDistance in meters.
-- mycsar.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter.
-- mycsar.immortalcrew = true -- Set to true to make wounded crew immortal.
-- mycsar.invisiblecrew = false -- Set to true to make wounded crew insvisible.
-- mycsar.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
-- mycsar.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes.
-- mycsar.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined.
-- mycsar.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages.
-- mycsar.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons.
-- mycsar.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue.
-- mycsar.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below.
-- mycsar.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor!
-- mycsar.verbose = 0 -- set to > 1 for stats output for debugging.
-- -- (added 0.1.4) limit amount of downed pilots spawned by **ejection** events
-- self.limitmaxdownedpilots = true
-- self.maxdownedpilots = 10
-- mycsar.limitmaxdownedpilots = true
-- mycsar.maxdownedpilots = 10
-- -- (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
-- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
-- self.pilotmustopendoors = false -- switch to true to enable check of open doors
-- mycsar.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
-- mycsar.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
-- mycsar.pilotmustopendoors = false -- switch to true to enable check of open doors
-- -- (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)
-- self.rescuehoverheight = 20 -- max height for a hovering rescue in meters
-- self.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters
-- mycsar.rescuehoverheight = 20 -- max height for a hovering rescue in meters
-- mycsar.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters
-- -- (added 0.1.12)
-- -- Country codes for spawned pilots
-- self.countryblue= country.id.USA
-- self.countryred = country.id.RUSSIA
-- self.countryneutral = country.id.UN_PEACEKEEPERS
-- mycsar.countryblue= country.id.USA
-- mycsar.countryred = country.id.RUSSIA
-- mycsar.countryneutral = country.id.UN_PEACEKEEPERS
--
-- ## 2.1 Experimental Features
--
-- 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
-- Needs SRS => 1.9.6 to work (works on the **server** side of SRS)
-- self.useSRS = false -- Set true to use FF\'s SRS integration
-- self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
-- self.SRSchannel = 300 -- radio channel
-- self.SRSModulation = radio.modulation.AM -- modulation
-- mycsar.useSRS = false -- Set true to use FF\'s SRS integration
-- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
-- mycsar.SRSchannel = 300 -- radio channel
-- 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
-- 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.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection. Requires mycsar.enableForAI to be set to true. --shagrat
-- 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
--
-- 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
-- self.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players)
-- mycsar.rescues -- number of successful landings *with* saved pilots
-- mycsar.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players)
--
-- ## 4. Events
--
@@ -254,11 +259,12 @@ CSAR.AircraftType["Mi-8MT"] = 12
CSAR.AircraftType["Mi-24P"] = 8
CSAR.AircraftType["Mi-24V"] = 8
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.
-- @field #string version
CSAR.version="1.0.4c"
CSAR.version="1.0.5"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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.SRSchannel = 300 -- radio channel
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 ---
@@ -858,12 +869,12 @@ function CSAR:_EventHandler(EventData)
-- no Player
if self.enableForAI == false and _event.IniPlayerName == nil then
return
return self
end
-- no event
if _event == nil or _event.initiator == nil then
return false
return self
-- take off
elseif _event.id == EVENTS.Takeoff then -- taken off
@@ -871,35 +882,43 @@ function CSAR:_EventHandler(EventData)
local _coalition = _event.IniCoalition
if _coalition ~= self.coalition then
return --ignore!
return self --ignore!
end
if _event.IniGroupName then
self.takenOff[_event.IniUnitName] = true
end
return true
return self
-- player enter unit
elseif _event.id == EVENTS.PlayerEnterAircraft or _event.id == EVENTS.PlayerEnterUnit then --player entered unit
self:T(self.lid .. " Event unit - Player Enter")
local _coalition = _event.IniCoalition
self:T("Coalition = "..UTILS.GetCoalitionName(_coalition))
if _coalition ~= self.coalition then
return --ignore!
return self --ignore!
end
if _event.IniPlayerName then
self.takenOff[_event.IniPlayerName] = nil
