Compare commits

..

104 Commits
2.9.1 ... 2.9.3

Author SHA1 Message Date
Thomas
fac7a5fdc6 Update CTLD.lua (#2058)
Add Remove Crates option
2023-12-04 10:40:38 +01:00
Applevangelist
49191fb144 clarifications 2023-12-03 15:34:55 +01:00
Applevangelist
f739062463 #ZONE_OVAL - fix documentation and intellisense 2023-12-03 12:39:08 +01:00
Applevangelist
c22304f2b0 Remove demo links which were empty 2023-12-03 12:25:25 +01:00
Applevangelist
c97d2ecaba #ATIS - multi freq example added 2023-12-03 12:11:22 +01:00
Applevangelist
89a9d1d0a4 #CONTROLLABLE
* Fixed ID issue with AA Missile Attack Range option

#POINT
* Added methdo to get the BULLSEYE as coordinate
2023-12-03 12:01:50 +01:00
Applevangelist
cf7d41cd7f #ZONE_POLYGON improvements
#ZONE_OVAL NEW
2023-12-03 11:42:53 +01:00
Thomas
afe542cc63 Update Event.lua
Fix for playername in weapon target
2023-12-03 09:23:42 +01:00
Applevangelist
89a902fd57 #ATIS
* make info multi-frequency safe
2023-12-02 15:11:14 +01:00
Applevangelist
ae604fd847 #AIRBASE
* Add'l Normandy Airfields
2023-12-02 14:45:42 +01:00
Frank
4b8d120f20 Update Warehouse.lua
- Added check that DCS warehouse has enough air assets for selfpropelled assets
2023-11-30 23:29:29 +01:00
Applevangelist
c489a88106 #GROUP
* Get Link16 S/TN data from a group
2023-11-27 16:49:06 +01:00
Applevangelist
641707f37b #UNIT
* Added `GetSTN()` to obtain Link16 info from a unit
2023-11-26 16:59:44 +01:00
Applevangelist
7c8f212b03 -- noise 2023-11-25 18:44:21 +01:00
Applevangelist
85c73cb0a5 #SPAWN
*Link16 fixes
* Wrongly created STN's will be replaced with random five digit octals with leading 0
* Voice call sign label will be the callsign's first and last letters, e.g. Enfield = ED. Navy One = NY
* Voice call sign number equals callsign minor major, e.g. Enfield 6-1 = ED 61
* Also works for A10CII which has a different entry with a four-digit octal with leading 0
* for fighter aircraft you can use :InitRandomizeCallsign() to give each spawn a random callsign
2023-11-25 18:28:59 +01:00
Applevangelist
b635490e47 SPAWN - Init Link16/datalink details in UNITs 2023-11-24 12:17:25 +01:00
Thomas
cac7b39823 Update SRS.lua
Fix for config load when not desanitized
2023-11-24 06:32:44 +01:00
Frank
427a11bd0f Merge pull request #2046 from nielsvaes/moose_master_vanilla
bugfix for impactHeading
2023-11-23 22:11:59 +01:00
Niels Vaes
6f3133d48c bugfix for impactHeading
clamping GetImpactHeading and GetReleaseHeading
2023-11-23 21:50:08 +01:00
Applevangelist
aa7f26ac79 ATC_GROUND fix for scheduler 2023-11-23 18:45:36 +01:00
Applevangelist
343bf05c2c SPAWN - Set correct unit ID in the group callsign 2023-11-23 18:14:25 +01:00
Applevangelist
3e40d72e25 #ATC_GROUND 2023-11-23 17:00:58 +01:00
Frank
1c1daa4ebe Merge pull request #2045 from nielsvaes/moose_master_vanilla
Adding a bunch of various helper functions to UTILS
2023-11-23 16:16:05 +01:00
Niels Vaes
fdcda6e5f3 typos 2023-11-23 15:22:14 +01:00
Niels Vaes
a50dde7f2b added functions:
UTILS.TimeNow
UTILS.TimeDifferenceInSeconds
UTILS.TimeLaterThan
UTILS.TimeBefore
UTILS.CombineTimeStrings
UTILS.SubtractTimeStrings
UTILS.TimeBetween
UTILS.PercentageChance
UTILS.Clamp
UTILS.ClampAngle
UTILS.RemapValue
UTILS.RandomPointInTriangle
UTILS.AngleBetween
UTILS.WriteJSON
UTILS.ReadJSON
UTILS.GetZoneProperties
UTILS.RotatePointAroundPivot
UTILS.UniqueName

string.startswith
string.endswith
string.split
string.contains

table.contains_key
table.remove_by_value
table.remove_key
table.index_of
table.length
table.slice
table.count_value
table.combine
table.merge
table.add
table.shuffle
table.find_key_value_pair
2023-11-23 15:18:23 +01:00
Frank
1fb4cb1c4f Merge pull request #2044 from nielsvaes/moose_master_vanilla
Added functions to get info at the time of weapon release
2023-11-23 00:31:57 +01:00
Niels Vaes
cd0f854f41 added functions:
GetReleaseHeading
GetReleaseAltitudeASL
GetReleaseCoordinate
GetReleasePitch
GetImpactHeading
2023-11-22 23:48:00 +01:00
Applevangelist
02a87d9fe0 fix 2023-11-22 18:35:12 +01:00
Applevangelist
12d68a41ca #MSRS
* Added option to explicitly set/switch the TTS provider between Google and MS (the default)
* Added this option to the config file, so you can set up both but switch
2023-11-22 17:54:52 +01:00
Applevangelist
6c4a64601f MSRS
Docu fix
2023-11-21 13:21:22 +01:00
Applevangelist
434f985e77 #MSRS
* Cleaner config loading strategy
2023-11-21 10:12:46 +01:00
Thomas
ba1dcfcdba Update Utils.lua
Avoid file loading stop scripts
2023-11-20 14:49:16 +01:00
Thomas
b346dabdf8 Update introduction.md (#2043) 2023-11-20 11:24:25 +01:00
kaltokri
1376a16812 Make linkinator results more stable with retry features 2023-11-20 10:15:20 +01:00
kaltokri
4267314260 Merge branch 'userguide' 2023-11-20 09:59:07 +01:00
kaltokri
b5110c8554 Migration of MOOSE user guide
introduction and hello world
2023-11-20 09:56:44 +01:00
Applevangelist
1f1d1e4f2f #CTLD
* Added info event for repairs and builds starting
2023-11-19 15:36:16 +01:00
Applevangelist
522eb8b256 #EVENT
* Handler for 2.9 new events
2023-11-19 12:40:22 +01:00
Applevangelist
b662ecc76b #MANTIS, SHORAD
* Added more options for ScootZones
2023-11-18 17:16:27 +01:00
Applevangelist
6dd69eb6db CTLD - avoid old mission go haywire with UnitCapabilities() 2023-11-18 16:44:23 +01:00
Applevangelist
1b6aeff005 #CTLD
* if a unit cannot do troops/crates, those menus are not shown
* renamed `UnitCapabilities()` to `SetUnitCapabilities()`
2023-11-18 16:31:10 +01:00
Applevangelist
4287774d9f EVENT fix for borked target info 2023-11-18 13:23:15 +01:00
Applevangelist
6bba2fec0b Spot 2023-11-17 15:06:52 +01:00
Applevangelist
5d2656d679 SET 2023-11-17 15:05:19 +01:00
Applevangelist
65a729a2d6 Merge remote-tracking branch 'origin/master' 2023-11-17 11:05:26 +01:00
Applevangelist
7868930fcb ATIS 2023-11-17 11:05:22 +01:00
Applevangelist
67248a290c ATIS small fix 2023-11-17 11:04:33 +01:00
Frank
0bc52eb331 DCS stable
- Added check that ` Airbase.getWarehouse`  method exists because it causes problems with DCS stable as this method does not exist there.
2023-11-17 00:26:21 +01:00
Frank
5353be482e getCategory behaviour
- Fixed several classes for new `getCategory` behaviour (should be backwards compatible to earlier DCS versions).
2023-11-16 22:32:01 +01:00
Applevangelist
826ae86cb7 #MANTIS
* Added IDF data
2023-11-16 18:11:30 +01:00
Applevangelist
475153be4c #RANGE
* Added coalition option to `New()`
2023-11-16 16:10:47 +01:00
Applevangelist
5f734a0d17 #MESSAGE
* Fixes for ToSRS() for MS Desktop
2023-11-15 18:16:46 +01:00
Applevangelist
1b8c9367a3 #MANTIS/#SEAD/#SHORAD
* Added shoot and scoot for MANTIS and SHORAD
* Added detection of TALD ADM-141A (all)
2023-11-14 11:57:58 +01:00
Applevangelist
19047843cc #SEAD
* Added data and actions for TALD ADM_141
2023-11-12 16:53:34 +01:00
kaltokri
174454b8c5 Migrated Text-To-Speech guide to docs 2023-11-11 16:06:22 +01:00
kaltokri
d30a53333c Migration of eclipse installation guide from wiki to docs 2023-11-10 16:53:41 +01:00
kaltokri
30b89328f1 Extension of the build documentation 2023-11-10 16:22:58 +01:00
kaltokri
b38dc62be7 Restructure of the docs content 2023-11-10 15:36:54 +01:00
kaltokri
6d9333aa94 Added new README.md 2023-11-10 10:50:20 +01:00
kaltokri
6947bcfcf2 Used newest Discord link and small enhancements 2023-11-09 16:38:50 +01:00
Applevangelist
db06154ad7 #DATABASE
* Register players joining CA slots as CLIENTs
2023-11-09 15:09:01 +01:00
Applevangelist
fa43a6c40b Symlink fix 2023-11-08 17:53:43 +01:00
Applevangelist
5056187fb9 #GROUP #UNIT
* Added `FindByMatching(Pattern)` and `FindAllByMatching(Pattern)`
2023-11-08 17:43:29 +01:00
kaltokri
72c5c2ee4d Parameter has different behaviour on Windows and Linux 2023-11-08 17:39:19 +01:00
kaltokri
25936a526d Fixed small typo in gh-pages.yml 2023-11-08 17:33:25 +01:00
kaltokri
8bc735288f Skip java.com when checking links. Seems to be blocked for GitHub 2023-11-08 17:27:04 +01:00
kaltokri
f8afa1cb78 Renamed old-guides into archive 2023-11-08 16:59:20 +01:00
kaltokri
e95eb2768d Replaced absolute links with relative ones to fix problem on GitHub pages 2023-11-08 16:23:31 +01:00
kaltokri
f6091cd117 Migrated old documentation to just-the-docs 2023-11-08 13:44:56 +01:00
Applevangelist
9fafdea0bb #EVENT #NET
* On a MP server, added IniPlayerUCID and TgtPlayerUCID to the EventData structure (filled in applicable Events)
2023-11-08 11:23:01 +01:00
Frank
fbf2c4c721 Update Event.lua
- Improved getCategory behaviour
2023-11-06 22:01:05 +01:00
Applevangelist
9d3cb4cc1b #MESSAGE
* SRS label correction
2023-11-05 13:01:27 +01:00
kaltokri
9d500186d1 Enhancement of build-docs to remove old files 2023-11-03 16:33:45 +01:00
kaltokri
f80265786d Fix broken links SetEngageRange 2023-11-03 15:52:53 +01:00
Applevangelist
7b9d8d375d #SRS Improvements 2023-11-03 13:37:59 +01:00
Applevangelist
7393cb2cbe #ATIS
* Some fixes
2023-11-02 19:25:28 +01:00
Applevangelist
bcbe872c7d #ATIS
* Added coordinate for SRS
* Added SRS calling out take off AND landing runway (if set)
2023-11-02 18:18:55 +01:00
kaltokri
bf60c535bc Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
2023-11-02 15:16:12 +01:00
kaltokri
feb99e9405 Fix for SetEngageRange documentation in AI_A2A and A2G classes 2023-11-02 15:14:57 +01:00
Frank
9fde88d61a Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-11-02 01:39:42 +01:00
Frank
430b4a274c Update Warehouse.lua
#2033
2023-11-02 01:39:40 +01:00
Thomas
5996426119 Update Storage.lua (#2035) 2023-11-01 06:20:36 +01:00
Thomas
36d9460cdf Update Storage.lua 2023-11-01 06:19:53 +01:00
Frank
1561f49c9c Lings
- Fixed link in Core.Condition (will add demo miz)
- Fixed lings in Task_Cargo_CSAR und Task_Cargo_Transport
2023-10-31 19:53:20 +01:00
kaltokri
e032781a92 Changed Core.Group to Wrapper.Group 2023-10-31 16:36:51 +01:00
kaltokri
aa7d0b1e25 Fixed broken links 2023-10-31 16:30:48 +01:00
kaltokri
13a8babe75 Fixed broken links 2023-10-31 16:05:48 +01:00
kaltokri
87dda49113 Fixed broken links 2023-10-31 15:44:07 +01:00
kaltokri
018830b539 Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/AI/AI_Air_Engage.lua
2023-10-31 15:23:26 +01:00
kaltokri
d92d2d07c5 Fixed broken links 2023-10-31 15:21:15 +01:00
Frank
046e49ac6b Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-10-31 13:35:41 +01:00
Frank
52e66ae969 Broken Links
- AI_A2A_Gci Removed reference to SetEngageZone
- Fixed link to #AI_A2G_SEAD.SetEngageRange #2025
- AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more.
- AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now.
- AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029
- SETTINGS Fixed link to Message #2021
- Fixed wrong indent of "Developer Note" in various classes
2023-10-31 13:33:45 +01:00
kaltokri
ca15d7cb00 Merge branch 'master' of github.com:FlightControl-Master/MOOSE 2023-10-31 13:05:29 +01:00
kaltokri
1086c61ccf Fixed broken links 2023-10-31 13:04:48 +01:00
Frank
77f9721102 AI
- Fixed various `@extends` errors pointing to non-existing classes for AI_*
2023-10-31 11:44:45 +01:00
kaltokri
b05683d384 Fixed some broken links 2023-10-31 10:25:00 +01:00
kaltokri
d7df08d754 Fixed broken links in documentation 2023-10-30 18:01:57 +01:00
kaltokri
92b21aa5c1 Fixed broken links in documentation 2023-10-30 14:48:49 +01:00
kaltokri
0e2dff4e6b Fixed some dead links in Ops.Airboss 2023-10-29 23:06:09 +01:00
kaltokri
5c9e3570e2 Added more docker jobs and apply same naming convention as build jobs 2023-10-29 19:43:55 +01:00
Applevangelist
51102e47ae #CTLD
* Adding re-packing dropped units
2023-10-29 17:44:31 +01:00
kaltokri
7643568706 Fixed dead links in documentation 2023-10-27 17:48:41 +02:00
kaltokri
3684a023da Fixed dead link 2023-10-27 17:27:38 +02:00
kaltokri
b0c8f05f38 Build optimization
- Remove appveyor
- Added docker compose for building docs locally
- Added manuall run of GitHub Action builds
- Added paths to trigger builds
2023-10-27 17:01:51 +02:00
333 changed files with 7239 additions and 79119 deletions

View File

@@ -1,87 +0,0 @@
version: 2.4.a.{build}
shallow_clone: true
skip_branch_with_pr: false
skip_commits:
message: /!nobuild/
skip_tags: false
environment:
access_token_documentation:
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
LUAROCKS_VER: 2.4.1
LUA_VER: 5.1.5
LUA: lua5.3
matrix:
- LUA_VER: 5.1.5
platform:
- x64
init:
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
throw "There are newer queued builds for this pull request, failing early." }
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
- cmd:
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
call choco install 7zip.commandline
call choco install lua51
call choco install luarocks
call refreshenv
call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
call luarocks install luasrcdiet
call luarocks install checks
call luarocks install luadocumentor
call luarocks install luacheck
cache:
C:\ProgramData\chocolatey\lib
C:\ProgramData\chocolatey\bin
build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
echo "Hello World!"
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# Generate the new version ...
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
test: off
# test_script:
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
on_finish:
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))

4
.gitattributes vendored
View File

@@ -15,3 +15,7 @@
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
# Avoid Windows line endings on shell scripts
# Needed for dockerfile builds
*.sh text eol=lf

View File

@@ -5,6 +5,15 @@ on:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- 'Moose Development/**/*.py'
- 'Moose Development/**/*.html'
- '.github/workflows/build-docs.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:

View File

@@ -5,6 +5,13 @@ on:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- '.github/workflows/build-includes.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:

View File

@@ -11,7 +11,7 @@ on:
branches: ["master"]
paths:
- 'docs/**'
- '.github/workflows/pages.yml'
- '.github/workflows/gh-pages.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
@@ -75,4 +75,4 @@ jobs:
- name: Setup Node
uses: actions/setup-node@v3
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --recurse
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

9
.gitignore vendored
View File

@@ -28,13 +28,6 @@ local.properties
.buildpath
#####################
## Visual Studio Code
#####################
*.code-workspace
.vscode/
#################
## Visual Studio
#################
@@ -42,6 +35,8 @@ local.properties
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
.vscode
# User-specific files
*.suo
*.user

View File

@@ -91,12 +91,12 @@
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_CAP
@@ -123,7 +123,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
-- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP

View File

@@ -176,12 +176,12 @@
-- Per one, two, three, four?
--
-- **The default grouping is 1. That means, that each spawned defender will act individually.**
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -310,7 +310,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test)
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
--
-- In this example an Engage Radius is set to various values.
--
@@ -333,7 +333,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
--
-- In these examples, the Gci Radius is set to various values:
--
@@ -366,7 +366,7 @@ do -- AI_A2A_DISPATCHER
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
--
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test)
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-009%20-%20Border%20Test)
--
-- In this example a border is set for the CCCP A2A dispatcher:
--
@@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
--
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
--
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test)
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
--
-- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
--
-- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.

