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270 Commits
2.9.4 ... 2.9.6

Author SHA1 Message Date
Applevangelist
84857d2a32 Merge remote-tracking branch 'origin/master' into develop 2024-05-04 13:10:30 +02:00
Applevangelist
cc17027a7a #AIRBASE
- Added Kola map AFBs to enumerator
2024-05-04 13:09:58 +02:00
Applevangelist
02db5ba532 Merge remote-tracking branch 'origin/master' into develop 2024-05-01 13:52:39 +02:00
Applevangelist
fc52e06318 #CSAR #CTLD - Added OH-6A 2024-05-01 13:52:10 +02:00
Applevangelist
0f5f2658a6 Merge remote-tracking branch 'origin/master' into develop 2024-04-30 09:20:07 +02:00
Applevangelist
27d36f3e0d #BEACON - some fixes 2024-04-30 09:18:49 +02:00
Thomas
9ce1b90eb1 STRATEGO (#2123)
Added option to set Capture Object Categories (ie static and/or units) to capture a node.
2024-04-29 10:50:48 +02:00
Applevangelist
38c19b1442 Merge remote-tracking branch 'origin/master' into develop 2024-04-27 17:29:41 +02:00
Applevangelist
d3419d218a #WEAPON - Added IsFoxOne().. IsFoxThree() 2024-04-27 17:28:36 +02:00
Thomas
2f34526c55 Update build-docs.yml 2024-04-24 13:26:51 +02:00
Thomas
f9dcc9d95c Update build-includes.yml 2024-04-24 13:21:24 +02:00
Thomas
ebc355ee6a Shapes - added images (#2122)
* Update Triangle.lua (#2121)

* Update Polygon.lua (#2120)

* Update Oval.lua (#2119)

* Update Line.lua (#2118)

* Update Cube.lua (#2117)

* Update Circle.lua (#2116)
2024-04-24 10:46:16 +02:00
Thomas
a0b49fbd67 Update Circle.lua (#2116) 2024-04-24 10:42:19 +02:00
Thomas
ae213c4cf1 Update Cube.lua (#2117) 2024-04-24 10:42:04 +02:00
Thomas
8dea86b921 Update Line.lua (#2118) 2024-04-24 10:41:49 +02:00
Thomas
44003a8fda Update Oval.lua (#2119) 2024-04-24 10:41:33 +02:00
Thomas
b883bb1e62 Update Polygon.lua (#2120) 2024-04-24 10:41:19 +02:00
Thomas
db35a67bd7 Update Triangle.lua (#2121) 2024-04-24 10:40:54 +02:00
Frank
1bfc98fa99 Merge pull request #2115 from FlightControl-Master/FF/OpsRat
RAT v3.0
2024-04-23 23:21:56 +02:00
Frank
efb687cbb5 Update Base.lua 2024-04-23 23:18:53 +02:00
Frank
668f12391e Merge branch 'develop' into FF/OpsRat 2024-04-23 23:12:31 +02:00
Frank
dfaccd6aa5 Update Message.lua 2024-04-23 23:12:17 +02:00
Applevangelist
2220f1829f #STRATEGO -- add SetStrategoZone 2024-04-23 10:13:09 +02:00
Applevangelist
76fde11f47 Merge remote-tracking branch 'origin/master' into develop 2024-04-23 09:26:11 +02:00
Applevangelist
bc5946c76e #SHAPES a bit of extra docu 2024-04-23 09:25:47 +02:00
Applevangelist
1f041a8acf Merge remote-tracking branch 'origin/master' into develop 2024-04-23 09:18:07 +02:00
Thomas
892cb90d62 Adding Shapes (#2114)
* Adding SHAPES (#2110)

* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA

* Revert "Adding SHAPES (#2110)" (#2112)

This reverts commit 26deaca166.

* Adding SHAPES (#2113)

* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA

* removing Arrow.lua, it's part of Polygon.lua

---------

Co-authored-by: Niels Vaes <nielsvaes@gmail.com>
2024-04-23 09:16:44 +02:00
Niels Vaes
3d7172fdf7 Adding SHAPES (#2113)
* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA

* removing Arrow.lua, it's part of Polygon.lua
2024-04-23 09:13:52 +02:00
Frank
3fa3644e1e ARMYGROUP
- on road fix
2024-04-21 10:58:13 +02:00
Thomas
28411d2093 Revert "Adding SHAPES (#2110)" (#2112)
This reverts commit 26deaca166.
2024-04-21 10:12:51 +02:00
Niels Vaes
26deaca166 Adding SHAPES (#2110)
* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA
2024-04-21 10:08:06 +02:00
Applevangelist
1346317ad9 #STRATEGO - add functions to set weight, baseweight manually# 2024-04-20 16:21:02 +02:00
Applevangelist
e11bb71c2d Merge remote-tracking branch 'origin/master' into develop 2024-04-19 15:58:17 +02:00
Applevangelist
95baed1aac #GROUP - make GetCoordinate a bit more robust 2024-04-19 15:57:43 +02:00
Applevangelist
3b364c7650 #SPAWN - less noise 2024-04-19 15:57:21 +02:00
Applevangelist
2a4e242eb2 #AI* minor fixes 2024-04-19 15:54:21 +02:00
Applevangelist
39471212d3 Merge remote-tracking branch 'origin/master' into develop 2024-04-19 15:45:33 +02:00
Applevangelist
8b2237d183 #CTLD small G fix 2024-04-19 15:45:11 +02:00
Applevangelist
6c1a4f1e0d Merge remote-tracking branch 'origin/master' into develop 2024-04-19 11:33:41 +02:00
Applevangelist
abc26b1e5c #CSAR Add'l logging 2024-04-19 11:33:15 +02:00
Applevangelist
b338f486e5 Merge remote-tracking branch 'origin/master' into develop 2024-04-18 18:41:29 +02:00
Applevangelist
b761078c18 XXX 2024-04-18 18:40:59 +02:00
Applevangelist
202d649085 Merge remote-tracking branch 'origin/master' into develop 2024-04-18 14:52:21 +02:00
Applevangelist
616690391c SADL/STN conversion fix 2024-04-18 14:51:41 +02:00
Applevangelist
e1e0095d9b Merge remote-tracking branch 'origin/master' into develop 2024-04-18 14:42:12 +02:00
Applevangelist
465c395294 SPAWN - Allow setting of "hidden" options 2024-04-18 14:41:29 +02:00
Frank
a8cbf81851 Merge branch 'FF/Ops' into FF/OpsRat 2024-04-18 10:36:42 +02:00
Frank
0e78e9c92b Merge branch 'develop' into FF/Ops 2024-04-18 10:36:28 +02:00
Applevangelist
7c4d640690 Merge remote-tracking branch 'origin/master' into develop 2024-04-18 09:30:56 +02:00
Applevangelist
73bddddba4 #CTLD - ensure extracting troops are not diverted 2024-04-18 09:30:35 +02:00
Frank
833206a3b5 RAT
- Uncontrolled
2024-04-16 16:42:26 +02:00
Applevangelist
743baac945 Small fix for callsign not traversing from Squadron to Flightgroup 2024-04-16 16:01:43 +02:00
Applevangelist
0764d076db Housekeeping 2024-04-16 08:46:06 +02:00
Applevangelist
504aa19c03 Merge remote-tracking branch 'origin/master' into develop 2024-04-15 18:54:46 +02:00
Applevangelist
9a3effd063 Docu 2024-04-15 18:54:22 +02:00
Applevangelist
d4a49ae68b #CLIENTMENU/MANAGER
* Attempt to avoid dual menu builds for multi-seated aircraft
2024-04-15 12:52:19 +02:00
Applevangelist
ca1018f80b Merge remote-tracking branch 'origin/master' into develop 2024-04-15 08:58:37 +02:00
Niels Vaes
b9bd8d88a9 Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle. (#2109)
Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`
2024-04-15 08:57:28 +02:00
Frank
21412e0061 Update RAT.lua
- Added Stop function
2024-04-08 01:18:04 +02:00
Frank
5761e11157 Merge branch 'develop' into FF/OpsRat 2024-04-07 22:58:44 +02:00
Frank
7d3f1235e7 Update RAT.lua
- respawn on landing adjustment
2024-04-05 23:57:54 +02:00
Frank
473001c95b Update RAT.lua 2024-04-04 23:50:24 +02:00
Frank
532cc0b4df RAT
- options set via flightgroup
- fixed little bug in OPSGROUP emission default
2024-04-04 23:39:56 +02:00
Frank
08fb4e3736 Update RAT.lua
- Improved ATC and FLIGHTCONTROL integration
2024-04-04 19:08:18 +02:00
Applevangelist
6b7e66efa5 Merge remote-tracking branch 'origin/master' into develop 2024-04-04 17:23:08 +02:00
Applevangelist
18fd587ab0 xx 2024-04-04 17:22:46 +02:00
Frank
5fd8139f00 Update RAT.lua
- RATMANAGER
2024-04-04 14:21:52 +02:00
Frank
ac68744deb Merge branch 'FF/Ops' into FF/OpsRat 2024-04-04 09:36:13 +02:00
Frank
cec02bc44f Merge branch 'develop' into FF/Ops 2024-04-04 09:34:37 +02:00
Frank
a924a0b641 Update RAT.lua 2024-04-03 21:56:24 +02:00
Frank
ee15b04142 Update RAT.lua 2024-04-03 14:27:10 +02:00
Frank
2c67a66d88 Update RAT.lua 2024-04-02 23:18:30 +02:00
Frank
1fdb3b7daa RAT
- Improved respawn/despawn
- Added stuck check
2024-04-02 17:33:41 +02:00
Applevangelist
181ed6046e Merge remote-tracking branch 'origin/master' into develop 2024-04-02 13:23:21 +02:00
Applevangelist
ba14330281 Fix for counting alive target units only 2024-04-02 13:22:54 +02:00
Applevangelist
4c890d18d1 Merge remote-tracking branch 'origin/master' into develop 2024-04-02 10:48:57 +02:00
Applevangelist
2eb4118d56 xxx 2024-04-02 10:47:58 +02:00
Applevangelist
67d53034df bugfix 2024-04-01 19:11:53 +02:00
Applevangelist
b4d1118c88 Merge remote-tracking branch 'origin/master' into develop 2024-04-01 12:59:39 +02:00
Applevangelist
dcc15afb89 xxx 2024-04-01 12:59:14 +02:00
Frank
a5632ec3a4 RAT
- More cleanup

OPSGROUP
- Fixed group init (masterunit)
2024-03-31 23:33:37 +02:00
Frank
0804a3567a Merge branch 'develop' into FF/Ops 2024-03-30 22:34:13 +01:00
Frank
ef8c71d27c RAT
- FLIGHTCONTROL
- RAT ATC
2024-03-30 22:22:00 +01:00
Frank
879ea847e9 RAT v3
- improved stuff for helos
2024-03-29 21:54:13 +01:00
Frank
be3c418919 Update RAT.lua
- Improved keeping parking spot after respawn
- Improved ratcraft object
2024-03-28 23:15:50 +01:00
Applevangelist
be3db86470 Merge remote-tracking branch 'origin/master' into develop 2024-03-28 11:12:57 +01:00
Applevangelist
67b43e2c68 #CTLD - Extract troops makes troops run towards the helo 2024-03-28 11:12:23 +01:00
Applevangelist
577fefab3a Merge remote-tracking branch 'origin/master' into develop 2024-03-28 08:45:18 +01:00
Applevangelist
2ad111dd50 #CTLD - allow availability of crates restriction to one zone 2024-03-28 08:44:54 +01:00
Frank
2c749bf5c9 Merge branch 'develop' into FF/Ops 2024-03-27 22:25:54 +01:00
Frank
24eaa7441c Update RAT.lua 2024-03-27 22:15:17 +01:00
Applevangelist
523375c765 Merge remote-tracking branch 'origin/master' into develop 2024-03-27 14:41:11 +01:00
Applevangelist
ac42b56b8e nil check 2024-03-27 14:40:34 +01:00
Frank
82f4c9d526 Update RAT.lua 2024-03-26 22:26:58 +01:00
Applevangelist
5b8416d5fd Merge remote-tracking branch 'origin/master' into develop 2024-03-25 18:26:17 +01:00
Niels Vaes
874fa7ad69 Fixing a bug where on a rare condition, an A10CII could be spawned and the SpawnInitSADL of the Spawn object wouldn't be set correctly (#2108) 2024-03-25 17:26:44 +01:00
Frank
2205100942 RAT 2024-03-24 22:51:11 +01:00
Frank
801475e146 Merge branch 'FF/Ops' into FF/OpsRat 2024-03-24 17:59:27 +01:00
Frank
d7ee243a00 Merge branch 'develop' into FF/Ops 2024-03-24 17:59:06 +01:00
Frank
a105ddba3d Merge branch 'master' into develop 2024-03-24 17:58:13 +01:00
Frank
70c29de695 Update Airbase.lua
- Fixed docs of airbase enumerators for SouthAtlantic (was Falklands) and Sinai (was SinaiMap)
2024-03-24 17:58:02 +01:00
Frank
d5ceabadb0 Merge branch 'develop' into FF/Ops 2024-03-24 17:23:02 +01:00
Applevangelist
8bd39b41f4 Merge remote-tracking branch 'origin/master' into develop 2024-03-24 13:25:00 +01:00
Applevangelist
b263cddc07 #MSRS - Fix for explicit Voice setting actually overwriting overall settings of a provider. 2024-03-24 13:24:38 +01:00
Applevangelist
a712d74e2e Merge remote-tracking branch 'origin/master' into develop 2024-03-23 14:59:20 +01:00
Applevangelist
613d33d731 #SCORING - added option to give a file path for saving and an option to switch autosave off 2024-03-23 14:58:54 +01:00
Applevangelist
c7e694dfb8 #AWACS - fix for too many TAC/MELD/THREAT calls 2024-03-22 09:27:40 +01:00
Applevangelist
d6c9195555 Merge remote-tracking branch 'origin/master' into develop 2024-03-22 08:56:28 +01:00
Applevangelist
50298e4109 Fix for unknown Threat Type 2024-03-22 08:56:00 +01:00
Frank
1253e241ff Merge branch 'develop' into FF/Ops 2024-03-19 18:04:03 +01:00
Applevangelist
3389d3284a Fix self.speedmax for immobile groups 2024-03-16 12:37:11 +01:00
Applevangelist
b10819220c Merge remote-tracking branch 'origin/master' into develop 2024-03-15 10:26:18 +01:00
Applevangelist
244abe2bbb #Minor Fixes 2024-03-15 10:25:40 +01:00
Applevangelist
4b1a1cbcff Merge remote-tracking branch 'origin/master' into develop 2024-03-13 09:09:02 +01:00
Applevangelist
378e76e45b Added UTILS.ClockHeadingString(refHdg,tgtHdg) thanks to @statua 2024-03-13 09:08:39 +01:00
Applevangelist
f7f28877da Fix for speed nil in ops groups 2024-03-13 07:39:56 +01:00
Applevangelist
e3d2dec91f Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Wrapper/Controllable.lua
2024-03-12 15:34:53 +01:00
Thomas
470c4ef13c Update Controllable.lua 2024-03-12 11:54:44 +01:00
Thomas
241b31fcec Update Controllable.lua 2024-03-12 11:26:59 +01:00
Thomas
3dd069d7d6 Update Controllable.lua
Docu adjustments
2024-03-12 11:25:33 +01:00
Thomas
77c4fd7696 Update Controllable.lua (#2105) (#2106)
Added setting of AI radio options
2024-03-12 11:20:57 +01:00
Thomas
aca4e4d7ca Update Controllable.lua (#2105)
Added setting of AI radio options
2024-03-12 10:49:06 +01:00
Applevangelist
dcd278e2a1 Merge remote-tracking branch 'origin/master' into develop 2024-03-11 18:19:44 +01:00
Applevangelist
2f81fcb0c0 #STATIC
* Add :FindByMatching() and :FindAllByMatching()
2024-03-11 18:19:19 +01:00
Applevangelist
8cf11de774 #SPAWN
* Small change to keep unitnames when using Razbam's setting IFF via unit names
2024-03-11 18:18:50 +01:00
Applevangelist
b62f2afd8d Merge remote-tracking branch 'origin/master' into develop 2024-03-11 08:30:22 +01:00
Applevangelist
176bd0eb8b xx 2024-03-11 08:29:56 +01:00
Applevangelist
70ee6a1121 Merge remote-tracking branch 'origin/master' into develop 2024-03-10 18:00:02 +01:00
Applevangelist
10edd2f9d0 xxx 2024-03-10 17:59:26 +01:00
Applevangelist
408321decf Merge remote-tracking branch 'origin/master' into develop 2024-03-10 16:53:05 +01:00
Applevangelist
11acb578f6 #SPAWN
* Fix an issue for SPAWN:NewFromTemplate when re-using same template over and again
2024-03-10 16:52:46 +01:00
Applevangelist
383eff4cd6 Merge remote-tracking branch 'origin/develop' into develop 2024-03-10 16:20:32 +01:00
Applevangelist
6cda61c9dd Merge remote-tracking branch 'origin/master' into develop 2024-03-10 16:20:29 +01:00
Applevangelist
4d8abe7f57 #MARKEROPS_BASE
* Fix event coalition
2024-03-10 16:20:06 +01:00
Applevangelist
c6bb7c8bbd Merge remote-tracking branch 'origin/develop' into develop-2 2024-03-09 17:24:47 +01:00
Applevangelist
bd3042410b ccc 2024-03-09 17:24:32 +01:00
Applevangelist
7c9cf96d2e OPSGROUP extra check 2024-03-09 17:24:15 +01:00
Applevangelist
ef30bd36a5 Merge remote-tracking branch 'origin/master' into develop 2024-03-08 10:06:51 +01:00
Applevangelist
5286926609 xx 2024-03-08 10:06:31 +01:00
Applevangelist
ab14fbd11c #MARKEROPS - Added Coalition on FSM events 2024-03-08 10:06:16 +01:00
Applevangelist
5bde0c7605 Merge remote-tracking branch 'origin/develop' into develop 2024-03-07 10:20:56 +01:00
Applevangelist
4f2d8144e9 Merge remote-tracking branch 'origin/master' into develop 2024-03-07 10:20:53 +01:00
Applevangelist
cb61177252 CSAR/CTLD basic support for MH-60R 2024-03-07 10:20:31 +01:00
kaltokri
736204d163 Merge branch 'master' into develop 2024-03-05 22:29:36 +01:00
kaltokri
1e15509001 Fixed broken link to demo mission 2024-03-05 22:29:28 +01:00
kaltokri
cca6b0cf55 Merge branch 'master' into develop 2024-03-05 22:11:34 +01:00
kaltokri
bfa8719ec3 Updated versions of all GitHub actions 2024-03-05 22:11:20 +01:00
Applevangelist
fd0e6053ee #COMMANDER - remove dual AltToKIAS calc for TankerZone etc 2024-03-05 16:38:45 +01:00
Applevangelist
f99eac0de4 Merge remote-tracking branch 'origin/develop' into develop 2024-03-05 10:35:23 +01:00
Applevangelist
89b06fb7a6 Merge remote-tracking branch 'origin/master' into develop 2024-03-05 10:35:18 +01:00
Applevangelist
3652376d42 #CTLD - Slight position spawn variation in case you drop > 1 troop groups 2024-03-05 10:34:15 +01:00
kaltokri
3d1207a079 Merge branch 'master' into develop 2024-03-02 15:07:53 +01:00
kaltokri
3953f0e7fc Moved demo missions of Wrapper.Weapon to new repo 2024-03-02 15:07:45 +01:00
Applevangelist
3e727f7777 Merge remote-tracking branch 'origin/develop' into develop 2024-03-02 14:25:42 +01:00
Applevangelist
5621579b5e fix 2024-03-02 14:24:55 +01:00
Applevangelist
091083b5aa #AWACS
* Fix tac radios when using an AWACS plane
* AWACS info shows STN set
2024-03-02 14:24:39 +01:00
kaltokri
b0d0fb9ae1 Merge branch 'master' into develop 2024-03-01 17:22:33 +01:00
kaltokri
57ce6bcec2 Switched demo mission link in Core/SpawnStatic and Wrapper/Storage 2024-03-01 17:22:22 +01:00
Applevangelist
7a1cfa9fe3 Merge remote-tracking branch 'origin/master' into develop 2024-03-01 08:35:13 +01:00
Applevangelist
71b5492903 Scoring 2024-03-01 08:34:52 +01:00
Applevangelist
5ff4d84a9a Merge remote-tracking branch 'origin/develop' into develop 2024-03-01 08:23:53 +01:00
Applevangelist
c71d0ed7cf Merge remote-tracking branch 'origin/master' into develop 2024-03-01 08:23:50 +01:00
Applevangelist
d64dadd9a9 docu 2024-03-01 08:23:32 +01:00
kaltokri
370bfc893d Merge branch 'master' into develop 2024-02-29 19:52:36 +01:00
kaltokri
0f30f3b1a0 Added link to Wrapper/Group demo missions 2024-02-29 19:52:23 +01:00
kaltokri
50e55e1df2 Merge branch 'master' into develop 2024-02-29 19:00:55 +01:00
kaltokri
51911d3292 Enhanced documentation of InitRandomizePositionZone
InitRandomizePositionZone will not ensure, that every unit is placed within the zone!
2024-02-29 19:00:33 +01:00
kaltokri
bff60bdb69 Update of all Airbases (uptodate and sorted) 2024-02-29 10:33:29 +01:00
kaltokri
219353faad Update of all Airbases (uptodate and sorted) 2024-02-29 10:33:21 +01:00
Applevangelist
4c4ecccb01 Merge remote-tracking branch 'origin/develop' into develop 2024-02-29 09:55:12 +01:00
Applevangelist
0e1cbe45b9 Merge remote-tracking branch 'origin/master' into develop 2024-02-29 09:54:38 +01:00
Applevangelist
aac3f64638 #SCORING Additions for SETs 2024-02-29 09:54:16 +01:00
kaltokri
34937c2cf6 Merge branch 'master' into develop 2024-02-28 19:43:26 +01:00
kaltokri
74c19f1058 Added new airfields in Normandy 2024-02-28 19:43:08 +01:00
kaltokri
42ca05af57 Merge branch 'master' into develop 2024-02-28 17:39:25 +01:00
kaltokri
1cbdafda65 Added link to demo missions for Functional.Fox 2024-02-28 17:39:06 +01:00
kaltokri
960746245f Merge branch 'master' into develop 2024-02-28 17:34:51 +01:00
kaltokri
595b9132e8 Added additional information to FOX:AddProtectedGroup method 2024-02-28 17:34:40 +01:00
Applevangelist
4b50d8f16f Merge remote-tracking branch 'origin/develop' into develop 2024-02-27 18:14:40 +01:00
Applevangelist
c320f1a0a7 Merge remote-tracking branch 'origin/master' into develop 2024-02-27 18:14:34 +01:00
Applevangelist
82b5269040 #BRIGADE Fixes to save/loadback assets for persistence 2024-02-27 18:14:11 +01:00
Applevangelist
45aebff48e #BRIGADE Fixes to save/loadback assets for persistence 2024-02-27 18:13:59 +01:00
kaltokri
80bf992806 Merge branch 'master' into develop 2024-02-27 16:38:42 +01:00
kaltokri
f2e22579ed Added workaround for PatrolRoute problem
Units may stay on initial point and cycle endless if Delay is smaller then 2.
2024-02-27 16:38:20 +01:00
Applevangelist
2dc908d926 Merge remote-tracking branch 'origin/master' into develop 2024-02-27 10:28:30 +01:00
Applevangelist
1f9725530f #CTLD - Added option to inject cargo objects which will not show up in the menu - for inject and move around purposes. 2024-02-27 10:28:00 +01:00
Applevangelist
d3e6b0366b Merge remote-tracking branch 'origin/master' into develop 2024-02-25 11:58:12 +01:00
kaltokri
1545add510 Enhancement of troubleshooting tips in the docs 2024-02-24 22:25:26 +01:00
kaltokri
c85f575888 Enhancement of troubleshooting tips in the docs 2024-02-24 22:24:20 +01:00
kaltokri
9f8428c7ba Merge branch 'master' into develop 2024-02-24 22:04:42 +01:00
kaltokri
5eef138507 Enhancement of the docs 2024-02-24 22:04:10 +01:00
kaltokri
8c6c1e481b Merge branch 'master' into develop 2024-02-24 14:26:45 +01:00
kaltokri
14d6085b69 Added error message, that AATACAN is depricated 2024-02-24 14:26:30 +01:00
Rolf Geuenich
d13173e336 Added Links to new demo mission repository 2024-02-23 11:33:50 +01:00
Rolf Geuenich
ced01a993d Added Links to new demo mission repository 2024-02-23 11:33:02 +01:00
Applevangelist
fa80f0a162 Merge remote-tracking branch 'origin/master' into develop 2024-02-23 11:16:36 +01:00
Applevangelist
02e59b23c5 #AIRBASE - New Syria airbases added 2024-02-23 11:15:46 +01:00
Frank
80b2b26018 Merge branch 'FF/OpsRat' of https://github.com/FlightControl-Master/MOOSE into FF/OpsRat 2024-02-23 00:31:19 +01:00
Frank
e3f523d648 Update RAT.lua 2024-02-23 00:31:15 +01:00
Applevangelist
5b86bf9605 #AWACS - Added a warning to set up SRS before Tac Radios 2024-02-22 17:28:44 +01:00
Applevangelist
c5ece16753 Merge remote-tracking branch 'origin/master' into develop 2024-02-22 12:14:44 +01:00
Applevangelist
4c2a89ee29 Bugfix 2024-02-22 12:14:15 +01:00
Applevangelist
4505b60859 Merge remote-tracking branch 'origin/master' into develop 2024-02-22 11:53:24 +01:00
Applevangelist
e8c75b8795 SPAWN:InitSpeedMPS() etc 2024-02-22 11:52:43 +01:00
Applevangelist
7e21a1070a Merge remote-tracking branch 'origin/master' into develop 2024-02-22 09:19:43 +01:00
Applevangelist
2ce9f26e26 Docu 2024-02-22 09:19:22 +01:00
Applevangelist
bfaca9dd5f Merge remote-tracking branch 'origin/master' into develop 2024-02-22 09:01:23 +01:00
Applevangelist
30819dad72 Catch for invalid STN/SADL octals 2024-02-22 09:00:54 +01:00
Applevangelist
e946916fc0 Merge remote-tracking branch 'origin/master' into develop 2024-02-20 14:32:17 +01:00
Applevangelist
2eeca4451c SPAWN/DATABASE
* Try to ensure unique Link16 STN/SADL octal IDs
* Added `SPAWN:InitSTN(Octal)` and `SPAWN:InitSADL(Octal)`
2024-02-20 14:31:53 +01:00
Applevangelist
ee17d3e995 Merge remote-tracking branch 'origin/develop' into develop 2024-02-20 12:08:33 +01:00
Applevangelist
a48e09b434 Merge remote-tracking branch 'origin/master' into develop 2024-02-20 12:08:27 +01:00
Applevangelist
27ea85ea57 Minor fixes 2024-02-20 12:07:42 +01:00
Thomas
3baf52d307 Update Airbase.lua (#2104)
One space too many fix gor Deanland
2024-02-18 20:13:52 +01:00
Thomas
0faa0036ee Update Airbase.lua
One space too many fix gor Deanland
2024-02-18 20:13:01 +01:00
kaltokri
79189d4d93 Merge branch 'master' into develop 2024-02-17 18:50:46 +01:00
kaltokri
f859522052 Switched link of MSRS missions to MISSION_Demos 2024-02-17 18:50:30 +01:00
Thomas
8d886a75d6 Update Airboss.lua (#2101)
Groove def
2024-02-17 13:12:25 +01:00
Thomas
5a772ad05e Update Airboss.lua
Groove def
2024-02-17 13:10:07 +01:00
Applevangelist
a16e22818d Merge remote-tracking branch 'origin/develop' into develop 2024-02-16 14:09:18 +01:00
Applevangelist
0cc959bf34 #STRATEGO
* Exclude Ships as they cannot be conquered anyway
* Streamline target finding a bit
2024-02-16 14:09:14 +01:00
Frank
2fcb31f3ac Update RAT.lua 2024-02-16 00:11:43 +01:00
Applevangelist
aa948b57d8 Merge remote-tracking branch 'origin/develop' into develop-2 2024-02-15 18:18:23 +01:00
Applevangelist
6ca459b38c xx 2024-02-15 18:18:19 +01:00
Applevangelist
79da4cbf27 Merge remote-tracking branch 'origin/develop' into develop 2024-02-15 18:17:48 +01:00
Applevangelist
e5a60a2ef1 #AWACS
* Ensure not only one Merged-Call
* Enable Tac, Meld, Threat calls also for non-tasked flights
2024-02-15 18:17:44 +01:00
kaltokri
7e2ae60e43 Merge branch 'master' into develop 2024-02-15 16:48:40 +01:00
kaltokri
51f134538d Fixing typos and added text for Automatic dynamic loading and IDEs 2024-02-15 16:47:43 +01:00
kaltokri
0ee7a38c61 Added content to concepts.md and added an empty debugger.md 2024-02-15 16:47:43 +01:00
kaltokri
15dd2cf735 Renamed basic.md to concepts.md and added more text 2024-02-15 16:47:43 +01:00
kaltokri
e895642157 Small fixes in advanced guide 2024-02-15 16:47:43 +01:00
kaltokri
154026fbf8 New guides added 2024-02-15 16:47:43 +01:00
Applevangelist
d7969e9455 Merge remote-tracking branch 'origin/master' into develop 2024-02-13 16:45:36 +01:00
Applevangelist
7dcff7ec9c CommandSetInvisible/CommandSetImmortal right word order 2024-02-13 16:43:45 +01:00
Applevangelist
0e6bf1f46b Merge remote-tracking branch 'origin/master' into develop 2024-02-12 18:35:51 +01:00
Applevangelist
67e52120d4 Nicer BASE:I() etc output 2024-02-12 18:35:22 +01:00
Applevangelist
4b84d227f0 Spawn - reference original template when using SpawnWithAlias in Group.TemplateDonor 2024-02-12 18:34:12 +01:00
Frank
2fce93d925 RAT 2024-02-12 00:10:36 +01:00
Applevangelist
df0dbc9108 PLAYERTASK - small fix for a possibly missing coordinate 2024-02-08 11:59:23 +01:00
Frank
db6354b60d Merge branch 'develop' into FF/Ops 2024-02-06 11:09:35 +01:00
Applevangelist
4307ddcad3 CLIENTMENUMANAGER - dicu 2024-02-04 13:13:06 +01:00
Applevangelist
daa734009e Merge remote-tracking branch 'origin/master' into develop 2024-02-03 12:49:33 +01:00
Applevangelist
86e13df303 MANTIS 2024-02-03 12:48:41 +01:00
Applevangelist
65cf53ce28 Merge remote-tracking branch 'origin/master' into develop 2024-02-03 12:22:59 +01:00
Applevangelist
2e167358bb MANTIS - corrected blue SAM data 2024-02-03 12:22:33 +01:00
Applevangelist
78d1a215e4 Merge remote-tracking branch 'origin/develop' into develop 2024-02-03 09:11:17 +01:00
Applevangelist
14daca9a72 Merge remote-tracking branch 'origin/master' into develop 2024-02-03 09:11:12 +01:00
Applevangelist
48dba742ad MANTIS SAM Data adjustments 2024-02-03 09:10:41 +01:00
kaltokri
2ca847e845 Fixed dead links for Ops.Intel and Ops.Airwing 2024-02-02 13:30:22 +01:00
kaltokri
11c74ddc17 Another fix for dead links (case sensitivity)
linkinator hides multiple problems sometimes
2024-02-02 12:24:31 +01:00
kaltokri
c38917fa2f Fix for dead links (case sensitivity) 2024-02-02 12:15:40 +01:00
Applevangelist
1847a2372c Docu 2024-02-01 09:03:39 +01:00
Frank
f10d676921 Merge branch 'develop' into FF/Ops 2024-01-23 10:59:13 +01:00
Frank
0532c54cd5 Merge branch 'develop' into FF/Ops 2024-01-16 17:11:16 +01:00
Frank
becaf47a66 Merge branch 'develop' into FF/Ops 2024-01-07 21:16:15 +01:00
Frank
9ea8443286 Merge branch 'develop' into FF/Ops 2024-01-04 15:13:46 +01:00
Frank
f76fa58a5f Merge branch 'develop' into FF/Ops 2024-01-02 17:07:03 +01:00
Frank
c8b36b8c99 Merge branch 'develop' into FF/Ops 2024-01-01 21:54:51 +01:00
Frank
5b37e7b249 Merge branch 'develop' into FF/Ops 2023-12-16 09:32:14 +01:00
Frank
cfca4fdc46 Merge branch 'develop' into FF/Ops 2023-12-03 21:09:17 +01:00
Frank
a4704d0e2f Update ArmyGroup.lua 2023-11-26 23:57:21 +01:00
Frank
7538f63c00 Merge branch 'develop' into FF/Ops 2023-11-26 16:46:13 +01:00
Frank
bfaf88f017 Merge branch 'develop' into FF/Ops 2023-11-23 22:23:50 +01:00
Frank
b5965bbf81 Merge branch 'develop' into FF/Ops 2023-11-20 13:52:16 +01:00
Frank
bcbda4eb64 Merge branch 'develop' into FF/Ops 2023-11-17 18:04:49 +01:00
Frank
7306cc1102 Merge branch 'develop' into FF/Ops 2023-11-07 00:05:16 +01:00
Frank
6406ce696b Merge branch 'develop' into FF/Ops 2023-11-02 20:31:57 +01:00
Frank
0d9d0be0c3 Merge branch 'develop' into FF/Ops 2023-10-31 20:14:46 +01:00
Frank
059d8ccfc0 Merge branch 'FF/Ops' of https://github.com/FlightControl-Master/MOOSE into FF/Ops 2023-10-31 10:45:58 +01:00
Frank
bd9022c010 ARMYGROUP
Added parameter to delay init group
2023-10-31 10:45:56 +01:00
81 changed files with 7407 additions and 4065 deletions