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 _group = _event.IniGroup
if _unit:IsHelicopter() or _group:IsHelicopter() then
self:_AddMedevacMenuItem()
end
return true
return self
elseif (_event.id == EVENTS.PilotDead and self.csarOncrash == false) then
-- Pilot dead
@@ -911,57 +930,68 @@ function CSAR:_EventHandler(EventData)
local _group = _event.IniGroup
if _unit == nil then
return -- error!
return self -- error!
end
local _coalition = _event.IniCoalition
if _coalition ~= self.coalition then
return --ignore!
return self --ignore!
end
-- Catch multiple events here?
if self.takenOff[_event.IniUnitName] == true or _group:IsAirborne() then
if self:_DoubleEjection(_unitname) then
return
return self
end
else
self:T(self.lid .. " Pilot has not taken off, ignore")
end
return
return self
elseif _event.id == EVENTS.PilotDead or _event.id == EVENTS.Ejection then
if _event.id == EVENTS.PilotDead and self.csarOncrash == false then
return
return self
end
self:T(self.lid .. " Event unit - Pilot Ejected")
local _unit = _event.IniUnit
local _unitname = _event.IniUnitName
local _group = _event.IniGroup
self:T({_unit.UnitName, _unitname, _group.GroupName})
if _unit == nil then
return -- error!
self:T("Unit NIL!")
return self -- error!
end
local _coalition = _unit:GetCoalition()
--local _coalition = _unit:GetCoalition() -- nil now for some reason
local _coalition = _group:GetCoalition()
if _coalition ~= self.coalition then
return --ignore!
self:T("Wrong coalition! Coalition = "..UTILS.GetCoalitionName(_coalition))
return self --ignore!
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
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
if self:_DoubleEjection(_unitname) then
return
self:T("Double Ejection!")
return self
end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
return
self:T("Maxed Downed Pilot!")
return self
end
@@ -970,33 +1000,27 @@ function CSAR:_EventHandler(EventData)
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
self:T("Wet feet!")
wetfeet = true
end
-- 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
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()
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
return true
self:_AddCsar(_coalition, _unit:GetCountry(), initcoord , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none")
return self
end
elseif _event.id == EVENTS.Land then
self:T(self.lid .. " Landing")
@@ -1011,12 +1035,12 @@ function CSAR:_EventHandler(EventData)
if _unit == nil then
self:T(self.lid .. " Unit nil on landing")
return -- error!
return self -- error!
end
local _coalition = _event.IniCoalition
if _coalition ~= self.coalition then
return --ignore!
return self --ignore!
end
self.takenOff[_event.IniUnitName] = nil
@@ -1025,13 +1049,13 @@ function CSAR:_EventHandler(EventData)
if _place == nil then
self:T(self.lid .. " Landing Place Nil")
return -- error!
return self -- error!
end
-- anyone on board?
if self.inTransitGroups[_event.IniUnitName] == nil then
-- ignore
return
return self
end
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
@@ -1041,8 +1065,27 @@ function CSAR:_EventHandler(EventData)
end
end
return true
return self
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
end
@@ -1237,7 +1280,7 @@ function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupNam
_maxUnits = self.max_units
end
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
end
@@ -1325,7 +1368,8 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
local _time = self.landedStatus[_lookupKeyHeli]
if _time == nil then
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:_DisplayMessageToSAR(_heliUnit, "Wait till " .. _pilotName .. " gets in. \nETA " .. _time .. " more seconds.", self.messageTime, false)
else
@@ -1335,7 +1379,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
--if _time <= 0 or _distance < self.loadDistance then
if _distance < self.loadDistance + 5 or _distance <= 13 then
if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then
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
else
self.landedStatus[_lookupKeyHeli] = nil
@@ -1347,7 +1391,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
else
if (_distance < self.loadDistance) 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
else
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)
else
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
else
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 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
self:_RescuePilots(_heliUnit)
return
@@ -1522,6 +1566,15 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
local modulation = self.SRSModulation
local channel = self.SRSchannel
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)
end
return self