View File

@@ -14,47 +14,31 @@
--- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2A_GCI constructor
--
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
--
-- ## 2. AI_A2A_GCI is a FSM
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States
--
-- * **None** ( Group ): The process is not started yet.
@@ -75,29 +59,11 @@
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
-- # Developer Note
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_GCI

View File

@@ -11,7 +11,7 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
@@ -111,12 +111,12 @@
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_PATROL

View File

@@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_BAI
@@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends.
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_CAS
@@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -253,12 +253,12 @@
--
-- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- But you can specify a number between 1 and 4, so that the defenders will act as a group.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -296,8 +296,6 @@ do -- AI_A2G_DISPATCHER
--
-- ## 1. AI\_A2G\_DISPATCHER constructor:
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_1.JPG)
--
--
-- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance.
--
@@ -311,8 +309,6 @@ do -- AI_A2G_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -686,8 +682,6 @@ do -- AI_A2G_DISPATCHER
--
-- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -701,8 +695,6 @@ do -- AI_A2G_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
--
-- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -848,8 +840,6 @@ do -- AI_A2G_DISPATCHER
--
-- For example, the following setup will set the default refuel tanker to "Tanker":
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_11.JPG)
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2GDispatcher:SetDefaultTanker( "Tanker" )

View File

@@ -14,66 +14,43 @@
--- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor
--
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
-- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
-- # Developer Note
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_SEAD
@@ -99,7 +76,7 @@ AI_A2G_SEAD = {
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -45,12 +45,12 @@
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR
AI_AIR = {
ClassName = "AI_AIR",

View File

@@ -292,8 +292,6 @@ do -- AI_AIR_DISPATCHER
--
-- ## 1. AI\_AIR\_DISPATCHER constructor:
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG)
--
--
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
--
@@ -306,8 +304,6 @@ do -- AI_AIR_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -673,8 +669,6 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -688,8 +682,6 @@ do -- AI_AIR_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
--
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -835,8 +827,6 @@ do -- AI_AIR_DISPATCHER
--
-- For example, the following setup will set the default refuel tanker to "Tanker":
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG)
--
-- -- Define the CAP
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )

View File

@@ -14,58 +14,32 @@
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
-- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_AIR_ENGAGE constructor
--
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
-- ## 2. Set the Zone of Engagement
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
@@ -74,6 +48,11 @@
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_ENGAGE
@@ -456,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}

View File

@@ -79,21 +79,13 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
-- # Developer Note
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_PATROL

View File

@@ -18,12 +18,12 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_SQUADRON

View File

@@ -22,7 +22,7 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **Gunterlund**: Test case revision.
--
-- ===
--
@@ -130,12 +130,12 @@
-- AIBAIZone:SearchOff()
--
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_BAI_ZONE

View File

@@ -20,7 +20,7 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
--
-- ===
--
@@ -40,7 +40,7 @@
--
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
-- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
--
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
--
@@ -52,7 +52,7 @@
--
-- ## 2. AI_BALANCER is a FSM
--
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG)
-- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
--
-- ### 2.1. AI_BALANCER States
--
@@ -85,12 +85,12 @@
--
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_BALANCER
AI_BALANCER = {
ClassName = "AI_BALANCER",

View File

@@ -20,11 +20,11 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
-- * **Whisper**: Testing.
-- * **Delta99**: Testing.
--
-- ===
--
@@ -112,12 +112,12 @@
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAP_ZONE

View File

@@ -22,9 +22,9 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
--
-- ===
--
@@ -118,12 +118,12 @@
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAS_ZONE

View File

@@ -25,12 +25,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",

View File

@@ -75,12 +75,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_APC
AI_CARGO_APC = {

View File

@@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",

View File

@@ -100,12 +100,12 @@
--
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**

View File

@@ -137,12 +137,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_APC

View File

@@ -108,12 +108,12 @@
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = {

View File

@@ -140,12 +140,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_HELICOPTER

View File

@@ -130,12 +130,12 @@
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_SHIP

View File

@@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER

View File

@@ -54,12 +54,12 @@
-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",

View File

@@ -174,12 +174,12 @@
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_ESCORT
AI_ESCORT = {
ClassName = "AI_ESCORT",
@@ -199,13 +199,6 @@ AI_ESCORT = {
-- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT class constructor for an AI group
-- @param #AI_ESCORT self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
@@ -268,7 +261,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
-- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then
@@ -350,7 +343,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@@ -388,7 +381,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_InitEscortMenus( EscortGroup )
@@ -419,7 +412,7 @@ function AI_ESCORT:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@@ -568,7 +561,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then
self:E({FormationID=FormationID})
@@ -1249,7 +1242,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F()
self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if not EscortGroup:IsAir() then
-- Request assistance from other escorts.
@@ -1446,7 +1439,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then
if OrbitGroup == nil then
@@ -1474,7 +1467,7 @@ end
function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup )
@@ -1501,7 +1494,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1528,7 +1521,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@@ -1551,7 +1544,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message )
@@ -1574,7 +1567,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message )
@@ -1605,7 +1598,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@@ -1813,7 +1806,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem )

View File

@@ -20,12 +20,12 @@
--- Models the automatic assignment of AI escorts to player flights.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER

View File

@@ -20,12 +20,12 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER_REQUEST

View File

@@ -136,12 +136,12 @@
--
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl**
@@ -297,7 +297,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()

View File

@@ -8,7 +8,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation)
--
-- ===
--
@@ -31,11 +31,11 @@
-- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
@@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 )
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
@@ -164,15 +164,6 @@ AI_FORMATION.__Enum.ReportType = {
Ground = "G",
}
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
@@ -1005,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1029,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1053,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )

View File

@@ -27,8 +27,8 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **Pikey**: Testing and API concept review.
--
-- ===
--
@@ -144,12 +144,12 @@
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_PATROL_ZONE

View File

@@ -142,7 +142,7 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.

View File

@@ -51,15 +51,15 @@
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
@@ -69,7 +69,7 @@
--
-- ===
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.

View File

@@ -48,7 +48,7 @@
--
-- ===
--
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
--
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
@@ -57,12 +57,12 @@
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Act_Assist

View File

@@ -60,7 +60,7 @@
--
-- ===
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
@@ -69,12 +69,12 @@
-- # 1.1) ACT_ROUTE_ZONE constructor:
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Act_Route

View File

@@ -86,7 +86,7 @@
-- There are also dispatchers that make AI work together to transport cargo automatically!!!
--
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopter} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
--
-- ## 3.3) Cargo transportation tasking.
--
@@ -233,12 +233,12 @@
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@@ -398,7 +398,7 @@ do -- CARGO
--
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
-- * AI Ships is planned.
--
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
@@ -980,7 +980,7 @@ do -- CARGO
--- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @return #CARGO
function CARGO:ReportFlare( FlareColor )
@@ -989,7 +989,7 @@ do -- CARGO
--- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @return #CARGO
function CARGO:ReportSmoke( SmokeColor )

View File

@@ -112,7 +112,7 @@
--
-- # Calculate the Path
--
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node.
--
-- By default, the start and end node are include in the table that is returned.

View File

@@ -1,795 +0,0 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Sept 2023
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.1",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate()
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.1",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.name = Alias or "Nightshift"
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:T(self.lid.."Created")
end
return self
end
--- Create a new entry in the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
self:T(Client)
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
if not self.playertree[playername] then
self.playertree[playername] = {}
end
for level,branch in pairs (self.menutree) do
self:T("Building branch:" .. level)
for _,leaf in pairs(branch) do
self:T("Building leaf:" .. leaf)
local entry = self:FindEntryByUUID(leaf)
if entry then
self:T("Found generic entry:" .. entry.UUID)
local parent = nil
if entry.Parent and entry.Parent.UUID then
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
end
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
self.playertree[playername][entry.UUID].Once = entry.Once
else
self:T("NO generic entry for:" .. leaf)
end
end
end
end
end
return self
end
--- Push a single previously created entry into the menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------

View File

@@ -9,7 +9,7 @@
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
--
-- ===
--

View File

@@ -126,6 +126,8 @@ function DATABASE:New()
self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
-- DCS 2.9 fixed CA event for players -- TODO: reset unit when leaving
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
@@ -680,7 +682,7 @@ do -- cargo
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO.
-- @return Cargo.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName]
@@ -810,6 +812,7 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
end
end
--- Deletes a player from the DATABASE based on the Player Name.
@@ -1470,39 +1473,43 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
--- Handles the OnPlayerEnterUnit event to fill the active players table for CA units (with the unit filter applied).
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then
-- Player entering a CA slot
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
local IsPlayer = Event.IniDCSUnit:getPlayerName()
if IsPlayer then
-- Add unit.
self:AddUnit( Event.IniDCSUnitName )
-- Debug info.
self:I(string.format("Player '%s' joined GROUND unit '%s' of group '%s'", tostring(Event.IniPlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
local client= self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
client:AddPlayer(Event.IniPlayerName)
-- Ini unit.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
-- Add group.
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit.
local PlayerName = Event.IniDCSUnit:getPlayerName()
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
-- Add player.
if not self.PLAYERS[Event.IniPlayerName] then
self:AddPlayer( Event.IniUnitName, Event.IniPlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
-- Player settings.
local Settings = SETTINGS:Set( Event.IniPlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end
end
end
end
@@ -1513,15 +1520,26 @@ end
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
local function FindPlayerName(UnitName)
local playername = nil
for _name,_unitname in pairs(self.PLAYERS) do
if _unitname == UnitName then
playername = _name
break
end
end
return playername
end
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then --and self.PLAYERS[PlayerName] then
local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
@@ -2005,8 +2023,6 @@ end
TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName

View File

@@ -173,7 +173,8 @@
-- @image Core_Event.JPG
--- @type EVENT
---
-- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
@@ -260,6 +261,15 @@ EVENTS = {
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.0
UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
}
--- The Event structure
@@ -282,6 +292,7 @@ EVENTS = {
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field #string IniPlayerUCID (UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator.
@@ -297,6 +308,7 @@ EVENTS = {
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field #string TgtPlayerUCID (UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field #string TgtTypeName (UNIT) The type name of the target.
@@ -313,7 +325,7 @@ EVENTS = {
-- @field Cargo.Cargo#CARGO Cargo The cargo object.
-- @field #string CargoName The name of the cargo object.
--
-- @field Core.ZONE#ZONE Zone The zone object.
-- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.
@@ -633,6 +645,55 @@ local _EVENTMETA = {
Event = "OnEventWeaponDrop",
Text = "S_EVENT_WEAPON_DROP"
},
-- DCS 2.9
[EVENTS.UnitTaskTimeout] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskTimeout",
Text = "S_EVENT_UNIT_TASK_TIMEOUT "
},
[EVENTS.UnitTaskStage] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE "
},
[EVENTS.MacSubtaskScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacSubtaskScore",
Text = "S_EVENT_MAC_SUBTASK_SCORE"
},
[EVENTS.MacExtraScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacExtraScore",
Text = "S_EVENT_MAC_EXTRA_SCOREP"
},
[EVENTS.MissionRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMissionRestart",
Text = "S_EVENT_MISSION_RESTART"
},
[EVENTS.MissionWinner] = {
Order = 1,
Side = "I",
Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER"
},
[EVENTS.PostponedTakeoff] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_POSTPONED_TAKEOFF"
},
[EVENTS.PostponedLand] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedLand",
Text = "S_EVENT_POSTPONED_LAND"
},
}
--- The Events structure
@@ -988,7 +1049,7 @@ do -- Event Creation
--- Creation of a New ZoneGoal Event.
-- @param #EVENT self
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created.
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventNewZoneGoal( ZoneGoal )
self:F( { ZoneGoal } )
@@ -1080,9 +1141,9 @@ function EVENT:onEvent( Event )
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
Event.IniObjectCategory = Object.getCategory(Event.initiator)
if Event.IniObjectCategory == Object.Category.STATIC then
if Event.IniObjectCategory == Object.Category.STATIC then
---
-- Static
---
@@ -1118,10 +1179,9 @@ function EVENT:onEvent( Event )
local Unit=UNIT:FindByName(Event.IniDCSUnitName)
if Unit then
Event.IniObjectCategory = Object.Category.UNIT
end
end
end
if Event.IniObjectCategory == Object.Category.UNIT then
elseif Event.IniObjectCategory == Object.Category.UNIT then
---
-- Unit
---
@@ -1144,12 +1204,19 @@ function EVENT:onEvent( Event )
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
if Event.IniPlayerName then
-- get UUCID
local PID = NET.GetPlayerIDByName(nil,Event.IniPlayerName)
if PID then
Event.IniPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
--env.info("Event.IniPlayerUCID="..tostring(Event.IniPlayerUCID),false)
end
end
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.CARGO then
elseif Event.IniObjectCategory == Object.Category.CARGO then
---
-- Cargo
---
@@ -1160,9 +1227,8 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then
elseif Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
@@ -1172,9 +1238,8 @@ function EVENT:onEvent( Event )
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"
end
if Event.IniObjectCategory == Object.Category.BASE then
elseif Event.IniObjectCategory == Object.Category.BASE then
---
-- Base Object
---
@@ -1201,9 +1266,12 @@ function EVENT:onEvent( Event )
---
-- Target category.
Event.TgtObjectCategory = Event.target:getCategory()
Event.TgtObjectCategory = Object.getCategory(Event.target)
if Event.TgtObjectCategory == Object.Category.UNIT then
---
-- UNIT
---
Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
@@ -1216,21 +1284,33 @@ function EVENT:onEvent( Event )
Event.TgtGroupName = Event.TgtDCSGroupName
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
if Event.TgtPlayerName then
-- get UUCID
local PID = NET.GetPlayerIDByName(nil,Event.TgtPlayerName)
if PID then
Event.TgtPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
--env.info("Event.TgtPlayerUCID="..tostring(Event.TgtPlayerUCID),false)
end
end
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then
-- get base data
elseif Event.TgtObjectCategory == Object.Category.STATIC then
---
-- STATIC
---
Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
-- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
else
Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id))
Event.TgtUnitName = Event.TgtDCSUnitName
@@ -1249,9 +1329,11 @@ function EVENT:onEvent( Event )
Event.TgtTypeName = "Static"
end
end
end
if Event.TgtObjectCategory == Object.Category.SCENERY then
elseif Event.TgtObjectCategory == Object.Category.SCENERY then
---
-- SCENERY
---
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
@@ -1266,7 +1348,8 @@ function EVENT:onEvent( Event )
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
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()
@@ -1281,7 +1364,7 @@ function EVENT:onEvent( Event )
-- 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)
else
if Event.place:isExist() and Event.place:getCategory() ~= Object.Category.SCENERY then
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end

View File

@@ -249,7 +249,7 @@ do -- FSM
--
-- ### Linear Transition Example
--
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/blob/master/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
--
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
@@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task
-- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task )

View File

@@ -513,7 +513,7 @@ do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
--- Manages the main menus for @{DCS.coalition}s.
--- Manages the main menus for DCS.coalition.
--
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.

View File

@@ -73,7 +73,7 @@ MESSAGE.Type = {
Detailed = "Detailed Report",
}
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
@@ -127,7 +127,7 @@ end
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self
-- @param #string MessageText is the text of the Message.
@@ -343,7 +343,7 @@ end
--- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
-- @usage
@@ -379,7 +379,7 @@ end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
@@ -465,7 +465,7 @@ _MESSAGESRS = {}
-- @param #string PathToCredentials (optional) Path to credentials file for e.g. Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "male".
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female".
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB"
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
@@ -480,24 +480,42 @@ _MESSAGESRS = {}
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.MSRS = MSRS:New(PathToSRS,Frequency,Modulation,Volume)
_MESSAGESRS.MSRS:SetCoalition(Coalition)
_MESSAGESRS.MSRS = MSRS:New(PathToSRS,Frequency or 243,Modulation or radio.modulation.AM,Volume)
_MESSAGESRS.frequency = Frequency
_MESSAGESRS.modulation = Modulation or radio.modulation.AM
_MESSAGESRS.MSRS:SetCoalition(Coalition or coalition.side.NEUTRAL)
_MESSAGESRS.coalition = Coalition or coalition.side.NEUTRAL
_MESSAGESRS.coordinate = Coordinate
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
_MESSAGESRS.MSRS:SetCulture(Culture)
_MESSAGESRS.Culture = Culture
--_MESSAGESRS.MSRS:SetFrequencies(Frequency)
_MESSAGESRS.Culture = Culture or "en-GB"
_MESSAGESRS.MSRS:SetGender(Gender)
_MESSAGESRS.Gender = Gender
_MESSAGESRS.Gender = Gender or "female"
_MESSAGESRS.MSRS:SetGoogle(PathToCredentials)
_MESSAGESRS.google = PathToCredentials
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
--_MESSAGESRS.MSRS:SetModulations(Modulation)
--_MESSAGESRS.MSRS:SetPath(PathToSRS)
_MESSAGESRS.MSRS:SetPort(Port)
-- _MESSAGESRS.MSRS:SetVolume(Volume)
_MESSAGESRS.MSRS:SetVoice(Voice)
_MESSAGESRS.Voice = Voice
_MESSAGESRS.label = Label or "MESSAGE"
_MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.port = Port or 5002
_MESSAGESRS.volume = Volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end
_MESSAGESRS.voice = Voice --or MSRS.Voices.Microsoft.Hedda
--if _MESSAGESRS.google and not Voice then _MESSAGESRS.Voice = MSRS.Voices.Google.Standard.en_GB_Standard_A end
--_MESSAGESRS.MSRS:SetVoice(Voice or _MESSAGESRS.voice)
_MESSAGESRS.SRSQ = MSRSQUEUE:New(Label or "MESSAGE")
env.info(_MESSAGESRS.MSRS.provider,false)
end
--- Sends a message via SRS.
@@ -505,7 +523,7 @@ end
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
@@ -519,9 +537,16 @@ end
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate)
local tgender = gender or _MESSAGESRS.Gender
if _MESSAGESRS.SRSQ then
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.Voice)
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,nil,nil,nil,nil,nil,frequency,modulation,gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,voice or _MESSAGESRS.Voice,volume,self.MessageCategory)
if voice then
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.voice)
end
if coordinate then
_MESSAGESRS.MSRS:SetCoordinate(coordinate)
end
local category = string.gsub(self.MessageCategory,":","")
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,nil,nil,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate)
end
return self
end

View File

@@ -199,7 +199,7 @@ end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points.
-- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end

View File

@@ -8,22 +8,6 @@
--
-- ===
--
-- # Demo Missions
--
-- ### [POINT_VEC Demo Missions source code]()
--
-- ### [POINT_VEC Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [POINT_VEC YouTube Channel]()
--
-- ===
--
-- ### Authors:
--
-- * FlightControl (Design & Programming)
@@ -544,7 +528,7 @@ do -- COORDINATE
if ZoneObject then
-- Get category of scanned object.
local ObjectCategory = ZoneObject:getCategory()
local ObjectCategory = Object.getCategory(ZoneObject)
-- Check for unit or static objects
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then
@@ -920,7 +904,7 @@ do -- COORDINATE
end
--- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
--- Return an angle in radians from the COORDINATE using a **direction vector in Vec3 format**.
-- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in radians.
@@ -933,10 +917,12 @@ do -- COORDINATE
return DirectionRadians
end
--- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
--- Return an angle in degrees from the COORDINATE using a **direction vector in Vec3 format**.
-- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in degrees.
-- @usage
-- local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
function COORDINATE:GetAngleDegrees( DirectionVec3 )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Angle = UTILS.ToDegree( AngleRadians )
@@ -3021,6 +3007,16 @@ do -- COORDINATE
return BRAANATO
end
--- Return the BULLSEYE as COORDINATE Object
-- @param #number Coalition Coalition of the bulls eye to return, e.g. coalition.side.BLUE
-- @return #COORDINATE self
-- @usage
-- -- note the dot (.) here,not using the colon (:)
-- local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
function COORDINATE.GetBullseyeCoordinate(Coalition)
return COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
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

@@ -52,7 +52,7 @@
--
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
--
-- ## SCHEDULER constructor