View File

@@ -57,6 +57,7 @@ jobs:
- name: Update apt-get (needed for act docker image)
run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update
- name: Install tree

View File

@@ -47,6 +47,7 @@ jobs:
- name: Update apt-get (needed for act docker image)
run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update
- name: Install tree

View File

@@ -33,7 +33,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
@@ -43,7 +43,7 @@ jobs:
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v3
uses: actions/configure-pages@v4
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
@@ -52,7 +52,7 @@ jobs:
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v1
uses: actions/upload-pages-artifact@v3
with:
path: docs/_site/
@@ -66,13 +66,13 @@ jobs:
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1
uses: actions/deploy-pages@v4
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v3
uses: actions/setup-node@v4
- run: npm install linkinator
- 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

View File

@@ -1151,14 +1151,14 @@ do -- AI_A2A_DISPATCHER
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:I( "Captured " .. AirbaseName )
self:T( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:I( "Squadron " .. SquadronName .. " captured." )
self:T( "Squadron " .. SquadronName .. " captured." )
end
end
end
@@ -1828,7 +1828,7 @@ do -- AI_A2A_DISPATCHER
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
self:I( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
self:T( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
-- Add the CAP to the EWR network.
@@ -2085,7 +2085,7 @@ do -- AI_A2A_DISPATCHER
Intercept.EngageCeilingAltitude = EngageCeilingAltitude
Intercept.EngageAltType = EngageAltType
self:I( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
--- Set squadron GCI.
@@ -3000,17 +3000,17 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then
--self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
--self:T("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:I("Class Name: " .. classname)
--self:I("Unit Name: " .. unitname)
--self:I({AIFriendly})
--self:T("Class Name: " .. classname)
--self:T("Unit Name: " .. unitname)
--self:T({AIFriendly})
end
local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then
--self:I("AIFriendly alive, getting GROUP")
--self:T("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end
@@ -3952,7 +3952,7 @@ end
do
--- @type AI_A2A_GCICAP
-- @type AI_A2A_GCICAP
-- @extends #AI_A2A_DISPATCHER
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
@@ -4322,23 +4322,23 @@ do
-- Setup squadrons
self:I( { Airbases = AirbaseNames } )
self:T( { Airbases = AirbaseNames } )
self:I( "Defining Templates for Airbases ..." )
self:T( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil
self:I( { Airbase = AirbaseName } )
self:T( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP
local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {}
table.insert( Templates, Template:GetName() )
self:I( { Template = Template:GetName() } )
self:T( { Template = Template:GetName() } )
end
end
if Templates then
@@ -4354,13 +4354,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce()
self:I( "Setting up CAP ..." )
self:T( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:I( { CAPZoneGroup = CAPID } )
self:T( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
@@ -4368,7 +4368,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:I( { AirbaseDistance = Distance } )
self:T( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then
AirbaseDistance = Distance
AirbaseClosest = Airbase
@@ -4376,7 +4376,7 @@ do
end
end
if AirbaseClosest then
self:I( { CAPAirbase = AirbaseClosest:GetName() } )
self:T( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end
@@ -4384,14 +4384,14 @@ do
-- Setup GCI.
-- GCI is setup for all Squadrons.
self:I( "Setting up GCI ..." )
self:T( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } )
if Squadron then
self:I( { GCIAirbase = AirbaseName } )
self:T( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 )
end
end

View File

@@ -904,14 +904,14 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
--- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
-- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_A2G_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases.
-- @type AI_A2G_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
-- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defines Landing location.
@@ -942,7 +942,7 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseQueue
-- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
--- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
-- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types.
@@ -1136,7 +1136,7 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1147,7 +1147,7 @@ do -- AI_A2G_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron )
end
self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
end
end
@@ -1201,7 +1201,7 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1218,33 +1218,33 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:I( "Captured " .. AirbaseName )
self:T( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:I( "Squadron " .. SquadronName .. " captured." )
self:T( "Squadron " .. SquadronName .. " captured." )
end
end
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" )
@@ -1261,7 +1261,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron, Defender )
self:ResourcePark( Squadron )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1273,7 +1273,7 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit
@@ -1289,7 +1289,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron, Defender )
self:ResourcePark( Squadron )
end
end
end
@@ -1297,7 +1297,7 @@ do -- AI_A2G_DISPATCHER
do -- Manage the defensive behaviour
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses.
function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
@@ -1305,19 +1305,19 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5
end
@@ -1351,14 +1351,14 @@ do -- AI_A2G_DISPATCHER
-- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**.
-- 2. the **distance to any defense reference point**.
--
-- The **default** defense radius is defined as **400000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- The **default** defense radius is defined as **40000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed.
--
-- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons,
-- **the Defense Radius is defined for ALL squadrons which are operational.**
--
-- @param #AI_A2G_DISPATCHER self
-- @param #number DefenseRadius (Optional, Default = 200000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @param #number DefenseRadius (Optional, Default = 20000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @return #AI_A2G_DISPATCHER
-- @usage
--
@@ -1373,7 +1373,7 @@ do -- AI_A2G_DISPATCHER
--
function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius )
self.DefenseRadius = DefenseRadius or 100000
self.DefenseRadius = DefenseRadius or 40000
self.Detection:SetAcceptRange( self.DefenseRadius )
@@ -1868,7 +1868,7 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage
@@ -2144,7 +2144,7 @@ do -- AI_A2G_DISPATCHER
Sead.EngageAltType = EngageAltType
Sead.Defend = true
self:I( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2234,7 +2234,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" )
self:I( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -2295,7 +2295,7 @@ do -- AI_A2G_DISPATCHER
Cas.EngageAltType = EngageAltType
Cas.Defend = true
self:I( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2385,7 +2385,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" )
self:I( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -2446,7 +2446,7 @@ do -- AI_A2G_DISPATCHER
Bai.EngageAltType = EngageAltType
Bai.Defend = true
self:I( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2536,7 +2536,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" )
self:I( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:T( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -3369,7 +3369,7 @@ do -- AI_A2G_DISPATCHER
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
@@ -3380,7 +3380,7 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
@@ -3796,7 +3796,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3813,7 +3813,7 @@ do -- AI_A2G_DISPATCHER
end
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3894,7 +3894,7 @@ do -- AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
local FirstUnit = AttackSetUnit:GetFirst()
local FirstUnit = AttackSetUnit:GetRandomSurely()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
@@ -3933,7 +3933,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3950,7 +3950,7 @@ do -- AI_A2G_DISPATCHER
end
end
--- @param #AI_A2G_DISPATCHER self
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Air
-- @image MOOSE.JPG
--- @type AI_AIR
-- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
@@ -264,7 +264,7 @@ function AI_AIR:New( AIGroup )
return self
end
--- @param Wrapper.Group#GROUP self
-- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff()
@@ -446,13 +446,13 @@ function AI_AIR:onafterReturn( Controllable, From, Event, To )
end
--- @param #AI_AIR self
-- @param #AI_AIR self
function AI_AIR:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_AIR self
-- @param #AI_AIR self
function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then
@@ -465,7 +465,7 @@ function AI_AIR:onafterStatus()
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 )
RTB = false
end
@@ -489,10 +489,10 @@ function AI_AIR:onafterStatus()
if Fuel < self.FuelThresholdPercentage then
if self.TankerName then
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel()
else
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -518,7 +518,7 @@ function AI_AIR:onafterStatus()
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged()
RTB = true
self:SetStatusOff()
@@ -536,7 +536,7 @@ function AI_AIR:onafterStatus()
if Damage ~= InitialLife then
self:Damaged()
else
self:I( self.Controllable:GetName() .. " control lost! " )
self:T( self.Controllable:GetName() .. " control lost! " )
self:LostControl()
end
@@ -560,7 +560,7 @@ function AI_AIR:onafterStatus()
end
--- @param Wrapper.Group#GROUP AIGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
@@ -571,7 +571,7 @@ function AI_AIR.RTBRoute( AIGroup, Fsm )
end
--- @param Wrapper.Group#GROUP AIGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
@@ -598,7 +598,7 @@ function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
@@ -617,7 +617,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
@@ -638,13 +641,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:I( "RTB and near the airbase!" )
self:T( "RTB and near the airbase!" )
self:Home()
return
end
if not AIGroup:InAir() == true then
self:I( "Not anymore in the air, considered Home." )
self:T( "Not anymore in the air, considered Home." )
self:Home()
return
end
@@ -686,12 +689,12 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
end
@@ -700,15 +703,17 @@ end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } )
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local Coordinate = AIGroup:GetCoordinate()
if Coordinate == nil then return end
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
@@ -722,17 +727,17 @@ function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
end
--- @param Wrapper.Group#GROUP AIGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
@@ -744,7 +749,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {}
@@ -798,13 +803,13 @@ end
--- @param #AI_AIR self
-- @param #AI_AIR self
function AI_AIR:onafterDead()
self:SetStatusOff()
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData )
@@ -815,7 +820,7 @@ function AI_AIR:OnCrash( EventData )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData )
@@ -824,7 +829,7 @@ function AI_AIR:OnEjection( EventData )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData )

View File

@@ -900,14 +900,14 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
--- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
-- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_AIR_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
-- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location.
@@ -938,7 +938,7 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
-- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types
@@ -1130,7 +1130,7 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1141,7 +1141,7 @@ do -- AI_AIR_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron )
end
self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
end
end
@@ -1194,7 +1194,7 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1211,31 +1211,31 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:I( "Captured " .. AirbaseName )
self:T( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:I( "Squadron " .. SquadronName .. " captured." )
self:T( "Squadron " .. SquadronName .. " captured." )
end
end
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" )
@@ -1252,7 +1252,7 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron, Defender )
self:ResourcePark( Squadron )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1263,7 +1263,7 @@ do -- AI_AIR_DISPATCHER
end
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit
@@ -1279,31 +1279,31 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron, Defender )
self:ResourcePark( Squadron )
end
end
end
do -- Manage the defensive behaviour
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses.
function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5
end
@@ -1867,7 +1867,7 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage
@@ -2769,7 +2769,7 @@ do -- AI_AIR_DISPATCHER
-- TODO: Need to model the resources in a squadron.
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
@@ -2782,7 +2782,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
@@ -2795,7 +2795,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } )
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Wrapper.Group#GROUP Defender
-- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron.
function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender )

View File

@@ -13,8 +13,8 @@
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_Air#AI_AIR
-- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -351,7 +351,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -361,7 +361,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
--self:SetDetectionOff()
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -374,7 +374,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
end
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
@@ -387,9 +387,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
end
--- @param Wrapper.Group#GROUP AIControllable
-- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
@@ -397,14 +397,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName()
@@ -426,7 +426,13 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -435,12 +441,12 @@ 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:T(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:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}
@@ -472,16 +478,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
end
end
--- @param Wrapper.Group#GROUP AIControllable
-- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1
@@ -490,7 +496,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -516,7 +522,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if not TargetCoord then
self:Return()
return
@@ -547,12 +553,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return()
return
else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:I(text)
self:T(text)
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -569,13 +575,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:I( DefenderGroupName .. ": No targets found -> returning.")
self:T( DefenderGroupName .. ": No targets found -> returning.")
self:Return()
return
end
end
--- @param Wrapper.Group#GROUP AIEngage
-- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } )

View File

@@ -13,7 +13,7 @@
--- @type AI_AIR_SQUADRON
-- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
@@ -38,7 +38,7 @@ AI_AIR_SQUADRON = {
-- @return #AI_AIR_SQUADRON
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo
-- @image Cargo.JPG
--- @type AI_CARGO
-- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -547,7 +547,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
self:T({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break

View File

@@ -116,7 +116,7 @@
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_DISPATCHER
-- @type AI_CARGO_DISPATCHER
-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
-- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.
@@ -1161,7 +1161,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:I(text)
self:T(text)
end
end
end

View File

@@ -556,7 +556,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
if MenuFormation then
local Arguments = MenuFormation.Arguments
--self:I({Arguments=unpack(Arguments)})
--self:T({Arguments=unpack(Arguments)})
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... )

View File

@@ -15,7 +15,7 @@
-- @image MOOSE.JPG
--- @type AI_ESCORT_DISPATCHER
-- @type AI_ESCORT_DISPATCHER
-- @extends Core.Fsm#FSM
@@ -33,7 +33,7 @@ AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER",
}
--- @field #list
-- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {}
@@ -102,7 +102,7 @@ function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
end
--- @param #AI_ESCORT_DISPATCHER self
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
@@ -110,11 +110,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:I({EscortAirbase= self.EscortAirbase } )
self:I({PlayerGroupName = PlayerGroupName } )
self:I({PlayerGroup = PlayerGroup})
self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then
@@ -125,7 +125,7 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
end
--- @param #AI_ESCORT_DISPATCHER self
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
@@ -133,17 +133,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:I({EscortAirbase= self.EscortAirbase } )
self:I({PlayerGroupName = PlayerGroupName } )
self:I({PlayerGroup = PlayerGroup})
self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:I({EscortGroup = EscortGroup})
self:T({EscortGroup = EscortGroup})
self:ScheduleOnce( 1,
function( EscortGroup )

View File

@@ -652,15 +652,15 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
end
--- @param #AI_PATROL_ZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectOn and self.DetectActivated
end
--- @param #AI_PATROL_ZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
local Detected = false
@@ -705,7 +705,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -822,13 +822,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStatus()
self:F2()
@@ -838,7 +838,7 @@ function AI_PATROL_ZONE:onafterStatus()
local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -852,7 +852,7 @@ function AI_PATROL_ZONE:onafterStatus()
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageThreshold then
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end
@@ -864,7 +864,7 @@ function AI_PATROL_ZONE:onafterStatus()
end
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterRTB()
self:F2()
@@ -903,13 +903,13 @@ function AI_PATROL_ZONE:onafterRTB()
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterDead()
self:SetDetectionOff()
self:SetStatusOff()
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnCrash( EventData )
@@ -920,7 +920,7 @@ function AI_PATROL_ZONE:OnCrash( EventData )
end
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnEjection( EventData )
@@ -929,7 +929,7 @@ function AI_PATROL_ZONE:OnEjection( EventData )
end
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnPilotDead( EventData )

View File

@@ -1144,6 +1144,28 @@ function BASE:TraceClassMethod( Class, Method )
self:I( "Tracing method " .. Method .. " of class " .. Class )
end
--- (Internal) Serialize arguments
-- @param #BASE self
-- @param #table Arguments
-- @return #string Text
function BASE:_Serialize(Arguments)
local text = UTILS.PrintTableToLog({Arguments}, 0, true)
text = string.gsub(text,"(\n+)","")
text = string.gsub(text,"%(%(","%(")
text = string.gsub(text,"%)%)","%)")
text = string.gsub(text,"(%s+)"," ")
return text
end
----- (Internal) Serialize arguments
---- @param #BASE self
---- @param #table Arguments
---- @return #string Text
--function BASE:_Serialize(Arguments)
-- local text=UTILS.BasicSerialize(Arguments)
-- return text
--end
--- Trace a function call. This function is private.
-- @param #BASE self
-- @param Arguments A #table or any field.
@@ -1168,7 +1190,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, BASE:_Serialize(Arguments) ) )
end
end
end
@@ -1242,7 +1264,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
end
end
end
@@ -1314,7 +1336,7 @@ function BASE:E( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
end
end
@@ -1341,39 +1363,8 @@ function BASE:I( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, BASE:_Serialize(Arguments)) )
end
end
--- old stuff
-- function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
-- end
-- THIS IS WHY WE NEED LUA 5.2 ...
-- function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
-- end

View File

@@ -8,6 +8,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Beacon
@@ -34,11 +38,13 @@
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @field #number UniqueName Counter to make the unique naming work.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name = nil,
UniqueName = 0,
}
--- Beacon types supported by DCS.
@@ -286,6 +292,7 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
local IsValid = true
@@ -379,7 +386,9 @@ end
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
Modulation = Modulation or radio.modulation.AM
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
@@ -390,7 +399,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end
end
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
self:E({"File name invalid. Maybe something wrong with the extension? ", FileName})
end
-- Check the Frequency
@@ -416,7 +425,9 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
BEACON.UniqueName = BEACON.UniqueName + 1
self.BeaconName = "MooseBeacon"..tostring(BEACON.UniqueName)
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, self.BeaconName)
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
@@ -424,7 +435,8 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
return self
end
--- Stops the Radio Beacon
@@ -433,7 +445,7 @@ end
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
trigger.action.stopRadioTransmission(self.BeaconName)
return self
end

View File

@@ -20,7 +20,7 @@
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Oct 2023
-- last change: Apr 2024
-- TODO
----------------------------------------------------------------------------------------------------------------
@@ -51,6 +51,7 @@
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @field #active boolean
-- @extends Core.Base#BASE
---
@@ -58,7 +59,7 @@
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.1",
version = "0.1.2",
name = nil,
path = nil,
group = nil,
@@ -70,6 +71,7 @@ CLIENTMENU = {
debug = false,
Controller = nil,
groupname = nil,
active = false,
}
---
@@ -78,7 +80,7 @@ CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is.
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is. Leave as nil for a generic entry.
-- @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.
@@ -114,7 +116,7 @@ function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic then
if not self.Generic and self.active == false then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
@@ -133,8 +135,10 @@ function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
self.active = true
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
self.active = true
end
else
if self.parentpath then
@@ -200,6 +204,7 @@ function CLIENTMENU:RemoveF10()
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
self.active = false
end
return self
end
@@ -324,6 +329,22 @@ end
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Conceptual remarks
--
-- There's a couple of things to fully understand:
--
-- 1) **CLIENTMENUMANAGER** manages a set of entries from **CLIENTMENU**, it's main purpose is to administer the *shadow menu tree*, ie. a menu structure which is not
-- (yet) visible to any client
-- 2) The entries are **CLIENTMENU** objects, which are linked in a tree form. There's two ways to create them:
-- A) in the manager with ":NewEntry()" which initially
-- adds it to the shadow menu **only**
-- B) stand-alone directly as `CLIENTMENU:NewEntry()` - here it depends on whether or not you gave a CLIENT object if the entry is created as generic entry or pushed
-- a **specific** client. **Be aware** though that the entries are not managed by the CLIENTMANAGER before the next step!
-- A generic entry can be added to the manager (and the shadow tree) with `:AddEntry()` - this will also push it to all clients(!) if no client is given, or a specific client only.
-- 3) Pushing only works for alive clients.
-- 4) Live and shadow tree entries are managed via the CLIENTMENUMANAGER object.
-- 5) `Propagate()`refreshes the menu tree for all, or a single client.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
@@ -396,7 +417,7 @@ end
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.4",
version = "0.1.5a",
name = nil,
clientset = nil,
menutree = {},
@@ -492,7 +513,7 @@ function CLIENTMENUMANAGER:_EventHandler(EventData)
return self
end
--- Set this Client Manager to auto-propagate menus to newly joined players. Useful if you have **one** menu structure only.
--- Set this Client Manager to auto-propagate menus **once** to newly joined players. Useful if you have **one** menu structure only. Does not automatically push follow-up changes to the client(s).
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
@@ -507,7 +528,7 @@ function CLIENTMENUMANAGER:InitAutoPropagation()
return self
end
--- Create a new entry in the generic structure.
--- 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.
@@ -660,6 +681,7 @@ end
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
--self:I(UTILS.PrintTableToLog(Client,1))
local knownunits = {} -- track so we can ID multi seated
local Set = self.clientset.Set
if Client then
Set = {Client}
@@ -668,34 +690,42 @@ function CLIENTMENUMANAGER:Propagate(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playerunit = client:GetName()
local playergroup = client:GetGroup()
local playername = client:GetPlayerName() or "none"
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
if not knownunits[playerunit] then
knownunits[playerunit] = true
else
self:I("Player in multi seat unit: "..playername)
break -- multi seat already build
end
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.
--- Push a single previously created entry into the F10 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.
@@ -703,6 +733,7 @@ end
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
local knownunits = {}
if Client then
Set = {Client}
end
@@ -710,6 +741,13 @@ function CLIENTMENUMANAGER:AddEntry(Entry,Client)
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
local unitname = client:GetName()
if not knownunits[unitname] then
knownunits[unitname] = true
else
self:I("Player in multi seat unit: "..playername)
break
end
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil

View File

@@ -37,6 +37,8 @@
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -93,6 +95,8 @@ DATABASE = {
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
STNS={},
SADL={},
}
local _DATABASECoalition =
@@ -928,7 +932,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name )
self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@@ -1005,7 +1009,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@@ -1029,10 +1033,31 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
-- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
@@ -1043,6 +1068,80 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.
@@ -1586,7 +1685,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
local PlayerName = Event.IniPlayerName or Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then
@@ -1982,7 +2081,7 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else

View File

@@ -1378,6 +1378,7 @@ function EVENT:onEvent( Event )
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end

View File

@@ -17,7 +17,7 @@
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Feb 2023
-- Last Update: Mar 2023
--
-- ===
---
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.1",
version = "0.1.3",
debug = false,
Casesensitive = true,
}
@@ -114,6 +114,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
@@ -124,7 +126,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number idx DCS Marker ID
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -133,7 +136,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Event The Event called
-- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events
--- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop
end
@@ -155,29 +158,30 @@ function MARKEROPS_BASE:OnEventMark(Event)
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos})
-- Handle event
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos})
-- Handle event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos})
-- Hande event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
@@ -230,8 +234,10 @@ end
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
@@ -242,8 +248,10 @@ end
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end

View File

@@ -395,29 +395,36 @@ end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`).
-- @return #MESSAGE self
-- @usage
--
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings )
function MESSAGE:ToAll( Settings, Delay )
self:F()
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0)
else
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self

View File

@@ -702,8 +702,9 @@ do -- COORDINATE
-- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}.
-- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters.
function COORDINATE:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
self:F2( PointVec2Reference )
if not PointVec2Reference then return math.huge end
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
self:T2( Distance )
@@ -3147,17 +3148,18 @@ do -- COORDINATE
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
if string.len(Easting) < 5 then Easting = tostring(Easting..string.rep("0",5-string.len(Easting) )) end
if string.len(Northing) < 5 then Northing = tostring(Northing..string.rep("0",5-string.len(Northing) )) end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = Easting,
Northing = Northing,
Easting = tostring(Easting),
Northing = tostring(Northing),
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a coordinate string of the point, based on a coordinate format system:

View File

@@ -1097,6 +1097,7 @@ do
GroupPrefixes = nil,
Zones = nil,
Functions = nil,
Alive = nil,
},
FilterMeta = {
Coalitions = {
@@ -1470,7 +1471,7 @@ do
end
--- Builds a set of groups that are only active.
--- Builds a set of groups that are active, ie in the mission but not yet activated (false) or actived (true).
-- Only the groups that are active will be included within the set.
-- @param #SET_GROUP self
-- @param #boolean Active (Optional) Include only active groups to the set.
@@ -1495,6 +1496,14 @@ do
self.Filter.Active = Active
return self
end
--- Build a set of groups that are alive.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterAlive()
self.Filter.Alive = true
return self
end
--- Starts the filtering.
-- @param #SET_GROUP self
@@ -1993,7 +2002,16 @@ do
function SET_GROUP:IsIncludeObject( MGroup )
self:F2( MGroup )
local MGroupInclude = true
if self.Filter.Alive == true then
local MGroupAlive = false
self:F( { Active = self.Filter.Active } )
if MGroup and MGroup:IsAlive() then
MGroupAlive = true
end
MGroupInclude = MGroupInclude and MGroupAlive
end
if self.Filter.Active ~= nil then
local MGroupActive = false
self:F( { Active = self.Filter.Active } )
@@ -2997,7 +3015,7 @@ do -- SET_UNIT
local velocity = self:GetVelocity() or 0
Coordinate:SetHeading( heading )
Coordinate:SetVelocity( velocity )
self:I(UTILS.PrintTableToLog(Coordinate))
self:T(UTILS.PrintTableToLog(Coordinate))
end
return Coordinate
@@ -4370,8 +4388,8 @@ do -- SET_CLIENT
return self
end
--- Builds a set of CLIENTs that contain the given string in their unit/pilot name.
-- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all clients that **contain** the string.
--- Builds a set of CLIENTs that contain the given string in their **unit/pilot** name and **NOT** the group name!
-- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all clients that **contain** the string. Pattern matching applies.
-- @param #SET_CLIENT self
-- @param #string Prefixes The string pattern(s) that needs to be contained in the unit/pilot name. Can also be passed as a `#table` of strings.
-- @return #SET_CLIENT self
@@ -4521,7 +4539,7 @@ do -- SET_CLIENT
if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot entered
local ObjectName, Object = self:AddInDatabase( Event )
self:I( ObjectName, UTILS.PrintTableToLog(Object) )
self:T( ObjectName, UTILS.PrintTableToLog(Object) )
if Object and self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
end