View File

@@ -28,7 +28,7 @@ do
------------------------------------------------------
--- **CTLD_ENGINEERING** class, extends Core.Base#BASE
--- @type CTLD_ENGINEERING
-- @type CTLD_ENGINEERING
-- @field #string ClassName
-- @field #string lid
-- @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-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},
-- ["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
--
@@ -870,8 +871,13 @@ do
--
-- ## 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
-- 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.
-- 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
-- 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")
--
@@ -882,10 +888,45 @@ do
-- my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
-- 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`:
--
-- 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:
--
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
@@ -924,7 +965,6 @@ CTLD = {
FreeUHFFrequencies = {}, -- Table of UHF
FreeFMFrequencies = {}, -- Table of FM
CargoCounter = 0,
wpZones = {},
Cargo_Troops = {}, -- generic troops objects
Cargo_Crates = {}, -- generic crate objects
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.
--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
["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.
@@ -1822,6 +1863,8 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
local drop = drop or false
local ship = nil
local width = 20
local distance = nil
local zone = nil
if not drop then
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then
@@ -2686,6 +2729,8 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
local required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates()
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
local object = {} -- #CTLD.Buildable
object.Name = name
@@ -2694,6 +2739,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
object.Template = template
object.CanBuild = false
object.Type = ctype -- #CTLD_CARGO.Enum
object.Coord = ccoord:GetVec2()
buildables[name] = object
foundbuilds = true
else
@@ -2855,7 +2901,8 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
temptable = {temptable}
end
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
randomcoord = RepairLocation:GetVec2()
end
@@ -2864,7 +2911,7 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
local alias = string.format("%s-%d", _template, math.random(1,100000))
if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2)
--:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB
@@ -3786,8 +3833,8 @@ end
local ucoord = Unit:GetCoordinate()
local gheight = ucoord:GetLandHeight()
local aheight = uheight - gheight -- height above ground
local maxh = self.HercMinAngels-- 1500m
local minh = self.HercMaxAngels -- 5000m
local minh = self.HercMinAngels-- 1500m
local maxh = self.HercMaxAngels -- 5000m
local maxspeed = self.HercMaxSpeed -- 77 mps
-- DONE: TEST - Speed test for Herc, should not be above 280kph/150kn
local kmspeed = uspeed * 3.6
@@ -3815,7 +3862,7 @@ end
else
local minheight = UTILS.MetersToFeet(self.minimumHoverHeight)
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
self:_SendMessage(text, 10, false, Group)
return self
@@ -4759,10 +4806,11 @@ end
end -- end do
do
--- Hercules Cargo Drop Events by Anubis Yinepu
--- **Hercules Cargo AIR Drop Events** by Anubis Yinepu
-- 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
-- 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
@@ -4850,7 +4898,7 @@ CTLD_HERCULES.Types = {
["ART GVOZDIKA [34720lb]"] = {['name'] = "SAU Gvozdika", ['container'] = false},
["APC MTLB Air [26400lb]"] = {['name'] = "MTLB", ['container'] = true},
["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
@@ -4875,7 +4923,8 @@ CTLD_HERCULES.Types = {
-- @return #CTLD_HERCULES self
-- @usage
-- 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:
@@ -4889,6 +4938,14 @@ CTLD_HERCULES.Types = {
-- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
--
-- 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)
-- Inherit everything from FSM class.
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, 10)
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
else
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 #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 Label Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.
-- @extends Core.Base#BASE
--- *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
-- 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
--
-- 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.
--
-- ## 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
MSRS = {
ClassName = "MSRS",
@@ -121,11 +138,12 @@ MSRS = {
volume = 1,
speed = 1,
coordinate = nil,
Label = "ROBOT",
}
--- MSRS class version.
-- @field #string version
MSRS.version="0.0.3"
MSRS.version="0.0.6"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -144,8 +162,9 @@ MSRS.version="0.0.3"
-- @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 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
function MSRS:New(PathToSRS, Frequency, Modulation)
function MSRS:New(PathToSRS, Frequency, Modulation, Volume)
-- Defaults.
Frequency =Frequency or 143
@@ -160,6 +179,13 @@ function MSRS:New(PathToSRS, Frequency, Modulation)
self:SetModulations(Modulation)
self:SetGender()
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
end
@@ -202,12 +228,47 @@ function MSRS:GetPath()
return self.path
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.
-- @param #MSRS self
-- @param #number Port Port. Default 5002.
-- @return #MSRS self
function MSRS:SetPort(Port)
self.port=Port or 5002
return self
end
--- Get port.
@@ -223,6 +284,7 @@ end
-- @return #MSRS self
function MSRS:SetCoalition(Coalition)
self.coalition=Coalition or 0
return self
end
--- Get coalition.
@@ -391,7 +453,7 @@ function MSRS:PlaySoundFile(Soundfile, Delay)
local command=self:_GetCommand()
-- Append file.
command=command.." --file="..tostring(soundfile)
command=command..' --file="'..tostring(soundfile)..'"'
self:_ExecCommand(command)
@@ -634,8 +696,9 @@ end
-- @param #number volume Volume.
-- @param #number speed Speed.
-- @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.
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 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
speed=speed or self.speed
port=port or self.port
label=label or self.Label
-- Replace modulation
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)
-- 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")
-- 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.
if voice then
@@ -671,7 +735,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
else
-- Add gender.
if gender and gender~="female" then
command=command..string.format(" --gender=%s", tostring(gender))
command=command..string.format(" -g %s", tostring(gender))
end
-- Add culture.
if culture and culture~="en-GB" then

View File

@@ -183,13 +183,17 @@ do -- Sound File
--- Set path, where the sound file is located.
-- @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
function SOUNDFILE:SetPath(Path)
-- Init path.
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.
local nmax=1000 ; local n=1
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 #string UserSoundFileName The filename of the usersound.
-- @return #USERSOUND
function USERSOUND:New( UserSoundFileName ) --R2.3
function USERSOUND:New( UserSoundFileName )
local self = BASE:Inherit( self, BASE:New() ) -- #USERSOUND
@@ -58,7 +58,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- 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
@@ -75,7 +75,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- BlueVictory:ToAll() -- Play the sound that Blue has won.
--
function USERSOUND:ToAll() --R2.3
function USERSOUND:ToAll()
trigger.action.outSound( self.UserSoundFileName )
@@ -91,7 +91,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- 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 )
@@ -107,7 +107,7 @@ do -- UserSound
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- 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 )
@@ -123,9 +123,9 @@ do -- UserSound
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- 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
if Delay>0 then
@@ -136,5 +136,27 @@ do -- UserSound
return self
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