View File

@@ -1065,8 +1065,15 @@ do
self:FilterActive( false )
return self
--- Filter the set once
-- @function [parent=#SET_GROUP] FilterOnce
-- @param #SET_GROUP self
-- @return #SET_GROUP self
end
--- Get a *new* set that only contains alive groups.
-- @param #SET_GROUP self
-- @return #SET_GROUP Set of alive groups.
@@ -1976,6 +1983,7 @@ do
--- Get the closest group of the set with respect to a given reference coordinate. Optionally, only groups of given coalitions are considered in the search.
-- @param #SET_GROUP self
-- @param Core.Point#COORDINATE Coordinate Reference Coordinate from which the closest group is determined.
-- @param #table Coalitions (Optional) Table of coalition #number entries to filter for.
-- @return Wrapper.Group#GROUP The closest group (if any).
-- @return #number Distance in meters to the closest group.
function SET_GROUP:GetClosestGroup(Coordinate, Coalitions)
@@ -2425,6 +2433,26 @@ do -- SET_UNIT
return CountU
end
--- Gets the alive set.
-- @param #SET_UNIT self
-- @return #table Table of SET objects
-- @return #SET_UNIT AliveSet
function SET_UNIT:GetAliveSet()
local AliveSet = SET_UNIT:New()
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject)
end
end
return AliveSet.Set or {}, AliveSet
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_UNIT self
-- @return #SET_UNIT self
@@ -2819,51 +2847,58 @@ do -- SET_UNIT
-- @param #SET_UNIT self
-- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units.
function SET_UNIT:GetCoordinate()
local Coordinate = self:GetRandom():GetCoordinate()
--self:F({Coordinate:GetVec3()})
local x1 = Coordinate.x
local x2 = Coordinate.x
local y1 = Coordinate.y
local y2 = Coordinate.y
local z1 = Coordinate.z
local z2 = Coordinate.z
local MaxVelocity = 0
local AvgHeading = nil
local MovingCount = 0
for UnitName, UnitData in pairs( self:GetSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
x1 = (Coordinate.x < x1) and Coordinate.x or x1
x2 = (Coordinate.x > x2) and Coordinate.x or x2
y1 = (Coordinate.y < y1) and Coordinate.y or y1
y2 = (Coordinate.y > y2) and Coordinate.y or y2
z1 = (Coordinate.y < z1) and Coordinate.z or z1
z2 = (Coordinate.y > z2) and Coordinate.z or z2
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = (MaxVelocity < Velocity) and Velocity or MaxVelocity
local Heading = Coordinate:GetHeading()
AvgHeading = AvgHeading and (AvgHeading + Heading) or Heading
MovingCount = MovingCount + 1
end
local Coordinate = nil
local unit = self:GetRandom()
if self:Count() == 1 and unit then
return unit:GetCoordinate()
end
if unit then
local Coordinate = unit:GetCoordinate()
--self:F({Coordinate:GetVec3()})
local x1 = Coordinate.x
local x2 = Coordinate.x
local y1 = Coordinate.y
local y2 = Coordinate.y
local z1 = Coordinate.z
local z2 = Coordinate.z
local MaxVelocity = 0
local AvgHeading = nil
local MovingCount = 0
for UnitName, UnitData in pairs( self:GetAliveSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
x1 = (Coordinate.x < x1) and Coordinate.x or x1
x2 = (Coordinate.x > x2) and Coordinate.x or x2
y1 = (Coordinate.y < y1) and Coordinate.y or y1
y2 = (Coordinate.y > y2) and Coordinate.y or y2
z1 = (Coordinate.y < z1) and Coordinate.z or z1
z2 = (Coordinate.y > z2) and Coordinate.z or z2
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = (MaxVelocity < Velocity) and Velocity or MaxVelocity
local Heading = Coordinate:GetHeading()
AvgHeading = AvgHeading and (AvgHeading + Heading) or Heading
MovingCount = MovingCount + 1
end
end
AvgHeading = AvgHeading and (AvgHeading / MovingCount)
Coordinate.x = (x2 - x1) / 2 + x1
Coordinate.y = (y2 - y1) / 2 + y1
Coordinate.z = (z2 - z1) / 2 + z1
Coordinate:SetHeading( AvgHeading )
Coordinate:SetVelocity( MaxVelocity )
self:F( { Coordinate = Coordinate } )
end
AvgHeading = AvgHeading and (AvgHeading / MovingCount)
Coordinate.x = (x2 - x1) / 2 + x1
Coordinate.y = (y2 - y1) / 2 + y1
Coordinate.z = (z2 - z1) / 2 + z1
Coordinate:SetHeading( AvgHeading )
Coordinate:SetVelocity( MaxVelocity )
self:F( { Coordinate = Coordinate } )
return Coordinate
end
@@ -4317,6 +4352,8 @@ do -- SET_CLIENT
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
--self:UnHandleEvent(EVENTS.PlayerEnterUnit)
--self:UnHandleEvent(EVENTS.PlayerLeaveUnit)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
@@ -4335,6 +4372,9 @@ do -- SET_CLIENT
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventPlayerEnterUnit)
--self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventPlayerLeaveUnit)
--self:SetEventPriority(1)
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
@@ -4345,6 +4385,43 @@ do -- SET_CLIENT
return self
end
--- Handle CA slots addition
-- @param #SET_CLIENT self
-- @param Core.Event#EVENTDATA Event
-- @return #SET_CLIENT self
function SET_CLIENT:_EventPlayerEnterUnit(Event)
self:I( "_EventPlayerEnterUnit" )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot entered
local ObjectName, Object = self:AddInDatabase( Event )
self:I( ObjectName, UTILS.PrintTableToLog(Object) )
if Object and self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
end
end
end
return self
end
--- Handle CA slots removal
-- @param #SET_CLIENT self
-- @param Core.Event#EVENTDATA Event
-- @return #SET_CLIENT self
function SET_CLIENT:_EventPlayerLeaveUnit(Event)
self:I( "_EventPlayerLeaveUnit" )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot left
local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName then
self:Remove( ObjectName )
end
end
end
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
@@ -5471,7 +5548,7 @@ do -- SET_CARGO
--- (R2.1) Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @param Cargo.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return Core.Set#SET_CARGO self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1
@@ -5487,7 +5564,7 @@ do -- SET_CARGO
--- (R2.1) Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo.
-- @return Cargo.Cargo#CARGO The found Cargo.
function SET_CARGO:FindCargo( CargoName ) -- R2.1
local CargoFound = self.Set[CargoName]
@@ -5630,7 +5707,7 @@ do -- SET_CARGO
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
-- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
self:F2( PointVec2 )
@@ -6195,7 +6272,7 @@ do -- SET_ZONE
--- Start watching if the Object or Objects move into or out of our set of zones.
-- @param #SET_ZONE self
-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @return #SET_ZONE self
-- @usage
-- -- Create a SET_GROUP and a SET_ZONE for this:

View File

@@ -91,7 +91,7 @@
--
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
--
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -105,9 +105,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
--
-- ### 3.1.4) A2G coordinates setting - additional notes
--
@@ -120,7 +120,7 @@
--
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
--
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -135,9 +135,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
--
-- ### 3.2.4) A2A coordinates settings - additional notes
@@ -190,8 +190,8 @@
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
--
-- ## 3.5) **Era** of the battle
--
@@ -283,21 +283,21 @@ do -- SETTINGS
function SETTINGS:SetMetric()
self.Metric = true
end
--- Sets the SETTINGS default text locale.
-- @param #SETTINGS self
-- @param #string Locale
function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en"
end
--- Gets the SETTINGS text locale.
-- @param #SETTINGS self
-- @return #string
function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale()
end
--- Gets if the SETTINGS is metric.
-- @param #SETTINGS self
-- @return #boolean true if metric.

View File

@@ -58,7 +58,7 @@
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable
-- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Core.Group}s.
--- Allows to spawn dynamically new @{Wrapper.Group}s.
--
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set.
@@ -320,7 +320,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.AIOnOff = true -- The AI is on by default when spawning a group.
self.SpawnUnControlled = false
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
self.DelayOnOff = false -- No intial delay when spawning the first group.
self.DelayOnOff = false -- No initial delay when spawning the first group.
self.SpawnGrouping = nil -- No grouping.
self.SpawnInitLivery = nil -- No special livery.
self.SpawnInitSkill = nil -- No special skill.
@@ -332,6 +332,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template.
self.SpawnRandomCallsign = false
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
@@ -1099,6 +1100,14 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
return self
end
--- [AIR/Fighter only!] This method randomizes the callsign for a new group.
-- @param #SPAWN self
-- @return #SPAWN self
function SPAWN:InitRandomizeCallsign()
self.SpawnRandomCallsign = true
return self
end
--- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self
-- @param Core.Point#COORDINATE Coordinate The position to spawn from
@@ -1331,7 +1340,7 @@ do -- Delay methods
return self
end
--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned
--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{#SpawnScheduled}(). In effect then the 1st group will only be spawned
-- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
@@ -1669,7 +1678,7 @@ end
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
-- Effectively the same as @{InitDelayOn}().
-- Effectively the same as @{#InitDelayOn}().
-- @return #SPAWN self
-- @usage
-- -- NATO helicopters engaging in the battle field.
@@ -2783,7 +2792,7 @@ end
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
--
-- -- Spawn at the zone center position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 )
@@ -3275,19 +3284,123 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
-- Callsign
if self.SpawnRandomCallsign and SpawnTemplate.units[1].callsign then
if type( SpawnTemplate.units[1].callsign ) ~= "number" then
-- change callsign
local min = 1
local max = 8
local ctable = CALLSIGN.Aircraft
if string.find(SpawnTemplate.units[1].type, "A-10",1,true) then
max = 12
end
if string.find(SpawnTemplate.units[1].type, "18",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F18
end
if string.find(SpawnTemplate.units[1].type, "16",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F16
end
if SpawnTemplate.units[1].type == "F-15E" then
min = 9
max = 18
ctable = CALLSIGN.F15E
end
local callsignnr = math.random(min,max)
local callsignname = "Enfield"
for name, value in pairs(ctable) do
if value==callsignnr then
callsignname = name
end
end
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign[1] = callsignnr
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign[3] = "1"
SpawnTemplate.units[UnitID].callsign["name"] = tostring(callsignname)..tostring(UnitID).."1"
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
else
-- Ruskis
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign = math.random(1,999)
end
end
end
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign then
if type( Callsign ) ~= "number" then -- blue callsign
--UTILS.PrintTableToLog(Callsign,1)
Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end
end
-- Link16
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
-- 4 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(4088/2,nil,1000,4088))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end
-- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 3 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(504/2,nil,100,504))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end
-- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
end
-- VoiceCallsignLabel
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel then
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local label = "NY" -- Navy One exception
if not string.find(CallsignName," ") then
label = string.upper(string.match(CallsignName,"^%a")..string.match(CallsignName,"%a$"))
end
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel = label
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1)
-- FlightLead
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then
SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false
end
-- A10CII
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.SADL and SpawnTemplate.units[UnitID].datalinks.SADL.settings then
SpawnTemplate.units[UnitID].datalinks.SADL.settings.flightLead = UnitID == 1 and true or false
end
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1)
end
end
self:T3( { "Template:", SpawnTemplate } )
@@ -3622,7 +3735,7 @@ function SPAWN:_OnLand( EventData )
end
--- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- But only when the Unit was registered to have landed.
-- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData

View File

@@ -21,9 +21,9 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * **EasyEB**: Ideas and Beta Testing
-- * **Wingthor**: Beta Testing
--
-- ===
--
@@ -329,14 +329,14 @@ do
if self.Lasing then
if self.Target and self.Target:IsAlive() then
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/200):AddX(math.random(-100,100)/200):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing(0.2)
elseif self.TargetCoord then
-- Wiggle the IR spot a bit.
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/200, y=self.TargetCoord.y+math.random(-100,100)/200, z=self.TargetCoord.z} --#DCS.Vec3
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
self.SpotIR:setPoint(irvec3)

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -20,13 +20,15 @@
-- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022
-- Last Update Nov 2023
--
-- ===
--
-- @module Functional.ATC_Ground
-- @image Air_Traffic_Control_Ground_Operations.JPG
--- @type ATC_GROUND
---
-- @type ATC_GROUND
-- @field Core.Set#SET_CLIENT SetClient
-- @extends Core.Base#BASE
@@ -39,7 +41,8 @@ ATC_GROUND = {
AirbaseNames = nil,
}
--- @type ATC_GROUND.AirbaseNames
---
-- @type ATC_GROUND.AirbaseNames
-- @list <#string>
@@ -51,7 +54,7 @@ function ATC_GROUND:New( Airbases, AirbaseList )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND
self:E( { self.ClassName, Airbases } )
self:T( { self.ClassName, Airbases } )
self.Airbases = Airbases
self.AirbaseList = AirbaseList
@@ -82,7 +85,7 @@ function ATC_GROUND:New( Airbases, AirbaseList )
end
self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
function( Client )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0)
@@ -246,11 +249,11 @@ function ATC_GROUND:SetMaximumKickSpeedMiph( MaximumKickSpeedMiph, Airbase )
return self
end
--- @param #ATC_GROUND self
-- @param #ATC_GROUND self
function ATC_GROUND:_AirbaseMonitor()
self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
function( Client )
if Client:IsAlive() then
@@ -258,7 +261,7 @@ function ATC_GROUND:_AirbaseMonitor()
local IsOnGround = Client:InAir() == false
for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
self:E( AirbaseID, AirbaseMeta.KickSpeed )
self:T( AirbaseID, AirbaseMeta.KickSpeed )
if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
@@ -271,7 +274,7 @@ function ATC_GROUND:_AirbaseMonitor()
if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
self:E( Taxi )
self:T( Taxi )
if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
@@ -331,7 +334,7 @@ function ATC_GROUND:_AirbaseMonitor()
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
@@ -363,7 +366,7 @@ function ATC_GROUND:_AirbaseMonitor()
Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "IsOffRunway", false )
Client:SetState( self, "OffRunwayWarnings", 0 )
@@ -424,13 +427,20 @@ ATC_GROUND_UNIVERSAL = {
--- Creates a new ATC\_GROUND\_UNIVERSAL object. This works on any map.
-- @param #ATC_GROUND_UNIVERSAL self
-- @param AirbaseList (Optional) A table of Airbase Names.
-- @param AirbaseList A table of Airbase Names. Leave empty to cover **all** airbases of the map.
-- @return #ATC_GROUND_UNIVERSAL self
-- @usage
-- -- define monitoring for one airbase
-- local atc=ATC_GROUND_UNIVERSAL:New({AIRBASE.Syria.Gecitkale})
-- -- set kick speed
-- atc:SetKickSpeed(UTILS.KnotsToMps(20))
-- -- start monitoring evey 10 secs
-- atc:Start(10)
function ATC_GROUND_UNIVERSAL:New(AirbaseList)
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND
self:E( { self.ClassName } )
self:T( { self.ClassName } )
self.Airbases = {}
@@ -440,6 +450,13 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.AirbaseList = AirbaseList
if not self.AirbaseList then
self.AirbaseList = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.AirbaseList[_name]=_name
end
end
self.SetClient = SET_CLIENT:New():FilterCategories( "plane" ):FilterStart()
@@ -460,8 +477,9 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.Airbases[AirbaseName].Monitor = true
end
self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
function( Client )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0)
@@ -679,7 +697,7 @@ end
-- @param #ATC_GROUND_UNIVERSAL self
-- @return #ATC_GROUND_UNIVERSAL self
function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
self:I("_AirbaseMonitor")
self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client
function( Client )
@@ -689,7 +707,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
local IsOnGround = Client:InAir() == false
for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
self:E( AirbaseID, AirbaseMeta.KickSpeed )
self:T( AirbaseID, AirbaseMeta.KickSpeed )
if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
@@ -706,7 +724,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
self:E( Taxi )
self:T( Taxi )
if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
@@ -766,7 +784,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
@@ -798,7 +816,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "IsOffRunway", false )
Client:SetState( self, "OffRunwayWarnings", 0 )
@@ -838,15 +856,16 @@ end
--- Start SCHEDULER for ATC_GROUND_UNIVERSAL object.
-- @param #ATC_GROUND_UNIVERSAL self
-- @param RepeatScanSeconds Time in second for defining occurency of alerts.
-- @param RepeatScanSeconds Time in second for defining schedule of alerts.
-- @return #ATC_GROUND_UNIVERSAL self
function ATC_GROUND_UNIVERSAL:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
return self
end
--- @type ATC_GROUND_CAUCASUS
---
-- @type ATC_GROUND_CAUCASUS
-- @extends #ATC_GROUND
--- # ATC\_GROUND\_CAUCASUS, extends @{#ATC_GROUND_UNIVERSAL}
@@ -981,12 +1000,12 @@ end
-- @return nothing
function ATC_GROUND_CAUCASUS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end
--- @type ATC_GROUND_NEVADA
---
-- @type ATC_GROUND_NEVADA
-- @extends #ATC_GROUND
@@ -1120,11 +1139,11 @@ end
-- @return nothing
function ATC_GROUND_NEVADA:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end
--- @type ATC_GROUND_NORMANDY
---
-- @type ATC_GROUND_NORMANDY
-- @extends #ATC_GROUND
@@ -1277,10 +1296,11 @@ end
-- @return nothing
function ATC_GROUND_NORMANDY:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end
--- @type ATC_GROUND_PERSIANGULF
---
-- @type ATC_GROUND_PERSIANGULF
-- @extends #ATC_GROUND
@@ -1419,11 +1439,11 @@ end
-- @return nothing
function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end
--- @type ATC_GROUND_MARIANAISLANDS
-- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND
@@ -1517,7 +1537,7 @@ end
-- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour.
-- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour.
--
---- @field #ATC_GROUND_MARIANAISLANDS
-- @field #ATC_GROUND_MARIANAISLANDS
ATC_GROUND_MARIANAISLANDS = {
ClassName = "ATC_GROUND_MARIANAISLANDS",
}
@@ -1529,7 +1549,7 @@ ATC_GROUND_MARIANAISLANDS = {
function ATC_GROUND_MARIANAISLANDS:New( AirbaseNames )
-- Inherits from BASE
local self = BASE:Inherit( self, ATC_GROUND_UNIVERSAL:New( self.Airbases, AirbaseNames ) )
local self = BASE:Inherit( self, ATC_GROUND_UNIVERSAL:New( AirbaseNames ) )
self:SetKickSpeedKmph( 50 )
self:SetMaximumKickSpeedKmph( 150 )
@@ -1543,5 +1563,5 @@ end
-- @return nothing
function ATC_GROUND_MARIANAISLANDS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end