View File

@@ -199,6 +199,22 @@
--
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
--
-- ### Link-16 Datalink STN and SADL IDs (limited at the moment to F15/16/18/AWACS/Tanker/B1B, but not the F15E for clients, SADL A10CII only)
--
-- *{#SPAWN.InitSTN}(): Set the STN of the first unit in the group. All other units will have consecutive STNs, provided they have not been used yet.
-- *{#SPAWN.InitSADL}(): Set the SADL of the first unit in the group. All other units will have consecutive SADLs, provided they have not been used yet.
--
-- ### Callsigns
--
-- *{#SPAWN.InitRandomizeCallsign}(): Set a random callsign name per spawn.
-- *{#SPAWN.SpawnInitCallSign}(): Set a specific callsign for a spawned group.
--
-- ### Speed
--
-- *{#SPAWN.InitSpeedMps}(): Set the initial speed on spawning in meters per second.
-- *{#SPAWN.InitSpeedKph}(): Set the initial speed on spawning in kilometers per hour.
-- *{#SPAWN.InitSpeedKnots}(): Set the initial speed on spawning in knots.
--
-- ## SPAWN **Spawn** methods
--
@@ -276,9 +292,10 @@ SPAWN = {
--- Enumerator for spawns at airbases
-- @type SPAWN.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
-- @field #SPAWN.Takeoff Takeoff
-- @field #number Air Take off happens in air.
-- @field #number Runway Spawn on runway. Does not work in MP!
-- @field #number Hot Spawn at parking with engines on.
-- @field #number Cold Spawn at parking with engines off.
SPAWN.Takeoff = {
Air = 1,
Runway = 2,
@@ -520,7 +537,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
end
if SpawnTemplate then
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplate = UTILS.DeepCopy(SpawnTemplate) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix
@@ -724,7 +741,7 @@ end
-- @param #number Country Country id as number or enumerator:
--
-- * @{DCS#country.id.RUSSIA}
-- * @{DCS#county.id.USA}
-- * @{DCS#country.id.USA}
--
-- @return #SPAWN self
function SPAWN:InitCountry( Country )
@@ -780,6 +797,82 @@ function SPAWN:InitSkill( Skill )
return self
end
--- [Airplane - F15/16/18/AWACS/B1B/Tanker only] Set the STN Link16 starting number of the Group; each unit of the spawned group will have a consecutive STN set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 5 digits, i.e. 1..77777) to set the STN to. Every STN needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSTN(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSTN = Octal or 77777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - STN "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.STNS[num] ~= nil then
self:E("WARNING - STN already assigned: "..tostring(Octal).." is used for ".._DATABASE.STNS[Octal])
end
return self
end
--- [Airplane - A10-C II only] Set the SADL TN starting number of the Group; each unit of the spawned group will have a consecutive SADL set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 4 digits, i.e. 1..7777) to set the SADL to. Every SADL needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSADL(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSADL = Octal or 7777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - SADL "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.SADL[num] ~= nil then
self:E("WARNING - SADL already assigned: "..tostring(Octal).." is used for ".._DATABASE.SADL[Octal])
end
return self
end
--- [Airplane] Set the initial speed on spawning in meters per second. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number MPS The speed in MPS to use.
-- @return #SPAWN self
function SPAWN:InitSpeedMps(MPS)
self:F( { MPS = MPS } )
if MPS == nil or tonumber(MPS)<0 then
MPS=125
end
self.InitSpeed = MPS
return self
end
--- [Airplane] Set the initial speed on spawning in knots. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number Knots The speed in knots to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKnots(Knots)
self:F( { Knots = Knots } )
if Knots == nil or tonumber(Knots)<0 then
Knots=300
end
self.InitSpeed = UTILS.KnotsToMps(Knots)
return self
end
--- [Airplane] Set the initial speed on spawning in kilometers per hour. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number KPH The speed in KPH to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKph(KPH)
self:F( { KPH = KPH } )
if KPH == nil or tonumber(KPH)<0 then
KPH=UTILS.KnotsToKmph(300)
end
self.InitSpeed = UTILS.KmphToMps(KPH)
return self
end
--- Sets the radio communication on or off. Same as checking/unchecking the COMM box in the mission editor.
-- @param #SPAWN self
-- @param #number switch If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.
@@ -1375,6 +1468,30 @@ do -- Delay methods
end -- Delay methods
--- Hide the group on the map view (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMap()
self.SpawnHiddenOnMap = true
return self
end
--- Hide the group on MFDs (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMFD()
self.SpawnHiddenOnMFD = true
return self
end
--- Hide the group on planner (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnPlanner()
self.SpawnHiddenOnPlanner = true
return self
end
--- Will spawn a group based on the internal index.
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self
@@ -1648,7 +1765,20 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnInitModu then
SpawnTemplate.modulation = self.SpawnInitModu
end
-- hiding options
if self.SpawnHiddenOnPlanner then
SpawnTemplate.hiddenOnPlanner=true
end
if self.SpawnHiddenOnMFD then
SpawnTemplate.hiddenOnMFD=true
end
if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=true
end
-- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
@@ -1699,6 +1829,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end
self.SpawnGroups[self.SpawnIndex].Spawned = true
self.SpawnGroups[self.SpawnIndex].Group.TemplateDonor = self.SpawnTemplatePrefix
return self.SpawnGroups[self.SpawnIndex].Group
else
-- self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } )
@@ -3145,7 +3276,7 @@ end
--- Get the index from a given group.
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
self:F2( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 )
local Index = tonumber( IndexString )
@@ -3157,7 +3288,7 @@ end
--- Return the last maximum index that can be used.
function SPAWN:_GetLastIndex()
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups
end
@@ -3303,7 +3434,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
end
end
if self.SpawnInitKeepUnitNames == false then
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
@@ -3311,9 +3442,17 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
else
for UnitID = 1, #SpawnTemplate.units do
local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
local SpawnInitKeepUnitIFF = false
if string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc
SpawnInitKeepUnitIFF = true
end
local UnitPrefix, Rest
if SpawnInitKeepUnitIFF == false then
UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
else
UnitPrefix=SpawnTemplate.units[UnitID].name
end
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
SpawnTemplate.units[UnitID].unitId = nil
end
@@ -3395,34 +3534,58 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end
end
-- Speed
if self.InitSpeed then
SpawnTemplate.units[UnitID].speed = self.InitSpeed
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)
if self.SpawnInitSTN then
local octal = self.SpawnInitSTN
if UnitID > 1 then
octal = _DATABASE:GetNextSTN(self.SpawnInitSTN,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else
-- 5 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local num = UTILS.OctalToDecimal(octal)
if _DATABASE.STNS[num] ~= nil or UnitID > 1 then -- STN taken or next unit
octal = _DATABASE:GetNextSTN(octal,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSTN(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
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)
-- 4 digit octal with leading 0
if self.SpawnInitSADL then
local octal = self.SpawnInitSADL
if UnitID > 1 then
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local num = UTILS.OctalToDecimal(octal)
self.SpawnInitSADL = num -- we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case
-- we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
if _DATABASE.SADL[num] ~= nil or UnitID > 1 then -- SADL taken or next unit
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSADL(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end
end
-- VoiceCallsignNumber

View File

@@ -1,36 +1,36 @@
--- **Core** - Spawn statics.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Spawn new statics from a static already defined in the mission editor.
-- * Spawn new statics from a given template.
-- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location.
-- * Spawn within a zone.
-- * Spawn statics linked to units, .e.g on aircraft carriers.
--
-- ===
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
--
--
-- ===
--
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
--
--
-- ===
--
-- # YouTube Channel
--
--
-- ## No videos yet!
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG
@@ -58,37 +58,37 @@
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
--
--
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
--
-- # SPAWNSTATIC Constructors
--
--
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
--
--
-- ## Use another Static
--
--
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
-- from the static.
--
--
-- ## From a Template
--
--
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
--
--
-- ## From a Type
--
--
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
--
--
-- # Setting Parameters
--
--
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
--
--
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
@@ -99,17 +99,17 @@
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
--
-- # Spawning the Statics
--
--
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
-- such as position and heading.
--
--
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
--
SPAWNSTATIC = {
ClassName = "SPAWNSTATIC",
SpawnIndex = 0,
@@ -139,9 +139,9 @@ SPAWNSTATIC = {
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
@@ -166,11 +166,11 @@ end
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
self.SpawnTemplatePrefix = SpawnTemplate.name
self.CountryID = CountryID or country.id.USA
return self
end
@@ -189,7 +189,7 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0
@@ -291,7 +291,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
return self
end
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
-- @param #SPAWNSTATIC self
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
-- @return #SPAWNSTATIC self
@@ -327,13 +327,13 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
end
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
@@ -347,7 +347,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
local Coordinate=COORDINATE:NewFromVec2(vec2)
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
@@ -362,11 +362,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
-- Set up coordinate.
self.InitStaticCoordinate=Coordinate
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
@@ -385,7 +385,7 @@ function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static
end
@@ -399,45 +399,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template=Template or {}
local CountryID=CountryID or self.CountryID
if self.InitStaticType then
Template.type=self.InitStaticType
end
if self.InitStaticCategory then
Template.category=self.InitStaticCategory
end
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
Template.y = self.InitStaticCoordinate.z
Template.alt = self.InitStaticCoordinate.y
Template.alt = self.InitStaticCoordinate.y
end
if self.InitStaticHeading then
Template.heading = math.rad(self.InitStaticHeading)
Template.heading = math.rad(self.InitStaticHeading)
end
if self.InitStaticShape then
Template.shape_name=self.InitStaticShape
end
if self.InitStaticLivery then
Template.livery_id=self.InitStaticLivery
end
if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead
end
if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo
end
if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass
end
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
@@ -446,45 +446,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.offsets.x=self.InitOffsetX
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end
if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil
end
-- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=nil --DCS#StaticObject
if self.InitFarp then
local TemplateGroup={}
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.visible=true
TemplateGroup.hidden=false
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
self:T("Spawning FARP")
self:T("Spawning FARP")
self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
@@ -499,10 +499,10 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
world.onEvent(Event)
else
self:T("Spawning Static")
self:T2({Template=Template})
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
end
return mystatic
end

View File

@@ -46,6 +46,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Zone)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **Applevangelist**, **FunkyFranky**, **coconutcockpit**
--
@@ -326,14 +330,14 @@ function ZONE_BASE:GetRandomVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_BASE:GetRandomPointVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC3} within the zone.
--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
function ZONE_BASE:GetRandomPointVec3()
@@ -899,7 +903,8 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
local Point = {}
local Vec2 = self:GetVec2()
local countryID = CountryID or country.id.USA
Points = Points and Points or 360
local Angle
@@ -910,7 +915,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local CountryName = _DATABASE.COUNTRY_NAME[countryID]
local Tire = {
["country"] = CountryName,
@@ -925,7 +930,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
["heading"] = 0,
} -- end of ["group"]
local Group = coalition.addStaticObject( CountryID, Tire )
local Group = coalition.addStaticObject( countryID, Tire )
if UnBound and UnBound == true then
Group:destroy()
end
@@ -1175,7 +1180,7 @@ function ZONE_RADIUS:RemoveJunk()
return n
end
--- Count the number of different coalitions inside the zone.
--- Get a table of scanned units.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
function ZONE_RADIUS:GetScannedUnits()
@@ -1210,7 +1215,7 @@ function ZONE_RADIUS:GetScannedSetUnit()
return SetUnit
end
--- Get a set of scanned units.
--- Get a set of scanned groups.
-- @param #ZONE_RADIUS self
-- @return Core.Set#SET_GROUP Set of groups.
function ZONE_RADIUS:GetScannedSetGroup()
@@ -1510,7 +1515,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
return point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -1541,7 +1546,7 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone.
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -1985,7 +1990,7 @@ function ZONE_GROUP:GetRandomVec2()
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -2829,7 +2834,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
end
end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
@@ -2842,7 +2847,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2()
return PointVec2
end
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
@@ -3830,18 +3835,18 @@ function ZONE_OVAL:GetRandomVec2()
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
return POINT_VEC3:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
@@ -3981,7 +3986,7 @@ do -- ZONE_AIRBASE
return ZoneVec2
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.

View File

@@ -914,12 +914,12 @@ function AUTOLASE:onafterMonitor(From, Event, To)
self:SetPilotMenu()
local detecteditems = self.Contacts or {} -- #table of Ops.Intelligence#INTEL.Contact
local detecteditems = self.Contacts or {} -- #table of Ops.Intel#INTEL.Contact
local groupsbythreat = {}
local report = REPORT:New("Detections")
local lines = 0
for _,_contact in pairs(detecteditems) do
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local contact = _contact -- Ops.Intel#INTEL.Contact
local grp = contact.group
local coord = contact.position
local reccename = contact.recce or "none"

File diff suppressed because it is too large Load Diff

View File

@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: Dec 2023
-- Last Update: Feb 2024
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -347,17 +347,17 @@ MANTIS.SamType = {
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamData = {
["Hawk"] = { Range=44, Blindspot=0, Height=9, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=3, Type="Short", Radar="NSAMS" },
["Patriot"] = { Range=99, Blindspot=0, Height=9, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=6, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" },
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Roland" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@@ -376,7 +376,7 @@ MANTIS.SamData = {
["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" },
["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" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
}
--- SAM data HDS
@@ -1222,10 +1222,10 @@ do
function MANTIS:_PreFilterHeight(height)
self:T(self.lid.."_PreFilterHeight")
local set = {}
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK
local detectedgroups = dlink:GetContactTable()
for _,_contact in pairs(detectedgroups) do
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local contact = _contact -- Ops.Intel#INTEL.Contact
local grp = contact.group -- Wrapper.Group#GROUP
if grp:IsAlive() then
if grp:GetHeight(true) < height then
@@ -1777,7 +1777,7 @@ do
-- @return #MANTIS self
function MANTIS:_CheckDLinkState()
self:T(self.lid .. "_CheckDLinkState")
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK
local TS = timer.getAbsTime()
if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then
self.DLink = false

File diff suppressed because it is too large Load Diff

View File

@@ -78,7 +78,8 @@
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
--
-- * **Applevangelist**: Additional functionality, fixes.
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **Whisper**: Testing and Advice.
@@ -116,11 +117,13 @@
-- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}.
--
-- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
-- Scoring:AddScoreSetGroup( GroupSet, 100)
--
-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
@@ -226,7 +229,7 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.17.1"
version = "1.18.4"
}
local _SCORINGCoalition = {
@@ -245,13 +248,15 @@ local _SCORINGCategory = {
--- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self
-- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @return #SCORING self
-- @usage
--
-- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" )
--
function SCORING:New( GameName )
function SCORING:New( GameName, SavePath, AutoSave )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -314,7 +319,8 @@ function SCORING:New( GameName )
end )
-- Create the CSV file.
self.AutoSave = true
self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true
self:OpenCSV( GameName )
return self
@@ -428,6 +434,31 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self
end
--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
-- @param #SCORING self
-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetGroup(Set, Score)
local set = Set:GetSetObjects()
for _,_group in pairs (set) do
if _group and _group:IsAlive() then
self:AddScoreGroup(_group,Score)
end
end
local function AddScore(group)
self:AddScoreGroup(group,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission.
@@ -1030,11 +1061,11 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
@@ -1141,7 +1172,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
@@ -1288,17 +1319,17 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
--self:OnKillPvP(PlayerName, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(Player, TargetPlayerName, true)
self:OnKillPvP(PlayerName, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
self:OnKillPvE(PlayerName, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@@ -1326,14 +1357,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
else
Player.PlayerKills = 1
end
self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
self:OnKillPvP(PlayerName, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
self:OnKillPvE(PlayerName, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@@ -1811,10 +1842,11 @@ end
function SCORING:OpenCSV( ScoringCSV )
self:F( ScoringCSV )
if lfs and io and os and self.AutoSave then
if lfs and io and os and self.AutoSave == true then
if ScoringCSV then
self.ScoringCSV = ScoringCSV
local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local fdir = path .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
self.CSVFile, self.err = io.open( fdir, "w+" )
if not self.CSVFile then
@@ -1935,23 +1967,23 @@ end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName the name of the killed player
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #string PlayerName The attacking player
-- @param #string TargetPlayerName The name of the killed player
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
function SCORING:OnKillPvP(PlayerName, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string PlayerName The attacking player
-- @param #string TargetUnitName the name of the killed unit
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
function SCORING:OnKillPvE(PlayerName, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
end

View File

@@ -320,9 +320,6 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"

View File

@@ -15,6 +15,7 @@
--
-- @module Functional.Stratego
-- @image Functional.Stratego.png
-- Last Update April 2024
---
@@ -41,6 +42,9 @@
-- @field #boolean usebudget
-- @field #number CaptureUnits
-- @field #number CaptureThreatlevel
-- @field #table CaptureObjectCategories
-- @field #boolean ExcludeShips
-- @field Core.Zone#ZONE StrategoZone
-- @extends Core.Base#BASE
-- @extends Core.Fsm#FSM
@@ -153,6 +157,7 @@
-- @{#STRATEGO.FindRoute}(): Find a route between two nodes.
-- @{#STRATEGO.SetCaptureOptions}(): Set how many units of which minimum threat level are needed to capture one node (i.e. the underlying OpsZone).
-- @{#STRATEGO.SetDebug}(): Set debug and draw options.
-- @{#STRATEGO.SetStrategoZone}(): Set a zone to restrict STRATEGO analytics to, can be any kind of ZONE Object.
--
--
-- ## Visualisation example code for the Syria map:
@@ -176,7 +181,7 @@ STRATEGO = {
debug = false,
drawzone = false,
markzone = false,
version = "0.2.4",
version = "0.2.8",
portweight = 3,
POIweight = 1,
maxrunways = 3,
@@ -195,6 +200,8 @@ STRATEGO = {
usebudget = false,
CaptureUnits = 3,
CaptureThreatlevel = 1,
CaptureObjectCategories = {Object.Category.UNIT},
ExcludeShips = true,
}
---
@@ -256,6 +263,7 @@ function STRATEGO:New(Name,Coalition,MaxDist)
self.maxdist = MaxDist or 150 -- km
self.disttable = {}
self.routexists = {}
self.ExcludeShips = true
self.lid = string.format("STRATEGO %s %s | ",self.name,self.version)
@@ -374,6 +382,15 @@ function STRATEGO:SetDebug(Debug,DrawZones,MarkZones)
return self
end
--- [USER] Restrict Stratego to analyse this zone only.
-- @param #STRATEGO self
-- @param Core.Zone#ZONE Zone The Zone to restrict Stratego to, can be any kind of ZONE Object.
-- @return #STRATEGO self
function STRATEGO:SetStrategoZone(Zone)
self.StrategoZone = Zone
return self
end
--- [USER] Set weights for nodes and routes to determine their importance.
-- @param #STRATEGO self
-- @param #number MaxRunways Set the maximum number of runways the big (equals strategic) airbases on the map have. Defaults to 3. The weight of an airbase node hence equals the number of runways.
@@ -404,11 +421,13 @@ end
-- @param #STRATEGO self
-- @param #number CaptureUnits Number of units needed, defaults to three.
-- @param #number CaptureThreatlevel Threat level needed, can be 0..10, defaults to one.
-- @param #table CaptureCategories Table of object categories which can capture a node, defaults to `{Object.Category.UNIT}`.
-- @return #STRATEGO self
function STRATEGO:SetCaptureOptions(CaptureUnits,CaptureThreatlevel)
function STRATEGO:SetCaptureOptions(CaptureUnits,CaptureThreatlevel,CaptureCategories)
self:T(self.lid.."SetCaptureOptions")
self.CaptureUnits = CaptureUnits or 3
self.CaptureThreatlevel = CaptureThreatlevel or 1
self.CaptureObjectCategories = CaptureCategories or {Object.Category.UNIT}
return self
end
@@ -422,11 +441,19 @@ function STRATEGO:AnalyseBases()
local airbasetable = self.airbasetable
local nonconnectedab = self.nonconnectedab
local easynames = self.easynames
local zone = self.StrategoZone -- Core.Zone#ZONE_POLYGON
-- find bases with >= 1 runways
self.bases:ForEach(
function(afb)
local ab = afb -- Wrapper.Airbase#AIRBASE
local abvec2 = ab:GetVec2()
if self.ExcludeShips and ab:IsShip() then return end
if zone ~= nil then
if not zone:IsVec2InZone(abvec2) then
return
end
end
local abname = ab:GetName()
local runways = ab:GetRunways()
local numrwys = #runways
@@ -438,14 +465,14 @@ function STRATEGO:AnalyseBases()
local coa = ab:GetCoalition()
if coa == nil then return end -- Spawned FARPS issue - these have no tangible data
coa = coa+1
local abtype = "AIRBASE"
local abtype = STRATEGO.Type.AIRBASE
if ab:IsShip() then
numrwys = 1
abtype = "SHIP"
abtype = STRATEGO.Type.SHIP
end
if ab:IsHelipad() then
numrwys = 1
abtype = "FARP"
abtype = STRATEGO.Type.FARP
end
local coord = ab:GetCoordinate()
if debug then
@@ -481,10 +508,10 @@ function STRATEGO:UpdateNodeCoalitions()
local newtable = {}
for _id,_data in pairs(self.airbasetable) do
local data = _data -- #STRATEGO.Data
if data.type == "AIRBASE" or data.type == "FARP" then
data.coalition = AIRBASE:FindByName(data.name):GetCoalition()
if data.type == STRATEGO.Type.AIRBASE or data.type == STRATEGO.Type.FARP or data.type == STRATEGO.Type.SHIP then
data.coalition = AIRBASE:FindByName(data.name):GetCoalition() or 0
else
data.coalition = data.opszone:GetOwner()
data.coalition = data.opszone:GetOwner() or 0
end
newtable[_id] = _data
end
@@ -503,6 +530,7 @@ function STRATEGO:GetNewOpsZone(Zone,Coalition)
local opszone = OPSZONE:New(Zone,Coalition or 0)
opszone:SetCaptureNunits(self.CaptureUnits)
opszone:SetCaptureThreatlevel(self.CaptureThreatlevel)
opszone:SetObjectCategories(self.CaptureObjectCategories)
opszone:SetDrawZone(self.drawzone)
opszone:SetMarkZone(self.markzone)
opszone:Start()
@@ -755,9 +783,39 @@ function STRATEGO:GetNextHighestWeightNodes(Weight, Coalition)
return airbases[weight],weight
end
--- [USER] Set the aggregated weight of a single node found by its name manually.
-- @param #STRATEGO self
-- @param #string Name The name to look for.
-- @param #number Weight The weight to be set.
-- @return #boolean success
function STRATEGO:SetNodeWeight(Name,Weight)
self:T(self.lid.."SetNodeWeight")
if Name and Weight and self.airbasetable[Name] then
self.airbasetable[Name].weight = Weight or 0
return true
else
return false
end
end
--- [USER] Set the base weight of a single node found by its name manually.
-- @param #STRATEGO self
-- @param #string Name The name to look for.
-- @param #number Weight The weight to be set.
-- @return #boolean success
function STRATEGO:SetNodeBaseWeight(Name,Weight)
self:T(self.lid.."SetNodeBaseWeight")
if Name and Weight and self.airbasetable[Name] then
self.airbasetable[Name].baseweight = Weight or 0
return true
else
return false
end
end
--- [USER] Get the aggregated weight of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string Name The name to look for.
-- @return #number Weight The weight or 0 if not found.
function STRATEGO:GetNodeWeight(Name)
self:T(self.lid.."GetNodeWeight")
@@ -770,7 +828,7 @@ end
--- [USER] Get the base weight of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string Name The name to look for.
-- @return #number Weight The base weight or 0 if not found.
function STRATEGO:GetNodeBaseWeight(Name)
self:T(self.lid.."GetNodeBaseWeight")
@@ -783,7 +841,7 @@ end
--- [USER] Get the COALITION of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #number Coalition The coalition.
function STRATEGO:GetNodeCoalition(Name)
self:T(self.lid.."GetNodeCoalition")
@@ -796,7 +854,7 @@ end
--- [USER] Get the TYPE of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #string Type Type of the node, e.g. STRATEGO.Type.AIRBASE or nil if not found.
function STRATEGO:GetNodeType(Name)
self:T(self.lid.."GetNodeType")
@@ -809,7 +867,7 @@ end
--- [USER] Get the ZONE of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return Core.Zone#ZONE Zone The Zone of the node or nil if not found.
function STRATEGO:GetNodeZone(Name)
self:T(self.lid.."GetNodeZone")
@@ -822,7 +880,7 @@ end
--- [USER] Get the OPSZONE of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return Ops.OpsZone#OPSZONE OpsZone The OpsZone of the node or nil if not found.
function STRATEGO:GetNodeOpsZone(Name)
self:T(self.lid.."GetNodeOpsZone")
@@ -835,7 +893,7 @@ end
--- [USER] Get the COORDINATE of a node by its name.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return Core.Point#COORDINATE Coordinate The Coordinate of the node or nil if not found.
function STRATEGO:GetNodeCoordinate(Name)
self:T(self.lid.."GetNodeCoordinate")
@@ -848,7 +906,7 @@ end
--- [USER] Check if the TYPE of a node is AIRBASE.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #boolean Outcome
function STRATEGO:IsAirbase(Name)
self:T(self.lid.."IsAirbase")
@@ -861,7 +919,7 @@ end
--- [USER] Check if the TYPE of a node is PORT.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #boolean Outcome
function STRATEGO:IsPort(Name)
self:T(self.lid.."IsPort")
@@ -874,7 +932,7 @@ end
--- [USER] Check if the TYPE of a node is POI.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #boolean Outcome
function STRATEGO:IsPOI(Name)
self:T(self.lid.."IsPOI")
@@ -887,7 +945,7 @@ end
--- [USER] Check if the TYPE of a node is FARP.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #boolean Outcome
function STRATEGO:IsFARP(Name)
self:T(self.lid.."IsFARP")
@@ -900,7 +958,7 @@ end
--- [USER] Check if the TYPE of a node is SHIP.
-- @param #STRATEGO self
-- @param #string Name.
-- @param #string The name to look for.
-- @return #boolean Outcome
function STRATEGO:IsShip(Name)
self:T(self.lid.."IsShip")
@@ -937,11 +995,13 @@ function STRATEGO:FindClosestConsolidationTarget(Startpoint,BaseWeight)
local cname = self.easynames[tname]
local targetweight = self.airbasetable[cname].baseweight
coa = self.airbasetable[cname].coalition
--self:T("Start -> End: "..startpoint.." -> "..cname)
if (dist < shortest) and (coa ~= self.coalition) and (BaseWeight >= targetweight) then
self:T("Found Consolidation Target: "..cname)
shortest = dist
target = cname
weight = self.airbasetable[cname].weight
coa = self.airbasetable[cname].coalition
coa = coa
end
end
end
@@ -974,8 +1034,9 @@ function STRATEGO:FindClosestStrategicTarget(Startpoint,Weight)
local coa = self.airbasetable[cname].coalition
local tweight = self.airbasetable[cname].baseweight
local ttweight = self.airbasetable[cname].weight
self:T("Start -> End: "..startpoint.." -> "..cname)
--self:T("Start -> End: "..startpoint.." -> "..cname)
if (dist < shortest) and (coa ~= self.coalition) and (tweight >= Weight) then
self:T("Found Strategic Target: "..cname)
shortest = dist
target = cname
weight = self.airbasetable[cname].weight
@@ -996,38 +1057,31 @@ function STRATEGO:FindStrategicTargets()
local data = _data -- #STRATEGO.Data
if data.coalition == self.coalition then
local dist, name, points, coa = self:FindClosestStrategicTarget(data.name,data.weight)
if coa == coalition.side.NEUTRAL and points ~= 0 then
local fpoints = points + self.NeutralBenefit
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points + (self.NeutralBenefit+math.random(1,100))
tries = tries + 1
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
if points > 0 then
self:T({dist=dist, name=name, points=points, coa=coa})
end
local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
if coa == enemycoa and points ~= 0 then
local fpoints = points
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points + (math.random(1,100))
tries = tries + 1
if points ~= 0 then
local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
self:T("Enemycoa = "..enemycoa)
if coa == coalition.side.NEUTRAL then
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points + self.NeutralBenefit
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
else
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
end
end
end
@@ -1044,38 +1098,31 @@ function STRATEGO:FindConsolidationTargets()
local data = _data -- #STRATEGO.Data
if data.coalition == self.coalition then
local dist, name, points, coa = self:FindClosestConsolidationTarget(data.name,self.maxrunways-1)
if coa == coalition.side.NEUTRAL and points ~= 0 then
local fpoints = points + self.NeutralBenefit
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points - (self.NeutralBenefit+math.random(1,100))
tries = tries + 1
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
if points > 0 then
self:T({dist=dist, name=name, points=points, coa=coa})
end
local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
if coa == enemycoa and points ~= 0 then
local fpoints = points
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points - (math.random(1,100))
tries = tries + 1
if points ~= 0 then
local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
self:T("Enemycoa = "..enemycoa)
if coa == coalition.side.NEUTRAL then
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points + self.NeutralBenefit
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
else
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
end
end
end
@@ -1245,13 +1292,15 @@ end
-- @return #table Target Table with #STRATEGO.Target data or nil if none found.
function STRATEGO:FindAffordableStrategicTarget()
self:T(self.lid.."FindAffordableStrategicTarget")
local targets = self:FindStrategicTargets() -- #table of #STRATEGO.Target
local Stargets = self:FindStrategicTargets() -- #table of #STRATEGO.Target
--UTILS.PrintTableToLog(Stargets,1)
local budget = self.Budget
--local leftover = self.Budget
local target = nil -- #STRATEGO.Target
local ftarget = nil -- #STRATEGO.Target
local Targets = {}
for _,_data in pairs(targets) do
for _,_data in pairs(Stargets) do
local data = _data -- #STRATEGO.Target
self:T("Considering Strategic Target "..data.name)
--if data.points <= budget and budget-data.points < leftover then
if data.points <= budget then
--leftover = budget-data.points
@@ -1259,14 +1308,18 @@ function STRATEGO:FindAffordableStrategicTarget()
self:T(self.lid.."Affordable strategic target: "..data.name)
end
end
if not targets then
if #Targets == 0 then
self:T(self.lid.."No suitable target found!")
return nil
end
target = Targets[math.random(1,#Targets)]
if target then
self:T(self.lid.."Final affordable strategic target: "..target.name)
return target
if #Targets > 1 then
ftarget = Targets[math.random(1,#Targets)]
else
ftarget = Targets[1]
end
if ftarget then
self:T(self.lid.."Final affordable strategic target: "..ftarget.name)
return ftarget
else
return nil
end
@@ -1277,13 +1330,15 @@ end
-- @return #table Target Table with #STRATEGO.Target data or nil if none found.
function STRATEGO:FindAffordableConsolidationTarget()
self:T(self.lid.."FindAffordableConsolidationTarget")
local targets = self:FindConsolidationTargets() -- #table of #STRATEGO.Target
local Ctargets = self:FindConsolidationTargets() -- #table of #STRATEGO.Target
--UTILS.PrintTableToLog(Ctargets,1)
local budget = self.Budget
--local leftover = self.Budget
local target = nil -- #STRATEGO.Target
local ftarget = nil -- #STRATEGO.Target
local Targets = {}
for _,_data in pairs(targets) do
for _,_data in pairs(Ctargets) do
local data = _data -- #STRATEGO.Target
self:T("Considering Consolidation Target "..data.name)
--if data.points <= budget and budget-data.points < leftover then
if data.points <= budget then
--leftover = budget-data.points
@@ -1291,14 +1346,18 @@ function STRATEGO:FindAffordableConsolidationTarget()
self:T(self.lid.."Affordable consolidation target: "..data.name)
end
end
if not targets then
if #Targets == 0 then
self:T(self.lid.."No suitable target found!")
return nil
end
target = Targets[math.random(1,#Targets)]
if target then
self:T(self.lid.."Final affordable consolidation target: "..target.name)
return target
if #Targets > 1 then
ftarget = Targets[math.random(1,#Targets)]
else
ftarget = Targets[1]
end
if ftarget then
self:T(self.lid.."Final affordable consolidation target: "..ftarget.name)
return ftarget
else
return nil
end

View File

@@ -1629,7 +1629,7 @@ WAREHOUSE = {
-- @field #boolean arrived If true, asset arrived at its destination.
--
-- @field #number damage Damage of asset group in percent.
-- @field Ops.AirWing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.Airwing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object.
-- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to.
-- @field Ops.Legion#LEGION legion The legion this asset belonts to.