View File

@@ -1,18 +1,18 @@
--- **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.
--
--
-- 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
-- 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
-- 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.
--
--
-- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
--
--
-- @module ENUMS
-- @image MOOSE.JPG
@@ -20,7 +20,7 @@
-- @type ENUMS
--- Because ENUMS are just better practice.
--
--
-- The ENUMS class adds some handy variables, which help you to make your code better and more general.
--
-- @field #ENUMS
@@ -30,16 +30,16 @@ ENUMS = {}
-- @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 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 WeaponHold AI will hold fire under all circumstances.
ENUMS.ROE = {
WeaponFree = 0,
OpenFireWeaponFree = 1,
OpenFire = 2,
ReturnFire = 3,
WeaponHold = 4,
}
WeaponFree=0,
OpenFireWeaponFree=1,
OpenFire=2,
ReturnFire=3,
WeaponHold=4,
}
--- Reaction On Threat.
-- @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 AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base.
ENUMS.ROT = {
NoReaction = 0,
PassiveDefense = 1,
EvadeFire = 2,
BypassAndEscape = 3,
AllowAbortMission = 4,
NoReaction=0,
PassiveDefense=1,
EvadeFire=2,
BypassAndEscape=3,
AllowAbortMission=4,
}
--- Alarm state.
@@ -62,12 +62,12 @@ ENUMS.ROT = {
-- @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.
ENUMS.AlarmState = {
Auto = 0,
Green = 1,
Red = 2,
Auto=0,
Green=1,
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
ENUMS.WeaponFlag={
-- Bombs
@@ -111,7 +111,7 @@ ENUMS.WeaponFlag={
--
-- Bombs
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)
--- Rockets
AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
@@ -123,9 +123,11 @@ ENUMS.WeaponFlag={
--- Air-To-Air Missiles
AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
AnyMissile = 268402688, -- AnyASM + AnyAAM
AnyMissile = 268402688, -- AnyASM + AnyAAM
--- Guns
Cannons = 805306368, -- GUN_POD + BuiltInCannon
--- Torpedo
Torpedo = 4294967296,
---
-- Even More Genral
Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
@@ -133,9 +135,96 @@ ENUMS.WeaponFlag={
AnyAG = 2956984318, -- Any Air-To-Ground Weapon
AnyAA = 264241152, -- Any Air-To-Air 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.
-- @type ENUMS.MissionTask
-- @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",
}
--- 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
ENUMS.Formation={}
ENUMS.Formation.FixedWing={}
@@ -216,23 +305,23 @@ ENUMS.Formation.FixedWing.FighterVic.Close = 917505
ENUMS.Formation.FixedWing.FighterVic.Open = 917506
ENUMS.Formation.RotaryWing={}
ENUMS.Formation.RotaryWing.Column={}
ENUMS.Formation.RotaryWing.Column.D70 = 720896
ENUMS.Formation.RotaryWing.Column.D70=720896
ENUMS.Formation.RotaryWing.Wedge={}
ENUMS.Formation.RotaryWing.Wedge.D70 = 8
ENUMS.Formation.RotaryWing.Wedge.D70=8
ENUMS.Formation.RotaryWing.FrontRight={}
ENUMS.Formation.RotaryWing.FrontRight.D300 = 655361
ENUMS.Formation.RotaryWing.FrontRight.D600 = 655362
ENUMS.Formation.RotaryWing.FrontRight.D300=655361
ENUMS.Formation.RotaryWing.FrontRight.D600=655362
ENUMS.Formation.RotaryWing.FrontLeft={}
ENUMS.Formation.RotaryWing.FrontLeft.D300 = 655617
ENUMS.Formation.RotaryWing.FrontLeft.D600 = 655618
ENUMS.Formation.RotaryWing.FrontLeft.D300=655617
ENUMS.Formation.RotaryWing.FrontLeft.D600=655618
ENUMS.Formation.RotaryWing.EchelonRight={}
ENUMS.Formation.RotaryWing.EchelonRight.D70 = 589825
ENUMS.Formation.RotaryWing.EchelonRight.D300 = 589826
ENUMS.Formation.RotaryWing.EchelonRight.D600 = 589827
ENUMS.Formation.RotaryWing.EchelonRight.D70 =589825