View File

@@ -1,806 +0,0 @@
--- **Functional** -- Send a truck to supply artillery groups.
--
-- ===
--
-- **AMMOTRUCK** - Send a truck to supply artillery groups.
--
-- ===
--
-- ## Missions:
--
-- ### [AmmoTruck](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AMT%20-%20AmmoTruck/AmmoTruck%20100%20-%20NTTR%20-%20Basic)
--
-- ===
--
-- ### Author : **applevangelist**
--
-- @module Functional.AmmoTruck
-- @image Artillery.JPG
--
-- Last update: July 2023
-------------------------------------------------------------------------
--- **AMMOTRUCK** class, extends Core.FSM#FSM
-- @type AMMOTRUCK
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string alias Alias name
-- @field #boolean debug Debug flag
-- @field #table trucklist List of (alive) #AMMOTRUCK.data trucks
-- @field #table targetlist List of (alive) #AMMOTRUCK.data artillery
-- @field #number coalition Coalition this is for
-- @field Core.Set#SET_GROUP truckset SET of trucks
-- @field Core.Set#SET_GROUP targetset SET of artillery
-- @field #table remunitionqueue List of (alive) #AMMOTRUCK.data artillery to be reloaded
-- @field #table waitingtargets List of (alive) #AMMOTRUCK.data artillery waiting
-- @field #number ammothreshold Threshold (min) ammo before sending a truck
-- @field #number remunidist Max distance trucks will go
-- @field #number monitor Monitor interval in seconds
-- @field #number unloadtime Unload time in seconds
-- @field #number waitingtime Max waiting time in seconds
-- @field #boolean routeonroad Route truck on road if true (default)
-- @field #number reloads Number of reloads a single truck can do before he must return home
-- @extends Core.FSM#FSM
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
--
-- Simple Class to re-arm your artillery with trucks.
--
-- #AMMOTRUCK
--
-- * Controls a SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition.
--
-- ## 1 The AMMOTRUCK concept
--
-- A SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition. They will be based on a
-- homebase and drive from there to the artillery groups and then back home.
-- Trucks are the **only known in-game mechanic** to re-arm artillery and other units in DCS. Working units are e.g.: M-939 (blue), Ural-375 and ZIL-135 (both red).
--
-- ## 2 Set-up
--
-- Define a set of trucks and a set of artillery:
--
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
--
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
--
-- ## 2 Options and their default values
--
-- ammotruck.ammothreshold = 5 -- send a truck when down to this many rounds
-- ammotruck.remunidist = 20000 -- 20km - send trucks max this far from home
-- ammotruck.unloadtime = 600 -- 10 minutes - min time to unload ammunition
-- ammotruck.waitingtime = 1800 -- 30 mintes - wait max this long until remunition is done
-- ammotruck.monitor = -60 -- 1 minute - AMMOTRUCK checks run every one minute
-- ammotruck.routeonroad = true -- Trucks will **try** to drive on roads
-- ammotruck.usearmygroup = false -- If true, will make use of ARMYGROUP in the background (if used in DEV branch)
-- ammotruck.reloads = 5 -- Maxn re-arms a truck can do before he needs to go home and restock. Set to -1 for unlimited
--
-- ## 3 FSM Events to shape mission
--
-- Truck has been sent off:
--
-- function ammotruck:OnAfterRouteTruck(From, Event, To, Truckdata, Aridata)
-- ...
-- end
--
-- Truck has arrived:
--
-- function ammotruck:OnAfterTruckArrived(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is unloading:
--
-- function ammotruck:OnAfterTruckUnloading(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is returning home:
--
-- function ammotruck:OnAfterTruckReturning(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is arrived at home:
--
-- function ammotruck:OnAfterTruckHome(From, Event, To, Truckdata)
-- ...
-- end
--
-- @field #AMMOTRUCK
AMMOTRUCK = {
ClassName = "AMMOTRUCK",
lid = "",
version = "0.0.12",
alias = "",
debug = false,
trucklist = {},
targetlist = {},
coalition = nil,
truckset = nil,
targetset = nil,
remunitionqueue = {},
waitingtargets = {},
ammothreshold = 5,
remunidist = 20000,
monitor = -60,
unloadtime = 600,
waitingtime = 1800,
routeonroad = true,
reloads = 5,
}
---
-- @type AMMOTRUCK.State
AMMOTRUCK.State = {
IDLE = "idle",
DRIVING = "driving",
ARRIVED = "arrived",
UNLOADING = "unloading",
RETURNING = "returning",
WAITING = "waiting",
RELOADING = "reloading",
OUTOFAMMO = "outofammo",
REQUESTED = "requested",
}
---
--@type AMMOTRUCK.data
--@field Wrapper.Group#GROUP group
--@field #string name
--@field #AMMOTRUCK.State statusquo
--@field #number timestamp
--@field #number ammo
--@field Core.Point#COORDINATE coordinate
--@field #string targetname
--@field Wrapper.Group#GROUP targetgroup
--@field Core.Point#COORDINATE targetcoordinate
--@field #number reloads
---
-- @param #AMMOTRUCK self
-- @param Core.Set#SET_GROUP Truckset Set of truck groups
-- @param Core.Set#SET_GROUP Targetset Set of artillery groups
-- @param #number Coalition Coalition
-- @param #string Alias Alias Name
-- @param Core.Zone#ZONE Homezone Home, return zone for trucks
-- @return #AMMOTRUCK self
-- @usage
-- Define a set of trucks and a set of artillery:
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
function AMMOTRUCK:New(Truckset,Targetset,Coalition,Alias,Homezone)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, FSM:New()) -- #AMMOTRUCK
self.truckset = Truckset -- Core.Set#SET_GROUP
self.targetset = Targetset -- Core.Set#SET_GROUP
self.coalition = Coalition -- #number
self.alias = Alias -- #string
self.debug = false
self.remunitionqueue = {}
self.trucklist = {}
self.targetlist = {}
self.ammothreshold = 5
self.remunidist = 20000
self.homezone = Homezone -- Core.Zone#ZONE
self.waitingtime = 1800
self.usearmygroup = false
self.hasarmygroup = false
-- Log id.
self.lid=string.format("AMMOTRUCK %s | %s | ", self.version, self.alias)
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("*", "Monitor", "*")
self:AddTransition("*", "RouteTruck", "*")
self:AddTransition("*", "TruckArrived", "*")
self:AddTransition("*", "TruckUnloading", "*")
self:AddTransition("*", "TruckReturning", "*")
self:AddTransition("*", "TruckHome", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(math.random(5,10))
self:I(self.lid .. "Started")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] Stop
-- @param #AMMOTRUCK self
--- Triggers the FSM event "Stop" after a delay. Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] __Stop
-- @param #AMMOTRUCK self
-- @param #number delay Delay in seconds.
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
-- @param #AMMOTRUCK.data Artillery
--- On after "TruckUnloading" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckUnloading
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckReturning" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckReturning
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckHome" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckHome
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckDrivingTrucks(dataset)
self:T(self.lid .. " CheckDrivingTrucks")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local tgtcoord = truck.targetcoordinate
local dist = coord:Get2DDistance(tgtcoord)
if dist <= 150 then
-- arrived
truck.statusquo = AMMOTRUCK.State.ARRIVED
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
self:__TruckArrived(1,truck)
end
-- still driving?
local Tnow = timer.getAbsTime()
if Tnow - truck.timestamp > 30 then
local group = truck.group
if self.usearmygroup then
group = truck.group:GetGroup()
end
local currspeed = group:GetVelocityKMH()
if truck.lastspeed then
if truck.lastspeed == 0 and currspeed == 0 then
self:T(truck.group:GetName().." Is not moving!")
-- try and move it
truck.timestamp = timer.getAbsTime()
if self.routeonroad then
group:RouteGroundOnRoad(truck.targetcoordinate,30,2,"Vee")
else
group:RouteGroundTo(truck.targetcoordinate,30,"Vee",2)
end
end
truck.lastspeed = currspeed
else
truck.lastspeed = currspeed
truck.timestamp = timer.getAbsTime()
end
self:I({truck=truck.group:GetName(),currspeed=currspeed,lastspeed=truck.lastspeed})
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param Wrapper.Group#GROUP Group
-- @return #AMMOTRUCK self
function AMMOTRUCK:GetAmmoStatus(Group)
local ammotot, shells, rockets, bombs, missiles, narti = Group:GetAmmunition()
return rockets+missiles+narti
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckWaitingTargets(dataset)
self:T(self.lid .. " CheckWaitingTargets")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see how long we're waiting - maybe ammo truck is dead?
local Tnow = timer.getAbsTime()
local Tdiff = Tnow - truck.timestamp
if Tdiff > self.waitingtime then
local hasammo = self:GetAmmoStatus(truck.group)
if hasammo <= self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.OUTOFAMMO
else
truck.statusquo = AMMOTRUCK.State.IDLE
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckReturningTrucks(dataset)
self:T(self.lid .. " CheckReturningTrucks")
local data = dataset
local tgtcoord = self.homezone:GetCoordinate()
local radius = self.homezone:GetRadius()
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local dist = coord:Get2DDistance(tgtcoord)
self:T({name=truck.name,radius=radius,distance=dist})
if dist <= radius then
-- arrived
truck.statusquo = AMMOTRUCK.State.IDLE
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
truck.reloads = self.reloads or 5
self:__TruckHome(1,truck)
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string name Artillery group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTarget(name)
self:T(self.lid .. " FindTarget")
local data = nil
local dataset = self.targetlist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #string name Truck group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTruck(name)
self:T(self.lid .. " FindTruck")
local data = nil
local dataset = self.trucklist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckArrivedTrucks(dataset)
self:T(self.lid .. " CheckArrivedTrucks")
local data = dataset
for _,_data in pairs (data) do
-- set to unloading
local truck = _data -- #AMMOTRUCK.data
truck.statusquo = AMMOTRUCK.State.UNLOADING
truck.timestamp = timer.getAbsTime()
self:__TruckUnloading(2,truck)
-- set target to reloading
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.RELOADING
aridata.timestamp = timer.getAbsTime()
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckUnloadingTrucks(dataset)
self:T(self.lid .. " CheckUnloadingTrucks")
local data = dataset
for _,_data in pairs (data) do
-- check timestamp
local truck = _data -- #AMMOTRUCK.data
local Tnow = timer.getAbsTime()
local Tpassed = Tnow - truck.timestamp
local hasammo = self:GetAmmoStatus(truck.targetgroup)
if Tpassed > self.unloadtime and hasammo > self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.RETURNING
truck.timestamp = timer.getAbsTime()
self:__TruckReturning(2,truck)
-- set target to reloaded
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.IDLE
aridata.timestamp = timer.getAbsTime()
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTargetsAlive()
self:T(self.lid .. " CheckTargetsAlive")
local arilist = self.targetlist
for _,_ari in pairs(arilist) do
local ari = _ari -- #AMMOTRUCK.data
if ari.group and ari.group:IsAlive() then
-- everything fine
else
-- ari dead
self.targetlist[ari.name] = nil
end
end
-- new arrivals?
local aritable = self.targetset:GetSetObjects() --#table
for _,_ari in pairs(aritable) do
local ari = _ari -- Wrapper.Group#GROUP
if ari and ari:IsAlive() and not self.targetlist[ari:GetName()] then
local name = ari:GetName()
local newari = {} -- #AMMOTRUCK.data
newari.name = name
newari.group = ari
newari.statusquo = AMMOTRUCK.State.IDLE
newari.timestamp = timer.getAbsTime()
newari.coordinate = ari:GetCoordinate()
local hasammo = self:GetAmmoStatus(ari)
--newari.ammo = ari:GetAmmunition()
newari.ammo = hasammo
self.targetlist[name] = newari
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTrucksAlive()
self:T(self.lid .. " CheckTrucksAlive")
local trucklist = self.trucklist
for _,_truck in pairs(trucklist) do
local truck = _truck -- #AMMOTRUCK.data
if truck.group and truck.group:IsAlive() then
-- everything fine
else
-- truck dead
local tgtname = truck.targetname
local targetdata = self:FindTarget(tgtname) -- #AMMOTRUCK.data
if targetdata then
if targetdata.statusquo ~= AMMOTRUCK.State.IDLE then
targetdata.statusquo = AMMOTRUCK.State.IDLE
end
end
self.trucklist[truck.name] = nil
end
end
-- new arrivals?
local trucktable = self.truckset:GetSetObjects() --#table
for _,_truck in pairs(trucktable) do
local truck = _truck -- Wrapper.Group#GROUP
if truck and truck:IsAlive() and not self.trucklist[truck:GetName()] then
local name = truck:GetName()
local newtruck = {} -- #AMMOTRUCK.data
newtruck.name = name
newtruck.group = truck
if self.hasarmygroup then
-- is (not) already ARMYGROUP?
if truck.ClassName and truck.ClassName == "GROUP" then
local trucker = ARMYGROUP:New(truck)
trucker:Activate()
newtruck.group = trucker
end
end
newtruck.statusquo = AMMOTRUCK.State.IDLE
newtruck.timestamp = timer.getAbsTime()
newtruck.coordinate = truck:GetCoordinate()
newtruck.reloads = self.reloads or 5
self.trucklist[name] = newtruck
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStart(From, Event, To)
self:T({From, Event, To})
if ARMYGROUP and self.usearmygroup then
self.hasarmygroup = true
else
self.hasarmygroup = false
end
if self.debug then
BASE:TraceOn()
BASE:TraceClass("AMMOTRUCK")
end
self:CheckTargetsAlive()
self:CheckTrucksAlive()
self:__Monitor(-30)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterMonitor(From, Event, To)
self:T({From, Event, To})
self:CheckTargetsAlive()
self:CheckTrucksAlive()
-- update ammo state
local remunition = false
local remunitionqueue = {}
local waitingtargets = {}
for _,_ari in pairs(self.targetlist) do
local data = _ari -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
data.ammo = self:GetAmmoStatus(data.group)
data.timestamp = timer.getAbsTime()
local text = string.format("Ari %s | Ammo %d | State %s",data.name,data.ammo,data.statusquo)
self:T(text)
if data.ammo <= self.ammothreshold and (data.statusquo == AMMOTRUCK.State.IDLE or data.statusquo == AMMOTRUCK.State.OUTOFAMMO) then
-- add to remu queue
data.statusquo = AMMOTRUCK.State.OUTOFAMMO
remunitionqueue[#remunitionqueue+1] = data
remunition = true
elseif data.statusquo == AMMOTRUCK.State.WAITING then
waitingtargets[#waitingtargets+1] = data
end
else
self.targetlist[data.name] = nil
end
end
-- sort trucks in buckets
local idletrucks = {}
local drivingtrucks = {}
local unloadingtrucks = {}
local arrivedtrucks = {}
local returningtrucks = {}
local found = false
for _,_truckdata in pairs(self.trucklist) do
local data = _truckdata -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
-- check state
local text = string.format("Truck %s | State %s",data.name,data.statusquo)
self:T(text)
if data.statusquo == AMMOTRUCK.State.IDLE then
idletrucks[#idletrucks+1] = data
found = true
elseif data.statusquo == AMMOTRUCK.State.DRIVING then
drivingtrucks[#drivingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.ARRIVED then
arrivedtrucks[#arrivedtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.UNLOADING then
unloadingtrucks[#unloadingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.RETURNING then
returningtrucks[#returningtrucks+1] = data
if data.reloads > 0 or data.reloads == -1 then
idletrucks[#idletrucks+1] = data
found = true
end
end
else
self.truckset[data.name] = nil
end
end
-- see if we can/need route one
local n=0
if found and remunition then
-- match
--local match = false
for _,_truckdata in pairs(idletrucks) do
local truckdata = _truckdata -- #AMMOTRUCK.data
local truckcoord = truckdata.group:GetCoordinate() -- Core.Point#COORDINATE
for _,_aridata in pairs(remunitionqueue) do
local aridata = _aridata -- #AMMOTRUCK.data
local aricoord = aridata.coordinate
local distance = truckcoord:Get2DDistance(aricoord)
if distance <= self.remunidist and aridata.statusquo == AMMOTRUCK.State.OUTOFAMMO and n <= #idletrucks then
n = n + 1
aridata.statusquo = AMMOTRUCK.State.REQUESTED
self:__RouteTruck(n*5,truckdata,aridata)
break
end
end
end
end
-- check driving trucks
if #drivingtrucks > 0 then
self:CheckDrivingTrucks(drivingtrucks)
end
-- check arrived trucks
if #arrivedtrucks > 0 then
self:CheckArrivedTrucks(arrivedtrucks)
end
-- check unloading trucks
if #unloadingtrucks > 0 then
self:CheckUnloadingTrucks(unloadingtrucks)
end
-- check returningtrucks trucks
if #returningtrucks > 0 then
self:CheckReturningTrucks(returningtrucks)
end
-- check waiting targets
if #waitingtargets > 0 then
self:CheckWaitingTargets(waitingtargets)
end
self:__Monitor(self.monitor)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @param #AMMOTRUCK.data Aridata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterRouteTruck(From, Event, To, Truckdata, Aridata)
self:T({From, Event, To, Truckdata.name, Aridata.name})
local truckdata = Truckdata -- #AMMOTRUCK.data
local aridata = Aridata -- #AMMOTRUCK.data
local tgtgrp = aridata.group
local tgtzone = ZONE_GROUP:New(aridata.name,tgtgrp,30)
local tgtcoord = tgtzone:GetRandomCoordinate(15)
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30)
else
truckdata.group:RouteGroundTo(tgtcoord,30)
end
truckdata.statusquo = AMMOTRUCK.State.DRIVING
truckdata.targetgroup = tgtgrp
truckdata.targetname = aridata.name
truckdata.targetcoordinate = tgtcoord
aridata.statusquo = AMMOTRUCK.State.WAITING
aridata.timestamp = timer.getAbsTime()
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckUnloading(From, Event, To, Truckdata)
local m = MESSAGE:New("Truck "..Truckdata.name.." unloading!",15,"AmmoTruck"):ToCoalitionIf(self.coalition,self.debug)
local truck = Truckdata -- Functional.AmmoTruck#AMMOTRUCK.data
local coord = truck.group:GetCoordinate()
local heading = truck.group:GetHeading()
heading = heading < 180 and (360-heading) or (heading - 180)
local cid = self.coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA
cid = self.coalition == coalition.side.NEUTRAL and country.id.UN_PEACEKEEPERS or cid
local ammo = {}
for i=1,5 do
ammo[i] = SPAWNSTATIC:NewFromType("ammo_cargo","Cargos",cid)
:InitCoordinate(coord:Translate((15+((i-1)*4)),heading))
:Spawn(0,"AmmoCrate-"..math.random(1,10000))
end
local function destroyammo(ammo)
for _,_crate in pairs(ammo) do
_crate:Destroy(false)
end
end
local scheduler = SCHEDULER:New(nil,destroyammo,{ammo},self.waitingtime)
-- one reload less
if truck.reloads ~= -1 then
truck.reloads = truck.reloads - 1
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truck
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckReturning(From, Event, To, Truck)
self:T({From, Event, To, Truck.name})
-- route home
local truckdata = Truck -- #AMMOTRUCK.data
local tgtzone = self.homezone
local tgtcoord = tgtzone:GetRandomCoordinate()
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30,1,"Cone")
else
truckdata.group:RouteGroundTo(tgtcoord,30,"Cone",1)
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStop(From, Event, To)
self:T({From, Event, To})
return self
end

View File

@@ -25,9 +25,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ====
-- @module Functional.Artillery
@@ -291,14 +291,14 @@
-- ### Illumination Shells
--
-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
-- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
--
-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
-- @{#ARTY.AssignTargetCoord}() function.
--
-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
-- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
--
-- ### Smoke Shells
--
@@ -3547,6 +3547,8 @@ end
function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To)
env.info("FF Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group.

File diff suppressed because it is too large Load Diff

View File

@@ -167,9 +167,9 @@
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * **EasyEB**: Ideas and Beta Testing
-- * **Wingthor**: Beta Testing
--
-- ### Authors:
--

View File

@@ -2452,7 +2452,7 @@ do -- DETECTION_AREAS
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
--

View File

@@ -21,7 +21,7 @@ do -- DETECTION_ZONES
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- Retrieve the formed @{Core.Zone#ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--

View File

@@ -252,7 +252,7 @@ end
--- Set a Detection method for the EscortClient to be reported upon.
-- Detection methods are based on the derived classes from DETECTION_BASE.
-- @param #ESCORT self
-- @param Function.Detection#DETECTION_BASE Detection
-- @param Functional.Detection#DETECTION_BASE Detection
function ESCORT:SetDetection( Detection )
self.Detection = Detection

View File

@@ -58,7 +58,7 @@
--
-- # The FOX Concept
--
-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_\(code_word\)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
-- script handles air-to-air but also surface-to-air missiles.
--
-- # Basic Script

View File

@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: Sept 2023
-- Last Update: Nov 2023
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -103,6 +103,7 @@
-- * Roland
-- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
--
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
@@ -373,7 +374,9 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" }
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
}
--- SAM data HDS
@@ -487,7 +490,11 @@ do
-- mybluemantis:Start()
--
function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones)
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- DONE: Create some user functions for these
-- DONE: Make HQ useful
-- DONE: Set SAMs to auto if EWR dies
@@ -549,6 +556,10 @@ do
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
self.FilterZones = Zones
self.SkateZones = nil
self.SkateNumber = 3
self.shootandscoot = false
self.UseEmOnOff = true
if EmOnOff == false then
self.UseEmOnOff = false
@@ -560,9 +571,6 @@ do
self.advAwacs = false
end
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
@@ -623,7 +631,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.8.14"
self.version="0.8.15"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -787,6 +795,23 @@ do
return self
end
--- Add a SET_ZONE of zones for Shoot&Scoot - SHORAD units will move around
-- @param #MANTIS self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #MANTIS self
function MANTIS:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.ScootRandom = Random
self.ScootFormation = Formation or "Cone"
return self
end
--- Function to set accept and reject zones.
-- @param #MANTIS self
-- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects
@@ -893,7 +918,7 @@ do
--- Function to get the HQ object for further use
-- @param #MANTIS self
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist
-- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist
function MANTIS:GetCommandCenter()
self:T(self.lid .. "GetCommandCenter")
if self.HQ_CC then
@@ -929,7 +954,7 @@ do
--- Function to set the HQ object for further use
-- @param #MANTIS self
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ
-- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ
function MANTIS:SetCommandCenter(group)
self:T(self.lid .. "SetCommandCenter")
local group = group or nil
@@ -991,7 +1016,7 @@ do
--- Set using your own #INTEL_DLINK object instead of #DETECTION
-- @param #MANTIS self
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used.
-- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used.
function MANTIS:SetUsingDLink(DLink)
self:T(self.lid .. "SetUsingDLink")
self.DLink = true
@@ -1786,6 +1811,10 @@ do
self.Shorad:SetDefenseLimits(80,95)
self.ShoradLink = true
self.Shorad.Groupset=self.ShoradGroupSet
self.Shorad.debug = self.debug
end
if self.shootandscoot and self.SkateZones and self.Shorad then
self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3,self.ScootRandom,self.ScootFormation)
end
self:__Status(-math.random(1,10))
return self

View File

@@ -72,6 +72,7 @@
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
---
-- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients

View File

@@ -46,9 +46,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ===
-- @module Functional.RAT
@@ -225,7 +225,7 @@
--
-- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e.
-- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing
-- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function.
-- and not when it shuts down its engines. See the @{#RAT.RespawnAfterLanding}() function.
-- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter.
-- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by.
--
@@ -2474,11 +2474,11 @@ end
-- @param #RAT self
-- @param #number takeoff Takeoff type. Could also be air start.
-- @param #number landing Landing type. Could also be a destination in air.
-- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase.
-- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase.
-- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase.
-- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase.
-- @param #table _waypoint Initial waypoint.
-- @return Wrapper.Airport#AIRBASE Departure airbase.
-- @return Wrapper.Airport#AIRBASE Destination airbase.
-- @return Wrapper.Airbase#AIRBASE Departure airbase.
-- @return Wrapper.Airbase#AIRBASE Destination airbase.
-- @return #table Table of flight plan waypoints.
-- @return #nil If no valid departure or destination airport could be found.
function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
@@ -4605,7 +4605,7 @@ function RAT:_TaskHolding(P1, Altitude, Speed, Duration)
end
--- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed.
-- @param Core.Group#GROUP group Group of aircraft.
-- @param Wrapper.Group#GROUP group Group of aircraft.
-- @param #RAT rat RAT object.
-- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed.
function RAT._WaypointFunction(group, rat, wp)

View File

@@ -4,7 +4,7 @@
--
-- The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
--
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
--
-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
@@ -42,9 +42,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175)
-- ### Contributions: FlightControl, Ciribob
-- ### SRS Additions: Applevangelist
--
-- ===
@@ -105,6 +105,7 @@
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any.
-- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -355,7 +356,8 @@ RANGE = {
targetsheet = nil,
targetpath = nil,
targetprefix = nil,
}
Coalition = nil,
}
--- Default range parameters.
-- @type RANGE.Defaults
@@ -591,7 +593,7 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.7.1"
RANGE.version = "2.7.3"
-- TODO list:
-- TODO: Verbosity level for messages.
@@ -613,8 +615,9 @@ RANGE.version = "2.7.1"
--- RANGE contructor. Creates a new RANGE object.
-- @param #RANGE self
-- @param #string RangeName Name of the range. Has to be unique. Will we used to create F10 menu items etc.
-- @param #number Coalition (optional) Coalition of the range, if any, e.g. coalition.side.BLUE.
-- @return #RANGE RANGE object.
function RANGE:New( RangeName )
function RANGE:New( RangeName, Coalition )
-- Inherit BASE.
local self = BASE:Inherit( self, FSM:New() ) -- #RANGE
@@ -622,7 +625,9 @@ function RANGE:New( RangeName )
-- Get range name.
-- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu.
self.rangename = RangeName or "Practice Range"
self.Coalition = Coalition
-- Log id.
self.lid = string.format( "RANGE %s | ", self.rangename )
@@ -1229,7 +1234,7 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
return self
end
--- (SRS) Set range control frequency and voice.
--- (SRS) Set range control frequency and voice. Use `RANGE:SetSRS()` once first before using this function.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 256 MHz.
-- @param #number modulation Modulation, defaults to radio.modulation.AM.
@@ -1239,6 +1244,10 @@ end
-- @param #string relayunitname Name of the unit used for transmission location.
-- @return #RANGE self
function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender, relayunitname )
if not self.instructmsrs then
self:E(self.lid.."Use myrange:SetSRS() once first before using myrange:SetSRSRangeControl!")
return self
end
self.rangecontrolfreq = frequency or 256
self.controlmsrs:SetFrequencies(self.rangecontrolfreq)
self.controlmsrs:SetModulations(modulation or radio.modulation.AM)
@@ -1254,7 +1263,7 @@ function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender
return self
end
--- (SRS) Set range instructor frequency and voice.
--- (SRS) Set range instructor frequency and voice. Use `RANGE:SetSRS()` once first before using this function.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 305 MHz.
-- @param #number modulation Modulation, defaults to radio.modulation.AM.
@@ -1264,6 +1273,10 @@ end
-- @param #string relayunitname Name of the unit used for transmission location.
-- @return #RANGE self
function RANGE:SetSRSRangeInstructor( frequency, modulation, voice, culture, gender, relayunitname )
if not self.instructmsrs then
self:E(self.lid.."Use myrange:SetSRS() once first before using myrange:SetSRSRangeInstructor!")
return self
end
self.instructorfreq = frequency or 305
self.instructmsrs:SetFrequencies(self.instructorfreq)
self.instructmsrs:SetModulations(modulation or radio.modulation.AM)
@@ -1745,10 +1758,16 @@ function RANGE:OnEventBirth( EventData )
-- Reset current strafe status.
self.strafeStatus[_uid] = nil
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
if self.Coalition then
if EventData.IniCoalition == self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
else
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
-- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData
self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb

View File

@@ -27,7 +27,7 @@
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
--
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects.
-- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects.
--
-- Positive score points are granted when enemy or neutral targets are destroyed.
-- Negative score points or penalties are given when a friendly target is hit or destroyed.
@@ -81,7 +81,7 @@
--
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
-- * **Whisper**: Testing and Advice.
--
-- ===
--

View File

@@ -19,7 +19,7 @@
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: September 2023
-- Last Update: Oct 2023
--
-- ===
--
@@ -34,7 +34,7 @@
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the
-- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions.
--
@@ -66,7 +66,6 @@ SEAD = {
-- @field Harms
SEAD.Harms = {
["AGM_88"] = "AGM_88",
--["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
@@ -80,6 +79,7 @@ SEAD = {
["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
}
--- Missile enumerators - from DCS ME and Wikipedia
@@ -100,6 +100,7 @@ SEAD = {
["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1},
["ADM_141A"] = {126,0.6},
}
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
@@ -143,7 +144,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.4")
self:I("*** SEAD - Started Version 0.4.5")
return self
end
@@ -348,8 +349,9 @@ end
-- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc
-- @param Wrapper.Weapon#WEAPON Weapon
-- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset)
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset,Weapon)
local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
@@ -372,6 +374,10 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
reach = wpndata[1] * 1.1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
if Weapon then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
end
-- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
@@ -457,6 +463,9 @@ function SEAD:HandleEventShot( EventData )
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
@@ -475,7 +484,7 @@ function SEAD:HandleEventShot( EventData )
end
return self
end
local targetcat = _target:getCategory() -- Identify category
local targetcat = Object.getCategory(_target) -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
self:T(string.format("*** Targetcat = %d",targetcat))
@@ -513,7 +522,11 @@ function SEAD:HandleEventShot( EventData )
end
end
if SEADGroupFound == true then -- yes we are being attacked
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end
end
end
return self

View File

@@ -21,6 +21,7 @@
-- @image Functional.Shorad.jpg
--
-- Date: Nov 2021
-- Last Update: Nov 2023
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
@@ -39,8 +40,15 @@
-- @field #boolean DefendHarms Default true, intercept incoming HARMS
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximim detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @field #number DefenseHighProb Default 90, maximum detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green
-- @field #boolean shootandscoot If true, shoot and scoot between zones
-- @field #number SkateNumber Number of zones to consider
-- @field Core.Set#SET_ZONE SkateZones Zones in this set are considered
-- @field #number minscootdist Min distance of the next zone
-- @field #number maxscootdist Max distance of the next zone
-- @field #boolean scootrandomcoord If true, use a random coordinate in the zone and not the center
-- @field #string scootformation Formation to take for scooting, e.g. "Vee" or "Cone"
-- @extends Core.Base#BASE
@@ -73,14 +81,15 @@
--
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
--
-- ## Customize options
-- ## Customization options
--
-- * SHORAD:SwitchDebug(debug)
-- * SHORAD:SwitchHARMDefense(onoff)
-- * SHORAD:SwitchAGMDefense(onoff)
-- * SHORAD:SetDefenseLimits(low,high)
-- * SHORAD:SetActiveTimer(seconds)
-- * SHORAD:SetDefenseRadius(meters)
-- * myshorad:SwitchDebug(debug)
-- * myshorad:SwitchHARMDefense(onoff)
-- * myshorad:SwitchAGMDefense(onoff)
-- * myshorad:SetDefenseLimits(low,high)
-- * myshorad:SetActiveTimer(seconds)
-- * myshorad:SetDefenseRadius(meters)
-- * myshorad:AddScootZones(ZoneSet,Number,Random,Formation)
--
-- @field #SHORAD
SHORAD = {
@@ -99,7 +108,13 @@ SHORAD = {
DefendMavs = true,
DefenseLowProb = 70,
DefenseHighProb = 90,
UseEmOnOff = false,
UseEmOnOff = true,
shootandscoot = false,
SkateNumber = 3,
SkateZones = nil,
minscootdist = 100,
minscootdist = 3000,
scootrandomcoord = false,
}
-----------------------------------------------------------------------
@@ -112,7 +127,6 @@ do
-- @field Harms
SHORAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
@@ -123,6 +137,8 @@ do
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
}
--- TODO complete list?
@@ -134,7 +150,6 @@ do
["Kh29"] = "Kh29",
["Kh31"] = "Kh31",
["Kh66"] = "Kh66",
--["BGM_109"] = "BGM_109",
}
--- Instantiates a new SHORAD object
@@ -146,7 +161,7 @@ do
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @retunr #SHORAD self
-- @return #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
@@ -165,8 +180,9 @@ do
self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.3.1")
self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
self:I("*** SHORAD - Started Version 0.3.4")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
@@ -176,12 +192,14 @@ do
self:SetStartState("Running")
self:AddTransition("*", "WakeUpShorad", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:AddTransition("*", "ShootAndScoot", "*")
return self
end
--- Initially set all groups to alarm state GREEN
-- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:_InitState()
self:T(self.lid .. " _InitState")
local table = {}
@@ -205,21 +223,40 @@ do
return self
end
--- Add a SET_ZONE of zones for Shoot&Scoot
-- @param #SHORAD self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #SHORAD self
function SHORAD:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.scootrandomcoord = Random
self.scootformation = Formation or "Cone"
return self
end
--- Switch debug state on
-- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false)
-- @return #SHORAD self
function SHORAD:SwitchDebug(onoff)
self:T( { onoff } )
if onoff then
self:SwitchDebugOn()
else
self.SwitchDebugOff()
self:SwitchDebugOff()
end
return self
end
--- Switch debug state on
-- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOn()
self.debug = true
--tracing
@@ -230,6 +267,7 @@ do
--- Switch debug state off
-- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOff()
self.debug = false
BASE:TraceOff()
@@ -239,6 +277,7 @@ do
--- Switch defense for HARMs
-- @param #SHORAD self
-- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchHARMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
@@ -249,6 +288,7 @@ do
--- Switch defense for AGMs
-- @param #SHORAD self
-- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchAGMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
@@ -260,6 +300,7 @@ do
-- @param #SHORAD self
-- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100
-- @return #SHORAD self
function SHORAD:SetDefenseLimits(low,high)
self:T( { low, high } )
local low = low or 70
@@ -278,6 +319,7 @@ do
--- Set the number of seconds a SHORAD site will stay active
-- @param #SHORAD self
-- @param #number seconds Number of seconds systems stay active
-- @return #SHORAD self
function SHORAD:SetActiveTimer(seconds)
self:T(self.lid .. " SetActiveTimer")
local timer = seconds or 600
@@ -291,6 +333,7 @@ do
--- Set the number of meters for the SHORAD defense zone
-- @param #SHORAD self
-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
-- @return #SHORAD self
function SHORAD:SetDefenseRadius(meters)
self:T(self.lid .. " SetDefenseRadius")
local radius = meters or 20000
@@ -304,6 +347,7 @@ do
--- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state
-- @return #SHORAD self
function SHORAD:SetUsingEmOnOff(switch)
self:T(self.lid .. " SetUsingEmOnOff")
self.UseEmOnOff = switch or false
@@ -375,11 +419,11 @@ do
local shorad = self.Groupset
local shoradset = shorad:GetAliveSet() --#table
local returnname = false
--local TDiff = 1
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then
returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end
end
return returnname
@@ -426,6 +470,7 @@ do
-- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -452,28 +497,35 @@ do
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again
local function SleepShorad(group)
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
--group:SetAIOff()
else
group:OptionAlarmStateGreen()
if group and group:IsAlive() then
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
else
group:OptionAlarmStateGreen()
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,group)
end
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
end
-- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then
--_group:SetAIOn()
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
@@ -481,91 +533,132 @@ do
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
timer.scheduleFunction(SleepShorad, _group, endtime)
self.ActiveGroups[groupname].Timer = TIMER:New(SleepShorad,_group):Start(endtime)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(TDiff,_group)
TDiff=TDiff+1
end
end
end
end
return self
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end
end
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
return self
end
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
--- (Internal) Shoot and Scoot
-- @param #SHORAD self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Group#GROUP Shorad Shorad group
-- @return #SHORAD self
function SHORAD:onafterShootAndScoot(From,Event,To,Shorad)
self:T( { From,Event,To } )
local possibleZones = {}
local mindist = self.minscootdist or 100
local maxdist = self.maxscootdist or 3000
if Shorad and Shorad:IsAlive() then
local NowCoord = Shorad:GetCoordinate()
for _,_zone in pairs(self.SkateZones.Set) do
local zone = _zone -- Core.Zone#ZONE_RADIUS
local dist = NowCoord:Get2DDistance(zone:GetCoordinate())
if dist >= mindist and dist <= maxdist then
possibleZones[#possibleZones+1] = zone
if #possibleZones == self.SkateNumber then break end
end
end
end
if #possibleZones > 0 and Shorad:GetVelocityKMH() < 2 then
local rand = math.floor(math.random(1,#possibleZones*1000)/1000+0.5)
if rand == 0 then rand = 1 end
self:T(self.lid .. " ShootAndScoot to zone "..rand)
local ToCoordinate = possibleZones[rand]:GetCoordinate()
if self.scootrandomcoord then
ToCoordinate = possibleZones[rand]:GetRandomCoordinate(nil,nil,{land.SurfaceType.LAND,land.SurfaceType.ROAD})
end
local formation = self.scootformation or "Cone"
Shorad:RouteGroundTo(ToCoordinate,20,formation,1)
end
end
return self
end
return self
end
--- Main function - work on the EventData
-- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set
-- @return #SHORAD self
function SHORAD:HandleEventShot( EventData )
self:T( { EventData } )
self:T(self.lid .. " HandleEventShot")
--local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition
@@ -596,27 +689,18 @@ end
return self
end
local targetcat = targetdata:getCategory() -- Identify category
local targetcat = Object.getCategory(targetdata) -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
self:T({targetdata})
local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC
--self:T("Static Target Data")
--self:T({targetdata:isExist()})
--self:T({targetdata:getPoint()})
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
--tgtcoord:MarkToAll("Missile Target",true)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord1 = tgtgrp1:GetCoordinate()
--tgtcoord1:MarkToAll("Close target SAM",true)
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord2 = tgtgrp2:GetCoordinate()
--tgtcoord2:MarkToAll("Close target SHORAD",true)
local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
@@ -628,10 +712,8 @@ end
targetcat = Object.Category.UNIT
end
end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then
local targetunitname = targetunit:GetName()
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil
local targetgroupname = "none"
if targetcat == Object.Category.UNIT then
@@ -649,7 +731,6 @@ end
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate
@@ -666,4 +747,4 @@ end
end
-----------------------------------------------------------------------
-- SHORAD end
-----------------------------------------------------------------------
-----------------------------------------------------------------------

View File

@@ -33,9 +33,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ===
--

View File

@@ -742,7 +742,7 @@
--
-- ## Save Assets
--
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt".
@@ -753,13 +753,13 @@
--
-- ### Automatic Save at Mission End
--
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
-- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
--
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
--
-- ## Load Assets
--
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt".
@@ -7404,6 +7404,8 @@ function WAREHOUSE:_CheckRequestNow(request)
-- Check if at least one (cargo) asset is available.
if _nassets>0 then
local asset=_assets[1] --#WAREHOUSE.Assetitem
-- Get the attibute of the requested asset.
_assetattribute=_assets[1].attribute
@@ -7414,11 +7416,24 @@ function WAREHOUSE:_CheckRequestNow(request)
if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
-- Check if DCS warehouse of airbase has enough assets
if self.airbase.storage then
local nS=self.airbase.storage:GetAmount(asset.unittype)
local nA=asset.nunits*request.nasset -- Number of units requested
if nS<nA then
local text=string.format("Warehouse %s: Request denied! DCS Warehouse has only %d assets of type %s ==> NOT enough to spawn the requested %d asset units (%d groups)",
self.alias, nS, asset.unittype, nA, request.nasset)
self:_InfoMessage(text, 5)
return false
end
end
if self:IsRunwayOperational() or _assetairstart then
if _assetairstart then
-- Airstart no need to check parking
-- Airstart no need to check parking
else
-- Check parking.
@@ -7530,6 +7545,9 @@ function WAREHOUSE:_CheckRequestNow(request)
self:_InfoMessage(text, 5)
return false
end
elseif _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
end
@@ -7870,7 +7888,7 @@ function WAREHOUSE:_GetTerminal(_attribute, _category)
-- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER or _attribute==WAREHOUSE.Attribute.AIR_UAV then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then

View File

@@ -363,8 +363,8 @@ do -- ZONE_CAPTURE_COALITION
--- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
-- @param #number Coalition The initial coalition owning the zone.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_CAPTURE_COALITION

View File

@@ -4,12 +4,12 @@
--
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@@ -61,7 +61,7 @@ do -- ZoneGoal
--- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param #number Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition )
@@ -259,7 +259,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
-- @param #number Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition
end
@@ -267,7 +267,7 @@ do -- ZoneGoal
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
-- @return #number Coalition.
function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition
end

View File

@@ -1,4 +1,4 @@
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones.
--- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--
@@ -54,7 +54,7 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
@@ -80,7 +80,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition = self.Coalition or Coalition
@@ -120,14 +120,14 @@ do -- ZoneGoal
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
-- @return #number Coalition.
function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition
end
--- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
-- @return #number Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition
end

View File

@@ -1,52 +1,50 @@
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Socket.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
__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/Utilities/Socket.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Astar.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )
__Moose.Include( 'Scripts/Moose/Core/Condition.lua' )
__Moose.Include( 'Scripts/Moose/Core/ClientMenu.lua')
__Moose.Include( 'Scripts/Moose/Core/Database.lua' )
__Moose.Include( 'Scripts/Moose/Core/Event.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Point.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
__Moose.Include( 'Scripts/Moose/Core/Set.lua' )
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Core/Event.lua' )
__Moose.Include( 'Scripts/Moose/Core/Settings.lua' )
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
__Moose.Include( 'Scripts/Moose/Core/Database.lua' )
__Moose.Include( 'Scripts/Moose/Core/Set.lua' )
__Moose.Include( 'Scripts/Moose/Core/Point.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Pathline.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Controllable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Group.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Unit.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Weapon.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Net.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Storage.lua' )
@@ -57,64 +55,35 @@ __Moose.Include( 'Scripts/Moose/Cargo/CargoSlingload.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoCrate.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoGroup.lua' )
__Moose.Include( 'Scripts/Moose/Functional/AICSAR.lua' )
__Moose.Include( 'Scripts/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Autolase.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' )
__Moose.Include( 'Scripts/Moose/Functional/CleanUp.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' )
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Detection.lua' )
__Moose.Include( 'Scripts/Moose/Functional/DetectionZones.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' )
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' )
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' )
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' )
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' )
__Moose.Include( 'Scripts/Moose/Ops/AirWing.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Auftrag.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Awacs.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Brigade.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Chief.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Cohort.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Commander.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Fleet.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightControl.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Flotilla.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Intelligence.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Legion.lua' )
__Moose.Include( 'Scripts/Moose/Ops/NavyGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Operation.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsTransport.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsZone.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Platoon.lua' )
__Moose.Include( 'Scripts/Moose/Ops/PlayerTask.lua' )
__Moose.Include( 'Scripts/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Target.lua' )
__Moose.Include( 'Scripts/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
@@ -153,12 +122,12 @@ __Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' )
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
__Moose.Include( 'Scripts/Moose/Sound/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SRS.lua' )
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' )