View File

@@ -154,6 +154,14 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )

View File

@@ -9755,7 +9755,7 @@ function AIRBOSS:_Groove( playerData )
local glideslopeError = groovedata.GSE
local AoA = groovedata.AoA
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 or playerData.unit:IsInZone( self:_GetZoneLineup() )) then
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 and playerData.unit:IsInZone( self:_GetZoneLineup() )) then
-- Start time in groove
playerData.TIG0 = timer.getTime()

File diff suppressed because it is too large Load Diff

View File

@@ -145,7 +145,7 @@
-- @field #table NassetsLegMax Number of required warehouse assets for each assigned legion.
-- @field #table requestID The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.
-- @field #table payloads User specified airwing payloads for this mission. Only these will be considered for the job!
-- @field Ops.AirWing#AIRWING.PatrolData patroldata Patrol data.
-- @field Ops.Airwing#AIRWING.PatrolData patroldata Patrol data.
--
-- @field #table specialLegions User specified legions assigned for this mission. Only these will be considered for the job!
-- @field #table specialCohorts User specified cohorts assigned for this mission. Only these will be considered for the job!
@@ -338,7 +338,7 @@
--
-- ## Legion Level
--
-- Adding an AUFTRAG to an airwing is done via the @{Ops.AirWing#AIRWING.AddMission} function. See AIRWING docs for further details.
-- Adding an AUFTRAG to an airwing is done via the @{Ops.Airwing#AIRWING.AddMission} function. See AIRWING docs for further details.
-- Similarly, an AUFTRAG can be added to a brigade via the @{Ops.Brigade#BRIGADE.AddMission} function.
--
-- ## Commander Level
@@ -3734,7 +3734,7 @@ end
--- Add a required payload for this mission. Only these payloads will be used for this mission. If they are not available, the mission cannot start. Only available for use with an AIRWING.
-- @param #AUFTRAG self
-- @param Ops.AirWing#AIRWING.Payload Payload Required payload.
-- @param Ops.Airwing#AIRWING.Payload Payload Required payload.
-- @return #AUFTRAG self
function AUFTRAG:AddRequiredPayload(Payload)

View File

@@ -36,7 +36,7 @@ do
-- @field #number Frequency
-- @field #number Modulation
-- @field Wrapper.Airbase#AIRBASE Airbase
-- @field Ops.AirWing#AIRWING AirWing
-- @field Ops.Airwing#AIRWING AirWing
-- @field #number AwacsAngels
-- @field Core.Zone#ZONE OrbitZone
-- @field #number CallSign
@@ -159,10 +159,10 @@ do
--
-- ## 3 Airwing(s)
--
-- The AWACS plane, the optional escort planes, and the AI CAP planes work based on the @{Ops.AirWing} class. Read and understand the manual for this class in
-- The AWACS plane, the optional escort planes, and the AI CAP planes work based on the @{Ops.Airwing} class. Read and understand the manual for this class in
-- order to set everything up correctly. You will at least need one Squadron containing the AWACS plane itself.
--
-- Set up the AirWing
-- Set up the Airwing
--
-- local AwacsAW = AIRWING:New("AirForce WH-1","AirForce One")
-- AwacsAW:SetMarker(false)
@@ -226,7 +226,7 @@ do
--
-- ## 5 Set up AWACS
--
-- -- Set up AWACS called "AWACS North". It will use the AwacsAW AirWing set up above and be of the "blue" coalition. Homebase is Kutaisi.
-- -- Set up AWACS called "AWACS North". It will use the AwacsAW Airwing set up above and be of the "blue" coalition. Homebase is Kutaisi.
-- -- The AWACS Orbit Zone is a round zone set in the mission editor named "Awacs Orbit", the FEZ is a Polygon-Zone called "Rock" we have also
-- -- set up in the mission editor with a late activated helo named "Rock#ZONE_POLYGON". Note this also sets the BullsEye to be referenced as "Rock".
-- -- The CAP station zone is called "Fremont". We will be on 255 AM.
@@ -248,7 +248,7 @@ do
--
-- ### 5.1 Alternative - Set up as GCI (no AWACS plane needed) Theater Air Control System (TACS)
--
-- -- Set up as TACS called "GCI Senaki". It will use the AwacsAW AirWing set up above and be of the "blue" coalition. Homebase is Senaki.
-- -- Set up as TACS called "GCI Senaki". It will use the AwacsAW Airwing set up above and be of the "blue" coalition. Homebase is Senaki.
-- -- No need to set the AWACS Orbit Zone; the FEZ is still a Polygon-Zone called "Rock" we have also
-- -- set up in the mission editor with a late activated helo named "Rock#ZONE_POLYGON". Note this also sets the BullsEye to be referenced as "Rock".
-- -- The CAP station zone is called "Fremont". We will be on 255 AM. Note the Orbit Zone is given as *nil* in the `New()`-Statement
@@ -508,7 +508,7 @@ do
-- @field #AWACS
AWACS = {
ClassName = "AWACS", -- #string
version = "0.2.61", -- #string
version = "0.2.64", -- #string
lid = "", -- #string
coalition = coalition.side.BLUE, -- #number
coalitiontxt = "blue", -- #string
@@ -852,8 +852,8 @@ AWACS.Messages = {
--- Contact Data
-- @type AWACS.ManagedContact
-- @field #number CID
-- @field Ops.Intelligence#INTEL.Contact Contact
-- @field Ops.Intelligence#INTEL.Cluster Cluster
-- @field Ops.Intel#INTEL.Contact Contact
-- @field Ops.Intel#INTEL.Cluster Cluster
-- @field #string IFF -- ID'ed or not (yet)
-- @field Ops.Target#TARGET Target
-- @field #number LinkedTask --> TID
@@ -902,8 +902,8 @@ AWACS.TaskStatus = {
-- @field #AWACS.TaskStatus Status
-- @field #AWACS.TaskDescription ToDo
-- @field #string ScreenText Long descrition
-- @field Ops.Intelligence#INTEL.Contact Contact
-- @field Ops.Intelligence#INTEL.Cluster Cluster
-- @field Ops.Intel#INTEL.Contact Contact
-- @field Ops.Intel#INTEL.Cluster Cluster
-- @field #number CurrentAuftrag
-- @field #number RequestedTimestamp
@@ -956,7 +956,7 @@ AWACS.TaskStatus = {
-- DONE - Shift Change, Change on asset RTB or dead or mission done (done for AWACS and Escorts)
-- DONE - TripWire - WIP - Threat (35nm), Meld (45nm, on mission), Merged (<3nm)
--
-- DONE - Escorts via AirWing not staying on
-- DONE - Escorts via Airwing not staying on
-- DONE - Borders for INTEL. Optional, i.e. land based defense within borders
-- DONE - Use AO as Anchor of Bulls, AO as default
-- DONE - SRS TTS output
@@ -984,7 +984,7 @@ AWACS.TaskStatus = {
--- Set up a new AI AWACS.
-- @param #AWACS self
-- @param #string Name Name of this AWACS for the radio menu.
-- @param #string AirWing The core Ops.AirWing#AIRWING managing the AWACS, Escort and (optionally) AI CAP planes for us.
-- @param #string AirWing The core Ops.Airwing#AIRWING managing the AWACS, Escort and (optionally) AI CAP planes for us.
-- @param #number Coalition Coalition, e.g. coalition.side.BLUE. Can also be passed as "blue", "red" or "neutral".
-- @param #string AirbaseName Name of the home airbase.
-- @param #string AwacsOrbit Name of the round, mission editor created zone where this AWACS orbits.
@@ -1024,7 +1024,7 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
-- base setup
self.Name = Name -- #string
self.AirWing = AirWing -- Ops.AirWing#AIRWING object
self.AirWing = AirWing -- Ops.Airwing#AIRWING object
AirWing:SetUsingOpsAwacs(self)
@@ -1032,7 +1032,7 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
self.CAPAirwings:Push(AirWing,1)
self.AwacsFG = nil
--self.AwacsPayload = PayLoad -- Ops.AirWing#AIRWING.Payload
--self.AwacsPayload = PayLoad -- Ops.Airwing#AIRWING.Payload
--self.ModernEra = true -- use of EPLRS
self.RadarBlur = 15 -- +/-15% detection precision i.e. 85-115 reported group size
if type(OpsZone) == "string" then
@@ -1384,7 +1384,7 @@ end
-- Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [User] Set the tactical information option, create 10 radio channels groups can subscribe and get Bogey Dope on a specific frequency automatically.
--- [User] Set the tactical information option, create 10 radio channels groups can subscribe and get Bogey Dope on a specific frequency automatically. You **need** to set up SRS first before using this!
-- @param #AWACS self
-- @param #number BaseFreq Base Frequency to use, defaults to 130.
-- @param #number Increase Increase to use, defaults to 0.5, thus channels created are 130, 130.5, 131 .. etc.
@@ -1394,6 +1394,10 @@ end
-- @return #AWACS self
function AWACS:SetTacticalRadios(BaseFreq,Increase,Modulation,Interval,Number)
self:T(self.lid.."SetTacticalRadios")
if not self.AwacsSRS then
MESSAGE:New("AWACS: Setup SRS in your code BEFORE trying to add tac radios please!",30,"ERROR",true):ToLog():ToAll()
return self
end
self.TacticalMenu = true
self.TacticalBaseFreq = BaseFreq or 130
self.TacticalIncrFreq = Increase or 0.5
@@ -1407,7 +1411,7 @@ function AWACS:SetTacticalRadios(BaseFreq,Increase,Modulation,Interval,Number)
self.TacticalFrequencies[freq] = freq
end
if self.AwacsSRS then
self.TacticalSRS = MSRS:New(self.PathToSRS,self.TacticalBaseFreq,self.TacticalModulation)
self.TacticalSRS = MSRS:New(self.PathToSRS,self.TacticalBaseFreq,self.TacticalModulation,self.Backend)
self.TacticalSRS:SetCoalition(self.coalition)
self.TacticalSRS:SetGender(self.Gender)
self.TacticalSRS:SetCulture(self.Culture)
@@ -2085,8 +2089,9 @@ end
-- @param #number Volume Volume - between 0.0 (silent) and 1.0 (loudest)
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS; if you use a config file for MSRS, hand in nil here.
-- @param #string AccessKey (Optional) Your Google API access key. This is necessary if DCS-gRPC is used as backend; if you use a config file for MSRS, hand in nil here.
-- @param #string Backend (Optional) Your MSRS Backend if different from your config file settings, e.g. MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @return #AWACS self
function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey)
function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Backend)
self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.Gender = Gender or MSRS.gender or "male"
@@ -2096,8 +2101,9 @@ function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey
self.PathToGoogleKey = PathToGoogleKey
self.AccessKey = AccessKey
self.Volume = Volume or 1.0
self.AwacsSRS = MSRS:New(self.PathToSRS,self.MultiFrequency,self.MultiModulation)
self.Backend = Backend or MSRS.backend
BASE:I({backend = self.Backend})
self.AwacsSRS = MSRS:New(self.PathToSRS,self.MultiFrequency,self.MultiModulation,self.Backend)
self.AwacsSRS:SetCoalition(self.coalition)
self.AwacsSRS:SetGender(self.Gender)
self.AwacsSRS:SetCulture(self.Culture)
@@ -2463,7 +2469,7 @@ function AWACS:_UpdateContactFromCluster(CID)
local function GetFirstAliveContact(table)
for _,_contact in pairs (table) do
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local contact = _contact -- Ops.Intel#INTEL.Contact
if contact and contact.group and contact.group:IsAlive() then
return contact
end
@@ -2499,13 +2505,22 @@ function AWACS:_CheckMerges()
local cpos = contact.Cluster.coordinate or contact.Contact.position or contact.Contact.group:GetCoordinate()
local dist = ppos:Get2DDistance(cpos)
local distnm = UTILS.Round(UTILS.MetersToNM(dist),0)
if (pilot.IsPlayer or self.debug) and distnm <= 5 and not contact.MergeCallDone then
local label = contact.EngagementTag or ""
if not contact.MergeCallDone or not string.find(label,pcallsign) then
if (pilot.IsPlayer or self.debug) and distnm <= 5 then --and ((not contact.MergeCallDone) or (timer.getTime() - contact.MergeCallDone > 30)) then
--local label = contact.EngagementTag or ""
--if not contact.MergeCallDone or not string.find(label,pcallsign) then
self:T(self.lid.."Merged")
self:_MergedCall(_id)
contact.MergeCallDone = true
end
--contact.MergeCallDone = true
--end
end
if (pilot.IsPlayer or self.debug) and distnm >5 and distnm <= self.ThreatDistance then
self:_ThreatRangeCall(_id,Contact)
end
if (pilot.IsPlayer or self.debug) and distnm > self.ThreatDistance and distnm <= self.MeldDistance then
self:_MeldRangeCall(_id,Contact)
end
if (pilot.IsPlayer or self.debug) and distnm > self.MeldDistance and distnm <= self.TacDistance then
self:_TACRangeCall(_id,Contact)
end
end
)
@@ -3099,7 +3114,7 @@ function AWACS:_BogeyDope(Group,Tactical)
local clean = self.gettext:GetEntry("CLEAN",self.locale)
text = string.format(clean,self:_GetCallSign(Group,GID) or "Ghost 1", self.callsigntxt)
self:_NewRadioEntry(text,textScreen,GID,Outcome,Outcome,true,false,true,Tactical)
self:_NewRadioEntry(text,text,GID,Outcome,Outcome,true,false,true,Tactical)
else
@@ -3141,9 +3156,13 @@ end
function AWACS:_ShowAwacsInfo(Group)
self:T(self.lid.."_ShowAwacsInfo")
local report = REPORT:New("Info")
local STN = self.STN
report:Add("====================")
report:Add(string.format("AWACS %s",self.callsigntxt))
report:Add(string.format("Radio: %.3f %s",self.Frequency,UTILS.GetModulationName(self.Modulation)))
if STN then
report:Add(string.format("Link-16 STN: %s",STN))
end
report:Add(string.format("Bulls Alias: %s",self.AOName))
report:Add(string.format("Coordinate: %s",self.AOCoordinate:ToStringLLDDM()))
report:Add("====================")
@@ -4260,7 +4279,7 @@ function AWACS:_StartIntel(awacs)
intel:__Start(5)
self.intel = intel -- Ops.Intelligence#INTEL
self.intel = intel -- Ops.Intel#INTEL
return self
end
@@ -4420,8 +4439,8 @@ end
-- @param #table Object Object for Ops.Target#TARGET assignment
-- @param #AWACS.TaskStatus TaskStatus Status of this task
-- @param Ops.Auftrag#AUFTRAG Auftrag The Auftrag for this task if any
-- @param Ops.Intelligence#INTEL.Cluster Cluster Intel Cluster for this task
-- @param Ops.Intelligence#INTEL.Contact Contact Intel Contact for this task
-- @param Ops.Intel#INTEL.Cluster Cluster Intel Cluster for this task
-- @param Ops.Intel#INTEL.Contact Contact Intel Contact for this task
-- @return #number TID Task ID created
function AWACS:_CreateTaskForGroup(GroupID,Description,ScreenText,Object,TaskStatus,Auftrag,Cluster,Contact)
self:T(self.lid.."_CreateTaskForGroup "..GroupID .." Description: "..Description)
@@ -4620,7 +4639,7 @@ function AWACS:_CheckTaskQueue()
-- Check ranges for TAC and MELD
-- postions relative to CAP position
--[[
local targetgrp = entry.Contact.group
local position = entry.Contact.position or entry.Cluster.coordinate
if targetgrp and targetgrp:IsAlive() and managedgroup then
@@ -4645,6 +4664,7 @@ function AWACS:_CheckTaskQueue()
end
end
end
--]]
local auftrag = entry.Auftrag -- Ops.Auftrag#AUFTRAG
local auftragstatus = "Not Known"
@@ -4843,6 +4863,7 @@ function AWACS:_CheckTaskQueue()
elseif entry.Status == AWACS.TaskStatus.ASSIGNED then
self:T("Open Tasks VID ASSIGNED for GroupID "..entry.AssignedGroupID)
-- check TAC/MELD ranges
--[[
local targetgrp = entry.Contact.group
local position = entry.Contact.position or entry.Cluster.coordinate
if targetgrp and targetgrp:IsAlive() and managedgroup then
@@ -4867,6 +4888,7 @@ function AWACS:_CheckTaskQueue()
end
end
end
--]]
elseif entry.Status == AWACS.TaskStatus.SUCCESS then
self:T("Open Tasks VID success for GroupID "..entry.AssignedGroupID)
-- outcomes - player ID'd
@@ -4978,7 +5000,7 @@ end
--- [User] Add another AirWing for AI CAP Flights under management
-- @param #AWACS self
-- @param Ops.AirWing#AIRWING AirWing The AirWing to (also) obtain CAP flights from
-- @param Ops.Airwing#AIRWING AirWing The AirWing to (also) obtain CAP flights from
-- @param Core.Zone#ZONE_RADIUS Zone (optional) This AirWing has it's own station zone, AI CAP will be send there
-- @return #AWACS self
function AWACS:AddCAPAirWing(AirWing,Zone)
@@ -5063,7 +5085,7 @@ function AWACS:_AnnounceContact(Contact,IsNew,Group,IsBogeyDope,Tag,IsPopup,Repo
end
local cluster = Contact.Cluster
local intel = self.intel -- Ops.Intelligence#INTEL
local intel = self.intel -- Ops.Intel#INTEL
local size = self.intel:ClusterCountUnits(cluster)
local threatsize, threatsizetext = self:_GetBlurredSize(size)
@@ -5465,9 +5487,10 @@ function AWACS:_TACRangeCall(GID,Contact)
if not Contact then return self end
local pilotcallsign = self:_GetCallSign(nil,GID)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local contact = Contact.Contact -- Ops.Intelligence#INTEL.Contact
local contact = Contact.Contact -- Ops.Intel#INTEL.Contact
local contacttag = Contact.TargetGroupNaming
if contact and not Contact.TACCallDone then
local name = managedgroup.GroupName
if contact then --and not Contact.TACCallDone then
local position = contact.position -- Core.Point#COORDINATE
if position then
local distance = position:Get2DDistance(managedgroup.Group:GetCoordinate())
@@ -5475,8 +5498,18 @@ function AWACS:_TACRangeCall(GID,Contact)
local grptxt = self.gettext:GetEntry("GROUP",self.locale)
local miles = self.gettext:GetEntry("MILES",self.locale)
local text = string.format("%s. %s. %s %s, %d %s.",self.callsigntxt,pilotcallsign,contacttag,grptxt,distance,miles)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
if not self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
end
self:_UpdateContactEngagementTag(Contact.CID,Contact.EngagementTag,true,false,AWACS.TaskStatus.EXECUTING)
if GID and GID ~= 0 then
--local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
end
end
end
end
return self
@@ -5494,9 +5527,10 @@ function AWACS:_MeldRangeCall(GID,Contact)
local pilotcallsign = self:_GetCallSign(nil,GID)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local flightpos = managedgroup.Group:GetCoordinate()
local contact = Contact.Contact -- Ops.Intelligence#INTEL.Contact
local contacttag = Contact.TargetGroupNaming
if contact and not Contact.MeldCallDone then
local contact = Contact.Contact -- Ops.Intel#INTEL.Contact
local contacttag = Contact.TargetGroupNaming or "Bogey"
local name = managedgroup.GroupName
if contact then --and not Contact.MeldCallDone then
local position = contact.position -- Core.Point#COORDINATE
if position then
local BRATExt = ""
@@ -5507,8 +5541,19 @@ function AWACS:_MeldRangeCall(GID,Contact)
end
local grptxt = self.gettext:GetEntry("GROUP",self.locale)
local text = string.format("%s. %s. %s %s, %s",self.callsigntxt,pilotcallsign,contacttag,grptxt,BRATExt)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
if not self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
end
self:_UpdateContactEngagementTag(Contact.CID,Contact.EngagementTag,true,true,AWACS.TaskStatus.EXECUTING)
if GID and GID ~= 0 then
--local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
local name = managedgroup.GroupName
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
end
end
end
end
return self
@@ -5524,8 +5569,10 @@ function AWACS:_ThreatRangeCall(GID,Contact)
local pilotcallsign = self:_GetCallSign(nil,GID)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local flightpos = managedgroup.Group:GetCoordinate() or managedgroup.LastKnownPosition
local contact = Contact.Contact -- Ops.Intelligence#INTEL.Contact
local contacttag = Contact.TargetGroupNaming
local contact = Contact.Contact -- Ops.Intel#INTEL.Contact
local contacttag = Contact.TargetGroupNaming or "Bogey"
local name = managedgroup.GroupName
local IsSub = self.TacticalSubscribers[name] and true or false
if contact then
local position = contact.position or contact.group:GetCoordinate() -- Core.Point#COORDINATE
if position then
@@ -5538,7 +5585,18 @@ function AWACS:_ThreatRangeCall(GID,Contact)
local grptxt = self.gettext:GetEntry("GROUP",self.locale)
local thrt = self.gettext:GetEntry("THREAT",self.locale)
local text = string.format("%s. %s. %s %s, %s. %s",self.callsigntxt,pilotcallsign,contacttag,grptxt, thrt, BRATExt)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
if IsSub == false then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
end
if GID and GID ~= 0 then
--local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
local name = managedgroup.GroupName
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
end
end
end
end
return self
@@ -5554,11 +5612,17 @@ function AWACS:_MergedCall(GID)
local pilotcallsign = self:_GetCallSign(nil,GID)
local merge = self.gettext:GetEntry("MERGED",self.locale)
local text = string.format("%s. %s. %s.",self.callsigntxt,pilotcallsign,merge)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local name
if managedgroup then
name = managedgroup.GroupName or "none"
end
if not self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
end
if GID and GID ~= 0 then
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
local name = managedgroup.GroupName
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
@@ -5832,7 +5896,7 @@ function AWACS:onafterStart(From, Event, To)
if not self.GCI then
-- set up the AWACS and let it orbit
local AwacsAW = self.AirWing -- Ops.AirWing#AIRWING
local AwacsAW = self.AirWing -- Ops.Airwing#AIRWING
local mission = AUFTRAG:NewORBIT_RACETRACK(self.OrbitZone:GetCoordinate(),self.AwacsAngels*1000,self.Speed,self.Heading,self.Leg)
local timeonstation = (self.AwacsTimeOnStation + self.ShiftChangeTime) * 3600
mission:SetTime(nil,timeonstation)
@@ -5953,6 +6017,10 @@ function AWACS:_CheckAwacsStatus()
local awacs = nil -- Wrapper.Group#GROUP
if self.AwacsFG then
awacs = self.AwacsFG:GetGroup() -- Wrapper.Group#GROUP
local unit = awacs:GetUnit(1)
if unit then
self.STN = tostring(unit:GetSTN())
end
end
local monitoringdata = self.MonitoringData -- #AWACS.MonitoringData
@@ -6426,7 +6494,7 @@ end
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.Intelligence#INTEL.Cluster Cluster
-- @param Ops.Intel#INTEL.Cluster Cluster
-- @return #AWACS self
function AWACS:onafterNewCluster(From,Event,To,Cluster)
self:T({From, Event, To, Cluster.index})
@@ -6438,7 +6506,7 @@ function AWACS:onafterNewCluster(From,Event,To,Cluster)
local function GetFirstAliveContact(table)
for _,_contact in pairs (table) do
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local contact = _contact -- Ops.Intel#INTEL.Contact
if contact and contact.group and contact.group:IsAlive() then
return contact, contact.group
end
@@ -6446,7 +6514,7 @@ function AWACS:onafterNewCluster(From,Event,To,Cluster)
return nil
end
local Contact, Group = GetFirstAliveContact(ContactTable) -- Ops.Intelligence#INTEL.Contact
local Contact, Group = GetFirstAliveContact(ContactTable) -- Ops.Intel#INTEL.Contact
if not Contact then return self end
@@ -6457,7 +6525,7 @@ function AWACS:onafterNewCluster(From,Event,To,Cluster)
local targetset = SET_GROUP:New()
-- SET for TARGET
for _,_grp in pairs(ContactTable) do
local grp = _grp -- Ops.Intelligence#INTEL.Contact
local grp = _grp -- Ops.Intel#INTEL.Contact
targetset:AddGroup(grp.group, true)
end
local managedcontact = {} -- #AWACS.ManagedContact
@@ -6519,7 +6587,7 @@ end
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.Intelligence#INTEL.Contact Contact
-- @param Ops.Intel#INTEL.Contact Contact
-- @return #AWACS self
function AWACS:onafterNewContact(From,Event,To,Contact)
self:T({From, Event, To, Contact})
@@ -6548,7 +6616,7 @@ end
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.Intelligence#INTEL.Contact Contact
-- @param Ops.Intel#INTEL.Contact Contact
-- @return #AWACS self
function AWACS:onafterLostContact(From,Event,To,Contact)
self:T({From, Event, To, Contact})
@@ -6560,7 +6628,7 @@ end
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.Intelligence#INTEL.Cluster Cluster
-- @param Ops.Intel#INTEL.Cluster Cluster
-- @param Ops.Auftrag#AUFTRAG Mission
-- @return #AWACS self
function AWACS:onafterLostCluster(From,Event,To,Cluster,Mission)
@@ -6632,7 +6700,7 @@ function AWACS:onafterCheckTacticalQueue(From,Event,To)
end -- end while
if self:Is("Running") then
if not self:Is("Stopped") then
self:__CheckTacticalQueue(-self.TacticalInterval)
end
return self
@@ -6761,7 +6829,7 @@ function AWACS:onafterAwacsShiftChange(From,Event,To)
self.AwacsTimeStamp = timer.getTime()
-- set up the AWACS and let it orbit
local AwacsAW = self.AirWing -- Ops.AirWing#AIRWING
local AwacsAW = self.AirWing -- Ops.Airwing#AIRWING
local mission = AUFTRAG:NewORBIT_RACETRACK(self.OrbitZone:GetCoordinate(),self.AwacsAngels*1000,self.Speed,self.Heading,self.Leg)
self.CatchAllMissions[#self.CatchAllMissions+1] = mission
local timeonstation = (self.AwacsTimeOnStation + self.ShiftChangeTime) * 3600

View File

@@ -313,8 +313,8 @@ end
--
-- 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)
-- local BlueSaveOps = SET_OPSGROUP:New():FilterCoalitions("blue"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfOpsGroups(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
@@ -324,7 +324,7 @@ end
-- 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)
-- local loadback = UTILS.LoadSetOfOpsGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE

View File

@@ -30,8 +30,8 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
-- Date: May 2023
-- Last: Update Dec 2024
---
-- Last Update April 2024
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -290,10 +290,12 @@ CSAR.AircraftType["Bell-47"] = 2
CSAR.AircraftType["UH-60L"] = 10
CSAR.AircraftType["AH-64D_BLK_II"] = 2
CSAR.AircraftType["Bronco-OV-10A"] = 2
CSAR.AircraftType["MH-60R"] = 10
CSAR.AircraftType["OH-6A"] = 2
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.19"
CSAR.version="1.0.22"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -462,7 +464,7 @@ function CSAR:New(Coalition, Template, Alias)
self.SRSModulation = radio.modulation.AM -- modulation
self.SRSport = 5002 -- port
self.SRSCulture = "en-GB"
self.SRSVoice = nil
self.SRSVoice = MSRS.Voices.Google.Standard.en_GB_Standard_B
self.SRSGPathToCredentials = nil
self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female
@@ -1189,7 +1191,7 @@ function CSAR:_EventHandler(EventData)
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
self:__Landed(2,_event.IniUnitName, _place)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true,true)
else
self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition()))
end
@@ -1528,7 +1530,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
local _reset = true
if (_distance < 500) then
self:T(self.lid .. "[Pickup Debug] Helo closer than 500m: ".._lookupKeyHeli)
if self.heliCloseMessage[_lookupKeyHeli] == nil then
if self.autosmoke == true then
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", self:_GetCustomCallSign(_heliName), _pilotName), self.messageTime,false,true)
@@ -1537,14 +1539,16 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
self.heliCloseMessage[_lookupKeyHeli] = true
end
self:T(self.lid .. "[Pickup Debug] Checking landed vs Hover for ".._lookupKeyHeli)
-- have we landed close enough?
if not _heliUnit:InAir() then
self:T(self.lid .. "[Pickup Debug] Helo landed: ".._lookupKeyHeli)
if self.pilotRuntoExtractPoint == true then
if (_distance < self.extractDistance) then
local _time = self.landedStatus[_lookupKeyHeli]
self:T(self.lid .. "[Pickup Debug] Check pilot running or arrived ".._lookupKeyHeli)
if _time == nil then
self:T(self.lid .. "[Pickup Debug] Pilot running not arrived yet ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 )
_time = self.landedStatus[_lookupKeyHeli]
_woundedGroup:OptionAlarmStateGreen()
@@ -1555,11 +1559,15 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
self.landedStatus[_lookupKeyHeli] = _time
end
--if _time <= 0 or _distance < self.loadDistance then
self:T(self.lid .. "[Pickup Debug] Pilot close enough? ".._lookupKeyHeli)
if _distance < self.loadDistance + 5 or _distance <= 13 then
self:T(self.lid .. "[Pickup Debug] Pilot close enough - YES ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false
else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true
@@ -1567,28 +1575,32 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
end
else
self:T(self.lid .. "[Pickup Debug] Helo landed, pilot NOT set to run to helo ".._lookupKeyHeli)
if (_distance < self.loadDistance) then
self:T(self.lid .. "[Pickup Debug] Helo close enough, door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
return false
else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true
end
end
end
else
self:T(self.lid .. "[Pickup Debug] Helo hovering".._lookupKeyHeli)
local _unitsInHelicopter = self:_PilotsOnboard(_heliName)
local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()]
if _maxUnits == nil then
_maxUnits = self.max_units
end
self:T(self.lid .. "[Pickup Debug] Check capacity and close enough for winching ".._lookupKeyHeli)
if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then
-- DONE - make variable
if _distance < self.rescuehoverdistance then
self:T(self.lid .. "[Pickup Debug] Helo hovering close enough ".._lookupKeyHeli)
--check height!
local leaderheight = _woundedLeader:GetHeight()
if leaderheight < 0 then leaderheight = 0 end
@@ -1596,7 +1608,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
-- DONE - make variable
if _height <= self.rescuehoverheight then
self:T(self.lid .. "[Pickup Debug] Helo hovering low enough ".._lookupKeyHeli)
local _time = self.hoverStatus[_lookupKeyHeli]
if _time == nil then
@@ -1606,22 +1618,28 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
_time = self.hoverStatus[_lookupKeyHeli] - 10
self.hoverStatus[_lookupKeyHeli] = _time
end
self:T(self.lid .. "[Pickup Debug] Check hover timer ".._lookupKeyHeli)
if _time > 0 then
self:T(self.lid .. "[Pickup Debug] Helo hovering not long enough ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true)
else
self:T(self.lid .. "[Pickup Debug] Helo hovering long enough - door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false
else
self.hoverStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
self:T(self.lid .. "[Pickup Debug] Pilot picked up ".._lookupKeyHeli)
return true
end
end
_reset = false
else
self:T(self.lid .. "[Pickup Debug] Helo hovering too high ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true)
self:T(self.lid .. "[Pickup Debug] Hovering too high, try again next loop ".._lookupKeyHeli)
return false
end
end
@@ -1646,7 +1664,8 @@ end
-- @param #string heliname Heli name
-- @param #string groupname Group name
-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
-- @param #boolean noreschedule If true, do not try to reschedule this is distances are not ok (coming from landing event)
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
self:T(self.lid .. " _ScheduledSARFlight")
self:T({heliname,groupname})
local _heliUnit = self:_GetSARHeli(heliname)
@@ -1666,20 +1685,29 @@ function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
local _dist = self:_GetClosestMASH(_heliUnit)
if _dist == -1 then
return
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance can not be determined!")
return
end
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance km: "..math.floor(_dist/1000))
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
self:T(self.lid.."[Drop off debug] Distance ok, door check")
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true, true)
self:T(self.lid.."[Drop off debug] Door closed, try again next loop")
else
self:T(self.lid.."[Drop off debug] Rescued!")
self:_RescuePilots(_heliUnit)
return
end
end
--queue up
self:__Returning(-5,heliname,_woundedGroupName, isairport)
if not noreschedule then
self:__Returning(5,heliname,_woundedGroupName, isairport)
self:ScheduleOnce(5,self._ScheduledSARFlight,self,heliname,groupname, isairport, noreschedule)
end
return self
end
@@ -1751,7 +1779,7 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
_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: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
@@ -1980,7 +2008,7 @@ end
--- (Internal) Determine distance to closest MASH.
-- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @retunr
-- @return #CSAR self
function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP
@@ -2218,7 +2246,7 @@ function CSAR:_RefreshRadioBeacons()
if self:_CountActiveDownedPilots() > 0 then
local PilotTable = self.downedPilots
for _,_pilot in pairs (PilotTable) do
self:T({_pilot})
self:T({_pilot.name})
local pilot = _pilot -- #CSAR.DownedPilot
local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud
@@ -2500,7 +2528,7 @@ end
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname})
self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
--self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
return self
end