ENUMS.Formation.RotaryWing.EchelonRight.D300=589826
ENUMS.Formation.RotaryWing.EchelonRight.D600=589827
ENUMS.Formation.RotaryWing.EchelonLeft={}
ENUMS.Formation.RotaryWing.EchelonLeft.D70 = 590081
ENUMS.Formation.RotaryWing.EchelonLeft.D300 = 590082
ENUMS.Formation.RotaryWing.EchelonLeft.D600 = 590083
ENUMS.Formation.RotaryWing.EchelonLeft.D70 =590081
ENUMS.Formation.RotaryWing.EchelonLeft.D300=590082
ENUMS.Formation.RotaryWing.EchelonLeft.D600=590083
ENUMS.Formation.Vehicle={}
ENUMS.Formation.Vehicle.Vee="Vee"
ENUMS.Formation.Vehicle.EchelonRight="EchelonR"
@@ -244,34 +333,34 @@ ENUMS.Formation.Vehicle.Cone="Cone"
ENUMS.Formation.Vehicle.Diamond="Diamond"
--- 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
ENUMS.FormationOld={}
ENUMS.FormationOld.FixedWing={}
ENUMS.FormationOld.FixedWing.LineAbreast = 1
ENUMS.FormationOld.FixedWing.Trail = 2
ENUMS.FormationOld.FixedWing.Wedge = 3
ENUMS.FormationOld.FixedWing.EchelonRight = 4
ENUMS.FormationOld.FixedWing.EchelonLeft = 5
ENUMS.FormationOld.FixedWing.FingerFour = 6
ENUMS.FormationOld.FixedWing.SpreadFour = 7
ENUMS.FormationOld.FixedWing.BomberElement = 12
ENUMS.FormationOld.FixedWing.BomberElementHeight = 13
ENUMS.FormationOld.FixedWing.FighterVic = 14
ENUMS.FormationOld.FixedWing.LineAbreast=1
ENUMS.FormationOld.FixedWing.Trail=2
ENUMS.FormationOld.FixedWing.Wedge=3
ENUMS.FormationOld.FixedWing.EchelonRight=4
ENUMS.FormationOld.FixedWing.EchelonLeft=5
ENUMS.FormationOld.FixedWing.FingerFour=6
ENUMS.FormationOld.FixedWing.SpreadFour=7
ENUMS.FormationOld.FixedWing.BomberElement=12
ENUMS.FormationOld.FixedWing.BomberElementHeight=13
ENUMS.FormationOld.FixedWing.FighterVic=14
ENUMS.FormationOld.RotaryWing={}
ENUMS.FormationOld.RotaryWing.Wedge = 8
ENUMS.FormationOld.RotaryWing.Echelon = 9
ENUMS.FormationOld.RotaryWing.Front = 10
ENUMS.FormationOld.RotaryWing.Column = 11
ENUMS.FormationOld.RotaryWing.Wedge=8
ENUMS.FormationOld.RotaryWing.Echelon=9
ENUMS.FormationOld.RotaryWing.Front=10
ENUMS.FormationOld.RotaryWing.Column=11
--- Morse Code. See the [Wikipedia](https://en.wikipedia.org/wiki/Morse_code).
--
--
-- * Short pulse "*"
-- * Long pulse "-"
--
--
-- Pulses are separated by a blank character " ".
--
--
-- @type ENUMS.Morse
ENUMS.Morse={}
ENUMS.Morse.A="* -"
@@ -313,9 +402,9 @@ ENUMS.Morse.N0="- - - - -"
ENUMS.Morse[" "]=" "
--- ISO (639-1) 2-letter Language Codes. See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
--
--
-- @type ENUMS.ISOLang
ENUMS.ISOLang =
ENUMS.ISOLang =
{
Arabic = 'AR',
Chinese = 'ZH',
@@ -329,7 +418,7 @@ ENUMS.ISOLang =
}
--- Phonetic Alphabet (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/NATO_phonetic_alphabet).
--
--
-- @type ENUMS.Phonetic
ENUMS.Phonetic =
{
@@ -359,4 +448,114 @@ ENUMS.Phonetic =
X = 'Xray',
Y = 'Yankee',
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.Detling
-- * AIRBASE.TheChannel.High_Halden
--
-- * AIRBASE.TheChannel.Biggin_Hill
-- * AIRBASE.TheChannel.Eastchurch
-- * AIRBASE.TheChannel.Headcorn
--
-- @field TheChannel
AIRBASE.TheChannel = {
["Abbeville_Drucat"] = "Abbeville Drucat",
@@ -327,6 +330,9 @@ AIRBASE.TheChannel = {
["Lympne"] = "Lympne",
["Detling"] = "Detling",
["High_Halden"] = "High Halden",
["Biggin_Hill"] = "Biggin Hill",
["Eastchurch"] = "Eastchurch",
["Headcorn"] = "Headcorn",
}
--- Airbases of the Syria map:
@@ -345,7 +351,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Wujah_Al_Hajar
-- * AIRBASE.Syria.Al_Dumayr
-- * AIRBASE.Syria.Gazipasa
-- * AIRBASE.Syria.Ru_Convoy_4
-- * AIRBASE.Syria.Hatay
-- * AIRBASE.Syria.Nicosia
-- * AIRBASE.Syria.Pinarbashi
@@ -363,7 +368,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Akrotiri