View File

@@ -1,172 +0,0 @@
__Moose.Include( 'Utilities\\Enums.lua' )
__Moose.Include( 'Utilities\\Routines.lua' )
__Moose.Include( 'Utilities\\Utils.lua' )
__Moose.Include( 'Utilities\\Profiler.lua' )
__Moose.Include( 'Utilities\\Templates.lua' )
__Moose.Include( 'Utilities\\STTS.lua' )
__Moose.Include( 'Utilities\\FiFo.lua' )
__Moose.Include( 'Utilities\\Socket.lua' )
__Moose.Include( 'Core\\Base.lua' )
__Moose.Include( 'Core\\Beacon.lua' )
__Moose.Include( 'Core\\UserFlag.lua' )
__Moose.Include( 'Core\\Report.lua' )
__Moose.Include( 'Core\\Scheduler.lua' )
__Moose.Include( 'Core\\ScheduleDispatcher.lua' )
__Moose.Include( 'Core\\Event.lua' )
__Moose.Include( 'Core\\Settings.lua' )
__Moose.Include( 'Core\\Menu.lua' )
__Moose.Include( 'Core\\Zone.lua' )
__Moose.Include( 'Core\\Zone_Detection.lua' )
__Moose.Include( 'Core\\Database.lua' )
__Moose.Include( 'Core\\Set.lua' )
__Moose.Include( 'Core\\Point.lua' )
__Moose.Include( 'Core\\Velocity.lua' )
__Moose.Include( 'Core\\Message.lua' )
__Moose.Include( 'Core\\Fsm.lua' )
__Moose.Include( 'Core\\Spawn.lua' )
__Moose.Include( 'Core\\SpawnStatic.lua' )
__Moose.Include( 'Core\\Timer.lua' )
__Moose.Include( 'Core\\Goal.lua' )
__Moose.Include( 'Core\\Spot.lua' )
__Moose.Include( 'Core\\Astar.lua' )
__Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
__Moose.Include( 'Wrapper\\Positionable.lua' )
__Moose.Include( 'Wrapper\\Controllable.lua' )
__Moose.Include( 'Wrapper\\Group.lua' )
__Moose.Include( 'Wrapper\\Unit.lua' )
__Moose.Include( 'Wrapper\\Client.lua' )
__Moose.Include( 'Wrapper\\Static.lua' )
__Moose.Include( 'Wrapper\\Airbase.lua' )
__Moose.Include( 'Wrapper\\Scenery.lua' )
__Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
__Moose.Include( 'Cargo\\CargoSlingload.lua' )
__Moose.Include( 'Cargo\\CargoCrate.lua' )
__Moose.Include( 'Cargo\\CargoGroup.lua' )
__Moose.Include( 'Functional\\Scoring.lua' )
__Moose.Include( 'Functional\\CleanUp.lua' )
__Moose.Include( 'Functional\\Movement.lua' )
__Moose.Include( 'Functional\\Sead.lua' )
__Moose.Include( 'Functional\\Escort.lua' )
__Moose.Include( 'Functional\\MissileTrainer.lua' )
__Moose.Include( 'Functional\\ATC_Ground.lua' )
__Moose.Include( 'Functional\\Detection.lua' )
__Moose.Include( 'Functional\\DetectionZones.lua' )
__Moose.Include( 'Functional\\Designate.lua' )
__Moose.Include( 'Functional\\RAT.lua' )
__Moose.Include( 'Functional\\Range.lua' )
__Moose.Include( 'Functional\\ZoneGoal.lua' )
__Moose.Include( 'Functional\\ZoneGoalCoalition.lua' )
__Moose.Include( 'Functional\\ZoneCaptureCoalition.lua' )
__Moose.Include( 'Functional\\Artillery.lua' )
__Moose.Include( 'Functional\\Suppression.lua' )
__Moose.Include( 'Functional\\PseudoATC.lua' )
__Moose.Include( 'Functional\\Warehouse.lua' )
__Moose.Include( 'Functional\\Fox.lua' )
__Moose.Include( 'Functional\\Mantis.lua' )
__Moose.Include( 'Functional\\Shorad.lua' )
__Moose.Include( 'Functional\\Autolase.lua' )
__Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )
__Moose.Include( 'Ops\\RescueHelo.lua' )
__Moose.Include( 'Ops\\ATIS.lua' )
__Moose.Include( 'Ops\\Auftrag.lua' )
__Moose.Include( 'Ops\\Target.lua' )
__Moose.Include( 'Ops\\OpsGroup.lua' )
__Moose.Include( 'Ops\\FlightGroup.lua' )
__Moose.Include( 'Ops\\NavyGroup.lua' )
__Moose.Include( 'Ops\\ArmyGroup.lua' )
__Moose.Include( 'Ops\\Cohort.lua' )
__Moose.Include( 'Ops\\Squadron.lua' )
__Moose.Include( 'Ops\\Platoon.lua' )
__Moose.Include( 'Ops\\Legion.lua' )
__Moose.Include( 'Ops\\AirWing.lua' )
__Moose.Include( 'Ops\\Brigade.lua' )
__Moose.Include( 'Ops\\Intelligence.lua' )
__Moose.Include( 'Ops\\Commander.lua' )
__Moose.Include( 'Ops\\OpsTransport.lua' )
__Moose.Include( 'Ops\\CSAR.lua' )
__Moose.Include( 'Ops\\CTLD.lua' )
__Moose.Include( 'Ops\\OpsZone.lua' )
__Moose.Include( 'Ops\\Chief.lua' )
__Moose.Include( 'Ops\\Flotilla.lua' )
__Moose.Include( 'Ops\\Fleet.lua' )
__Moose.Include( 'Ops\\Awacs.lua' )
__Moose.Include( 'Ops\\PlayerTask.lua' )
__Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' )
__Moose.Include( 'AI\\AI_Air_Patrol.lua' )
__Moose.Include( 'AI\\AI_Air_Engage.lua' )
__Moose.Include( 'AI\\AI_A2A_Patrol.lua' )
__Moose.Include( 'AI\\AI_A2A_Cap.lua' )
__Moose.Include( 'AI\\AI_A2A_Gci.lua' )
__Moose.Include( 'AI\\AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_A2G_BAI.lua' )
__Moose.Include( 'AI\\AI_A2G_CAS.lua' )
__Moose.Include( 'AI\\AI_A2G_SEAD.lua' )
__Moose.Include( 'AI\\AI_A2G_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Patrol.lua' )
__Moose.Include( 'AI\\AI_Cap.lua' )
__Moose.Include( 'AI\\AI_Cas.lua' )
__Moose.Include( 'AI\\AI_Bai.lua' )
__Moose.Include( 'AI\\AI_Formation.lua' )
__Moose.Include( 'AI\\AI_Escort.lua' )
__Moose.Include( 'AI\\AI_Escort_Request.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'AI\\AI_Cargo.lua' )
__Moose.Include( 'AI\\AI_Cargo_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Ship.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Actions\\Act_Assign.lua' )
__Moose.Include( 'Actions\\Act_Route.lua' )
__Moose.Include( 'Actions\\Act_Account.lua' )
__Moose.Include( 'Actions\\Act_Assist.lua' )
__Moose.Include( 'Sound\\UserSound.lua' )
__Moose.Include( 'Sound\\SoundOutput.lua' )
__Moose.Include( 'Sound\\Radio.lua' )
__Moose.Include( 'Sound\\RadioQueue.lua' )
__Moose.Include( 'Sound\\RadioSpeech.lua' )
__Moose.Include( 'Sound\\SRS.lua' )
__Moose.Include( 'Tasking\\CommandCenter.lua' )
__Moose.Include( 'Tasking\\Mission.lua' )
__Moose.Include( 'Tasking\\Task.lua' )
__Moose.Include( 'Tasking\\TaskInfo.lua' )
__Moose.Include( 'Tasking\\Task_Manager.lua' )
__Moose.Include( 'Tasking\\DetectionManager.lua' )
__Moose.Include( 'Tasking\\Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2G.lua' )
__Moose.Include( 'Tasking\\Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2A.lua' )
__Moose.Include( 'Tasking\\Task_Cargo.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Transport.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_CSAR.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Globals.lua' )

View File

@@ -312,10 +312,16 @@
--
-- atis=ATIS:New("Batumi", 305, radio.modulation.AM)
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US")
-- atis:Start()
-- atis:Start()
--
-- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Note that backslashes need to be escaped or simply use slashes (as in linux).
--
-- ### SRS can use multiple frequencies:
--
-- atis=ATIS:New("Batumi", {305,103.85}, {radio.modulation.AM,radio.modulation.FM})
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US")
-- atis:Start()
--
-- ### SRS Localization
--
-- You can localize the SRS output, all you need is to provide a table of translations and set the `locale` of your instance. You need to provide the translations in your script **before you instantiate your ATIS**.
@@ -353,6 +359,7 @@
-- DEWPOINT = "Taupunkt",
-- ALTIMETER = "Hoehenmesser",
-- ACTIVERUN = "Aktive Startbahn",
-- ACTIVELANDING = "Aktive Landebahn",
-- LEFT = "Links",
-- RIGHT = "Rechts",
-- RWYLENGTH = "Startbahn",
@@ -721,7 +728,8 @@ ATIS.Messages = {
TEMPERATURE = "Temperature",
DEWPOINT = "Dew point",
ALTIMETER = "Altimeter",
ACTIVERUN = "Active runway",
ACTIVERUN = "Active runway departure",
ACTIVELANDING = "Active runway arrival",
LEFT = "Left",
RIGHT = "Right",
RWYLENGTH = "Runway length",
@@ -781,6 +789,7 @@ ATIS.Messages = {
DEWPOINT = "Taupunkt",
ALTIMETER = "Hoehenmesser",
ACTIVERUN = "Aktive Startbahn",
ACTIVELANDING = "Aktive Landebahn",
LEFT = "Links",
RIGHT = "Rechts",
RWYLENGTH = "Startbahn",
@@ -841,6 +850,7 @@ ATIS.Messages = {
DEWPOINT = "Punto de rocio",
ALTIMETER = "Altímetro",
ACTIVERUN = "Pista activa",
ACTIVELANDING = "Pista de aterrizaje activa",
LEFT = "Izquierda",
RIGHT = "Derecha",
RWYLENGTH = "Longitud de pista",
@@ -880,13 +890,14 @@ _ATIS = {}
--- ATIS class version.
-- @field #string version
ATIS.version = "0.10.2"
ATIS.version = "0.10.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Correct fog for elevation.
-- DONE: Option to add multiple frequencies for SRS
-- DONE: Zulu time --> Zulu in output.
-- DONE: Fix for AB not having a runway - Helopost like Naqoura
-- DONE: Add new Normandy airfields.
@@ -895,13 +906,14 @@ ATIS.version = "0.10.2"
-- DONE: Visibility reported twice over SRS
-- DONE: Add text report for output.
-- DONE: Add stop FMS functions.
-- NOGO: Use local time. Not realisitc!
-- NOGO: Use local time. Not realistic!
-- DONE: Dew point. Approx. done.
-- DONE: Metric units.
-- DONE: Set UTC correction.
-- DONE: Set magnetic variation.
-- DONE: New DCS 2.7 weather presets.
-- DONE: Added TextAndSound localization
-- DONE: Added SRS spelling out both take off and landing runway
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -910,8 +922,8 @@ ATIS.version = "0.10.2"
--- Create a new ATIS class object for a specific airbase.
-- @param #ATIS self
-- @param #string AirbaseName Name of the airbase.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz.
-- @param #number Modulation Radio modulation: 0=AM, 1=FM. Default 0=AM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. When using **SRS** this can be passed as a table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM, 1=FM. Default 0=AM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. When using **SRS** this can be passed as a table of multiple modulations.
-- @return #ATIS self
function ATIS:New(AirbaseName, Frequency, Modulation)
@@ -1534,6 +1546,7 @@ function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
self.msrs:SetCoalition(self:GetCoalition())
self.msrs:SetLabel("ATIS")
self.msrs:SetGoogle(GoogleKey)
self.msrs:SetCoordinate(self.airbase:GetCoordinate())
self.msrsQ = MSRSQUEUE:New("ATIS")
self.msrsQ:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers)
if self.dTQueueCheck<=10 then
@@ -1588,8 +1601,16 @@ function ATIS:onafterStart( From, Event, To )
end
-- Info.
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %.3f MHz Modulation=%d", ATIS.version, self.airbasename, self.frequency, self.modulation ) )
if type(self.frequency) == "table" then
local frequency = table.concat(self.frequency,"/")
local modulation = self.modulation
if type(self.modulation) == "table" then
modulation = table.concat(self.modulation,"/")
end
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %s MHz Modulation=%s", ATIS.version, self.airbasename, frequency, modulation ) )
else
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %.3f MHz Modulation=%d", ATIS.version, self.airbasename, self.frequency, self.modulation ) )
end
-- Start radio queue.
if not self.useSRS then
self.radioqueue = RADIOQUEUE:New( self.frequency, self.modulation, string.format( "ATIS %s", self.airbasename ) )
@@ -1647,7 +1668,17 @@ function ATIS:onafterStatus( From, Event, To )
end
-- Info text.
local text = string.format( "State %s: Freq=%.3f MHz %s", fsmstate, self.frequency, UTILS.GetModulationName( self.modulation ) )
local text = ""
if type(self.frequency) == "table" then
local frequency = table.concat(self.frequency,"/")
local modulation = self.modulation
if type(self.modulation) == "table" then
modulation = table.concat(self.modulation,"/")
end
text = string.format( "State %s: Freq=%s MHz %s", fsmstate, frequency, modulation )
else
text = string.format( "State %s: Freq=%.3f MHz %s", fsmstate, self.frequency, UTILS.GetModulationName( self.modulation ) )
end
if self.useSRS then
text = text .. string.format( ", SRS path=%s (%s), gender=%s, culture=%s, voice=%s", tostring( self.msrs.path ), tostring( self.msrs.port ), tostring( self.msrs.gender ), tostring( self.msrs.culture ), tostring( self.msrs.voice ) )
else
@@ -2506,10 +2537,10 @@ function ATIS:onafterBroadcast( From, Event, To )
if not self.ATISforFARPs then
-- Active runway.
local subtitle
local subtitle = ""
if runwayLanding then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding)
local actrun = self.gettext:GetEntry("ACTIVELANDING",self.locale)
--subtitle=string.format("Active runway landing %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayLanding)
if rwyLandingLeft==true then
--subtitle=subtitle.." Left"
@@ -2518,6 +2549,19 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end
alltext = alltext .. ";\n" .. subtitle
end
if runwayTakeoff then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayTakeoff)
if rwyTakeoffLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyTakeoffLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end
end
_RUNACT = subtitle
if not self.useSRS then
@@ -2900,8 +2944,17 @@ function ATIS:UpdateMarker( information, runact, wind, altimeter, temperature )
if self.markerid then
self.airbase:GetCoordinate():RemoveMark( self.markerid )
end
local text = string.format( "ATIS on %.3f %s, %s:\n", self.frequency, UTILS.GetModulationName( self.modulation ), tostring( information ) )
local text = ""
if type(self.frequency) == "table" then
local frequency = table.concat(self.frequency,"/")
local modulation = self.modulation
if type(modulation) == "table" then
modulation = table.concat(self.modulation,"/")
end
text = string.format( "ATIS on %s %s, %s:\n", tostring(frequency), tostring(modulation), tostring( information ) )
else
text = string.format( "ATIS on %.3f %s, %s:\n", self.frequency, UTILS.GetModulationName( self.modulation ), tostring( information ) )
end
text = text .. string.format( "%s\n", tostring( runact ) )
text = text .. string.format( "%s\n", tostring( wind ) )
text = text .. string.format( "%s\n", tostring( altimeter ) )