View File

@@ -24,7 +24,7 @@
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update December 2023
-- Last Update April 2024
do
@@ -44,6 +44,8 @@ do
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @field #boolean DontShowInMenu Show this item in menu or not.
-- @field Core.Zone#ZONE Location Location (if set) where to get this cargo item.
-- @extends Core.Base#BASE
---
@@ -62,6 +64,8 @@ CTLD_CARGO = {
PerCrateMass = 0,
Stock = nil,
Mark = nil,
DontShowInMenu = false,
Location = nil,
}
--- Define cargo types.
@@ -97,8 +101,10 @@ CTLD_CARGO = {
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @param #boolean DontShowInMenu Show this item in menu or not (default: false == show it).
-- @param Core.Zone#ZONE Location (optional) Where the cargo is available (one location only).
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory, DontShowInMenu, Location)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
@@ -115,8 +121,20 @@ CTLD_CARGO = {
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
self.DontShowInMenu = DontShowInMenu or false
if type(Location) == "string" then
Location = ZONE:New(Location)
end
self.Location = Location
return self
end
--- Query Location.
-- @param #CTLD_CARGO self
-- @return Core.Zone#ZONE location or `nil` if not set
function CTLD_CARGO:GetLocation()
return self.Location
end
--- Query ID.
-- @param #CTLD_CARGO self
@@ -656,6 +674,8 @@ do
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775)
-- -- if you want to limit your stock, add a number (here: 10) as parameter after weight. No parameter / nil means unlimited stock.
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10)
-- -- additionally, you can limit **where** the stock is available (one location only!) - this one is available in a zone called "Vehicle Store".
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10,nil,nil,"Vehicle Store")
--
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
@@ -757,6 +777,9 @@ do
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
-- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
-- ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200},
-- ["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
-- ["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
-- ["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
--
-- ### 2.1.2 Activate and deactivate zones
--
@@ -1222,13 +1245,16 @@ CTLD.UnitTypeCapabilities = {
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers.
--Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
["OH-6A"] = {type="OH-6A", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 7, cargoweightlimit = 550},
}
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.45"
CTLD.version="1.0.52"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1433,7 +1459,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers.
--- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers.
-- @function [parent=#CTLD] Start
-- @param #CTLD self
@@ -2215,7 +2241,9 @@ end
local extractdistance = self.CrateDistance * self.ExtractFactor
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
if distance <= extractdistance and distance ~= -1 then
local TNow = timer.getTime()
local vtime = v.ExtractTime or TNow-310
if distance <= extractdistance and distance ~= -1 and (TNow - vtime > 300) then
nearestGroup = v
nearestGroupIndex = k
nearestDistance = distance
@@ -2235,7 +2263,7 @@ end
local secondarygroups = {}
for i=1,#distancekeys do
local nearestGroup = nearestList[distancekeys[i]]
local nearestGroup = nearestList[distancekeys[i]] -- Wrapper.Group#GROUP
-- find matching cargo type
local groupType = string.match(nearestGroup:GetName(), "(.+)-(.+)$")
local Cargotype = nil
@@ -2266,25 +2294,38 @@ end
end
if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
nearestGroup.ExtractTime = 0
--return self
else
self.CargoCounter = self.CargoCounter + 1
nearestGroup.ExtractTime = timer.getTime()
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, Cargotype.CargoType, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass)
self:T({cargotype=loadcargotype})
local running = math.floor(nearestDistance / 4)+10 -- time run to helo plus boarding
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
self:ScheduleOnce(running,self._SendMessage,self,"Troops boarded!", 10, false, Group)
self:_SendMessage("Troops boarding!", 10, false, Group)
self:_UpdateUnitCargoMass(Unit)
self:__TroopsExtracted(1,Group, Unit, nearestGroup)
self:__TroopsExtracted(running,Group, Unit, nearestGroup)
local coord = Unit:GetCoordinate() or Group:GetCoordinate() -- Core.Point#COORDINATE
local Point
if coord then
local heading = unit:GetHeading() or 0
local Angle = math.floor((heading+160)%360)
Point = coord:Translate(8,Angle):GetVec2()
if Point then
nearestGroup:RouteToVec2(Point,4)
end
end
-- clean up:
if type(Cargotype.Templates) == "table" and Cargotype.Templates[2] then
for _,_key in pairs (Cargotype.Templates) do
table.insert(secondarygroups,_key)
end
end
nearestGroup:Destroy(false)
nearestGroup:Destroy(false,running)
end
end
end
@@ -2294,7 +2335,7 @@ end
if _group and _group:IsAlive() then
local groupname = string.match(_group:GetName(), "(.+)-(.+)$")
if _name == groupname then
_group:Destroy(false)
_group:Destroy(false,15)
end
end
end
@@ -2350,7 +2391,21 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
if not self.debug then return self end
end
-- Check cargo location if available
local location = Cargo:GetLocation()
if location then
local unitcoord = Unit:GetCoordinate() or Group:GetCoordinate()
if unitcoord then
if not location:IsCoordinateInZone(unitcoord) then
-- no we're not at the right spot
self:_SendMessage("The requested cargo is not available in this zone!", 10, false, Group)
if not self.debug then return self end
end
end
end
-- avoid crate spam
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local canloadcratesno = capabilities.cratelimit
@@ -3024,9 +3079,10 @@ end
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template)
UTILS.PrintTableToLog(template)
--UTILS.PrintTableToLog(template)
local numbertroops = #template.units
local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
local slightshift = math.abs(math.random(0,200)/100)
local newcenter = Coordinate:Translate(Radius+slightshift,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead)
@@ -3038,7 +3094,7 @@ function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
}
table.insert(Positions,p1t)
end
UTILS.PrintTableToLog(Positions)
--UTILS.PrintTableToLog(Positions)
return Positions
end
@@ -3700,14 +3756,20 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
end
end
else
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
end
end
local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh()
@@ -3728,33 +3790,61 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
end
for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
end
else
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end
for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, 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)
@@ -3829,7 +3919,9 @@ end
-- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of buildable groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional).
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory)
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
self:T(self.lid .. " AddCratesCargo")
if not self:_CheckTemplates(Templates) then
self:E(self.lid .. "Crates Cargo for " .. Name .. " has missing template(s)!" )
@@ -3837,7 +3929,7 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,Sub
end
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
table.insert(self.Cargo_Crates,cargo)
return self
end
@@ -3848,13 +3940,15 @@ end
-- @param #number Mass Mass in kg of each static in kg, e.g. 100.
-- @param #number Stock Number of groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional).
function CTLD:AddStaticsCargo(Name,Mass,Stock,SubCategory)
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddStaticsCargo(Name,Mass,Stock,SubCategory,DontShowInMenu,Location)
self:T(self.lid .. " AddStaticsCargo")
self.CargoCounter = self.CargoCounter + 1
local type = CTLD_CARGO.Enum.STATIC
local template = STATIC:FindByName(Name,true):GetTypeName()
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,Stock,SubCategory)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,Stock,SubCategory,DontShowInMenu,Location)
table.insert(self.Cargo_Statics,cargo)
return self
end
@@ -3884,7 +3978,9 @@ end
-- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of the sub-category (optional).
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,SubCategory)
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
self:T(self.lid .. " AddCratesRepair")
if not self:_CheckTemplates(Template) then
self:E(self.lid .. "Repair Cargo for " .. Name .. " has a missing template!" )
@@ -3892,7 +3988,7 @@ function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,Su
end
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
table.insert(self.Cargo_Crates,cargo)
return self
end
@@ -5357,19 +5453,19 @@ end
return self
end
--- (Internal) FSM Function onbeforeTroopsExtracted.
-- @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.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsExtracted.
-- @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.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsDeployed.

View File

@@ -505,6 +505,9 @@ end
function COHORT:SetCallsign(Callsign, Index)
self.callsignName=Callsign
self.callsignIndex=Index
self.callsign={}
self.callsign.NumberSquad=Callsign
self.callsign.NumberGroup=Index
return self
end

View File

@@ -140,7 +140,7 @@ COMMANDER = {
--- COMMANDER class version.
-- @field #string version
COMMANDER.version="0.1.3"
COMMANDER.version="0.1.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -675,7 +675,8 @@ function COMMANDER:AddCapZone(Zone, Altitude, Speed, Heading, Leg)
patrolzone.zone=Zone
patrolzone.altitude=Altitude or 12000
patrolzone.heading=Heading or 270
patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
--patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
patrolzone.speed=Speed or 350
patrolzone.leg=Leg or 30
patrolzone.mission=nil
--patrolzone.marker=MARKER:New(patrolzone.zone:GetCoordinate(), "CAP Zone"):ToCoalition(self:GetCoalition())
@@ -700,7 +701,8 @@ function COMMANDER:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg)
patrolzone.zone=Zone
patrolzone.altitude=Altitude or 12000
patrolzone.heading=Heading or 270
patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
--patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
patrolzone.speed=Speed or 350
patrolzone.leg=Leg or 30
patrolzone.mission=nil
--patrolzone.marker=MARKER:New(patrolzone.zone:GetCoordinate(), "GCICAP Zone"):ToCoalition(self:GetCoalition())
@@ -745,7 +747,9 @@ function COMMANDER:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg)
awacszone.zone=Zone
awacszone.altitude=Altitude or 12000
awacszone.heading=Heading or 270
awacszone.speed=UTILS.KnotsToAltKIAS(Speed or 350, awacszone.altitude)
--awacszone.speed=UTILS.KnotsToAltKIAS(Speed or 350, awacszone.altitude)
awacszone.speed=Speed or 350
awacszone.speed=Speed or 350
awacszone.leg=Leg or 30
awacszone.mission=nil
--awacszone.marker=MARKER:New(awacszone.zone:GetCoordinate(), "AWACS Zone"):ToCoalition(self:GetCoalition())
@@ -791,7 +795,8 @@ function COMMANDER:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSyst
tankerzone.zone=Zone
tankerzone.altitude=Altitude or 12000
tankerzone.heading=Heading or 270
tankerzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, tankerzone.altitude)
--tankerzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, tankerzone.altitude) -- speed translation to alt will be done by AUFTRAG anyhow
tankerzone.speed = Speed or 350
tankerzone.leg=Leg or 30
tankerzone.refuelsystem=RefuelSystem
tankerzone.mission=nil

View File

@@ -702,7 +702,7 @@ function EASYGCICAP:_SetTankerPatrolPoints()
self:T(self.lid.."_SetTankerPatrolPoints")
for _,_data in pairs(self.ManagedTK) do
local data = _data --#EASYGCICAP.CapPoint
local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
@@ -721,7 +721,7 @@ function EASYGCICAP:_SetAwacsPatrolPoints()
self:T(self.lid.."_SetAwacsPatrolPoints")
for _,_data in pairs(self.ManagedEWR) do
local data = _data --#EASYGCICAP.CapPoint
local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
@@ -740,7 +740,7 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint
local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
@@ -759,7 +759,7 @@ function EASYGCICAP:_SetReconPatrolPoints()
self:T(self.lid.."_SetReconPatrolPoints")
for _,_data in pairs(self.ManagedREC) do
local data = _data --#EASYGCICAP.CapPoint
local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
@@ -947,7 +947,7 @@ function EASYGCICAP:_AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.CAP, AUFTRAG.Type.GCICAP, AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5},75)
@@ -978,7 +978,7 @@ function EASYGCICAP:_AddReconSquadron(TemplateName, SquadName, AirbaseName, AirF
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.RECON},75)
@@ -1014,7 +1014,7 @@ function EASYGCICAP:_AddTankerSquadron(TemplateName, SquadName, AirbaseName, Air
Squadron_One:SetRadio(Frequency,Modulation)
Squadron_One:AddTacanChannel(TACAN,TACAN)
local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.TANKER},75)
@@ -1047,7 +1047,7 @@ function EASYGCICAP:_AddAWACSSquadron(TemplateName, SquadName, AirbaseName, AirF
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
Squadron_One:SetRadio(Frequency,Modulation)
local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.AWACS},75)
@@ -1126,7 +1126,7 @@ end
--- Add a zone to the rejected zones set.
-- @param #EASYGCICAP self
-- @param Ops.Intelligence#INTEL.Cluster Cluster
-- @param Ops.Intel#INTEL.Cluster Cluster
-- @return #EASYGCICAP self
function EASYGCICAP:_AssignIntercept(Cluster)
-- Here, we'll decide if we need to launch an intercepting flight, and from where
@@ -1151,7 +1151,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local position = self.Intel:CalcClusterFuturePosition(Cluster,300)
-- calculate closest zone
local bestdistance = 2000*1000 -- 2000km
local targetairwing = nil -- Ops.AirWing#AIRWING
local targetairwing = nil -- Ops.Airwing#AIRWING
local targetawname = "" -- #string
local clustersize = self.Intel:ClusterCountUnits(Cluster) or 1
local wingsize = math.abs(overhead * (clustersize+1))
@@ -1164,7 +1164,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
if (retrymission) and (wingsize >= 1) then
MESSAGE:New(string.format("**** %s Interceptors need wingsize %d", UTILS.GetCoalitionName(self.coalition), wingsize),15,"CAPGCI"):ToAllIf(self.debug):ToLog()
for _,_data in pairs (wings) do
local airwing = _data[1] -- Ops.AirWing#AIRWING
local airwing = _data[1] -- Ops.Airwing#AIRWING
local zone = _data[2] -- Core.Zone#ZONE
local zonecoord = zone:GetCoordinate()
local name = _data[3] -- #string
@@ -1177,7 +1177,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
end
end
for _,_data in pairs (ctlpts) do
--local airwing = _data[1] -- Ops.AirWing#AIRWING
--local airwing = _data[1] -- Ops.Airwing#AIRWING
--local zone = _data[2] -- Core.Zone#ZONE
--local zonecoord = zone:GetCoordinate()
--local name = _data[3] -- #string
@@ -1191,7 +1191,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local airframes = airwing:CountAssets(true)
if distance < bestdistance and airframes >= wingsize then
bestdistance = distance
targetairwing = airwing -- Ops.AirWing#AIRWING
targetairwing = airwing -- Ops.Airwing#AIRWING
targetawname = name
end
end

View File

@@ -1063,9 +1063,10 @@ function FLIGHTCONTROL:onafterStatusUpdate()
-- Check if runway was repaired.
if self:IsRunwayOperational()==false then
local Trepair=self:GetRunwayRepairtime()
self:I(self.lid..string.format("Runway still destroyed! Will be repaired in %d sec", Trepair))
if Trepair==0 then
self:RunwayRepaired()
else
self:I(self.lid..string.format("Runway still destroyed! Will be repaired in %d sec", Trepair))
end
end
@@ -1835,7 +1836,7 @@ function FLIGHTCONTROL:_GetNextFightParking()
local text="Parking flights:"
for i,_flight in pairs(Qparking) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
text=text..string.format("\n[%d] %s [%s], state=%s [%s]: Tparking=%.1f sec", i, flight.groupname, flight.actype, flight:GetState(), self:GetFlightStatus(flight), flight:GetParkingTime())
text=text..string.format("\n[%d] %s [%s], state=%s [%s]: Tparking=%.1f sec", i, flight.groupname, tostring(flight.actype), flight:GetState(), self:GetFlightStatus(flight), flight:GetParkingTime())
end
self:I(self.lid..text)
end
@@ -2131,7 +2132,7 @@ function FLIGHTCONTROL:_InitParkingSpots()
local isalive=unit:IsAlive()
--env.info(string.format("FF parking spot %d is occupied by unit %s alive=%s", spot.TerminalID, unitname, tostring(isalive)))
self:T2(self.lid..string.format("FF parking spot %d is occupied by unit %s alive=%s", spot.TerminalID, unitname, tostring(isalive)))
if isalive then

View File

@@ -44,7 +44,7 @@
-- @field #boolean fuelcritical Fuel critical switch.
-- @field #number fuelcriticalthresh Critical fuel threshold in percent.
-- @field #boolean fuelcriticalrtb RTB on critical fuel switch.
-- @field Ops.FlightControl#FLIGHTCONTROL flightcontrol The flightcontrol handling this group.
-- @field OPS.FlightControl#FLIGHTCONTROL flightcontrol The flightcontrol handling this group.
-- @field Ops.Airboss#AIRBOSS airboss The airboss handling this group.
-- @field Core.UserFlag#USERFLAG flaghold Flag for holding.
-- @field #number Tholding Abs. mission time stamp when the group reached the holding point.
@@ -54,11 +54,12 @@
-- @field #boolean despawnAfterLanding If `true`, group is despawned after landed at an airbase.
-- @field #boolean despawnAfterHolding If `true`, group is despawned after reaching the holding point.
-- @field #number RTBRecallCount Number that counts RTB calls.
-- @field Ops.FlightControl#FLIGHTCONTROL.HoldingStack stack Holding stack.
-- @field OPS.FlightControl#FLIGHTCONTROL.HoldingStack stack Holding stack.
-- @field #boolean isReadyTO Flight is ready for takeoff. This is for FLIGHTCONTROL.
-- @field #boolean prohibitAB Disallow (true) or allow (false) AI to use the afterburner.
-- @field #boolean jettisonEmptyTanks Allow (true) or disallow (false) AI to jettison empty fuel tanks.
-- @field #boolean jettisonWeapons Allow (true) or disallow (false) AI to jettison weapons if in danger.
-- @field #number holdtime Time [s] flight is holding before going on final. Set to nil for indefinitely.
--
-- @extends Ops.OpsGroup#OPSGROUP
@@ -273,6 +274,7 @@ function FLIGHTGROUP:New(group)
-- Holding flag.
self.flaghold=USERFLAG:New(string.format("%s_FlagHold", self.groupname))
self.flaghold:Set(0)
self.holdtime=2*60
-- Add FSM transitions.
-- From State --> Event --> To State
@@ -695,7 +697,7 @@ end
--- Get airwing the flight group belongs to.
-- @param #FLIGHTGROUP self
-- @return Ops.AirWing#AIRWING The AIRWING object (if any).
-- @return Ops.Airwing#AIRWING The AIRWING object (if any).
function FLIGHTGROUP:GetAirwing()
return self.legion
end
@@ -786,6 +788,7 @@ function FLIGHTGROUP:SetReadyForTakeoff(ReadyTO, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, FLIGHTGROUP.SetReadyForTakeoff, self, ReadyTO, 0)
else
self:T(self.lid.."Set Ready for Takeoff switch for flightcontrol")
self.isReadyTO=ReadyTO
end
return self
@@ -793,7 +796,7 @@ end
--- Set the FLIGHTCONTROL controlling this flight group.
-- @param #FLIGHTGROUP self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol The FLIGHTCONTROL object.
-- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol The FLIGHTCONTROL object.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFlightControl(flightcontrol)
@@ -822,7 +825,7 @@ end
--- Get the FLIGHTCONTROL controlling this flight group.
-- @param #FLIGHTGROUP self
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.
-- @return OPS.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.
function FLIGHTGROUP:GetFlightControl()
return self.flightcontrol
end
@@ -1254,9 +1257,12 @@ function FLIGHTGROUP:Status()
-- Check ammo status.
self:_CheckAmmoStatus()
-- Check damage.
-- Check damage.
self:_CheckDamage()
-- Check if stuck while taxiing.
self:_CheckStuck()
-- Get current mission (if any).
local mission=self:GetMissionCurrent()
@@ -1624,6 +1630,9 @@ function FLIGHTGROUP:Status()
if not mission then
self.Twaiting=nil
self.dTwait=nil
-- Check if group is done.
-- TODO: Not sure why I introduced this here.
self:_CheckGroupDone()
end
@@ -2097,7 +2106,7 @@ function FLIGHTGROUP:onafterSpawned(From, Event, To)
-- Debug info.
if self.verbose>=1 then
local text=string.format("Initialized Flight Group %s:\n", self.groupname)
text=text..string.format("Unit type = %s\n", self.actype)
text=text..string.format("Unit type = %s\n", tostring(self.actype))
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedMax))
text=text..string.format("Range max = %.1f km\n", self.rangemax/1000)
text=text..string.format("Ceiling = %.1f feet\n", UTILS.MetersToFeet(self.ceiling))
@@ -2136,6 +2145,10 @@ function FLIGHTGROUP:onafterSpawned(From, Event, To)
self.isDestroyed=false
if self.isAI then
-- TODO: Could be that element is spawned UNCONTROLLED.
-- In that case, the commands are not yet used.
-- This should be shifted to something like after ACTIVATED
-- Set ROE.
self:SwitchROE(self.option.ROE)
@@ -2737,6 +2750,7 @@ function FLIGHTGROUP:onafterOutOfMissilesAA(From, Event, To)
if self.outofAAMrtb then
-- Back to destination or home.
local airbase=self.destbase or self.homebase
self:T(self.lid.."Calling RTB in onafterOutOfMissilesAA")
self:__RTB(-5, airbase)
end
end
@@ -2751,6 +2765,7 @@ function FLIGHTGROUP:onafterOutOfMissilesAG(From, Event, To)
if self.outofAGMrtb then
-- Back to destination or home.
local airbase=self.destbase or self.homebase
self:T(self.lid.."Calling RTB in onafterOutOfMissilesAG")
self:__RTB(-5, airbase)
end
end
@@ -2840,8 +2855,8 @@ function FLIGHTGROUP:_CheckGroupDone(delay, waittime)
-- Number of remaining tasks/missions?
if nTasks==0 and nMissions==0 and nTransports==0 then
local destbase=self.destbase or self.homebase
local destzone=self.destzone or self.homezone
local destbase=self.destbase or self.homebase --Wrapper.Airbase#AIRBASE
local destzone=self.destzone or self.homezone --Wrapper.Airbase#AIRBASE
-- Send flight to destination.
if waittime then
@@ -2852,8 +2867,11 @@ function FLIGHTGROUP:_CheckGroupDone(delay, waittime)
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports AND parking at destination airbase ==> Arrived!")
self:Arrived()
else
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports ==> RTB!")
self:__RTB(-0.1, destbase)
-- Only send RTB if current base is not yet the destination
if self.currbase==nil or self.currbase.AirbaseName~=destbase.AirbaseName then
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports ==> RTB!")
self:__RTB(-0.1, destbase)
end
end
elseif destzone then
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports ==> RTZ!")
@@ -2981,6 +2999,7 @@ function FLIGHTGROUP:onbeforeRTB(From, Event, To, airbase, SpeedTo, SpeedHold)
end
if Tsuspend and not allowed then
self:T(self.lid.."Calling RTB in onbeforeRTB")
self:__RTB(Tsuspend, airbase, SpeedTo, SpeedHold)
end
@@ -3198,7 +3217,7 @@ function FLIGHTGROUP:_LandAtAirbase(airbase, SpeedTo, SpeedHold, SpeedLand)
self.flaghold:Set(0)
-- Set holding time.
local holdtime=2*60
local holdtime=self.holdtime
if fc or self.airboss then
holdtime=nil
end
@@ -3361,8 +3380,8 @@ function FLIGHTGROUP:onafterWait(From, Event, To, Duration, Altitude, Speed)
-- Set time stamp.
self.Twaiting=timer.getAbsTime()
-- Max waiting
self.dTwait=Duration
-- Max waiting time in seconds.
self.dTwait=Duration
end
@@ -3661,6 +3680,7 @@ function FLIGHTGROUP:onafterFuelLow(From, Event, To)
-- Send back to airbase.
if airbase and self.fuellowrtb then
self:T(self.lid.."Calling RTB in onafterFuelLow")
self:RTB(airbase)
--TODO: RTZ
end
@@ -3685,6 +3705,7 @@ function FLIGHTGROUP:onafterFuelCritical(From, Event, To)
local airbase=self.destbase or self.homebase
if airbase and self.fuelcriticalrtb and not self:IsGoing4Fuel() then
self:T(self.lid.."Calling RTB in onafterFuelCritical")
self:RTB(airbase)
--TODO: RTZ
end
@@ -3799,10 +3820,11 @@ function FLIGHTGROUP:_InitGroup(Template)
self.speedMax=group:GetSpeedMax()
-- Is group mobile?
if self.speedMax>3.6 then
if self.speedMax and self.speedMax>3.6 then
self.isMobile=true
else
self.isMobile=false
self.speedMax = 0
end
-- Cruise speed limit 380 kts for fixed and 110 knots for rotary wings.
@@ -4831,6 +4853,87 @@ function FLIGHTGROUP:_GetTerminal(_attribute, _category)
return _terminal
end
--- Check if group got stuck. This overwrites the OPSGROUP function.
-- Here we only check if stuck whilst taxiing.
-- @param #FLIGHTGROUP self
-- @param #boolean Despawn If `true`, despawn group if stuck.
-- @return #number Time in seconds the group got stuck or nil if not stuck.
function FLIGHTGROUP:_CheckStuck(Despawn)
-- Cases we are not stuck.
if not self:IsTaxiing() then
return nil
end
-- Current time.
local Tnow=timer.getTime()
-- Expected speed in m/s.
local ExpectedSpeed=5
-- Current speed in m/s.
local speed=self:GetVelocity()
-- Check speed.
if speed<0.1 then
if ExpectedSpeed>0 and not self.stuckTimestamp then
self:T2(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected", speed, ExpectedSpeed))
self.stuckTimestamp=Tnow
self.stuckVec3=self:GetVec3()
end
else
-- Moving (again).
self.stuckTimestamp=nil
end
local holdtime=nil
-- Somehow we are not moving...
if self.stuckTimestamp then
-- Time we are holding.
holdtime=Tnow-self.stuckTimestamp
-- Trigger stuck event.
self:Stuck(holdtime)
if holdtime>=5*60 and holdtime<15*60 then
-- Debug warning.
self:T(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected for %d sec", speed, ExpectedSpeed, holdtime))
elseif holdtime>=15*60 then
-- Debug warning.
self:T(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected for %d sec", speed, ExpectedSpeed, holdtime))
-- Look for a current mission and cancel it as we do not seem to be able to perform it.
local mission=self:GetMissionCurrent()
if mission then
self:T(self.lid..string.format("WARNING: Cancelling mission %s [%s] due to being stuck", mission:GetName(), mission:GetType()))
self:MissionCancel(mission)
end
if self.stuckDespawn then
if self.legion then
self:T(self.lid..string.format("Asset is returned to its legion after being stuck!"))
self:ReturnToLegion()
else
self:T(self.lid..string.format("Despawning group after being stuck!"))
self:Despawn()
end
end
end
end
return holdtime
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- OPTION FUNCTIONS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -4871,7 +4974,7 @@ function FLIGHTGROUP:_UpdateMenu(delay)
-- Get all FLIGHTCONTROLS
local fc={}
for airbasename,_flightcontrol in pairs(_DATABASE.FLIGHTCONTROLS) do
local flightcontrol=_flightcontrol --Ops.FlightControl#FLIGHTCONTROL
local flightcontrol=_flightcontrol --OPS.FlightControl#FLIGHTCONTROL
-- Get coord of airbase.
local coord=flightcontrol:GetCoordinate()

View File

@@ -2272,7 +2272,7 @@ function INTEL:GetHighestThreatContact(Cluster)
for _,_contact in pairs(Cluster.Contacts) do
local contact=_contact --Ops.Intelligence#INTEL.Contact
local contact=_contact --Ops.Intel#INTEL.Contact
if contact.threatlevel>threatlevel then
threatlevel=contact.threatlevel
@@ -2312,8 +2312,8 @@ end
-- @field #string alias Alias name for logging.
-- @field #number cachetime Number of seconds to keep an object.
-- @field #number interval Number of seconds between collection runs.
-- @field #table contacts Table of Ops.Intelligence#INTEL.Contact contacts.
-- @field #table clusters Table of Ops.Intelligence#INTEL.Cluster clusters.
-- @field #table contacts Table of Ops.Intel#INTEL.Contact contacts.
-- @field #table clusters Table of Ops.Intel#INTEL.Cluster clusters.
-- @field #table contactcoords Table of contacts' Core.Point#COORDINATE objects.
-- @extends Core.Fsm#FSM
@@ -2337,7 +2337,7 @@ INTEL_DLINK.version = "0.0.1"
--- Function to instantiate a new object
-- @param #INTEL_DLINK self
-- @param #table Intels Table of Ops.Intelligence#INTEL objects.
-- @param #table Intels Table of Ops.Intel#INTEL objects.
-- @param #string Alias (optional) Name of this instance. Default "SPECTRE"
-- @param #number Interval (optional) When to query #INTEL objects for detected items (default 20 seconds).
-- @param #number Cachetime (optional) How long to cache detected items (default 300 seconds).
@@ -2449,7 +2449,7 @@ end
--- Function to add an #INTEL object to the aggregator
-- @param #INTEL_DLINK self
-- @param Ops.Intelligence#INTEL Intel the #INTEL object to add
-- @param Ops.Intel#INTEL Intel the #INTEL object to add
-- @return #INTEL_DLINK self
function INTEL_DLINK:AddIntel(Intel)
self:T(self.lid .. "AddIntel")

View File

@@ -3190,14 +3190,14 @@ function LEGION.CalculateAssetMissionScore(asset, MissionType, TargetVec2, Inclu
elseif (currmission.type==AUFTRAG.Type.ONGUARD or currmission.type==AUFTRAG.Type.PATROLZONE) and (MissionType==AUFTRAG.Type.ARTY or MissionType==AUFTRAG.Type.GROUNDATTACK) then
score=score+25
elseif currmission.type==AUFTRAG.Type.NOTHING then
score=score+25
score=score+30
end
end
if MissionType==AUFTRAG.Type.OPSTRANSPORT or MissionType==AUFTRAG.Type.AMMOSUPPLY or MissionType==AUFTRAG.Type.AWACS or MissionType==AUFTRAG.Type.FUELSUPPLY or MissionType==AUFTRAG.Type.TANKER then
-- TODO: need to check for missions that do not require ammo like transport, recon, awacs, tanker etc.
-- We better take a fresh asset. Sometimes spawned assets to something else, which is difficult to check.
-- We better take a fresh asset. Sometimes spawned assets do something else, which is difficult to check.
score=score-10
else
-- Combat mission.