-- * AIRBASE.Syria.Naqoura
-- * AIRBASE.Syria.Gaziantep
-- * AIRBASE.Syria.CVN_71
-- * AIRBASE.Syria.Sayqal
-- * AIRBASE.Syria.Tiyas
-- * AIRBASE.Syria.Shayrat
@@ -384,61 +388,83 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Beirut_Rafic_Hariri
-- * AIRBASE.Syria.An_Nasiriyah
-- * 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
AIRBASE.Syria = {
["Kuweires"] = "Kuweires",
["Marj_Ruhayyil"] = "Marj Ruhayyil",
["Kiryat_Shmona"] = "Kiryat Shmona",
["Marj_as_Sultan_North"] = "Marj as Sultan North",
["Eyn_Shemer"] = "Eyn Shemer",
["Incirlik"] = "Incirlik",
["Damascus"] = "Damascus",
["Bassel_Al_Assad"] = "Bassel Al-Assad",
["Rosh_Pina"] = "Rosh Pina",
["Aleppo"] = "Aleppo",
["Al_Qusayr"] = "Al Qusayr",
["Wujah_Al_Hajar"] = "Wujah Al Hajar",
["Al_Dumayr"] = "Al-Dumayr",
["Gazipasa"] = "Gazipasa",
["Ru_Convoy_4"] = "Ru Convoy-4",
["Hatay"] = "Hatay",
["Nicosia"] = "Nicosia",
["Pinarbashi"] = "Pinarbashi",
["Paphos"] = "Paphos",
["Kingsfield"] = "Kingsfield",
["Thalah"] = "Tha'lah",
["Haifa"] = "Haifa",
["Khalkhalah"] = "Khalkhalah",
["Megiddo"] = "Megiddo",
["Lakatamia"] = "Lakatamia",
["Rayak"] = "Rayak",
["Larnaca"] = "Larnaca",
["Mezzeh"] = "Mezzeh",
["Gecitkale"] = "Gecitkale",
["Akrotiri"] = "Akrotiri",
["Naqoura"] = "Naqoura",
["Gaziantep"] = "Gaziantep",
["Sayqal"] = "Sayqal",
["Tiyas"] = "Tiyas",
["Shayrat"] = "Shayrat",
["Taftanaz"] = "Taftanaz",
["H4"] = "H4",
["King_Hussein_Air_College"] = "King Hussein Air College",
["Rene_Mouawad"] = "Rene Mouawad",
["Jirah"] = "Jirah",
["Ramat_David"] = "Ramat David",
["Qabr_as_Sitt"] = "Qabr as Sitt",
["Minakh"] = "Minakh",
["Adana_Sakirpasa"] = "Adana Sakirpasa",
["Palmyra"] = "Palmyra",
["Hama"] = "Hama",
["Ercan"] = "Ercan",
["Marj_as_Sultan_South"] = "Marj as Sultan South",
["Tabqa"] = "Tabqa",
["Beirut_Rafic_Hariri"] = "Beirut-Rafic Hariri",
["An_Nasiriyah"] = "An Nasiriyah",
["Abu_al_Duhur"] = "Abu al-Duhur",
--@field Syria
AIRBASE.Syria={
["Kuweires"]="Kuweires",
["Marj_Ruhayyil"]="Marj Ruhayyil",
["Kiryat_Shmona"]="Kiryat Shmona",
["Marj_as_Sultan_North"]="Marj as Sultan North",
["Eyn_Shemer"]="Eyn Shemer",
["Incirlik"]="Incirlik",
["Damascus"]="Damascus",
["Bassel_Al_Assad"]="Bassel Al-Assad",
["Rosh_Pina"]="Rosh Pina",
["Aleppo"]="Aleppo",
["Al_Qusayr"]="Al Qusayr",
["Wujah_Al_Hajar"]="Wujah Al Hajar",
["Al_Dumayr"]="Al-Dumayr",
["Gazipasa"]="Gazipasa",
-- ["Ru_Convoy_4"]="Ru Convoy-4",
["Hatay"]="Hatay",
["Nicosia"]="Nicosia",
["Pinarbashi"]="Pinarbashi",
["Paphos"]="Paphos",
["Kingsfield"]="Kingsfield",
["Thalah"]="Tha'lah",
["Haifa"]="Haifa",
["Khalkhalah"]="Khalkhalah",
["Megiddo"]="Megiddo",
["Lakatamia"]="Lakatamia",
["Rayak"]="Rayak",
["Larnaca"]="Larnaca",
["Mezzeh"]="Mezzeh",
["Gecitkale"]="Gecitkale",
["Akrotiri"]="Akrotiri",
["Naqoura"]="Naqoura",
["Gaziantep"]="Gaziantep",
["Sayqal"]="Sayqal",
["Tiyas"]="Tiyas",
["Shayrat"]="Shayrat",
["Taftanaz"]="Taftanaz",
["H4"]="H4",
["King_Hussein_Air_College"]="King Hussein Air College",
["Rene_Mouawad"]="Rene Mouawad",
["Jirah"]="Jirah",
["Ramat_David"]="Ramat David",
["Qabr_as_Sitt"]="Qabr as Sitt",
["Minakh"]="Minakh",
["Adana_Sakirpasa"]="Adana Sakirpasa",
["Palmyra"]="Palmyra",
["Hama"]="Hama",
["Ercan"]="Ercan",
["Marj_as_Sultan_South"]="Marj as Sultan South",
["Tabqa"]="Tabqa",
["Beirut_Rafic_Hariri"]="Beirut-Rafic Hariri",
["An_Nasiriyah"]="An Nasiriyah",
["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:
@@ -460,6 +486,29 @@ AIRBASE.MarianaIslands = {
["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".
-- @type AIRBASE.ParkingSpot
-- @field Core.Point#COORDINATE Coordinate Coordinate of the parking spot.