File diff suppressed because it is too large Load Diff

View File

@@ -27,17 +27,17 @@
-- **Supported Carriers:**
--
-- * [USS John C. Stennis](https://en.wikipedia.org/wiki/USS_John_C._Stennis) (CVN-74)
-- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_(CVN-71\)) (CVN-71) [Super Carrier Module]
-- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_(CVN-72\)) (CVN-72) [Super Carrier Module]
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73\)) (CVN-73) [Super Carrier Module]
-- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_\(CVN-71\)) (CVN-71) [Super Carrier Module]
-- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_\(CVN-72\)) (CVN-72) [Super Carrier Module]
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_\(CVN-73\)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS 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)
-- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_(R05\)) (R05)
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1\)) (LHA-1)
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6\)) (LHA-6)
-- * [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)
-- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_\(R05\)) (R05)
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_\(LHA-1\)) (LHA-1)
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_\(LHA-6\)) (LHA-6)
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61)
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02\)) (L02)
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_\(L02\)) (L02)
--
-- **Supported Aircraft:**
--
@@ -45,7 +45,7 @@
-- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI)
-- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI)
-- * [T-45C Goshawk](https://www.vnao-cvw-7.com/t-45-goshawk) (VNAO mod) (Player & AI)
-- * [T-45C Goshawk](https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/) (VNAO mod) (Player & AI)
-- * [FE/A-18E/F/G Superhornet](https://forum.dcs.world/topic/316971-cjs-super-hornet-community-mod-v20-official-thread/) (CJS mod) (Player & AI)
-- * F/A-18C Hornet (AI)
-- * F-14A Tomcat (AI)
@@ -61,7 +61,7 @@
--
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
--
-- The [DCS Supercarriers](https://forums.eagle.ru/forum/151-dcs-supercarrier/) are also supported.
-- The [DCS Supercarriers](https://www.digitalcombatsimulator.com/de/shop/modules/supercarrier/) are also supported.
--
-- ## Discussion
--
@@ -95,11 +95,6 @@
-- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc)
-- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ)
--
-- ### Lex explaining Boat Ops:
--
-- * [( DCS HORNET ) Some boat ops basics VID 1](https://www.youtube.com/watch?v=LvGQS-3AzMc)
-- * [( DCS HORNET ) Some boat ops basics VID 2](https://www.youtube.com/watch?v=bN44wvtRsw0)
--
-- ### Jabbers Case I and III Recovery Tutorials:
--
-- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I)
@@ -1735,10 +1730,10 @@ AIRBOSS.Difficulty = {
-- @field #table trapsheet Groove data table recorded every 0.5 seconds.
-- @field #boolean trapon If true, save trap sheets.
-- @field #string debriefschedulerID Debrief scheduler ID.
--
--
-- @field Sound.SRS#MSRS SRS
-- @field Sound.SRS#MSRSQUEUE SRSQ
--
--
-- @extends #AIRBOSS.FlightGroup
--- Main group level radio menu: F10 Other/Airboss.
@@ -3058,7 +3053,7 @@ end
-- @param #number Port Port of the SRS server, defaults to 5002.
-- @param #string Culture (Optional, Airboss Culture) Culture, defaults to "en-US".
-- @param #string Gender (Optional, Airboss Gender) Gender, e.g. "male" or "female". Defaults to "male".
-- @param #string Voice (Optional, Airboss Voice) Set to use a specific voice. Will **override gender and culture** settings.
-- @param #string Voice (Optional, Airboss Voice) Set to use a specific voice. Will **override gender and culture** settings.
-- @param #string GoogleCreds (Optional) Path to Google credentials, e.g. "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourgooglekey.json".
-- @param #number Volume (Optional) E.g. 0.75. Defaults to 1.0 (loudest).
-- @param #table AltBackend (Optional) See MSRS for details.
@@ -3087,10 +3082,10 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
-- SRSQUEUE
self.SRSQ = MSRSQUEUE:New("AIRBOSS")
self.SRSQ:SetTransmitOnlyWithPlayers(true)
if not self.PilotRadio then
if not self.PilotRadio then
self:SetSRSPilotVoice()
end
return self
return self
end
--- Set LSO radio frequency and modulation. Default frequency is 264 MHz AM.
@@ -11558,7 +11553,7 @@ function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0
-- the windspeeds are in m/s
-- +0 degrees at 15m/s = 37kts
-- +0 degrees at 14m/s = 35kts
-- +0 degrees at 13m/s = 33kts
@@ -11573,7 +11568,7 @@ function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
-- +20 degrees at 4m/s = 26kts
-- +20 degrees at 3m/s = 26kts
-- +30 degrees at 2m/s = 26kts 1s
if windSpeed > 0 and windSpeed < 3 then
degreesAdjustment = 30
elseif windSpeed >= 3 and windSpeed < 5 then
@@ -11585,7 +11580,7 @@ function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
elseif windSpeed >= 13 then
degreesAdjustment = 0
end
return degreesAdjustment
end
@@ -14829,12 +14824,12 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
if radio == nil or call == nil then
return
end
if not self.SRS then
-- Create a new radio transmission item.
local transmission = {} -- #AIRBOSS.Radioitem
transmission.radio = radio
transmission.call = call
transmission.Tplay = timer.getAbsTime() + (delay or 0)
@@ -14842,12 +14837,12 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
transmission.isplaying = false
transmission.Tstarted = nil
transmission.loud = loud and call.loud
-- Player onboard number if sender has one.
if self:_IsOnboard( call.modexsender ) then
self:_Number2Radio( radio, call.modexsender, delay, 0.3, pilotcall )
end
-- Play onboard number if receiver has one.
if self:_IsOnboard( call.modexreceiver ) then
self:_Number2Radio( radio, call.modexreceiver, delay, 0.3, pilotcall )
@@ -14886,20 +14881,15 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
end
else
-- SRS transmission
if call.subtitle ~= nil and string.len(call.subtitle) > 1 then
else
-- SRS transmission
local frequency = self.MarshalRadio.frequency
local modulation = self.MarshalRadio.modulation
local voice = nil
local gender = nil
local culture = nil
if radio.alias == "AIRBOSS" then
frequency = self.AirbossRadio.frequency
modulation = self.AirbossRadio.modulation
@@ -14907,13 +14897,13 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
gender = self.AirbossRadio.gender
culture = self.AirbossRadio.culture
end
if radio.alias == "MARSHAL" then
voice = self.MarshalRadio.voice
gender = self.MarshalRadio.gender
culture = self.MarshalRadio.culture
end
if radio.alias == "LSO" then
frequency = self.LSORadio.frequency
modulation = self.LSORadio.modulation
@@ -14921,7 +14911,7 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
gender = self.LSORadio.gender
culture = self.LSORadio.culture
end
if pilotcall then
voice = self.PilotRadio.voice
gender = self.PilotRadio.gender
@@ -14935,18 +14925,18 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
modulation = self.AirbossRadio.modulation
radio.alias = "AIRBOSS"
end
local volume = nil
if loud then
volume = 1.0
end
--local text = tostring(call.modexreceiver).."; "..radio.alias.."; "..call.subtitle
local text = call.subtitle
self:I(self.lid..text)
self:T(self.lid..text)
local srstext = self:_GetNiceSRSText(text)
self.SRSQ:NewTransmission(srstext, call.duration, self.SRS, tstart, 0.1, subgroups, call.subtitle, call.subduration, frequency, modulation, gender, culture, voice, volume, radio.alias)
self.SRSQ:NewTransmission(srstext, call.duration, self.SRS, nil, 0.1, nil, call.subtitle, call.subduration, frequency, modulation, gender, culture, voice, volume, radio.alias)
end
end
end
@@ -15259,7 +15249,7 @@ end
-- @param #boolean clear If true, clear screen from previous messages.
-- @param #number delay Delay in seconds, before the message is displayed.
function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duration, clear, delay )
self:I({sender,receiver,message})
self:T({sender,receiver,message})
if playerData and message and message ~= "" then
-- Default duration.
@@ -15282,44 +15272,44 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
-- SCHEDULER:New(nil, self.MessageToPlayer, {self, playerData, message, sender, receiver, duration, clear}, delay)
self:ScheduleOnce( delay, self.MessageToPlayer, self, playerData, message, sender, receiver, duration, clear )
else
if not self.SRS then
-- Wait until previous sound finished.
local wait = 0
-- Onboard number to get the attention.
if receiver == playerData.onboard then
-- Which voice over number to use.
if sender and (sender == "LSO" or sender == "MARSHAL" or sender == "AIRBOSS") then
-- User sound of board number.
wait = wait + self:_Number2Sound( playerData, sender, receiver )
end
end
-- Negative.
if string.find( text:lower(), "negative" ) then
local filename = self:_RadioFilename( self.MarshalCall.NEGATIVE, false, "MARSHAL" )
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
wait = wait + self.MarshalCall.NEGATIVE.duration
end
-- Affirm.
if string.find( text:lower(), "affirm" ) then
local filename = self:_RadioFilename( self.MarshalCall.AFFIRMATIVE, false, "MARSHAL" )
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
wait = wait + self.MarshalCall.AFFIRMATIVE.duration
end
-- Roger.
if string.find( text:lower(), "roger" ) then
local filename = self:_RadioFilename( self.MarshalCall.ROGER, false, "MARSHAL" )
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
wait = wait + self.MarshalCall.ROGER.duration
end
-- Play click sound to end message.
if wait > 0 then
local filename = self:_RadioFilename( self.MarshalCall.CLICK )
@@ -15332,7 +15322,7 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
local voice = self.MarshalRadio.voice
local gender = self.MarshalRadio.gender
local culture = self.MarshalRadio.culture
if not sender then sender = "AIRBOSS" end
if string.find(sender,"AIRBOSS" ) then
@@ -15362,10 +15352,10 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
--sender = "AIRBOSS"
end
self:I(self.lid..text)
self:I({sender,frequency,modulation,voice})
self:T(self.lid..text)
self:T({sender,frequency,modulation,voice})
local srstext = self:_GetNiceSRSText(text)
self.SRSQ:NewTransmission(srstext,duration,self.SRS,tstart,0.1,subgroups,subtitle,subduration,frequency,modulation,gender,culture,voice,volume,sender)
self.SRSQ:NewTransmission(srstext,duration,self.SRS,nil,0.1,nil,nil,nil,frequency,modulation,gender,culture,voice,nil,sender)
end
-- Text message to player client.
if playerData.client then

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@@ -1,621 +0,0 @@
--- **Ops** - Brigade Warehouse.
--
-- **Main Features:**
--
-- * Manage platoons
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
-- * Define rearming zones
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Brigade).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Brigade
-- @image OPS_Brigade_.png
--- BRIGADE class.
-- @type BRIGADE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @extends Ops.Legion#LEGION
--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
--
-- ===
--
-- # The BRIGADE Concept
--
-- A BRIGADE consists of one or multiple PLATOONs. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
--
-- @field #BRIGADE
BRIGADE = {
ClassName = "BRIGADE",
verbose = 0,
rearmingZones = {},
refuellingZones = {},
}
--- Supply Zone.
-- @type BRIGADE.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- BRIGADE class version.
-- @field #string version
BRIGADE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform.
-- TODO: Rearming zones.
-- TODO: Retreat zones.
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BRIGADE class object.
-- @param #BRIGADE self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string BrigadeName Name of the brigade.
-- @return #BRIGADE self
function BRIGADE:New(WarehouseName, BrigadeName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("BRIGADE %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] Start
-- @param #BRIGADE self
--- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] __Start
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers.
-- @param #BRIGADE self
--- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers.
-- @function [parent=#BRIGADE] __Stop
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ArmyOnMission".
-- @function [parent=#BRIGADE] ArmyOnMission
-- @param #BRIGADE self
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "ArmyOnMission" after a delay.
-- @function [parent=#BRIGADE] __ArmyOnMission
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "ArmyOnMission" event.
-- @function [parent=#BRIGADE] OnAfterArmyOnMission
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a platoon to the brigade.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @return #BRIGADE self
function BRIGADE:AddPlatoon(Platoon)
-- Add platoon to brigade.
table.insert(self.cohorts, Platoon)
-- Add assets to platoon.
self:AddAssetToPlatoon(Platoon, Platoon.Ngroups)
-- Set brigade of platoon.
Platoon:SetBrigade(self)
-- Start platoon.
if Platoon:IsStopped() then
Platoon:Start()
end
return self
end
--- Add asset group(s) to platoon.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @param #number Nassets Number of asset groups to add.
-- @return #BRIGADE self
function BRIGADE:AddAssetToPlatoon(Platoon, Nassets)
if Platoon then
-- Get the template group of the platoon.
local Group=GROUP:FindByName(Platoon.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Platoon does not exit!")
end
return self
end
--- Define a set of retreat zones.
-- @param #BRIGADE self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #BRIGADE self
function BRIGADE:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #BRIGADE self
function BRIGADE:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #BRIGADE self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function BRIGADE:GetRetreatZones()
return self.retreatZones
end
--- Add a rearming zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
-- @return #BRIGADE.SupplyZone The rearming zone data.
function BRIGADE:AddRearmingZone(RearmingZone)
local rearmingzone={} --#BRIGADE.SupplyZone
rearmingzone.zone=RearmingZone
rearmingzone.mission=nil
rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition())
table.insert(self.rearmingZones, rearmingzone)
return rearmingzone
end
--- Add a refuelling zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
-- @return #BRIGADE.SupplyZone The refuelling zone data.
function BRIGADE:AddRefuellingZone(RefuellingZone)
local supplyzone={} --#BRIGADE.SupplyZone
supplyzone.zone=RefuellingZone
supplyzone.mission=nil
supplyzone.marker=MARKER:New(supplyzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition())
table.insert(self.refuellingZones, supplyzone)
return supplyzone
end
--- Get platoon by name.
-- @param #BRIGADE self
-- @param #string PlatoonName Name of the platoon.
-- @return Ops.Platoon#PLATOON The Platoon object.
function BRIGADE:GetPlatoon(PlatoonName)
local platoon=self:_GetCohort(PlatoonName)
return platoon
end
--- Get platoon of an asset.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
-- @return Ops.Platoon#PLATOON The platoon object.
function BRIGADE:GetPlatoonOfAsset(Asset)
local platoon=self:GetPlatoon(Asset.squadname)
return platoon
end
--- Remove asset from platoon.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
function BRIGADE:RemoveAssetFromPlatoon(Asset)
local platoon=self:GetPlatoonOfAsset(Asset)
if platoon then
platoon:DelAsset(Asset)
end
end
--- [ GROUND ] Function to load back an asset in the field that has been filed before.
-- @param #BRIGADE self
-- @param #string Templatename e.g."1 PzDv LogRg I\_AID-976" - that's the alias (name) of an platoon spawned as `"platoon - alias"_AID-"asset-ID"`
-- @param Core.Point#COORDINATE Position where to spawn the platoon
-- @return #BRIGADE self
-- @usage
-- Prerequisites:
-- Save the assets spawned by BRIGADE/CHIEF regularly (~every 5 mins) into a file, e.g. like this:
--
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- local BlueSaveOps = SET_GROUP:New():FilterCoalitions("blue"):FilterPrefixes("AID"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfGroups(BlueSaveOps,Path,BlueOpsFilename)
--
-- where Path and Filename are strings, as chosen by you.
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
-- platoon data to arrive in brigade, so make this an action after ~20 seconds, e.g. like so:
--
-- function LoadBackAssets()
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
-- local loadback = UTILS.LoadSetOfGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE
-- Your_Brigade:LoadBackAssetInPosition(groupname,coordinate)
-- end
-- end
-- end
--
-- local AssetLoader = TIMER:New(LoadBackAssets)
-- AssetLoader:Start(20)
--
-- The assets loaded back into the mission will be considered for AUFTRAG type missions from CHIEF and BRIGADE.
function BRIGADE:LoadBackAssetInPosition(Templatename,Position)
self:T(self.lid .. "LoadBackAssetInPosition: " .. tostring(Templatename))
-- get Platoon alias from Templatename
local nametbl = UTILS.Split(Templatename,"_")
local name = nametbl[1]
self:T(string.format("*** Target Platoon = %s ***",name))
-- find a matching asset table from BRIGADE
local cohorts = self.cohorts or {}
local thisasset = nil --Functional.Warehouse#WAREHOUSE.Assetitem
local found = false
for _,_cohort in pairs(cohorts) do
local asset = _cohort:GetName()
self:T(string.format("*** Looking at Platoon = %s ***",asset))
if asset == name then
self:T("**** Found Platoon ****")
local cohassets = _cohort.assets or {}
for _,_zug in pairs (cohassets) do
local zug = _zug -- Functional.Warehouse#WAREHOUSE.Assetitem
if zug.assignment == name and zug.requested == false then
self:T("**** Found Asset ****")
found = true
thisasset = zug --Functional.Warehouse#WAREHOUSE.Assetitem
break
end
end
end
end
if found then
-- prep asset
thisasset.rid = thisasset.uid
thisasset.requested = false
thisasset.score=100
thisasset.missionTask="CAS"
thisasset.spawned = true
local template = thisasset.templatename
local alias = thisasset.spawngroupname
-- Spawn group
local spawnasset = SPAWN:NewWithAlias(template,alias)
:InitDelayOff()
:SpawnFromCoordinate(Position)
-- build a new self request
local request = {} --Functional.Warehouse#WAREHOUSE.Pendingitem
request.assignment = name
request.warehouse = self
request.assets = {thisasset}
request.ntransporthome = 0
request.ndelivered = 0
request.ntransport = 0
request.cargoattribute = thisasset.attribute
request.category = thisasset.category
request.cargoassets = {thisasset}
request.assetdesc = WAREHOUSE.Descriptor.ASSETLIST
request.cargocategory = thisasset.category
request.toself = true
request.transporttype = WAREHOUSE.TransportType.SELFPROPELLED
request.assetproblem = {}
request.born = true
request.prio = 50
request.uid = thisasset.uid
request.airbase = nil
request.timestamp = timer.getAbsTime()
request.assetdescval = {thisasset}
request.nasset = 1
request.cargogroupset = SET_GROUP:New()
request.cargogroupset:AddGroup(spawnasset)
request.iscargo = true
-- Call Brigade self
self:__AssetSpawned(2, spawnasset, thisasset, request)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start BRIGADE FSM.
-- @param #BRIGADE self
function BRIGADE:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version))
end
--- Update status.
-- @param #BRIGADE self
function BRIGADE:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
---------------------
-- Rearming Zones ---
---------------------
for _,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then
rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone)
self:AddMission(rearmingzone.mission)
end
end
-----------------------
-- Refuelling Zones ---
-----------------------
-- Check refuelling zones.
for _,_supplyzone in pairs(self.refuellingZones) do
local supplyzone=_supplyzone --#BRIGADE.SupplyZone
-- Check if mission is nil or over.
if (not supplyzone.mission) or supplyzone.mission:IsOver() then
supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone)
self:AddMission(supplyzone.mission)
end
end
-----------
-- Info ---
-----------
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Platoons=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Platoon Info --
-------------------
if self.verbose>=3 then
local text="Platoons:"
for i,_platoon in pairs(self.cohorts) do
local platoon=_platoon --Ops.Platoon#PLATOON
local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A"
local modex=platoon.modex and platoon.modex or -1
local skill=platoon.skill and tostring(platoon.skill) or "N/A"
-- Platoon text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
-------------------
-- Rearming Info --
-------------------
if self.verbose>=4 then
local text="Rearming Zones:"
for i,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", rearmingzone.zone:GetName(), rearmingzone.mission:GetState(), rearmingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
---------------------
-- Refuelling Info --
---------------------
if self.verbose>=4 then
local text="Refuelling Zones:"
for i,_refuellingzone in pairs(self.refuellingZones) do
local refuellingzone=_refuellingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", refuellingzone.zone:GetName(), refuellingzone.mission:GetState(), refuellingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
----------------
-- Asset Info --
----------------
if self.verbose>=5 then
local text="Assets in stock:"
for i,_asset in pairs(self.stock) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Info text.
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ArmyOnMission".
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -31,6 +31,7 @@
-- @image OPS_CSAR.jpg
-- Date: May 2023
-- Last: Update Oct 2024
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -46,8 +47,6 @@
--
-- ===
--
-- ![Banner Image](OPS_CSAR.jpg)
--
-- # CSAR Concept
--
-- * MOOSE-based Helicopter CSAR Operations for Players.
@@ -118,21 +117,21 @@
-- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default
-- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each
--
-- ## 2.1 Experimental Features
-- ## 2.1 SRS Features and Other 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)
-- 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.SRSVoice = nil -- SRS voice for downed pilot, 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
-- mycsar.SRSGender = "male" -- male or female voice
-- mycsar.CSARVoice = MSRS.Voices.Google.Standard.en_US_Standard_A -- SRS voice for CSAR Controller, relevant for Google TTS
-- mycsar.CSARVoiceMS = MSRS.Voices.Microsoft.Hedda -- SRS voice for CSAR Controller, relevant for MS Desktop TTS
-- mycsar.coordinate -- Coordinate from which CSAR TTS is sending. Defaults to a random MASH object position
-- --
-- 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.
@@ -232,7 +231,7 @@ CSAR = {
takenOff = {},
csarUnits = {}, -- table of unit names
downedPilots = {},
woundedGroups = {},
-- = {},
landedStatus = {},
addedTo = {},
woundedGroups = {}, -- contains the new group of units
@@ -467,7 +466,10 @@ function CSAR:New(Coalition, Template, Alias)
self.SRSGPathToCredentials = nil
self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female
self.CSARVoice = MSRS.Voices.Google.Standard.en_US_Standard_A
self.CSARVoiceMS = MSRS.Voices.Microsoft.Hedda
self.coordinate = nil -- Core.Point#COORDINATE
local AliaS = string.gsub(self.alias," ","_")
self.filename = string.format("CSAR_%s_Persist.csv",AliaS)
@@ -1308,7 +1310,7 @@ end
-- @param #string UnitName
-- @return #string CallSign
function CSAR:_GetCustomCallSign(UnitName)
local callsign = Unitname
local callsign = UnitName
local unit = UNIT:FindByName(UnitName)
if unit and unit:IsAlive() then
local group = unit:GetGroup()
@@ -1739,7 +1741,16 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
end
-- integrate SRS
if _speak and self.useSRS then
self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,2)
local coord = _unit:GetCoordinate()
if coord then
self.msrs:SetCoordinate(coord)
end
_text = string.gsub(_text,"km"," kilometer")
_text = string.gsub(_text,"nm"," nautical miles")
--self.msrs:SetVoice(self.SRSVoice)
--self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1)
self:I("Voice = "..self.SRSVoice)
self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord)
end
return self
end
@@ -1878,7 +1889,7 @@ function CSAR:_SignalFlare(_unitName)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
local _distance = 0
local _distance = ""
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
else
@@ -1891,12 +1902,13 @@ function CSAR:_SignalFlare(_unitName)
_coord:FlareRed(_clockDir)
else
local _distance = smokedist
local dtext = ""
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
dtext = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
else
_distance = string.format("%.1fkm",smokedist/1000)
dtext = string.format("%.1fkm",smokedist/1000)
end
self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",_distance), self.messageTime, false, false, true)
self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",dtext), self.messageTime, false, false, true)
end
return self
end
@@ -1909,6 +1921,14 @@ end
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime
if self.msrs then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs.google == nil then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end
self:I("Voice = "..voice)
self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate)
end
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
@@ -1932,7 +1952,7 @@ function CSAR:_Reqsmoke( _unitName )
local _closest = self:_GetClosestDownedPilot(_heli)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
local _distance = 0
local _distance = string.format("%.1fkm",_closest.distance/1000)
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
else
@@ -1944,7 +1964,7 @@ function CSAR:_Reqsmoke( _unitName )
local color = self.smokecolor
_coord:Smoke(color)
else
local _distance = 0
local _distance = string.format("%.1fkm",smokedist/1000)
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
else
@@ -2269,6 +2289,12 @@ function CSAR:onafterStart(From, Event, To)
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
if not self.coordinate then
local csarhq = self.mash:GetRandom()
if csarhq then
self.coordinate = csarhq:GetCoordinate()
end
end
if self.wetfeettemplate then
self.usewetfeet = true
end
@@ -2276,7 +2302,7 @@ function CSAR:onafterStart(From, Event, To)
local path = self.SRSPath
local modulation = self.SRSModulation
local channel = self.SRSchannel
self.msrs = MSRS:New(path,channel,modulation)
self.msrs = MSRS:New(path,channel,modulation) -- Sound.SRS#MSRS
self.msrs:SetPort(self.SRSport)
self.msrs:SetLabel("CSAR")
self.msrs:SetCulture(self.SRSCulture)
@@ -2288,7 +2314,7 @@ function CSAR:onafterStart(From, Event, To)
end
self.msrs:SetVolume(self.SRSVolume)
self.msrs:SetLabel("CSAR")
self.SRSQueue = MSRSQUEUE:New("CSAR")
self.SRSQueue = MSRSQUEUE:New("CSAR") -- Sound.SRS#MSRSQUEUE
end
self:__Status(-10)