View File

@@ -1800,10 +1800,11 @@ function NAVYGROUP:_InitGroup(Template)
self.speedMax=self.group:GetSpeedMax()
-- Is group mobile?
if self.speedMax>3.6 then
if self.speedMax and self.speedMax>3.6 then
self.isMobile=true
else
self.isMobile=false
self.speedMax = 0
end
-- Cruise speed: 70% of max speed.

View File

@@ -117,6 +117,10 @@
-- @field #string callsignAlias Callsign alias.
--
-- @field #OPSGROUP.Spot spot Laser and IR spot.
--
-- @field DCS#Vec3 stuckVec3 Position where the group got stuck.
-- @field #number stuckTimestamp Time stamp [sec], when the group got stuck.
-- @field #boolean stuckDespawn If `true`, group gets despawned after beeing stuck for a certain time.
--
-- @field #OPSGROUP.Ammo ammo Initial ammount of ammo.
-- @field #OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
@@ -508,7 +512,7 @@ OPSGROUP.CargoStatus={
--- OpsGroup version.
-- @field #string version
OPSGROUP.version="1.0.0"
OPSGROUP.version="1.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -535,7 +539,7 @@ OPSGROUP.version="1.0.0"
-- @param Wrapper.Group#GROUP group The GROUP object. Can also be given by its group name as `#string`.
-- @return #OPSGROUP self
function OPSGROUP:New(group)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #OPSGROUP
@@ -554,10 +558,15 @@ function OPSGROUP:New(group)
-- Check if group exists.
if self.group then
if not self:IsExist() then
self:T(self.lid.."ERROR: GROUP does not exist! Returning nil")
self:E(self.lid.."ERROR: GROUP does not exist! Returning nil")
return nil
end
end
if UTILS.IsInstanceOf(group,"OPSGROUP") then
self:E(self.lid.."ERROR: GROUP is already an OPSGROUP: "..tostring(self.groupname).."!")
return group
end
-- Set the template.
self:_SetTemplate()
@@ -591,33 +600,34 @@ function OPSGROUP:New(group)
if units then
local masterunit=units[1] --Wrapper.Unit#UNIT
-- Get Descriptors.
self.descriptors=masterunit:GetDesc()
-- Set type name.
self.actype=masterunit:GetTypeName()
-- Is this a submarine.
self.isSubmarine=masterunit:HasAttribute("Submarines")
-- Has this a datalink?
self.isEPLRS=masterunit:HasAttribute("Datalink")
if self:IsFlightgroup() then
self.rangemax=self.descriptors.range and self.descriptors.range*1000 or 500*1000
self.ceiling=self.descriptors.Hmax
self.tankertype=select(2, masterunit:IsTanker())
self.refueltype=select(2, masterunit:IsRefuelable())
--env.info("DCS Unit BOOM_AND_RECEPTACLE="..tostring(Unit.RefuelingSystem.BOOM_AND_RECEPTACLE))
--env.info("DCS Unit PROBE_AND_DROGUE="..tostring(Unit.RefuelingSystem.PROBE_AND_DROGUE))
if masterunit then
-- Get Descriptors.
self.descriptors=masterunit:GetDesc()
-- Set type name.
self.actype=masterunit:GetTypeName()
-- Is this a submarine.
self.isSubmarine=masterunit:HasAttribute("Submarines")
-- Has this a datalink?
self.isEPLRS=masterunit:HasAttribute("Datalink")
if self:IsFlightgroup() then
self.rangemax=self.descriptors.range and self.descriptors.range*1000 or 500*1000
self.ceiling=self.descriptors.Hmax
self.tankertype=select(2, masterunit:IsTanker())
self.refueltype=select(2, masterunit:IsRefuelable())
--env.info("DCS Unit BOOM_AND_RECEPTACLE="..tostring(Unit.RefuelingSystem.BOOM_AND_RECEPTACLE))
--env.info("DCS Unit PROBE_AND_DROGUE="..tostring(Unit.RefuelingSystem.PROBE_AND_DROGUE))
end
end
end
-- Init set of detected units.
@@ -670,10 +680,11 @@ function OPSGROUP:New(group)
self:AddTransition("*", "UpdateRoute", "*") -- Update route of group.
self:AddTransition("*", "PassingWaypoint", "*") -- Group passed a waypoint.
self:AddTransition("*", "PassedFinalWaypoint", "*") -- Group passed the waypoint.
self:AddTransition("*", "PassedFinalWaypoint", "*") -- Group passed the waypoint.
self:AddTransition("*", "GotoWaypoint", "*") -- Group switches to a specific waypoint.
self:AddTransition("*", "Wait", "*") -- Group will wait for further orders.
self:AddTransition("*", "Stuck", "*") -- Group got stuck.
self:AddTransition("*", "DetectedUnit", "*") -- Unit was detected (again) in this detection cycle.
self:AddTransition("*", "DetectedUnitNew", "*") -- Add a newly detected unit to the detected units set.
@@ -1768,6 +1779,8 @@ function OPSGROUP:GetDCSUnit(UnitNumber)
if DCSGroup then
local unit=DCSGroup:getUnit(UnitNumber or 1)
return unit
else
self:E(self.lid..string.format("ERROR: DCS group does not exist! Cannot get unit"))
end
return nil
@@ -1881,7 +1894,7 @@ end
--- Get current velocity of the group.
-- @param #OPSGROUP self
-- @param #string UnitName (Optional) Get heading of a specific unit of the group. Default is from the first existing unit in the group.
-- @param #string UnitName (Optional) Get velocity of a specific unit of the group. Default is from the first existing unit in the group.
-- @return #number Velocity in m/s.
function OPSGROUP:GetVelocity(UnitName)
@@ -2197,6 +2210,8 @@ function OPSGROUP:Destroy(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, OPSGROUP.Destroy, self, 0)
else
self:T(self.lid.."Destroying group!")
-- Get all units.
local units=self:GetDCSUnits()
@@ -3523,9 +3538,11 @@ function OPSGROUP:OnEventBirth(EventData)
local element=self:GetElementByName(unitname)
if element and element.status~=OPSGROUP.ElementStatus.SPAWNED then
-- Debug info.
self:T(self.lid..string.format("EVENT: Element %s born ==> spawned", unitname))
self:T2(self.lid..string.format("DCS unit=%s isExist=%s", tostring(EventData.IniDCSUnit:getName()), tostring(EventData.IniDCSUnit:isExist()) ))
-- Set element to spawned state.
self:ElementSpawned(element)
@@ -6667,6 +6684,7 @@ function OPSGROUP:onafterPassingWaypoint(From, Event, To, Waypoint)
local wpnext=self:GetWaypointNext()
if wpnext then
self.speedWp=wpnext.speed
self:T(self.lid..string.format("Expected/waypoint speed=%.1f m/s", self.speedWp))
end
end
@@ -11382,6 +11400,7 @@ function OPSGROUP:_InitWaypoints(WpIndexMin, WpIndexMax)
-- Expected speed to the first waypoint.
if i<=2 then
self.speedWp=wp.speed
self:T(self.lid..string.format("Expected/waypoint speed=%.1f m/s", self.speedWp))
end
-- Speed in knots.
@@ -12014,7 +12033,7 @@ function OPSGROUP:GetEPLRS()
return self.option.EPLRS or self.optionDefault.EPLRS
end
--- Set the default EPLRS for the group.
--- Set the default emission state for the group.
-- @param #OPSGROUP self
-- @param #boolean OnOffSwitch If `true`, EPLRS is on by default. If `false` default EPLRS setting is off. If `nil`, default is on if group has EPLRS and off if it does not have a datalink.
-- @return #OPSGROUP self
@@ -12023,7 +12042,7 @@ function OPSGROUP:SetDefaultEmission(OnOffSwitch)
if OnOffSwitch==nil then
self.optionDefault.Emission=true
else
self.optionDefault.EPLRS=OnOffSwitch
self.optionDefault.Emission=OnOffSwitch
end
return self

View File

@@ -21,7 +21,7 @@
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg
-- @date Last Update Jan 2024
-- @date Last Update Feb 2024
do
@@ -411,6 +411,15 @@ function PLAYERTASK:IsDone()
return IsDone
end
--- [User] Check if PLAYERTASK has clients assigned to it.
-- @param #PLAYERTASK self
-- @return #boolean hasclients
function PLAYERTASK:HasClients()
self:T(self.lid.."HasClients?")
local hasclients = self:CountClients() > 0 and true or false
return hasclients
end
--- [User] Get client names assigned as table of #strings
-- @param #PLAYERTASK self
-- @return #table clients
@@ -1552,7 +1561,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.1.64"
PLAYERTASKCONTROLLER.version="0.1.65"
--- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self
@@ -3173,7 +3182,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local ttsname = self.gettext:GetEntry("TASKNAMETTS",self.locale)
local taskname = string.format(tname,task.Type,task.PlayerTaskNr)
local ttstaskname = string.format(ttsname,task.TTSType,task.PlayerTaskNr)
local Coordinate = task.Target:GetCoordinate()
local Coordinate = task.Target:GetCoordinate() or COORDINATE:New(0,0,0)
local CoordText = ""
local CoordTextLLDM = nil
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
@@ -3946,7 +3955,7 @@ function PLAYERTASKCONTROLLER:SetupIntel(RecceName)
local function NewCluster(Cluster)
if not self.usecluster then return self end
local cluster = Cluster -- Ops.Intelligence#INTEL.Cluster
local cluster = Cluster -- Ops.Intel#INTEL.Cluster
local type = cluster.ctype
self:T({type,self.Type})
if (type == INTEL.Ctype.AIRCRAFT and self.Type == PLAYERTASKCONTROLLER.Type.A2A) or (type == INTEL.Ctype.NAVAL and (self.Type == PLAYERTASKCONTROLLER.Type.A2S or self.Type == PLAYERTASKCONTROLLER.Type.A2GS)) then
@@ -3954,7 +3963,7 @@ function PLAYERTASKCONTROLLER:SetupIntel(RecceName)
local contacts = cluster.Contacts -- #table of GROUP
local targetset = SET_GROUP:New()
for _,_object in pairs(contacts) do
local contact = _object -- Ops.Intelligence#INTEL.Contact
local contact = _object -- Ops.Intel#INTEL.Contact
self:T("Adding group: "..contact.groupname)
targetset:AddGroup(contact.group,true)
end
@@ -3966,14 +3975,14 @@ function PLAYERTASKCONTROLLER:SetupIntel(RecceName)
if type == INTEL.Ctype.GROUND then
targetset = SET_GROUP:New()
for _,_object in pairs(contacts) do
local contact = _object -- Ops.Intelligence#INTEL.Contact
local contact = _object -- Ops.Intel#INTEL.Contact
self:T("Adding group: "..contact.groupname)
targetset:AddGroup(contact.group,true)
end
elseif type == INTEL.Ctype.STRUCTURE then
targetset = SET_STATIC:New()
for _,_object in pairs(contacts) do
local contact = _object -- Ops.Intelligence#INTEL.Contact
local contact = _object -- Ops.Intel#INTEL.Contact
self:T("Adding static: "..contact.groupname)
targetset:AddStatic(contact.group)
end
@@ -3986,7 +3995,7 @@ function PLAYERTASKCONTROLLER:SetupIntel(RecceName)
local function NewContact(Contact)
if self.usecluster then return self end
local contact = Contact -- Ops.Intelligence#INTEL.Contact
local contact = Contact -- Ops.Intel#INTEL.Contact
local type = contact.ctype
self:T({type,self.Type})
if (type == INTEL.Ctype.AIRCRAFT and self.Type == PLAYERTASKCONTROLLER.Type.A2A) or (type == INTEL.Ctype.NAVAL and (self.Type == PLAYERTASKCONTROLLER.Type.A2S or self.Type == PLAYERTASKCONTROLLER.Type.A2GS)) then

View File

@@ -243,7 +243,7 @@ end
--- Set airwing.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING Airwing The airwing.
-- @param Ops.Airwing#AIRWING Airwing The airwing.
-- @return #SQUADRON self
function SQUADRON:SetAirwing(Airwing)
self.legion=Airwing
@@ -252,7 +252,7 @@ end
--- Get airwing.
-- @param #SQUADRON self
-- @return Ops.AirWing#AIRWING The airwing.
-- @return Ops.Airwing#AIRWING The airwing.
function SQUADRON:GetAirwing(Airwing)
return self.legion
end

View File

@@ -36,7 +36,7 @@
-- @field #number prio Priority.
-- @field #number importance Importance.
-- @field Ops.Auftrag#AUFTRAG mission Mission attached to this target.
-- @field Ops.Intelligence#INTEL.Contact contact Contact attached to this target.
-- @field Ops.Intel#INTEL.Contact contact Contact attached to this target.
-- @field #boolean isDestroyed If true, target objects were destroyed.
-- @field #table resources Resource list.
-- @field #table conditionStart Start condition functions.

View File

@@ -0,0 +1,260 @@
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.CIRCLE
-- @image MOOSE.JPG
--- CIRCLE class.
-- @type CIRCLE
-- @field #string ClassName Name of the class.
-- @field #number Radius Radius of the circle
--- *It's NOT hip to be square* -- Someone, somewhere, probably
--
-- ===
--
-- # CIRCLE
-- CIRCLEs can be fetched from the drawings in the Mission Editor
---
-- This class has some of the standard CIRCLE functions you'd expect. One function of interest is CIRCLE:PointInSector() that you can use if a point is
-- within a certain sector (pizza slice) of a circle. This can be useful for many things, including rudimentary, "radar-like" searches from a unit.
--
-- CIRCLE class with properties and methods for handling circles.
-- @field #CIRCLE
CIRCLE = {
ClassName = "CIRCLE",
Radius = nil,
}
--- Finds a circle on the map by its name. The circle must have been added in the Mission Editor
-- @param #string shape_name Name of the circle to find
-- @return #CIRCLE The found circle, or nil if not found
function CIRCLE:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], shape_name, 1, true) then
if object["polygonMode"] == "circle" then
self.Radius = object["radius"]
end
end
end
end
return self
end
--- Finds a circle by its name in the database.
-- @param #string shape_name Name of the circle to find
-- @return #CIRCLE The found circle, or nil if not found
function CIRCLE:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new circle from a center point and a radius.
-- @param #table vec2 The center point of the circle
-- @param #number radius The radius of the circle
-- @return #CIRCLE The new circle
function CIRCLE:New(vec2, radius)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = vec2
self.Radius = radius
return self
end
--- Gets the radius of the circle.
-- @return #number The radius of the circle
function CIRCLE:GetRadius()
return self.Radius
end
--- Checks if a point is contained within the circle.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true
end
return false
end
--- Checks if a point is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #table point The point to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if the point is contained, false otherwise
function CIRCLE:PointInSector(point, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
local function are_clockwise(v1, v2)
return -v1.x * v2.y + v1.y * v2.x > 0
end
local function is_in_radius(rp)
return rp.x * rp.x + rp.y * rp.y <= radius ^ 2
end
local rel_pt = {
x = point.x - center.x,
y = point.y - center.y
}
local rel_sector_start = {
x = sector_start.x - center.x,
y = sector_start.y - center.y,
}
local rel_sector_end = {
x = sector_end.x - center.x,
y = sector_end.y - center.y,
}
return not are_clockwise(rel_sector_start, rel_pt) and
are_clockwise(rel_sector_end, rel_pt) and
is_in_radius(rel_pt, radius)
end
--- Checks if a unit is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string unit_name The name of the unit to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if the unit is contained, false otherwise
function CIRCLE:UnitInSector(unit_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
if self:PointInSector(UNIT:FindByName(unit_name):GetVec2(), sector_start, sector_end, center, radius) then
return true
end
return false
end
--- Checks if any unit of a group is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string group_name The name of the group to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if any unit of the group is contained, false otherwise
function CIRCLE:AnyOfGroupInSector(group_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if self:PointInSector(unit:GetVec2(), sector_start, sector_end, center, radius) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string group_name The name of the group to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if all units of the group are contained, false otherwise
function CIRCLE:AllOfGroupInSector(group_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if not self:PointInSector(unit:GetVec2(), sector_start, sector_end, center, radius) then
return false
end
end
return true
end
--- Checks if a unit is contained within a radius of the circle.
-- @param #string unit_name The name of the unit to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if the unit is contained, false otherwise
function CIRCLE:UnitInRadius(unit_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
if UTILS.IsInRadius(center, UNIT:FindByName(unit_name):GetVec2(), radius) then
return true
end
return false
end
--- Checks if any unit of a group is contained within a radius of the circle.
-- @param #string group_name The name of the group to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if any unit of the group is contained, false otherwise
function CIRCLE:AnyOfGroupInRadius(group_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if UTILS.IsInRadius(center, unit:GetVec2(), radius) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within a radius of the circle.
-- @param #string group_name The name of the group to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if all units of the group are contained, false otherwise
function CIRCLE:AllOfGroupInRadius(group_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if not UTILS.IsInRadius(center, unit:GetVec2(), radius) then
return false
end
end
return true
end
--- Returns a random Vec2 within the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2()
local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
local ry = math.random(0, self.Radius) * math.sin(angle) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder()
local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x
local ry = self.Radius * math.sin(angle) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Calculates the bounding box of the circle. The bounding box is the smallest rectangle that contains the circle.
-- @return #table The bounding box of the circle
function CIRCLE:GetBoundingBox()
local min_x = self.CenterVec2.x - self.Radius
local min_y = self.CenterVec2.y - self.Radius
local max_x = self.CenterVec2.x + self.Radius
local max_y = self.CenterVec2.y + self.Radius
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end

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---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.CUBE
-- @image MOOSE.JPG
--- LINE class.
-- @type CUBE
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
---
-- @field #CUBE
CUBE = {
ClassName = "CUBE",
Points = {},
Coords = {}
}
--- Points need to be added in the following order:
--- p1 -> p4 make up the front face of the cube
--- p5 -> p8 make up the back face of the cube
--- p1 connects to p5
--- p2 connects to p6
--- p3 connects to p7
--- p4 connects to p8
---
--- 8-----------7
--- /| /|
--- / | / |
--- 4--+--------3 |
--- | | | |
--- | | | |
--- | | | |
--- | 5--------+--6
--- | / | /
--- |/ |/
--- 1-----------2
---
function CUBE:New(p1, p2, p3, p4, p5, p6, p7, p8)
local self = BASE:Inherit(self, SHAPE_BASE)
self.Points = {p1, p2, p3, p4, p5, p6, p7, p8}
for _, point in spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec3(point))
end
return self
end
function CUBE:GetCenter()
local center = { x=0, y=0, z=0 }
for _, point in pairs(self.Points) do
center.x = center.x + point.x
center.y = center.y + point.y
center.z = center.z + point.z
end
center.x = center.x / 8
center.y = center.y / 8
center.z = center.z / 8
return center
end
function CUBE:ContainsPoint(point, cube_points)
cube_points = cube_points or self.Points
local min_x, min_y, min_z = math.huge, math.huge, math.huge
local max_x, max_y, max_z = -math.huge, -math.huge, -math.huge
-- Find the minimum and maximum x, y, and z values of the cube points
for _, p in ipairs(cube_points) do
if p.x < min_x then min_x = p.x end
if p.y < min_y then min_y = p.y end
if p.z < min_z then min_z = p.z end
if p.x > max_x then max_x = p.x end
if p.y > max_y then max_y = p.y end
if p.z > max_z then max_z = p.z end
end
return point.x >= min_x and point.x <= max_x and point.y >= min_y and point.y <= max_y and point.z >= min_z and point.z <= max_z
end

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---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.LINE
-- @image MOOSE.JPG
--- LINE class.
-- @type LINE
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
---
-- @field #LINE
LINE = {
ClassName = "LINE",
Points = {},
Coords = {},
}
--- Finds a line on the map by its name. The line must be drawn in the Mission Editor
-- @param #string line_name Name of the line to find
-- @return #LINE The found line, or nil if not found
function LINE:FindOnMap(line_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(line_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == line_name then
if object["primitiveType"] == "Line" then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
table.insert(self.Points, p)
table.insert(self.Coords, coord)
end
end
end
end
end
self:I(#self.Points)
if #self.Points == 0 then
return nil
end
self.MarkIDs = {}
return self
end
--- Finds a line by its name in the database.
-- @param #string shape_name Name of the line to find
-- @return #LINE The found line, or nil if not found
function LINE:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new line from two points.
-- @param #table vec2 The first point of the line
-- @param #number radius The second point of the line
-- @return #LINE The new line
function LINE:New(...)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {...}
self:I(self.Points)
for _, point in UTILS.spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
return self
end
--- Creates a new line from a circle.
-- @param #table center_point center point of the circle
-- @param #number radius radius of the circle, half length of the line
-- @param #number angle_degrees degrees the line will form from center point
-- @return #LINE The new line
function LINE:NewFromCircle(center_point, radius, angle_degrees)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = center_point
local angleRadians = math.rad(angle_degrees)
local point1 = {
x = center_point.x + radius * math.cos(angleRadians),
y = center_point.y + radius * math.sin(angleRadians)
}
local point2 = {
x = center_point.x + radius * math.cos(angleRadians + math.pi),
y = center_point.y + radius * math.sin(angleRadians + math.pi)
}
for _, point in pairs{point1, point2} do
table.insert(self.Points, point)
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
return self
end
--- Gets the coordinates of the line.
-- @return #table The coordinates of the line
function LINE:Coordinates()
return self.Coords
end
--- Gets the start coordinate of the line. The start coordinate is the first point of the line.
-- @return #COORDINATE The start coordinate of the line
function LINE:GetStartCoordinate()
return self.Coords[1]
end
--- Gets the end coordinate of the line. The end coordinate is the last point of the line.
-- @return #COORDINATE The end coordinate of the line
function LINE:GetEndCoordinate()
return self.Coords[#self.Coords]
end
--- Gets the start point of the line. The start point is the first point of the line.
-- @return #table The start point of the line
function LINE:GetStartPoint()
return self.Points[1]
end
--- Gets the end point of the line. The end point is the last point of the line.
-- @return #table The end point of the line
function LINE:GetEndPoint()
return self.Points[#self.Points]
end
--- Gets the length of the line.
-- @return #number The length of the line
function LINE:GetLength()
local total_length = 0
for i=1, #self.Points - 1 do
local x1, y1 = self.Points[i]["x"], self.Points[i]["y"]
local x2, y2 = self.Points[i+1]["x"], self.Points[i+1]["y"]
local segment_length = math.sqrt((x2 - x1)^2 + (y2 - y1)^2)
total_length = total_length + segment_length
end
return total_length
end
--- Returns a random point on the line.
-- @param #table points (optional) The points of the line or 2 other points if you're just using the LINE class without an object of it
-- @return #table The random point
function LINE:GetRandomPoint(points)
points = points or self.Points
local rand = math.random() -- 0->1
local random_x = points[1].x + rand * (points[2].x - points[1].x)
local random_y = points[1].y + rand * (points[2].y - points[1].y)
return { x= random_x, y= random_y }
end
--- Gets the heading of the line.
-- @param #table points (optional) The points of the line or 2 other points if you're just using the LINE class without an object of it
-- @return #number The heading of the line
function LINE:GetHeading(points)
points = points or self.Points
local angle = math.atan2(points[2].y - points[1].y, points[2].x - points[1].x)
angle = math.deg(angle)
if angle < 0 then
angle = angle + 360
end
return angle
end
--- Return each part of the line as a new line
-- @return #table The points
function LINE:GetIndividualParts()
local parts = {}
if #self.Points == 2 then
parts = {self}
end
for i=1, #self.Points -1 do
local p1 = self.Points[i]
local p2 = self.Points[i % #self.Points + 1]
table.add(parts, LINE:New(p1, p2))
end
return parts
end
--- Gets a number of points in between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @return #table The points
function LINE:GetPointsInbetween(amount, start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
if amount == 0 then return {start_point, end_point} end
amount = amount + 1
local points = {}
local difference = { x = end_point.x - start_point.x, y = end_point.y - start_point.y }
local divided = { x = difference.x / amount, y = difference.y / amount }
for j=0, amount do
local part_pos = {x = divided.x * j, y = divided.y * j}
-- add part_pos vector to the start point so the new point is placed along in the line
local point = {x = start_point.x + part_pos.x, y = start_point.y + part_pos.y}
table.insert(points, point)
end
return points
end
--- Gets a number of points in between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @return #table The points
function LINE:GetCoordinatesInBetween(amount, start_point, end_point)
local coords = {}
for _, pt in pairs(self:GetPointsInbetween(amount, start_point, end_point)) do
table.add(coords, COORDINATE:NewFromVec2(pt))
end
return coords
end
function LINE:GetRandomPoint(start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
local fraction = math.random()
local difference = { x = end_point.x - start_point.x, y = end_point.y - start_point.y }
local part_pos = {x = difference.x * fraction, y = difference.y * fraction}
local random_point = { x = start_point.x + part_pos.x, y = start_point.y + part_pos.y}
return random_point
end
function LINE:GetRandomCoordinate(start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
return COORDINATE:NewFromVec2(self:GetRandomPoint(start_point, end_point))
end
--- Gets a number of points on a sine wave between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @param #number frequency (Optional) The frequency of the sine wave, default 1
-- @param #number phase (Optional) The phase of the sine wave, default 0
-- @param #number amplitude (Optional) The amplitude of the sine wave, default 100
-- @return #table The points
function LINE:GetPointsBetweenAsSineWave(amount, start_point, end_point, frequency, phase, amplitude)
amount = amount or 20
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
frequency = frequency or 1 -- number of cycles per unit of x
phase = phase or 0 -- offset in radians
amplitude = amplitude or 100 -- maximum height of the wave
local points = {}
-- Returns the y-coordinate of the sine wave at x
local function sine_wave(x)
return amplitude * math.sin(2 * math.pi * frequency * (x - start_point.x) + phase)
end
-- Plot x-amount of points on the sine wave between point_01 and point_02
local x = start_point.x
local step = (end_point.x - start_point.x) / 20
for _=1, amount do
local y = sine_wave(x)
x = x + step
table.add(points, {x=x, y=y})
end
return points
end
--- Calculates the bounding box of the line. The bounding box is the smallest rectangle that contains the line.
-- @return #table The bounding box of the line
function LINE:GetBoundingBox()
local min_x, min_y, max_x, max_y = self.Points[1].x, self.Points[1].y, self.Points[2].x, self.Points[2].y
for i = 2, #self.Points do
local x, y = self.Points[i].x, self.Points[i].y
if x < min_x then
min_x = x
end
if y < min_y then
min_y = y
end
if x > max_x then
max_x = x
end
if y > max_y then
max_y = y
end
end
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Draws the line on the map.
-- @param #table points The points of the line
function LINE:Draw()
for i=1, #self.Coords -1 do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.MarkIDs, c1:LineToAll(c2))
end
end
--- Removes the drawing of the line from the map.
function LINE:RemoveDraw()
for _, mark_id in pairs(self.MarkIDs) do
UTILS.RemoveMark(mark_id)
end
end

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---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.OVAL
-- @image MOOSE.JPG
--- OVAL class.
-- @type OVAL
-- @field #string ClassName Name of the class.
-- @field #number MajorAxis The major axis (radius) of the oval
-- @field #number MinorAxis The minor axis (radius) of the oval
-- @field #number Angle The angle the oval is rotated on
--- *The little man removed his hat, what an egg shaped head he had* -- Agatha Christie
--
-- ===
--
-- # OVAL
-- OVALs can be fetched from the drawings in the Mission Editor
--
-- The major and minor axes define how elongated the shape of an oval is. This class has some basic functions that the other SHAPE classes have as well.
-- Since it's not possible to draw the shape of an oval while the mission is running, right now the draw function draws 2 cicles. One with the major axis and one with
-- the minor axis. It then draws a diamond shape on an angle where the corners touch the major and minor axes to give an indication of what the oval actually
-- looks like.
--
-- Using ovals can be handy to find an area on the ground that is actually an intersection of a cone and a plane. So imagine you're faking the view cone of
-- a targeting pod and
--- OVAL class with properties and methods for handling ovals.
-- @field #OVAL
OVAL = {
ClassName = "OVAL",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly=nil
}
--- Finds an oval on the map by its name. The oval must be drawn on the map.
-- @param #string shape_name Name of the oval to find
-- @return #OVAL The found oval, or nil if not found
function OVAL:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], shape_name, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
return self
end
--- Finds an oval by its name in the database.
-- @param #string shape_name Name of the oval to find
-- @return #OVAL The found oval, or nil if not found
function OVAL:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new oval from a center point, major axis, minor axis, and angle.
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #OVAL The new oval
function OVAL:New(vec2, major_axis, minor_axis, angle)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
return self
end
--- Gets the major axis of the oval.
-- @return #number The major axis of the oval
function OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @return #number The minor axis of the oval
function OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @return #number The angle of the oval
function OVAL:GetAngle()
return self.Angle
end
--- Sets the major axis of the oval.
-- @param #number value The new major axis
function OVAL:SetMajorAxis(value)
self.MajorAxis = value
end
--- Sets the minor axis of the oval.
-- @param #number value The new minor axis
function OVAL:SetMinorAxis(value)
self.MinorAxis = value
end
--- Sets the angle of the oval.
-- @param #number value The new angle
function OVAL:SetAngle(value)
self.Angle = value
end
--- Checks if a point is contained within the oval.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function OVAL:ContainsPoint(point)
local cos, sin = math.cos, math.sin
local dx = point.x - self.CenterVec2.x
local dy = point.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Returns a random Vec2 within the oval.
-- @return #table The random Vec2
function OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @return #table The bounding box of the oval
function OVAL:GetBoundingBox()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Draws the oval on the map, for debugging
-- @param #number angle (Optional) The angle of the oval. If nil will use self.Angle
function OVAL:Draw()
--for pt in pairs(self:PointsOnEdge(20)) do
-- COORDINATE:NewFromVec2(pt)
--end
self.DrawPoly = POLYGON:NewFromPoints(self:PointsOnEdge(20))
self.DrawPoly:Draw(true)
---- TODO: draw a better shape using line segments
--angle = angle or self.Angle
--local coor = self:GetCenterCoordinate()
--
--table.add(self.MarkIDs, coor:CircleToAll(self.MajorAxis))
--table.add(self.MarkIDs, coor:CircleToAll(self.MinorAxis))
--table.add(self.MarkIDs, coor:LineToAll(coor:Translate(self.MajorAxis, self.Angle)))
--
--local pt_1 = coor:Translate(self.MajorAxis, self.Angle)
--local pt_2 = coor:Translate(self.MinorAxis, self.Angle - 90)
--local pt_3 = coor:Translate(self.MajorAxis, self.Angle - 180)
--local pt_4 = coor:Translate(self.MinorAxis, self.Angle - 270)
--table.add(self.MarkIDs, pt_1:QuadToAll(pt_2, pt_3, pt_4), -1, {0, 1, 0}, 1, {0, 1, 0})
end
--- Removes the drawing of the oval from the map
function OVAL:RemoveDraw()
self.DrawPoly:RemoveDraw()
end
function OVAL:PointsOnEdge(num_points)
num_points = num_points or 20
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end