View File

@@ -3770,3 +3770,44 @@ function POSITIONABLE:IsSubmarine()
return nil
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.
-- To raise these events, provide the `GenerateEvent` parameter.
-- @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.
-- @usage
-- -- 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()
if DCSGroup then
local DCSUnits = DCSGroup:getUnits()
local DCSUnits = DCSGroup:getUnits() or {}
local Units = {}
for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData )
@@ -680,6 +680,30 @@ function GROUP:GetUnit( UnitNumber )
return nil
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.
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
@@ -687,11 +711,24 @@ end
-- @return DCS#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
local DCSGroup=self:GetDCSObject()
local DCSGroup = self:GetDCSObject()
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
return nil
@@ -765,8 +802,7 @@ end
--- Returns the average velocity Vec3 vector.
-- @param Wrapper.Group#GROUP self
-- @return DCS#Vec3 The velocity Vec3 vector
-- @return #nil The GROUP is not existing or alive.
-- @return DCS#Vec3 The velocity Vec3 vector or `#nil` if the GROUP is not existing or alive.
function GROUP:GetVelocityVec3()
self:F2( self.GroupName )
@@ -797,11 +833,19 @@ function GROUP:GetVelocityVec3()
return nil
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.
-- @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.
-- @return DCS#Vec3 The height of the group or nil if is not existing or alive.
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The height of the group or nil if is not existing or alive.
function GROUP:GetHeight( FromGround )
self:F2( self.GroupName )
@@ -901,6 +945,24 @@ function GROUP:GetTypeName()
return nil
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.
-- @param #GROUP self
-- @return #string The player name of the group.
@@ -994,24 +1056,32 @@ end
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate()
local FirstUnit = self:GetUnit(1)
local Units = self:GetUnits() or {}
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
return FirstUnitCoordinate
for _,_unit in pairs(Units) do
local FirstUnit = _unit -- Wrapper.Unit#UNIT
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
if FirstUnitCoordinate then
local Heading = self:GetHeading()
FirstUnitCoordinate.Heading = Heading
return FirstUnitCoordinate
end
end
end
BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } )
return nil
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.
-- @param #GROUP self
-- @param #number Radius
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP.
-- @return #nil The GROUP is invalid or empty
-- @param #number Radius Radius in meters.
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
-- @usage
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
function GROUP:GetRandomVec3(Radius)
@@ -1032,24 +1102,25 @@ end
--- Returns the mean heading of every UNIT in the GROUP in degrees
-- @param #GROUP self
-- @return #number mean heading of the GROUP
-- @return #nil The first UNIT is not existing or alive.
-- @return #number Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive.
function GROUP:GetHeading()
self:F2(self.GroupName)
self:F2(self.GroupName)
local GroupSize = self:GetSize()
local HeadingAccumulator = 0
local n=0
local Units = self:GetUnits()
if GroupSize then
for i = 1, GroupSize do
local unit=self:GetUnit(i)
for _,unit in pairs(Units) do
if unit and unit:IsAlive() then
HeadingAccumulator = HeadingAccumulator + unit:GetHeading()
n=n+1
end
end
return math.floor(HeadingAccumulator / n)
return math.floor(HeadingAccumulator / n)
end
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
-- amount of fuel in the group.
-- @param #GROUP self
-- @return #number The fuel state of the unit with the least amount of fuel
-- @return #Unit reference to #Unit object for further processing
-- @return #number The fuel state of the unit with the least amount of fuel.
-- @return Wrapper.Unit#UNIT reference to #Unit object for further processing.
function GROUP:GetFuelMin()
self:F3(self.ControllableName)
@@ -1104,7 +1175,7 @@ function GROUP:GetFuelAvg()
local TotalFuel = 0
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local UnitFuel = Unit:GetFuel()
local UnitFuel = Unit:GetFuel() or 0
self:F( { Fuel = UnitFuel } )
TotalFuel = TotalFuel + UnitFuel
end
@@ -1181,13 +1252,14 @@ function GROUP:IsInZone( Zone )
for UnitID, UnitData in pairs(self:GetUnits()) do
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get 2D vector. That's all we need for the zone check.
local vec2=Unit:GetVec2()
local vec2 = nil
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.
else
-- This one is not but another could be.
end
end
@@ -2609,6 +2681,7 @@ function GROUP:GetSkill()
return skill
end
--- Get the unit in the group with the highest threat level, which is still alive.
-- @param #GROUP self
-- @return Wrapper.Unit#UNIT The most dangerous unit in the group.

View File

@@ -382,7 +382,8 @@ function POSITIONABLE:GetCoordinate()
local PositionableVec3 = self:GetVec3()
local coord = COORDINATE:NewFromVec3( PositionableVec3 )
local heading = self:GetHeading()
coord.Heading = heading
-- Return a new coordinate object.
return coord
@@ -1176,6 +1177,30 @@ function POSITIONABLE:MessageToClient( Message, Duration, Client, Name )
return nil
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}.
-- 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
@@ -1249,6 +1274,30 @@ function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Nam
return nil
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}.
-- 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
@@ -1551,7 +1600,11 @@ do -- Cargo
["Ural-4320 APA-5D"] = 10,
["Ural-4320T"] = 14,
["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