View File

@@ -19,10 +19,12 @@
-- ===
--
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
-- ### Repack addition for crates: **Raiden**
--
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update June 2023
-- Last Update November 2023
do
@@ -599,7 +601,7 @@ do
--
-- ===
--
-- ![Banner Image](OPS_CTLD.jpg)
-- ![Banner Image](../Images/OPS_CTLD.jpg)
--
-- # CTLD Concept
--
@@ -700,6 +702,7 @@ do
--
-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
-- my_ctld.CrateDistance = 35 -- List and Load crates in this radius only.
-- my_ctld.PackDistance = 35 -- Pack crates in this radius only
-- my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere.
-- my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped.
-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
@@ -738,7 +741,7 @@ do
--
-- -- E.g. update unit capabilities for testing. Please stay realistic in your mission design.
-- -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type, up to 4000 kgs:
-- my_ctld:UnitCapabilities("SA342L", true, true, 8, 8, 12, 4000)
-- my_ctld:SetUnitCapabilities("SA342L", true, true, 8, 8, 12, 4000)
--
-- -- Default unit type capabilities are:
-- ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
@@ -1121,6 +1124,7 @@ CTLD = {
Spawned_Crates = {}, -- Holds objects for crates spawned generally
Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects
CrateDistance = 35, -- list crates in this radius
PackDistance = 35, -- pack crates in this radius
debug = false,
wpZones = {},
dropOffZones = {},
@@ -1144,6 +1148,7 @@ CTLD = {
-- DONE: List cargo in stock
-- DONE: Limit of troops, crates buildable?
-- DONE: Allow saving of Troops & Vehicles
-- DONE: Adding re-packing dropped units
------------------------------
--- Radio Beacons
@@ -1195,14 +1200,14 @@ CTLD.CargoZoneType = {
-- @field #CTLD_CARGO.Enum Type Type enumerator (for moves).
--- Unit capabilities.
-- @type CTLD.UnitCapabilities
-- @type CTLD.UnitTypeCapabilities
-- @field #string type Unit type.
-- @field #boolean crates Can transport crate.
-- @field #boolean troops Can transport troops.
-- @field #number cratelimit Number of crates transportable.
-- @field #number trooplimit Number of troop units transportable.
-- @field #number cargoweightlimit Max loadable kgs of cargo.
CTLD.UnitTypes = {
CTLD.UnitTypeCapabilities = {
["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12, cargoweightlimit = 400},
["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
@@ -1223,7 +1228,7 @@ CTLD.UnitTypes = {
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.40"
CTLD.version="1.0.43"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1288,6 +1293,8 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event.
self:AddTransition("*", "CratesBuildStarted", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepairStarted", "*") -- CTLD repair event.
self:AddTransition("*", "Load", "*") -- CTLD load event.
self:AddTransition("*", "Save", "*") -- CTLD save event.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
@@ -1341,6 +1348,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- setup
self.CrateDistance = 35 -- list/load crates in this radius
self.PackDistance = 35 -- pack objects in this radius
self.ExtractFactor = 3.33 -- factor for troops extraction, i.e. CrateDistance * Extractfactor
self.prefixes = Prefixes or {"Cargoheli"}
self.useprefix = true
@@ -1469,7 +1477,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- FSM Function OnBeforeTroopsPickedUp.
--- FSM Function OnBeforeTroopsPickedUp.
-- @function [parent=#CTLD] OnBeforeTroopsPickedUp
-- @param #CTLD self
-- @param #string From State.
@@ -1621,6 +1629,46 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnAfterCratesBuildStarted. Info event that a build has been started.
-- @function [parent=#CTLD] OnAfterCratesBuildStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnAfterCratesRepairStarted. Info event that a repair has been started.
-- @function [parent=#CTLD] OnAfterCratesRepairStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnBeforeCratesBuildStarted. Info event that a build has been started.
-- @function [parent=#CTLD] OnBeforeCratesBuildStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnBeforeCratesRepairStarted. Info event that a repair has been started.
-- @function [parent=#CTLD] OnBeforeCratesRepairStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnAfterCratesRepaired.
-- @function [parent=#CTLD] OnAfterCratesRepaired
-- @param #CTLD self
@@ -1674,7 +1722,7 @@ function CTLD:_GetUnitCapabilities(Unit)
self:T(self.lid .. " _GetUnitCapabilities")
local _unit = Unit -- Wrapper.Unit#UNIT
local unittype = _unit:GetTypeName()
local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local capabilities = self.UnitTypeCapabilities[unittype] -- #CTLD.UnitTypeCapabilities
if not capabilities or capabilities == {} then
-- e.g. ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
capabilities = {}
@@ -1865,7 +1913,7 @@ function CTLD:_PreloadCrates(Group, Unit, Cargo, NumberOfCrates)
local unitname = unit:GetName()
-- see if this heli can load crates
local unittype = unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
if not cancrates then
@@ -2118,6 +2166,7 @@ function CTLD:_RepairObjectFromCrates(Group,Unit,Crates,Build,Number,Engineering
desttimer:Start(self.repairtime - 1)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,object,true,NearestGroup:GetCoordinate())
buildtimer:Start(self.repairtime)
self:__CratesRepairStarted(1,Group,Unit)
else
if not Engineering then
self:_SendMessage("Can't repair this unit with " .. build.Name, 10, false, Group)
@@ -2260,9 +2309,10 @@ end
-- @param #CTLD_CARGO Cargo
-- @param #number number Number of crates to generate (for dropping)
-- @param #boolean drop If true we\'re dropping from heli rather than loading.
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
-- @param #boolean pack If true we\'re packing crates from a template rather than loading or dropping
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
self:T(self.lid .. " _GetCrates")
if not drop then
if not drop and not pack then
local cgoname = Cargo:GetName()
-- check if we have stock
local instock = Cargo:GetStock()
@@ -2279,18 +2329,20 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
local width = 20
local distance = nil
local zone = nil
if not drop then
if not drop and not pack then
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then
---@diagnostic disable-next-line: cast-local-type
inzone, ship, zone, distance, width = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
end
else
elseif drop and not pack then
if self.dropcratesanywhere then -- #1570
inzone = true
else
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
end
elseif pack and not drop then
inzone = true
end
if not inzone then
@@ -2299,7 +2351,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
end
-- avoid crate spam
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local canloadcratesno = capabilities.cratelimit
local loaddist = self.CrateDistance or 35
local nearcrates, numbernearby = self:_FindCratesNearby(Group,Unit,loaddist,true)
@@ -2509,6 +2561,40 @@ function CTLD:_ListCratesNearby( _group, _unit)
return self
end
-- (Internal) Function to find and Remove nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:_RemoveCratesNearby( _group, _unit)
self:T(self.lid .. " _RemoveCratesNearby")
local finddist = self.CrateDistance or 35
local crates,number = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table
if number > 0 then
local text = REPORT:New("Removing Crates Found Nearby:")
text:Add("------------------------------------------------------------")
for _,_entry in pairs (crates) do
local entry = _entry -- #CTLD_CARGO
local name = entry:GetName() --#string
local dropped = entry:WasDropped()
if dropped then
text:Add(string.format("Crate for %s, %dkg removed",name, entry.PerCrateMass))
else
text:Add(string.format("Crate for %s, %dkg removed",name, entry.PerCrateMass))
end
entry:GetPositionable():Destroy(false)
end
if text:GetCount() == 1 then
text:Add(" N O N E")
end
text:Add("------------------------------------------------------------")
self:_SendMessage(text:Text(), 30, true, _group)
else
self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group)
end
return self
end
--- (Internal) Return distance in meters between two coordinates.
-- @param #CTLD self
-- @param Core.Point#COORDINATE _point1 Coordinate one
@@ -2592,8 +2678,8 @@ function CTLD:_LoadCratesNearby(Group, Unit)
local unitname = unit:GetName()
-- see if this heli can load crates
local unittype = unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
--local capabilities = self.UnitTypeCapabilities[unittype] -- #CTLD.UnitTypeCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local grounded = not self:IsUnitInAir(Unit)
@@ -2744,7 +2830,7 @@ function CTLD:_GetMaxLoadableMass(Unit)
if not Unit then return 0 end
local loadable = 0
local loadedmass = self:_GetUnitCargoMass(Unit)
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local maxmass = capabilities.cargoweightlimit or 2000 -- max 2 tons
loadable = maxmass - loadedmass
return loadable
@@ -2769,7 +2855,7 @@ function CTLD:_ListCargo(Group, Unit)
self:T(self.lid .. " _ListCargo")
local unitname = Unit:GetName()
local unittype = Unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local trooplimit = capabilities.trooplimit -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
@@ -3217,6 +3303,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate())
buildtimer:Start(self.buildtime)
self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group)
self:__CratesBuildStarted(1,Group,Unit)
else
self:_BuildObjectFromCrates(Group,Unit,build)
end
@@ -3229,6 +3316,42 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
return self
end
--- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_PackCratesNearby(Group, Unit)
self:T(self.lid .. " _PackCratesNearby")
-----------------------------------------
-- search for nearest group to player
-- determine if group is packable
-- generate crates and destroy group
-----------------------------------------
-- get nearby vehicles
local location = Group:GetCoordinate() -- get coordinate of group using function
local nearestGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({ZONE_RADIUS:New("TempZone", location:GetVec2(), self.PackDistance, false)}):FilterOnce() -- get all groups withing PackDistance from group using function
-- get template name of all vehicles in zone
-- determine if group is packable
for _, _Group in pairs(nearestGroups.Set) do -- convert #SET_GROUP to a list of Wrapper.Group#GROUP
for _, _Template in pairs(_DATABASE.Templates.Groups) do -- iterate through the database of templates
if (string.match(_Group:GetName(), _Template.GroupName)) then -- check if the Wrapper.Group#GROUP near the player is in the list of templates by name
-- generate crates and destroy group
for _, _entry in pairs(self.Cargo_Crates) do -- iterate through #CTLD_CARGO
if (_entry.Templates[1] == _Template.GroupName) then -- check if the #CTLD_CARGO matches the template name
_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
return self
end
end
end
end
end
return self
end
--- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
@@ -3491,13 +3614,19 @@ function CTLD:_RefreshF10Menus()
if _group then
-- get chopper capabilities
local unittype = _unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitTypeCapabilities
local cantroops = capabilities.troops
local cancrates = capabilities.crates
-- top menu
local topmenu = MENU_GROUP:New(_group,"CTLD",nil)
local toptroops = MENU_GROUP:New(_group,"Manage Troops",topmenu)
local topcrates = MENU_GROUP:New(_group,"Manage Crates",topmenu)
local toptroops = nil
local topcrates = nil
if cantroops then
toptroops = MENU_GROUP:New(_group,"Manage Troops",topmenu)
end
if cancrates then
topcrates = MENU_GROUP:New(_group,"Manage Crates",topmenu)
end
local listmenu = MENU_GROUP_COMMAND:New(_group,"List boarded cargo",topmenu, self._ListCargo, self, _group, _unit)
local invtry = MENU_GROUP_COMMAND:New(_group,"Inventory",topmenu, self._ListInventory, self, _group, _unit)
local rbcns = MENU_GROUP_COMMAND:New(_group,"List active zone beacons",topmenu, self._ListRadioBeacons, self, _group, _unit)
@@ -3541,6 +3670,7 @@ function CTLD:_RefreshF10Menus()
if cancrates then
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
if self.usesubcats then
local subcatmenus = {}
@@ -3576,6 +3706,7 @@ function CTLD:_RefreshF10Menus()
end
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
listmenu = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",topcrates, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
@@ -4293,7 +4424,7 @@ end
-- @param #number Trooplimit Unit can carry number of troops. Default 0.
-- @param #number Length Unit lenght (in metres) for the load radius. Default 20.
-- @param #number Maxcargoweight Maxmimum weight in kgs this helo can carry. Default 500.
function CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
function CTLD:SetUnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
self:T(self.lid .. " UnitCapabilities")
local unittype = nil
local unit = nil
@@ -4307,13 +4438,13 @@ end
end
local length = 20
local maxcargo = 500
local existingcaps = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local existingcaps = self.UnitTypeCapabilities[unittype] -- #CTLD.UnitTypeCapabilities
if existingcaps then
length = existingcaps.length or 20
maxcargo = existingcaps.cargoweightlimit or 500
end
-- set capabilities
local capabilities = {} -- #CTLD.UnitCapabilities
local capabilities = {} -- #CTLD.UnitTypeCapabilities
capabilities.type = unittype
capabilities.crates = Cancrates or false
capabilities.troops = Cantroops or false
@@ -4321,10 +4452,26 @@ end
capabilities.trooplimit = Trooplimit or 0
capabilities.length = Length or length
capabilities.cargoweightlimit = Maxcargoweight or maxcargo
self.UnitTypes[unittype] = capabilities
self.UnitTypeCapabilities[unittype] = capabilities
return self
end
--- [Deprecated] - Function to add/adjust unittype capabilities. Has been replaced with `SetUnitCapabilities()` - pls use the new one going forward!
-- @param #CTLD self
-- @param #string Unittype The unittype to adjust. If passed as Wrapper.Unit#UNIT, it will search for the unit in the mission.
-- @param #boolean Cancrates Unit can load crates. Default false.
-- @param #boolean Cantroops Unit can load troops. Default false.
-- @param #number Cratelimit Unit can carry number of crates. Default 0.
-- @param #number Trooplimit Unit can carry number of troops. Default 0.
-- @param #number Length Unit lenght (in metres) for the load radius. Default 20.
-- @param #number Maxcargoweight Maxmimum weight in kgs this helo can carry. Default 500.
function CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
self:I(self.lid.."This function been replaced with `SetUnitCapabilities()` - pls use the new one going forward!")
self:SetUnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
return self
end
--- (Internal) Check if a unit is hovering *in parameters*.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
@@ -4477,7 +4624,7 @@ end
local unittype = Unit:GetTypeName()
local unitname = Unit:GetName()
local Group = Unit:GetGroup()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
if cancrates then

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@@ -1,425 +0,0 @@
--- **Ops** - Fleet Warehouse.
--
-- **Main Features:**
--
-- * Manage flotillas
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Fleet).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Fleet
-- @image OPS_Fleet.png
--- FLEET class.
-- @type FLEET
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @field #boolean pathfinding Set pathfinding on for all spawned navy groups.
-- @extends Ops.Legion#LEGION
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The FLEET Concept
--
-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `FLEET` object can be created with the @{#FLEET.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=FLEET:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLEET.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#FLEET.Start}() function. If the fleet is not started, it will not process any requests.
--
-- ## Adding Flotillas
--
-- Flotillas can be added via the @{#FLEET.AddFlotilla}(`Flotilla`) function. See @{Ops.Flotilla#FLOTILLA} for how to create a flotilla.
--
-- myFleet:AddFlotilla(FlotillaTiconderoga)
-- myFleet:AddFlotilla(FlotillaPerry)
--
--
--
-- @field #FLEET
FLEET = {
ClassName = "FLEET",
verbose = 0,
pathfinding = false,
}
--- Supply Zone.
-- @type FLEET.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- FLEET class version.
-- @field #string version
FLEET.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add routes?
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLEET class object.
-- @param #FLEET self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string FleetName Name of the fleet.
-- @return #FLEET self
function FLEET:New(WarehouseName, FleetName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, FleetName)) -- #FLEET
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLEET %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "NavyOnMission", "*") -- An NAVYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] Start
-- @param #FLEET self
--- Triggers the FSM event "Start" after a delay. Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] __Start
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the FLEET and all its event handlers.
-- @param #FLEET self
--- Triggers the FSM event "Stop" after a delay. Stops the FLEET and all its event handlers.
-- @function [parent=#FLEET] __Stop
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "NavyOnMission".
-- @function [parent=#FLEET] NavyOnMission
-- @param #FLEET self
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "NavyOnMission" after a delay.
-- @function [parent=#FLEET] __NavyOnMission
-- @param #FLEET self
-- @param #number delay Delay in seconds.
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "NavyOnMission" event.
-- @function [parent=#FLEET] OnAfterNavyOnMission
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a flotilla to the fleet.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @return #FLEET self
function FLEET:AddFlotilla(Flotilla)
-- Add flotilla to fleet.
table.insert(self.cohorts, Flotilla)
-- Add assets to flotilla.
self:AddAssetToFlotilla(Flotilla, Flotilla.Ngroups)
-- Set fleet of flotilla.
Flotilla:SetFleet(self)
-- Start flotilla.
if Flotilla:IsStopped() then
Flotilla:Start()
end
return self
end
--- Add asset group(s) to flotilla.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @param #number Nassets Number of asset groups to add.
-- @return #FLEET self
function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
if Flotilla then
-- Get the template group of the flotilla.
local Group=GROUP:FindByName(Flotilla.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to flotilla %s", Group:GetName(), Flotilla.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Flotilla.skill, Flotilla.livery, Flotilla.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Flotilla does not exit!")
end
return self
end
--- Set pathfinding for all spawned naval groups.
-- @param #FLEET self
-- @param #boolean Switch If `true`, pathfinding is used.
-- @return #FLEET self
function FLEET:SetPathfinding(Switch)
self.pathfinding=Switch
return self
end
--- Define a set of retreat zones.
-- @param #FLEET self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #FLEET self
function FLEET:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #FLEET self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #FLEET self
function FLEET:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #FLEET self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function FLEET:GetRetreatZones()
return self.retreatZones
end
--- Get flotilla by name.
-- @param #FLEET self
-- @param #string FlotillaName Name of the flotilla.
-- @return Ops.Flotilla#FLOTILLA The Flotilla object.
function FLEET:GetFlotilla(FlotillaName)
local flotilla=self:_GetCohort(FlotillaName)
return flotilla
end
--- Get flotilla of an asset.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
-- @return Ops.Flotilla#FLOTILLA The flotilla object.
function FLEET:GetFlotillaOfAsset(Asset)
local flotilla=self:GetFlotilla(Asset.squadname)
return flotilla
end
--- Remove asset from flotilla.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
function FLEET:RemoveAssetFromFlotilla(Asset)
local flotilla=self:GetFlotillaOfAsset(Asset)
if flotilla then
flotilla:DelAsset(Asset)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start FLEET FSM.
-- @param #FLEET self
function FLEET:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, FLEET).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting FLEET v%s", FLEET.version))
end
--- Update status.
-- @param #FLEET self
function FLEET:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
-----------
-- Info ---
-----------
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Flotillas=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Flotilla Info --
-------------------
if self.verbose>=3 then
local text="Flotillas:"
for i,_flotilla in pairs(self.cohorts) do
local flotilla=_flotilla --Ops.Flotilla#FLOTILLA
local callsign=flotilla.callsignName and UTILS.GetCallsignName(flotilla.callsignName) or "N/A"
local modex=flotilla.modex and flotilla.modex or -1
local skill=flotilla.skill and tostring(flotilla.skill) or "N/A"
-- Flotilla text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", flotilla.name, flotilla:GetState(), flotilla.aircrafttype, flotilla:CountAssets(true), #flotilla.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "NavyOnMission".
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function FLEET:onafterNavyOnMission(From, Event, To, NavyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", NavyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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