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---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.POLYGON
-- @image MOOSE.JPG
--- POLYGON class.
-- @type POLYGON
-- @field #string ClassName Name of the class.
-- @field #table Points List of 3D points defining the shape, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table Coords List of COORDINATE defining the path, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table MarkIDs List any MARKIDs this class use, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table Triangles List of TRIANGLEs that make up the shape of the POLYGON after being triangulated
-- @extends Core.Base#BASE
--- *Polygons are fashionable at the moment* -- Trip Hawkins
--
-- ===
--
-- # POLYGON
-- POLYGONs can be fetched from the drawings in the Mission Editor if the drawing is:
-- * A closed shape made with line segments
-- * A closed shape made with a freehand line
-- * A freehand drawn polygon
-- * A rect
-- Use the POLYGON:FindOnMap() of POLYGON:Find() functions for this. You can also create a non existing polygon in memory using the POLYGON:New() function. Pass in a
-- any number of Vec2s into this function to define the shape of the polygon you want.
--
-- You can draw very intricate and complex polygons in the Mission Editor to avoid (or include) map objects. You can then generate random points within this complex
-- shape for spawning groups or checking positions.
--
-- When a POLYGON is made, it's automatically triangulated. The resulting triangles are stored in POLYGON.Triangles. This also immeadiately saves the surface area
-- of the POLYGON. Because the POLYGON is triangulated, it's possible to generate random points within this POLYGON without having to use a trial and error method to see if
-- the point is contained within the shape.
-- Using POLYGON:GetRandomVec2() will result in a truly, non-biased, random Vec2 within the shape. You'll want to use this function most. There's also POLYGON:GetRandomNonWeightedVec2
-- which ignores the size of the triangles in the polygon to pick a random points. This will result in more points clumping together in parts of the polygon where the triangles are
-- the smallest.
---
-- @field #POLYGON
POLYGON = {
ClassName = "POLYGON",
Points = {},
Coords = {},
Triangles = {},
SurfaceArea = 0,
TriangleMarkIDs = {},
OutlineMarkIDs = {},
Angle = nil, -- for arrows
Heading = nil -- for arrows
}
--- Finds a polygon on the map by its name. The polygon must be added in the mission editor.
-- @param #string shape_name Name of the polygon to find
-- @return #POLYGON The found polygon, or nil if not found
function POLYGON:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == shape_name then
if (object["primitiveType"] == "Line" and object["closed"] == true) or (object["polygonMode"] == "free") then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
self.Points[#self.Points + 1] = p
self.Coords[#self.Coords + 1] = coord
end
elseif object["polygonMode"] == "rect" then
local angle = object["angle"]
local half_width = object["width"] / 2
local half_height = object["height"] / 2
local p1 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x - half_height, y = self.CenterVec2.y + half_width }, self.CenterVec2, angle)
local p2 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x + half_height, y = self.CenterVec2.y + half_width }, self.CenterVec2, angle)
local p3 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x + half_height, y = self.CenterVec2.y - half_width }, self.CenterVec2, angle)
local p4 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x - half_height, y = self.CenterVec2.y - half_width }, self.CenterVec2, angle)
self.Points = {p1, p2, p3, p4}
for _, point in pairs(self.Points) do
self.Coords[#self.Coords + 1] = COORDINATE:NewFromVec2(point)
end
elseif object["polygonMode"] == "arrow" then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
self.Points[#self.Points + 1] = p
self.Coords[#self.Coords + 1] = coord
end
self.Angle = object["angle"]
self.Heading = UTILS.ClampAngle(self.Angle + 90)
end
end
end
end
if #self.Points == 0 then
return nil
end
self.CenterVec2 = self:GetCentroid()
self.Triangles = self:Triangulate()
self.SurfaceArea = self:__CalculateSurfaceArea()
self.TriangleMarkIDs = {}
self.OutlineMarkIDs = {}
return self
end
--- Creates a polygon from a zone. The zone must be defined in the mission.
-- @param #string zone_name Name of the zone
-- @return #POLYGON The polygon created from the zone, or nil if the zone is not found
function POLYGON:FromZone(zone_name)
for _, zone in pairs(env.mission.triggers.zones) do
if zone["name"] == zone_name then
return POLYGON:New(unpack(zone["verticies"] or {}))
end
end
end
--- Finds a polygon by its name in the database.
-- @param #string shape_name Name of the polygon to find
-- @return #POLYGON The found polygon, or nil if not found
function POLYGON:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new polygon from a list of points. Each point is a table with 'x' and 'y' fields.
-- @param #table ... Points of the polygon
-- @return #POLYGON The new polygon
function POLYGON:New(...)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {...}
self.Coords = {}
for _, point in UTILS.spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
self.Triangles = self:Triangulate()
self.SurfaceArea = self:__CalculateSurfaceArea()
return self
end
--- Calculates the centroid of the polygon. The centroid is the average of the 'x' and 'y' coordinates of the points.
-- @return #table The centroid of the polygon
function POLYGON:GetCentroid()
local function sum(t)
local total = 0
for _, value in pairs(t) do
total = total + value
end
return total
end
local x_values = {}
local y_values = {}
local length = table.length(self.Points)
for _, point in pairs(self.Points) do
table.insert(x_values, point.x)
table.insert(y_values, point.y)
end
local x = sum(x_values) / length
local y = sum(y_values) / length
return {
["x"] = x,
["y"] = y
}
end
--- Returns the coordinates of the polygon. Each coordinate is a COORDINATE object.
-- @return #table The coordinates of the polygon
function POLYGON:GetCoordinates()
return self.Coords
end
--- Returns the start coordinate of the polygon. The start coordinate is the first point of the polygon.
-- @return #COORDINATE The start coordinate of the polygon
function POLYGON:GetStartCoordinate()
return self.Coords[1]
end
--- Returns the end coordinate of the polygon. The end coordinate is the last point of the polygon.
-- @return #COORDINATE The end coordinate of the polygon
function POLYGON:GetEndCoordinate()
return self.Coords[#self.Coords]
end
--- Returns the start point of the polygon. The start point is the first point of the polygon.
-- @return #table The start point of the polygon
function POLYGON:GetStartPoint()
return self.Points[1]
end
--- Returns the end point of the polygon. The end point is the last point of the polygon.
-- @return #table The end point of the polygon
function POLYGON:GetEndPoint()
return self.Points[#self.Points]
end
--- Returns the points of the polygon. Each point is a table with 'x' and 'y' fields.
-- @return #table The points of the polygon
function POLYGON:GetPoints()
return self.Points
end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
-- @return #number The surface area of the polygon
function POLYGON:GetSurfaceArea()
return self.SurfaceArea
end
--- Calculates the bounding box of the polygon. The bounding box is the smallest rectangle that contains the polygon.
-- @return #table The bounding box of the polygon
function POLYGON:GetBoundingBox()
local min_x, min_y, max_x, max_y = self.Points[1].x, self.Points[1].y, self.Points[1].x, self.Points[1].y
for i = 2, #self.Points do
local x, y = self.Points[i].x, self.Points[i].y
if x < min_x then
min_x = x
end
if y < min_y then
min_y = y
end
if x > max_x then
max_x = x
end
if y > max_y then
max_y = y
end
end
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Triangulates the polygon. The polygon is divided into triangles.
-- @param #table points (optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
-- @return #table The triangles of the polygon
function POLYGON:Triangulate(points)
points = points or self.Points
local triangles = {}
local function get_orientation(shape_points)
local sum = 0
for i = 1, #shape_points do
local j = i % #shape_points + 1
sum = sum + (shape_points[j].x - shape_points[i].x) * (shape_points[j].y + shape_points[i].y)
end
return sum >= 0 and "clockwise" or "counter-clockwise" -- sum >= 0, return "clockwise", else return "counter-clockwise"
end
local function ensure_clockwise(shape_points)
local orientation = get_orientation(shape_points)
if orientation == "counter-clockwise" then
-- Reverse the order of shape_points so they're clockwise
local reversed = {}
for i = #shape_points, 1, -1 do
table.insert(reversed, shape_points[i])
end
return reversed
end
return shape_points
end
local function is_clockwise(p1, p2, p3)
local cross_product = (p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x)
return cross_product < 0
end
local function divide_recursively(shape_points)
if #shape_points == 3 then
table.insert(triangles, TRIANGLE:New(shape_points[1], shape_points[2], shape_points[3]))
elseif #shape_points > 3 then -- find an ear -> a triangle with no other points inside it
for i, p1 in ipairs(shape_points) do
local p2 = shape_points[(i % #shape_points) + 1]
local p3 = shape_points[(i + 1) % #shape_points + 1]
local triangle = TRIANGLE:New(p1, p2, p3)
local is_ear = true
if not is_clockwise(p1, p2, p3) then
is_ear = false
else
for _, point in ipairs(shape_points) do
if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then
is_ear = false
break
end
end
end
if is_ear then
-- Check if any point in the original polygon is inside the ear triangle
local is_valid_triangle = true
for _, point in ipairs(points) do
if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then
is_valid_triangle = false
break
end
end
if is_valid_triangle then
table.insert(triangles, triangle)
local remaining_points = {}
for j, point in ipairs(shape_points) do
if point ~= p2 then
table.insert(remaining_points, point)
end
end
divide_recursively(remaining_points)
break
end
end
end
end
end
points = ensure_clockwise(points)
divide_recursively(points)
return triangles
end
function POLYGON:CovarianceMatrix()
local cx, cy = self:GetCentroid()
local covXX, covYY, covXY = 0, 0, 0
for _, p in ipairs(self.points) do
covXX = covXX + (p.x - cx)^2
covYY = covYY + (p.y - cy)^2
covXY = covXY + (p.x - cx) * (p.y - cy)
end
covXX = covXX / (#self.points - 1)
covYY = covYY / (#self.points - 1)
covXY = covXY / (#self.points - 1)
return covXX, covYY, covXY
end
function POLYGON:Direction()
local covXX, covYY, covXY = self:CovarianceMatrix()
-- Simplified calculation for the largest eigenvector's direction
local theta = 0.5 * math.atan2(2 * covXY, covXX - covYY)
return math.cos(theta), math.sin(theta)
end
--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
-- @return #table The random Vec2
function POLYGON:GetRandomVec2()
local weights = {}
for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
end
local random_weight = math.random()
local accumulated_weight = 0
for triangle, weight in pairs(weights) do
accumulated_weight = accumulated_weight + weight
if accumulated_weight >= random_weight then
return triangle:GetRandomVec2()
end
end
end
--- Returns a random non-weighted Vec2 within the polygon. The Vec2 is chosen from one of the triangles that make up the polygon.
-- @return #table The random non-weighted Vec2
function POLYGON:GetRandomNonWeightedVec2()
return self.Triangles[math.random(1, #self.Triangles)]:GetRandomVec2()
end
--- Checks if a point is contained within the polygon. The point is a table with 'x' and 'y' fields.
-- @param #table point The point to check
-- @param #table points (optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
-- @return #bool True if the point is contained, false otherwise
function POLYGON:ContainsPoint(point, polygon_points)
local x = point.x
local y = point.y
polygon_points = polygon_points or self.Points
local counter = 0
local num_points = #polygon_points
for current_index = 1, num_points do
local next_index = (current_index % num_points) + 1
local current_x, current_y = polygon_points[current_index].x, polygon_points[current_index].y
local next_x, next_y = polygon_points[next_index].x, polygon_points[next_index].y
if ((current_y > y) ~= (next_y > y)) and (x < (next_x - current_x) * (y - current_y) / (next_y - current_y) + current_x) then
counter = counter + 1
end
end
return counter % 2 == 1
end
--- Draws the polygon on the map. The polygon can be drawn with or without inner triangles. This is just for debugging
-- @param #bool include_inner_triangles Whether to include inner triangles in the drawing
function POLYGON:Draw(include_inner_triangles)
include_inner_triangles = include_inner_triangles or false
for i=1, #self.Coords do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.OutlineMarkIDs, c1:LineToAll(c2))
end
if include_inner_triangles then
for _, triangle in ipairs(self.Triangles) do
triangle:Draw()
end
end
end
--- Removes the drawing of the polygon from the map.
function POLYGON:RemoveDraw()
for _, triangle in pairs(self.Triangles) do
triangle:RemoveDraw()
end
for _, mark_id in pairs(self.OutlineMarkIDs) do
UTILS.RemoveMark(mark_id)
end
end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
-- @return #number The surface area of the polygon
function POLYGON:__CalculateSurfaceArea()
local area = 0
for _, triangle in pairs(self.Triangles) do
area = area + triangle.SurfaceArea
end
return area
end

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@@ -0,0 +1,214 @@
--- **Shapes** - Class that serves as the base shapes drawn in the Mission Editor
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.SHAPE_BASE
-- @image CORE_Pathline.png
--- SHAPE_BASE class.
-- @type SHAPE_BASE
-- @field #string ClassName Name of the class.
-- @field #string Name Name of the shape
-- @field #table CenterVec2 Vec2 of the center of the shape, this will be assigned automatically
-- @field #table Points List of 3D points defining the shape, this will be assigned automatically
-- @field #table Coords List of COORDINATE defining the path, this will be assigned automatically
-- @field #table MarkIDs List any MARKIDs this class use, this will be assigned automatically
-- @extends Core.Base#BASE
--- *I'm in love with the shape of you -- Ed Sheeran
--
-- ===
--
-- # SHAPE_BASE
-- The class serves as the base class to deal with these shapes using MOOSE. You should never use this class on its own,
-- rather use:
-- CIRCLE
-- LINE
-- OVAL
-- POLYGON
-- TRIANGLE (although this one's a bit special as well)
--
-- ===
-- The idea is that anything you draw on the map in the Mission Editor can be turned in a shape to work with in MOOSE.
-- This is the base class that all other shape classes are built on. There are some shared functions, most of which are overridden in the derived classes
--
-- @field #SHAPE_BASE
SHAPE_BASE = {
ClassName = "SHAPE_BASE",
Name = "",
CenterVec2 = nil,
Points = {},
Coords = {},
MarkIDs = {},
ColorString = "",
ColorRGBA = {}
}
--- Creates a new instance of SHAPE_BASE.
-- @return #SHAPE_BASE The new instance
function SHAPE_BASE:New()
local self = BASE:Inherit(self, BASE:New())
return self
end
--- Finds a shape on the map by its name.
-- @param #string shape_name Name of the shape to find
-- @return #SHAPE_BASE The found shape
function SHAPE_BASE:FindOnMap(shape_name)
local self = BASE:Inherit(self, BASE:New())
local found = false
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == shape_name then
self.Name = object["name"]
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.ColorString = object["colorString"]
self.ColorRGBA = UTILS.HexToRGBA(self.ColorString)
found = true
end
end
end
if not found then
self:E("Can't find a shape with name " .. shape_name)
end
return self
end
function SHAPE_BASE:GetAllShapes(filter)
filter = filter or ""
local return_shapes = {}
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.contains(object["name"], filter) then
table.add(return_shapes, object)
end
end
end
return return_shapes
end
--- Offsets the shape to a new position.
-- @param #table new_vec2 The new position
function SHAPE_BASE:Offset(new_vec2)
local offset_vec2 = UTILS.Vec2Subtract(new_vec2, self.CenterVec2)
self.CenterVec2 = new_vec2
if self.ClassName == "POLYGON" then
for _, point in pairs(self.Points) do
point.x = point.x + offset_vec2.x
point.y = point.y + offset_vec2.y
end
end
end
--- Gets the name of the shape.
-- @return #string The name of the shape
function SHAPE_BASE:GetName()
return self.Name
end
function SHAPE_BASE:GetColorString()
return self.ColorString
end
function SHAPE_BASE:GetColorRGBA()
return self.ColorRGBA
end
function SHAPE_BASE:GetColorRed()
return self.ColorRGBA.R
end
function SHAPE_BASE:GetColorGreen()
return self.ColorRGBA.G
end
function SHAPE_BASE:GetColorBlue()
return self.ColorRGBA.B
end
function SHAPE_BASE:GetColorAlpha()
return self.ColorRGBA.A
end
--- Gets the center position of the shape.
-- @return #table The center position
function SHAPE_BASE:GetCenterVec2()
return self.CenterVec2
end
--- Gets the center coordinate of the shape.
-- @return #COORDINATE The center coordinate
function SHAPE_BASE:GetCenterCoordinate()
return COORDINATE:NewFromVec2(self.CenterVec2)
end
--- Gets the coordinate of the shape.
-- @return #COORDINATE The coordinate
function SHAPE_BASE:GetCoordinate()
return self:GetCenterCoordinate()
end
--- Checks if a point is contained within the shape.
-- @param #table _ The point to check
-- @return #bool True if the point is contained, false otherwise
function SHAPE_BASE:ContainsPoint(_)
self:E("This needs to be set in the derived class")
end
--- Checks if a unit is contained within the shape.
-- @param #string unit_name The name of the unit to check
-- @return #bool True if the unit is contained, false otherwise
function SHAPE_BASE:ContainsUnit(unit_name)
local unit = UNIT:FindByName(unit_name)
if unit == nil or not unit:IsAlive() then
return false
end
if self:ContainsPoint(unit:GetVec2()) then
return true
end
return false
end
--- Checks if any unit of a group is contained within the shape.
-- @param #string group_name The name of the group to check
-- @return #bool True if any unit of the group is contained, false otherwise
function SHAPE_BASE:ContainsAnyOfGroup(group_name)
local group = GROUP:FindByName(group_name)
if group == nil or not group:IsAlive() then
return false
end
for _, unit in pairs(group:GetUnits()) do
if self:ContainsPoint(unit:GetVec2()) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within the shape.
-- @param #string group_name The name of the group to check
-- @return #bool True if all units of the group are contained, false otherwise
function SHAPE_BASE:ContainsAllOfGroup(group_name)
local group = GROUP:FindByName(group_name)
if group == nil or not group:IsAlive() then
return false
end
for _, unit in pairs(group:GetUnits()) do
if not self:ContainsPoint(unit:GetVec2()) then
return false
end
end
return true
end

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@@ -0,0 +1,101 @@
--- TRIANGLE class with properties and methods for handling triangles. This class is mostly used by the POLYGON class, but you can use it on its own as well
--
-- ### Author: **nielsvaes/coconutcockpit**
--
--
-- ===
-- @module Shapes.TRIANGLE
-- @image MOOSE.JPG
--- LINE class.
-- @type CUBE
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
---
-- @field #TRIANGLE
TRIANGLE = {
ClassName = "TRIANGLE",
Points = {},
Coords = {},
SurfaceArea = 0
}
--- Creates a new triangle from three points. The points need to be given as Vec2s
-- @param #table p1 The first point of the triangle
-- @param #table p2 The second point of the triangle
-- @param #table p3 The third point of the triangle
-- @return #TRIANGLE The new triangle
function TRIANGLE:New(p1, p2, p3)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {p1, p2, p3}
local center_x = (p1.x + p2.x + p3.x) / 3
local center_y = (p1.y + p2.y + p3.y) / 3
self.CenterVec2 = {x=center_x, y=center_y}
for _, pt in pairs({p1, p2, p3}) do
table.add(self.Coords, COORDINATE:NewFromVec2(pt))
end
self.SurfaceArea = math.abs((p2.x - p1.x) * (p3.y - p1.y) - (p3.x - p1.x) * (p2.y - p1.y)) * 0.5
self.MarkIDs = {}
return self
end
--- Checks if a point is contained within the triangle.
-- @param #table pt The point to check
-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #bool True if the point is contained, false otherwise
function TRIANGLE:ContainsPoint(pt, points)
points = points or self.Points
local function sign(p1, p2, p3)
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y)
end
local d1 = sign(pt, self.Points[1], self.Points[2])
local d2 = sign(pt, self.Points[2], self.Points[3])
local d3 = sign(pt, self.Points[3], self.Points[1])
local has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
local has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
return not (has_neg and has_pos)
end
--- Returns a random Vec2 within the triangle.
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points)
points = points or self.Points
local pt = {math.random(), math.random()}
table.sort(pt)
local s = pt[1]
local t = pt[2] - pt[1]
local u = 1 - pt[2]
return {x = s * points[1].x + t * points[2].x + u * points[3].x,
y = s * points[1].y + t * points[2].y + u * points[3].y}
end
--- Draws the triangle on the map, just for debugging
function TRIANGLE:Draw()
for i=1, #self.Coords do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.MarkIDs, c1:LineToAll(c2))
end
end
--- Removes the drawing of the triangle from the map.
function TRIANGLE:RemoveDraw()
for _, mark_id in pairs(self.MarkIDs) do
UTILS.RemoveMark(mark_id)
end
end

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@@ -30,6 +30,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Sound/Radio)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Sound.Radio

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@@ -14,7 +14,7 @@
--
-- ===
--
-- ## Example Missions: [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Sound/MSRS).
-- ## Example Missions: [GitHub](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Sound/MSRS).
--
-- ===
--
@@ -824,7 +824,7 @@ function MSRS:SetVoiceProvider(Voice, Provider)
self:F( {Voice=Voice, Provider=Provider} )
self.poptions=self.poptions or {}
self.poptions[Provider or self:GetProvider()]=Voice
self.poptions[Provider or self:GetProvider()].voice=Voice
return self
end

View File

@@ -175,19 +175,19 @@ do -- TASK_A2G
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -200,7 +200,7 @@ do -- TASK_A2G
ActRouteRendezVous:SetRange( RendezVousRange )
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
@@ -212,7 +212,7 @@ do -- TASK_A2G
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
@@ -223,7 +223,7 @@ do -- TASK_A2G
ActRouteRendezVous:SetZone( RendezVousZone )
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
function TASK_A2G:GetRendezVousZone( TaskUnit )
@@ -234,7 +234,7 @@ do -- TASK_A2G
return ActRouteRendezVous:GetZone()
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
@@ -245,7 +245,7 @@ do -- TASK_A2G
ActRouteTarget:SetCoordinate( TargetCoordinate )
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
function TASK_A2G:GetTargetCoordinate( TaskUnit )
@@ -256,7 +256,7 @@ do -- TASK_A2G
return ActRouteTarget:GetCoordinate()
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
@@ -267,7 +267,7 @@ do -- TASK_A2G
ActRouteTarget:SetZone( TargetZone )
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
function TASK_A2G:GetTargetZone( TaskUnit )
@@ -280,7 +280,7 @@ do -- TASK_A2G
function TASK_A2G:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
self.GoalTotal = self.TargetSetUnit:CountAlive()
end
function TASK_A2G:GetGoalTotal()
@@ -304,14 +304,14 @@ do -- TASK_A2G
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
if TargetSetUnit:CountAlive() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- @param #TASK_A2G self
-- @param #TASK_A2G self
function TASK_A2G:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then
@@ -328,7 +328,7 @@ do -- TASK_A2G
self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsCount = self.TargetSetUnit:CountAlive()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
@@ -341,7 +341,7 @@ do -- TASK_A2G
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsCount = self.TargetSetUnit:CountAlive()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )

View File

@@ -444,10 +444,11 @@ end
--- Print a table to log in a nice format
-- @param #table table The table to print
-- @param #number indent Number of indents
-- @param #boolean noprint Don't log but return text
-- @return #string text Text created on the fly of the log output
function UTILS.PrintTableToLog(table, indent)
function UTILS.PrintTableToLog(table, indent, noprint)
local text = "\n"
if not table then
if not table or type(table) ~= "table" then
env.warning("No table passed!")
return nil
end
@@ -455,11 +456,16 @@ function UTILS.PrintTableToLog(table, indent)
for k, v in pairs(table) do
if string.find(k," ") then k='"'..k..'"'end
if type(v) == "table" then
env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
if not noprint then
env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
end
text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n"
text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1)).."\n"
env.info(string.rep(" ", indent) .. "},")
if not noprint then
env.info(string.rep(" ", indent) .. "},")
end
text = text .. string.rep(" ", indent) .. "},\n"
elseif type(v) == "function" then
else
local value
if tostring(v) == "true" or tostring(v) == "false" or tonumber(v) ~= nil then
@@ -467,7 +473,9 @@ function UTILS.PrintTableToLog(table, indent)
else
value = '"'..tostring(v)..'"'
end
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n")
if not noprint then
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n")
end
text = text .. string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n"
end
end
@@ -2229,6 +2237,11 @@ function UTILS.IsLoadingDoorOpen( unit_name )
return true -- no doors on this one ;)
end
if type_name == "MH-60R" and (unit:getDrawArgumentValue(403) > 0 or unit:getDrawArgumentValue(403) == -1) then
BASE:T(unit_name .. " cargo door is open")
return true
end
return false
end -- nil
@@ -3500,6 +3513,25 @@ function string.contains(str, value)
return string.match(str, value)
end
--- Moves an object from one table to another
-- @param #obj object to move
-- @param #from_table table to move from
-- @param #to_table table to move to
function table.move_object(obj, from_table, to_table)
local index
for i, v in pairs(from_table) do
if v == obj then
index = i
end
end
if index then
local moved = table.remove(from_table, index)
table.insert_unique(to_table, moved)
end
end
--- Given tbl is a indexed table ({"hello", "dcs", "world"}), checks if element exists in the table.
--- The table can be made up out of complex tables or values as well
-- @param #table tbl
@@ -3717,3 +3749,135 @@ end
function UTILS.OctalToDecimal(Number)
return tonumber(Number,8)
end
--- HexToRGBA
-- @param hex_string table
-- @return #table R, G, B, A
function UTILS.HexToRGBA(hex_string)
local hexNumber = tonumber(string.sub(hex_string, 3), 16) -- convert the string to a number
-- extract RGBA components
local alpha = hexNumber % 256
hexNumber = (hexNumber - alpha) / 256
local blue = hexNumber % 256
hexNumber = (hexNumber - blue) / 256
local green = hexNumber % 256
hexNumber = (hexNumber - green) / 256
local red = hexNumber % 256
return {R = red, G = green, B = blue, A = alpha}
end
--- Function to save the position of a set of #OPSGROUP (ARMYGROUP) objects.
-- @param Core.Set#SET_OPSGROUP Set of ops objects to save
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @param #boolean Structured Append the data with a list of typenames in the group plus their count.
-- @return #boolean outcome True if saving is successful, else false.
function UTILS.SaveSetOfOpsGroups(Set,Path,Filename,Structured)
local filename = Filename or "SetOfGroups"
local data = "--Save SET of groups: (name,legion,template,alttemplate,units,position.x,position.y,position.z,strucdata) "..Filename .."\n"
local List = Set:GetSetObjects()
for _,_group in pairs (List) do
local group = _group:GetGroup() -- Wrapper.Group#GROUP
if group and group:IsAlive() then
local name = group:GetName()
local template = string.gsub(name,"(.AID.%d+$","")
if string.find(template,"#") then
template = string.gsub(name,"#(%d+)$","")
end
local alttemplate = _group.templatename or "none"
local legiono = _group.legion -- Ops.Legion#LEGION
local legion = "none"
if legiono and type(legiono) == "table" and legiono.ClassName then
legion = legiono:GetName()
local asset = legiono:GetAssetByName(name) -- Functional.Warehouse#WAREHOUSE.Assetitem
alttemplate=asset.templatename
end
local units = group:CountAliveUnits()
local position = group:GetVec3()
if Structured then
local structure = UTILS.GetCountPerTypeName(group)
local strucdata = ""
for typen,anzahl in pairs (structure) do
strucdata = strucdata .. typen .. "=="..anzahl..";"
end
data = string.format("%s%s,%s,%s,%s,%d,%d,%d,%d,%s\n",data,name,legion,template,alttemplate,units,position.x,position.y,position.z,strucdata)
else
data = string.format("%s%s,%s,%s,%s,%d,%d,%d,%d\n",data,name,legion,template,alttemplate,units,position.x,position.y,position.z)
end
end
end
-- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome
end
--- Load back a #OPSGROUP (ARMYGROUP) data from file for use with @{Ops.Brigade#BRIGADE.LoadBackAssetInPosition}()
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #table Returns a table of data entries: `{ groupname=groupname, size=size, coordinate=coordinate, template=template, structure=structure, legion=legion, alttemplate=alttemplate }`
-- Returns nil when the file cannot be read.
function UTILS.LoadSetOfOpsGroups(Path,Filename)
local filename = Filename or "SetOfGroups"
local datatable = {}
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- 1name,2legion,3template,4alttemplate,5units,6position.x,7position.y,8position.z,9strucdata
local groupname = dataset[1]
local legion = dataset[2]
local template = dataset[3]
local alttemplate = dataset[4]
local size = tonumber(dataset[5])
local posx = tonumber(dataset[6])
local posy = tonumber(dataset[7])
local posz = tonumber(dataset[8])
local structure = dataset[9]
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
if size > 0 then
local data = { groupname=groupname, size=size, coordinate=coordinate, template=template, structure=structure, legion=legion, alttemplate=alttemplate }
table.insert(datatable,data)
end
end
else
return nil
end
return datatable
end
--- Get the clock position from a relative heading
-- @param #number refHdg The heading of the reference object (such as a Wrapper.UNIT) in 0-360
-- @param #number tgtHdg The absolute heading from the reference object to the target object/point in 0-360
-- @return #string text Text in clock heading such as "4 O'CLOCK"
-- @usage Display the range and clock distance of a BTR in relation to REAPER 1-1's heading:
--
-- myUnit = UNIT:FindByName( "REAPER 1-1" )
-- myTarget = GROUP:FindByName( "BTR-1" )
--
-- coordUnit = myUnit:GetCoordinate()
-- coordTarget = myTarget:GetCoordinate()
--
-- hdgUnit = myUnit:GetHeading()
-- hdgTarget = coordUnit:HeadingTo( coordTarget )
-- distTarget = coordUnit:Get3DDistance( coordTarget )
--
-- clockString = UTILS.ClockHeadingString( hdgUnit, hdgTarget )
--
-- -- Will show this message to REAPER 1-1 in-game: Contact BTR at 3 o'clock for 1134m!
-- MESSAGE:New("Contact BTR at " .. clockString .. " for " .. distTarget .. "m!):ToUnit( myUnit )
function UTILS.ClockHeadingString(refHdg,tgtHdg)
local relativeAngle = tgtHdg - refHdg
if relativeAngle < 0 then
relativeAngle = relativeAngle + 360
end
local clockPos = math.ceil((relativeAngle % 360) / 30)
return clockPos.." o'clock"
end