View File

@@ -1,46 +1,52 @@
--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
--
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Wrapper.Static
-- @image Wrapper_Static.JPG
--- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Static objects.
--
--
-- 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:
--
--
-- * Wraps the DCS Static objects.
-- * Support all DCS Static APIs.
-- * Enhance with Static specific APIs not in the DCS API set.
--
--
-- ## STATIC reference methods
--
--
-- 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).
--
--
-- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the Static Name.
--
--
-- 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.
-- 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:
--
--
-- * @{#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
STATIC = { ClassName = "STATIC" }
STATIC = {
ClassName = "STATIC",
}
--- Register a static object.
-- @param #STATIC self
@@ -52,6 +58,7 @@ function STATIC:Register( StaticName )
return self
end
--- Finds a STATIC from the _DATABASE using a DCSStatic object.
-- @param #STATIC self
-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
@@ -76,13 +83,13 @@ function STATIC:FindByName( StaticName, RaiseError )
-- Set static name.
self.StaticName = StaticName
if StaticFound then
return StaticFound
end
if RaiseError == nil or RaiseError == true then
error( "STATIC not found for: " .. StaticName )
if RaiseError == nil or RaiseError == true then
error( "STATIC not found for: " .. StaticName )
end
return nil
@@ -90,39 +97,38 @@ end
--- Destroys the STATIC.
-- @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.
-- @return #nil The DCS StaticObject is not existing or alive.
--
-- @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.
-- @usage
-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
-- Helicopter = STATIC:FindByName( "Helicopter" )
-- Helicopter:Destroy( true )
--
--
-- @usage
-- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
-- Tanks = UNIT:FindByName( "Tank" )
-- Tanks:Destroy( true )
--
--
-- @usage
-- -- Ship static example: destroy the Ship silently.
-- Ship = STATIC:FindByName( "Ship" )
-- Ship:Destroy()
--
--
-- @usage
-- -- Destroy without event generation example.
-- 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 )
self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject()
if DCSObject then
local StaticName = DCSObject:getName()
self:F( { StaticName = StaticName } )
if GenerateEvent and GenerateEvent == true then
if self:IsAir() then
self:CreateEventCrash( timer.getTime(), DCSObject )
@@ -134,7 +140,7 @@ function STATIC:Destroy( GenerateEvent )
else
self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
end
DCSObject:destroy()
return true
end
@@ -142,16 +148,17 @@ function STATIC:Destroy( GenerateEvent )
return nil
end
--- Get DCS object of static of static.
-- @param #STATIC self
-- @return DCS static object
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )
if DCSStatic then
return DCSStatic
end
return nil
end
@@ -163,7 +170,7 @@ function STATIC:GetUnits()
local DCSStatic = self:GetDCSObject()
local Statics = {}
if DCSStatic then
Statics[1] = STATIC:Find( DCSStatic )
self:T3( Statics )
@@ -173,6 +180,7 @@ function STATIC:GetUnits()
return nil
end
--- Get threat level of static.
-- @param #STATIC self
-- @return #number Threat level 1.
@@ -186,62 +194,65 @@ end
-- @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 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
SCHEDULER:New( nil, self.SpawnAt, { self, Coordinate, Heading }, Delay )
if Delay and Delay>0 then
SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
end
return self
end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self
-- @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.
function STATIC:ReSpawn( CountryID, Delay )
function STATIC:ReSpawn(CountryID, Delay)
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.ReSpawn, { self, CountryID }, Delay )
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
else
CountryID = CountryID or self:GetCountry()
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, CountryID )
SpawnStatic:Spawn( nil, self.StaticName )
CountryID=CountryID or self:GetCountry()
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
SpawnStatic:Spawn(nil, self.StaticName)
end
return self
end
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
-- @param #STATIC self
-- @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 Delay (Optional) Delay in seconds before static is respawned. Default is now.
function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
-- @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 now.
function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
-- Heading=Heading or 0
--Heading=Heading or 0
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.ReSpawnAt, { self, Coordinate, Heading }, Delay )
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, self:GetCountry() )
SpawnStatic:SpawnFromCoordinate( Coordinate, Heading, self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
end
return self
end

View File

@@ -88,8 +88,9 @@
--
-- @field #UNIT UNIT
UNIT = {
ClassName="UNIT",
UnitName=nil,
ClassName="UNIT",
UnitName=nil,
GroupName=nil,
}
@@ -102,7 +103,7 @@ UNIT = {
-- Registration.
--- Create a new UNIT from DCSUnit.
-- @param #UNIT self
-- @param #string UnitName The name of the DCS unit.
@@ -110,11 +111,20 @@ UNIT = {
function UNIT:Register( UnitName )
-- Inherit CONTROLLABLE.
local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) )
local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) --#UNIT
-- Set unit name.
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.
self:SetEventPriority( 3 )
@@ -168,6 +178,9 @@ function UNIT:GetDCSObject()
return nil
end
--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
--
-- This function will:
@@ -260,6 +273,8 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
_DATABASE:Spawn( SpawnGroupTemplate )
end
--- Returns if the unit is activated.
-- @param #UNIT self
-- @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
end
--- Returns the Unit's callsign - the localized string.
-- @param #UNIT self
-- @return #string The Callsign of the Unit.
@@ -401,6 +418,17 @@ function UNIT:GetClient()
return nil
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.
-- The number is the same number the unit has in ME.
-- It may not be changed during the mission.
@@ -517,6 +545,63 @@ function UNIT:IsTanker()
return tanker, system
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.
-- @param Wrapper.Unit#UNIT self
@@ -544,14 +629,14 @@ end
-- @return #string The name of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPrefix()
self:F2( self.UnitName )
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix )
return UnitPrefix
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix )
return UnitPrefix
end
return nil
@@ -676,8 +761,6 @@ function UNIT:GetAmmunition()
return nammo, nshells, nrockets, nbombs, nmissiles
end
--- Returns the unit sensors.
-- @param #UNIT self
-- @return DCS#Unit.Sensors Table of sensors.
@@ -954,6 +1037,7 @@ end
-- @return #string Some text.
function UNIT:GetThreatLevel()
local ThreatLevel = 0
local ThreatText = ""
@@ -979,6 +1063,7 @@ function UNIT:GetThreatLevel()
"LR SAMs"
}
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
@@ -992,7 +1077,7 @@ function UNIT:GetThreatLevel()
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
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
ThreatText = ThreatLevels[ThreatLevel+1]
@@ -1014,6 +1099,7 @@ function UNIT:GetThreatLevel()
"Fighter"
}
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
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 #nil The DCS Unit is not existing or alive.
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitVec3 = self:GetVec3()
local AwaitUnitVec3 = AwaitUnit:GetVec3()
local UnitVec3 = self:GetVec3()
local AwaitUnitVec3 = AwaitUnit:GetVec3()
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" )
return true
else
self:T3( "false" )
return false
end
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" )
return true
else
self:T3( "false" )
return false
end
end
return nil
return nil
end
--- Returns if the unit is a friendly unit.
-- @param #UNIT self
-- @return #boolean IsFriendly evaluation result.

View File

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