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View File

@@ -723,7 +723,7 @@ end
--- Converts a JSON string to a lua value.
-- @param #string Json Anything JSON
-- @return #table Lua
function NET.Lua2Json(Json)
function NET.Json2Lua(Json)
return net.json2lua(Json)
end

View File

@@ -12,7 +12,8 @@
-- @image Wrapper_Static.JPG
--- @type STATIC
---
-- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Static objects.
@@ -236,7 +237,7 @@ function STATIC:SpawnAt(Coordinate, Heading, Delay)
end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
--- Respawn the @{Wrapper.Static} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self
-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
@@ -248,7 +249,7 @@ function STATIC:ReSpawn(CountryID, Delay)
else
CountryID=CountryID or self:GetCountry()
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
SpawnStatic:Spawn(nil, self.StaticName)
@@ -270,8 +271,8 @@ function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
else
else
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
@@ -280,3 +281,52 @@ function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
return self
end
--- Find the first(!) STATIC matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #STATIC self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #STATIC The STATIC.
-- @usage
-- -- Find a static with a partial static name
-- local grp = STATIC:FindByMatching( "Apple" )
-- -- will return e.g. a static named "Apple-1-1"
--
-- -- using a pattern
-- local grp = STATIC:FindByMatching( ".%d.%d$" )
-- -- will return the first static found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
function STATIC:FindByMatching( Pattern )
local GroupFound = nil
for name,static in pairs(_DATABASE.STATICS) do
if string.match(name, Pattern ) then
GroupFound = static
break
end
end
return GroupFound
end
--- Find all STATIC objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #STATIC self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #table Groups Table of matching #STATIC objects found
-- @usage
-- -- Find all static with a partial static name
-- local grptable = STATIC:FindAllByMatching( "Apple" )
-- -- will return all statics with "Apple" in the name
--
-- -- using a pattern
-- local grp = STATIC:FindAllByMatching( ".%d.%d$" )
-- -- will return the all statics found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
function STATIC:FindAllByMatching( Pattern )
local GroupsFound = {}
for name,static in pairs(_DATABASE.STATICS) do
if string.match(name, Pattern ) then
GroupsFound[#GroupsFound+1] = static
end
end
return GroupsFound
end

View File

@@ -8,7 +8,7 @@
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Storage).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Storage).
--
-- ===
--
@@ -33,93 +33,93 @@
-- ===
--
-- # The STORAGE Concept
--
-- The STORAGE class offers an easy-to-use wrapper interface to all DCS API functions of DCS warehouses.
--
-- The STORAGE class offers an easy-to-use wrapper interface to all DCS API functions of DCS warehouses.
-- We named the class STORAGE, because the name WAREHOUSE is already taken by another MOOSE class.
--
--
-- This class allows you to add and remove items to a DCS warehouse, such as aircraft, liquids, weapons and other equipment.
--
--
-- # Constructor
--
--
-- A DCS warehouse is associated with an airbase. Therefore, a `STORAGE` instance is automatically created, once an airbase is registered and added to the MOOSE database.
--
-- You can get the `STORAGE` object from the
--
-- -- Create a STORAGE instance of the Batumi warehouse
--
-- You can get the `STORAGE` object from the
--
-- -- Create a STORAGE instance of the Batumi warehouse
-- local storage=STORAGE:FindByName("Batumi")
--
--
-- An other way to get the `STORAGE` object is to retrieve it from the AIRBASE function `AIRBASE:GetStorage()`
--
--
-- -- Get storage instance of Batumi airbase
-- local Batumi=AIRBASE:FindByName("Batumi")
-- local storage=Batumi:GetStorage()
--
--
-- # Aircraft, Weapons and Equipment
--
--
-- ## Adding Items
--
--
-- To add aircraft, weapons and/or othe equipment, you can use the @{#STORAGE.AddItem}() function
--
--
-- storage:AddItem("A-10C", 3)
-- storage:AddItem("weapons.missiles.AIM_120C", 10)
--
--
-- This will add three A-10Cs and ten AIM-120C missiles to the warehouse inventory.
--
--
-- ## Setting Items
--
--
-- You can also explicitly set, how many items are in the inventory with the @{#STORAGE.SetItem}() function.
--
--
-- ## Removing Items
--
--
-- Items can be removed from the inventory with the @{#STORAGE.RemoveItem}() function.
--
--
-- ## Getting Amount
--
--
-- The number of items currently in the inventory can be obtained with the @{#STORAGE.GetItemAmount}() function
--
--
-- local N=storage:GetItemAmount("A-10C")
-- env.info(string.format("We currently have %d A-10Cs available", N))
--
--
-- # Liquids
--
--
-- Liquids can be added and removed by slightly different functions as described below. Currently there are four types of liquids
--
--
-- * Jet fuel `STORAGE.Liquid.JETFUEL`
-- * Aircraft gasoline `STORAGE.Liquid.GASOLINE`
-- * MW 50 `STORAGE.Liquid.MW50`
-- * Diesel `STORAGE.Liquid.DIESEL`
--
--
-- ## Adding Liquids
--
--
-- To add a certain type of liquid, you can use the @{#STORAGE.AddItem}(Type, Amount) function
--
--
-- storage:AddLiquid(STORAGE.Liquid.JETFUEL, 10000)
-- storage:AddLiquid(STORAGE.Liquid.DIESEL, 20000)
--
--
-- This will add 10,000 kg of jet fuel and 20,000 kg of diesel to the inventory.
--
--
-- ## Setting Liquids
--
--
-- You can also explicitly set the amount of liquid with the @{#STORAGE.SetLiquid}(Type, Amount) function.
--
--
-- ## Removing Liquids
--
--
-- Liquids can be removed with @{#STORAGE.RemoveLiquid}(Type, Amount) function.
--
--
-- ## Getting Amount
--
--
-- The current amount of a certain liquid can be obtained with the @{#STORAGE.GetLiquidAmount}(Type) function
--
--
-- local N=storage:GetLiquidAmount(STORAGE.Liquid.DIESEL)
-- env.info(string.format("We currently have %d kg of Diesel available", N))
--
--
--
--
-- # Inventory
--
--
-- The current inventory of the warehouse can be obtained with the @{#STORAGE.GetInventory}() function. This returns three tables with the aircraft, liquids and weapons:
--
--
-- local aircraft, liquids, weapons=storage:GetInventory()
--
--
-- UTILS.PrintTableToLog(aircraft)
-- UTILS.PrintTableToLog(liquids)
-- UTILS.PrintTableToLog(weapons)
@@ -168,7 +168,7 @@ function STORAGE:New(AirbaseName)
local self=BASE:Inherit(self, BASE:New()) -- #STORAGE
self.airbase=Airbase.getByName(AirbaseName)
if Airbase.getWarehouse then
self.warehouse=self.airbase:getWarehouse()
end
@@ -322,7 +322,7 @@ end
function STORAGE:GetLiquidName(Type)
local name="Unknown"
if Type==STORAGE.Liquid.JETFUEL then
name = "Jet fuel"
elseif Type==STORAGE.Liquid.GASOLINE then
@@ -411,25 +411,25 @@ function STORAGE:IsUnlimited(Type)
-- Get current amount of type.
local N=self:GetAmount(Type)
local unlimited=false
if N>0 then
-- Remove one item.
self:RemoveAmount(Type, 1)
-- Get amount.
local n=self:GetAmount(Type)
-- If amount did not change, it is unlimited.
unlimited=n==N
-- Add item back.
if not unlimited then
self:AddAmount(Type, 1)
end
-- Debug info.
self:I(self.lid..string.format("Type=%s: unlimited=%s (N=%d n=%d)", tostring(Type), tostring(unlimited), N, n))
end
@@ -523,7 +523,7 @@ end
function STORAGE:GetInventory(Item)
local inventory=self.warehouse:getInventory(Item)
return inventory.aircraft, inventory.liquids, inventory.weapon
end

View File

@@ -1244,7 +1244,9 @@ function UNIT:GetThreatLevel()
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Interceptors"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8
elseif Attributes["Battle airplanes"] then ThreatLevel = 8
elseif Attributes["Attack helicopters"] then ThreatLevel = 7
elseif Attributes["Strategic bombers"] then ThreatLevel = 6
elseif Attributes["Bombers"] then ThreatLevel = 5

View File

@@ -14,7 +14,7 @@
--
-- ## Additional Material:
--
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Weapon)
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Weapon)
-- * **YouTube videos:** None
-- * **Guides:** None
--
@@ -40,6 +40,7 @@
-- @field #number coalition Coalition ID.
-- @field #number country Country ID.
-- @field DCS#Desc desc Descriptor table.
-- @field DCS#Desc guidance Missile guidance descriptor.
-- @field DCS#Unit launcher Launcher DCS unit.
-- @field Wrapper.Unit#UNIT launcherUnit Launcher Unit.
-- @field #string launcherName Name of launcher unit.
@@ -69,77 +70,77 @@
-- ===
--
-- # The WEAPON Concept
--
--
-- The WEAPON class offers an easy-to-use wrapper interface to all DCS API functions.
--
--
-- Probably, the most striking highlight is that the position of the weapon can be tracked and its impact position can be determined, which is not
-- possible with the native DCS scripting engine functions.
--
-- **Note** that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like `getByName()`.
-- They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.
--
--
-- # Tracking
--
--
-- The status of the weapon can be tracked with the @{#WEAPON.StartTrack} function. This function will try to determin the position of the weapon in (normally) relatively
-- small time steps. The time step can be set via the @{#WEAPON.SetTimeStepTrack} function and is by default set to 0.01 seconds.
--
--
-- Once the position cannot be retrieved any more, the weapon has impacted (or was destroyed otherwise) and the last known position is safed as the impact point.
-- The impact point can be accessed with the @{#WEAPON.GetImpactVec3} or @{#WEAPON.GetImpactCoordinate} functions.
--
--
-- ## Impact Point Marking
--
--
-- You can mark the impact point on the F10 map with @{#WEAPON.SetMarkImpact}.
--
--
-- You can also trigger coloured smoke at the impact point via @{#WEAPON.SetSmokeImpact}.
--
--
-- ## Callback functions
--
--
-- It is possible to define functions that are called during the tracking of the weapon and upon impact, which help you to customize further actions.
--
--
-- ### Callback on Impact
--
--
-- The function called on impact can be set with @{#WEAPON.SetFuncImpact}
--
--
-- ### Callback when Tracking
--
--
-- The function called each time the weapon status is tracked can be set with @{#WEAPON.SetFuncTrack}
--
--
-- # Target
--
-- If the weapon has a specific target, you can get it with the @{#WEAPON.GetTarget} function. Note that the object, which is returned can vary. Normally, it is a UNIT
--
-- If the weapon has a specific target, you can get it with the @{#WEAPON.GetTarget} function. Note that the object, which is returned can vary. Normally, it is a UNIT
-- but it could also be a STATIC object.
--
--
-- Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.
--
--
-- You can get the target name with the @{#WEAPON.GetTargetName} function.
--
--
-- The distance to the target is returned by the @{#WEAPON.GetTargetDistance} function.
--
--
-- # Category
--
--
-- The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the @{#WEAPON.GetCategory} function.
--
-- You can check if the weapon is a
--
--
-- You can check if the weapon is a
--
-- * bomb with @{#WEAPON.IsBomb}
-- * rocket with @{#WEAPON.IsRocket}
-- * missile with @{#WEAPON.IsMissile}
-- * shell with @{#WEAPON.IsShell}
-- * torpedo with @{#WEAPON.IsTorpedo}
--
--
-- # Parameters
--
--
-- You can get various parameters of the weapon, *e.g.*
--
--
-- * position: @{#WEAPON.GetVec3}, @{#WEAPON.GetVec2 }, @{#WEAPON.GetCoordinate}
-- * speed: @{#WEAPON.GetSpeed}
-- * coalition: @{#WEAPON.GetCoalition}
-- * country: @{#WEAPON.GetCountry}
--
--
-- # Dependencies
--
--
-- This class is used (at least) in the MOOSE classes:
--
--
-- * RANGE (to determine the impact points of bombs and missiles)
-- * ARTY (to destroy and replace shells with smoke or illumination)
-- * FOX (to destroy the missile before it hits the target)
@@ -181,48 +182,51 @@ function WEAPON:New(WeaponObject)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, POSITIONABLE:New("Weapon")) -- #WEAPON
-- Set DCS weapon object.
self.weapon=WeaponObject
-- Descriptors containing a lot of info.
self.desc=WeaponObject:getDesc()
-- This gives the object category which is always Object.Category.WEAPON!
--self.category=WeaponObject:getCategory()
-- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X)
self.category = self.desc.category
if self:IsMissile() and self.desc.missileCategory then
if self:IsMissile() and self.desc.missileCategory then
self.categoryMissile=self.desc.missileCategory
if self.desc.guidance then
self.guidance = self.desc.guidance
end
end
-- Get type name.
self.typeName=WeaponObject:getTypeName() or "Unknown Type"
-- Get name of object. Usually a number like "1234567".
self.name=WeaponObject:getName()
-- Get coaliton of weapon.
self.coalition=WeaponObject:getCoalition()
-- Get country of weapon.
self.country=WeaponObject:getCountry()
-- Get DCS unit of the launcher.
self.launcher=WeaponObject:getLauncher()
-- Get launcher of weapon.
self.launcherName="Unknown Launcher"
if self.launcher then
self.launcherName=self.launcher:getName()
self.launcherUnit=UNIT:Find(self.launcher)
end
-- Init the coordinate of the weapon from that of the launcher.
self.coordinate=COORDINATE:NewFromVec3(self.launcher:getPoint())
-- Set log ID.
self.lid=string.format("[%s] %s | ", self.typeName, self.name)
@@ -237,12 +241,12 @@ function WEAPON:New(WeaponObject)
-- Set default parameters
self:SetTimeStepTrack()
self:SetDistanceInterceptPoint()
-- Debug info.
local text=string.format("Weapon v%s\nName=%s, TypeName=%s, Category=%s, Coalition=%d, Country=%d, Launcher=%s",
local text=string.format("Weapon v%s\nName=%s, TypeName=%s, Category=%s, Coalition=%d, Country=%d, Launcher=%s",
self.version, self.name, self.typeName, self.category, self.coalition, self.country, self.launcherName)
self:T(self.lid..text)
-- Descriptors.
self:T2(self.desc)
@@ -312,13 +316,13 @@ function WEAPON:SetSmokeImpact(Switch, SmokeColor)
else
self.impactSmoke=true
end
self.impactSmokeColor=SmokeColor or SMOKECOLOR.Red
return self
end
--- Set callback function when weapon is tracked and still alive. The first argument will be the WEAPON object.
--- Set callback function when weapon is tracked and still alive. The first argument will be the WEAPON object.
-- Note that this can be called many times per second. So be careful for performance reasons.
-- @param #WEAPON self
-- @param #function FuncTrack Function called during tracking.
@@ -335,19 +339,19 @@ end
-- @param #function FuncImpact Function called once the weapon impacted.
-- @param ... Optional function arguments.
-- @return #WEAPON self
--
--
-- @usage
-- -- Function called on impact.
-- local function OnImpact(Weapon)
-- Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
-- end
--
--
-- -- Set which function to call.
-- myweapon:SetFuncImpact(OnImpact)
--
--
-- -- Start tracking.
-- myweapon:Track()
--
--
function WEAPON:SetFuncImpact(FuncImpact, ...)
self.impactFunc=FuncImpact
self.impactArg=arg or {}
@@ -368,37 +372,37 @@ end
function WEAPON:GetTarget()
local target=nil --Wrapper.Object#OBJECT
if self.weapon then
-- Get the DCS target object, which can be a Unit, Weapon, Static, Scenery, Airbase.
local object=self.weapon:getTarget()
if object then
-- Get object category.
local category=Object.getCategory(object)
--Target name
local name=object:getName()
-- Debug info.
self:T(self.lid..string.format("Got Target Object %s, category=%d", object:getName(), category))
self:T(self.lid..string.format("Got Target Object %s, category=%d", object:getName(), category))
if category==Object.Category.UNIT then
target=UNIT:FindByName(name)
elseif category==Object.Category.STATIC then
target=STATIC:FindByName(name, false)
elseif category==Object.Category.SCENERY then
self:E(self.lid..string.format("ERROR: Scenery target not implemented yet!"))
else
self:E(self.lid..string.format("ERROR: Object category=%d is not implemented yet!", category))
end
end
end
@@ -413,25 +417,25 @@ function WEAPON:GetTargetDistance(ConversionFunction)
-- Get the target of the weapon.
local target=self:GetTarget() --Wrapper.Unit#UNIT
local distance=nil
if target then
-- Current position of target.
local tv3=target:GetVec3()
-- Current position of weapon.
local wv3=self:GetVec3()
if tv3 and wv3 then
distance=UTILS.VecDist3D(tv3, wv3)
if ConversionFunction then
distance=ConversionFunction(distance)
end
end
end
return distance
@@ -445,10 +449,10 @@ function WEAPON:GetTargetName()
-- Get the target of the weapon.
local target=self:GetTarget() --Wrapper.Unit#UNIT
local name="None"
if target then
name=target:GetName()
name=target:GetName()
end
return name
@@ -476,13 +480,13 @@ function WEAPON:GetSpeed(ConversionFunction)
if self.weapon then
local v=self:GetVelocityVec3()
speed=UTILS.VecNorm(v)
if ConversionFunction then
speed=ConversionFunction(speed)
end
end
return speed
@@ -508,11 +512,11 @@ end
function WEAPON:GetVec2()
local vec3=self:GetVec3()
if vec3 then
local vec2={x=vec3.x, y=vec3.z}
return vec2
end
@@ -521,28 +525,28 @@ end
--- Get type name.
-- @param #WEAPON self
-- @return #string The type name.
-- @return #string The type name.
function WEAPON:GetTypeName()
return self.typeName
end
--- Get coalition.
-- @param #WEAPON self
-- @return #number Coalition ID.
-- @return #number Coalition ID.
function WEAPON:GetCoalition()
return self.coalition
end
--- Get country.
-- @param #WEAPON self
-- @return #number Country ID.
-- @return #number Country ID.
function WEAPON:GetCountry()
return self.country
end
--- Get DCS object.
-- @param #WEAPON self
-- @return DCS#Weapon The weapon object.
-- @return DCS#Weapon The weapon object.
function WEAPON:GetDCSObject()
-- This polymorphic function is used in Wrapper.Identifiable#IDENTIFIABLE
return self.weapon
@@ -667,6 +671,26 @@ function WEAPON:IsTorpedo()
return self.category==Weapon.Category.TORPEDO
end
--- Check if weapon is a Fox One missile (Radar Semi-Active).
-- @param #WEAPON self
-- @return #boolean If `true`, is a Fox One.
function WEAPON:IsFoxOne()
return self.guidance==Weapon.GuidanceType.RADAR_SEMI_ACTIVE
end
--- Check if weapon is a Fox Two missile (IR guided).
-- @param #WEAPON self
-- @return #boolean If `true`, is a Fox Two.
function WEAPON:IsFoxTwo()
return self.guidance==Weapon.GuidanceType.IR
end
--- Check if weapon is a Fox Three missile (Radar Active).
-- @param #WEAPON self
-- @return #boolean If `true`, is a Fox Three.
function WEAPON:IsFoxThree()
return self.guidance==Weapon.GuidanceType.RADAR_ACTIVE
end
--- Destroy the weapon object.
-- @param #WEAPON self
@@ -675,23 +699,23 @@ end
function WEAPON:Destroy(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, WEAPON.Destroy, self, 0)
self:ScheduleOnce(Delay, WEAPON.Destroy, self, 0)
else
if self.weapon then
self:T(self.lid.."Destroying Weapon NOW!")
self:StopTrack()
self.weapon:destroy()
end
end
end
return self
end
--- Start tracking the weapon until it impacts or is destroyed otherwise.
-- The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
-- the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
-- The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
-- the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
-- calculations per second need to be carried out.
-- @param #WEAPON self
-- @param #WEAPON self
-- @param #number Delay Delay in seconds before the tracking starts. Default 0.001 sec.
-- @return #WEAPON self
function WEAPON:StartTrack(Delay)
@@ -700,8 +724,8 @@ function WEAPON:StartTrack(Delay)
Delay=math.max(Delay or 0.001, 0.001)
-- Debug info.
self:T(self.lid..string.format("Start tracking weapon in %.4f sec", Delay))
self:T(self.lid..string.format("Start tracking weapon in %.4f sec", Delay))
-- Weapon is not yet "alife" just yet. Start timer in 0.001 seconds.
self.trackScheduleID=timer.scheduleFunction(WEAPON._TrackWeapon, self, timer.getTime() + Delay)
@@ -710,7 +734,7 @@ end
--- Stop tracking the weapon by removing the scheduler function.
-- @param #WEAPON self
-- @param #WEAPON self
-- @param #number Delay (Optional) Delay in seconds before the tracking is stopped.
-- @return #WEAPON self
function WEAPON:StopTrack(Delay)
@@ -719,13 +743,13 @@ function WEAPON:StopTrack(Delay)
-- Delayed call.
self:ScheduleOnce(Delay, WEAPON.StopTrack, self, 0)
else
if self.trackScheduleID then
timer.removeFunction(self.trackScheduleID)
end
end
return self
@@ -762,10 +786,10 @@ function WEAPON:_TrackWeapon(time)
-- Update last known position.
self.pos3 = pos3
-- Update last known vec3.
self.vec3 = UTILS.DeepCopy(self.pos3.p)
-- Update coordinate.
self.coordinate:UpdateFromVec3(self.vec3)
@@ -774,70 +798,70 @@ function WEAPON:_TrackWeapon(time)
-- Keep on tracking by returning the next time below.
self.tracking=true
-- Callback function.
if self.trackFunc then
self.trackFunc(self, unpack(self.trackArg))
end
-- Verbose output.
if self.verbose>=5 then
-- Get vec2 of current position.
local vec2={x=self.vec3.x, y=self.vec3.z}
-- Land hight.
local height=land.getHeight(vec2)
-- Current height above ground level.
-- Current height above ground level.
local agl=self.vec3.y-height
-- Estimated IP (if any)
local ip=self:_GetIP(self.distIP)
-- Distance between positon and estimated impact.
local d=0
if ip then
d=UTILS.VecDist3D(self.vec3, ip)
end
-- Output.
self:I(self.lid..string.format("T=%.3f: Height=%.3f m AGL=%.3f m, dIP=%.3f", time, height, agl, d))
end
else
---------------------------
-- Weapon does NOT exist --
---------------------------
---------------------------
-- Get intercept point from position (p) and direction (x) in 50 meters.
local ip = self:_GetIP(self.distIP)
if self.verbose>=10 and ip then
-- Output.
self:I(self.lid.."Got intercept point!")
-- Coordinate of the impact point.
local coord=COORDINATE:NewFromVec3(ip)
-- Mark coordinate.
coord:MarkToAll("Intercept point")
coord:SmokeBlue()
-- Distance to last known pos.
local d=UTILS.VecDist3D(ip, self.vec3)
-- Output.
self:I(self.lid..string.format("FF d(ip, vec3)=%.3f meters", d))
end
-- Safe impact vec3.
self.impactVec3=ip or self.vec3
-- Safe impact coordinate.
self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
@@ -848,22 +872,22 @@ function WEAPON:_TrackWeapon(time)
if self.impactMark then
self.impactCoord:MarkToAll(string.format("Impact point of weapon %s\ntype=%s\nlauncher=%s", self.name, self.typeName, self.launcherName))
end
-- Smoke on impact point.
if self.impactSmoke then
self.impactCoord:Smoke(self.impactSmokeColor)
end
-- Call callback function.
if self.impactFunc then
self.impactFunc(self, unpack(self.impactArg or {}))
end
-- Stop tracking by returning nil below.
self.tracking=false
end
-- Return next time the function is called or nil to stop the scheduler.
if self.tracking then
if self.dtTrack and self.dtTrack>=0.00001 then
@@ -885,12 +909,12 @@ function WEAPON:_GetIP(Distance)
Distance=Distance or 50
local ip=nil --DCS#Vec3
if Distance>0 and self.pos3 then
-- Get intercept point from position (p) and direction (x) in 20 meters.
ip = land.getIP(self.pos3.p, self.pos3.x, Distance or 20) --DCS#Vec3
end
return ip

263
docs/advanced/concepts.md Normal file
View File

@@ -0,0 +1,263 @@
---
title: Concepts
parent: Advanced
nav_order: 01
---
# Concepts
{: .no_toc }
1. Table of contents
{:toc}
If you want to get deeper into Moose, you will encounter a few terms and
concepts that we will explain here. You will need them for the later pages.
# Git and GitHub
Moose has about 260.000 lines of code and the amount is increasing each week.
To maintain such a big code base a vcs (version control system) is needed.
Moose uses [GitHub] as developer platform to create, store, and manage the code.
[GitHub] uses [Git] as version control system and provides additional
functionality like access control, bug tracking, feature requests and much more.
As a Moose user you don't need to learn how to use [Git]. You can download the
files on [GitHub] with a browser. But using [Git] will ease up the steps to keep
the Moose version on your hard disk up to date.
You will need to interact with [GitHub]. At least to download the Moose files.
For non-developers the page can be confusing. Take your time and read this
documentation. We are not able to explain every single detail on using [GitHub]
and [Git]. Especially because it is changing really quick and this documentation
will not. So try to use the help system of [GitHub] or find some videos on
[YouTube]. If you get stuck ask for help in the [Moose Discord].
Moose uses more than one repository on [GitHub] which doesn't exactly make it
any clearer. A list can be found on the [reposities] page.
# Branches: master & develop
As already explained in the [overview] two branches are used:
- Branch [master]: Stable release branch.
- Branch [develop]: Newest development with more OPS classes.
As a starter it is okay to begin your journey with the `master` branch.
If you are interested in some newer classes you need to use the `develop`
branch. The later one is also very stable, but it's missing more detailed
documentation and example missions for some of the new OPS classes.
You can switch between these branches with a drop down in the upper left corner
of the [GitHub] repository page. The list of branches is long. So it is a best
practice to save a bookmark in your browser with the links above.
Both branches are available on most of the different repositories. But because
of a limitation of [GitHub pages], we had to split the documentation in two
different repositories:
- Documentation of `master` branch: [MOOSE_DOCS]
- Documentation of `develop` branch: [MOOSE_DOCS_DEVELOP]
# Build result vs. source files
Moose consists of more than 140 individual files with the file extension `.lua`.
They are places in a [directory tree], which makes it more organized and its
semantic is pre-defined for [IntelliSense] to work.
On every change which is pushed to [GitHub] a build job will combine all of
these files to a single file called `Moose.lua`. In a second step all
comments will be removed to decrease the file size and the result will be saved
as `Moose_.lua`. These both files are created for users of Moose to include in
your missions.
The individual `.lua` files are used by the Moose developers and power users.
It is complicated to use them, but in combination with an IDE and a debugger it
is very useful to analyze even complex problems or write new additions to the
Moose framework.
# Static loading
If you add a script file with a `DO SCRIPT FILE` trigger, like we described in
[Create your own Hello world], the script file will be copied into the mission
file. This mission file (file extension .MIZ) is only a compressed ZIP archive
with another file ending.
If you change the script file after adding it to the mission, the changes are
not available on mission start. You have to re-add the script after each change.
This can be very annoying and often leads to forgetting to add the change again.
Then you wonder why the mission does not deliver the desired result.
But when the mission is finished you can upload it to your dedicated DCS server
or give it to a friend and it should run without problems. This way of embedding
the scripts do we call `static loading` and the resulting mission is very
portable.
# Dynamic loading of mission scripts
The other way of loading scripts is by using `DO SCRIPT`. This time the mission
editor don't show a file browse button. Instead you see a (very small) text
field to enter the code directly into it. It is only useful for very small
script snippets. But we can use it to load a file from your hard drive like
this:
```lua
dofile('C:/MyScripts/hello-world.lua')
dofile('C:\\MyScripts\\hello-world.lua')
dofile([[C:\MyScripts\hello-world.lua]])
```
So all lines above do the same. In [Lua] you need to specify the path with
slashes, escape backslashes or use double square brackets around the string.
Double square brackets are usefull, because you can copy paste the path
without any modification.
If you upload a mission with this code, you need to create the folder
`C:\MyScripts\` on the server file system and upload the newest version of
`hello-world.lua`, too. The same applies, if you give the mission to a friend.
This makes the mission less portable, but on the other hand the mission uses the
file on the hard disk, without the need to add it to the mission again.
All you need to do is save the file and restart the mission.
The following can be used to increase portability:
```lua
dofile(lfs.writedir() .. '/Missions/hello-world.lua')
```
The function `lfs.writedir()` will return your [Saved Games folder].
So you place the scripts in the subfolder Missions. This way the folder
structure is already available on all target systems. But you need to ensure
mission and script are both in sync to avoid problems. If you changed both and
upload only one of them to your server, you may get trouble.
There is another method you may find useful to dynamically load scripts:
```lua
assert(loadfile('C:/MyScripts/hello-world.lua'))()
assert(loadfile('C:\\MyScripts\\hello-world.lua'))()
assert(loadfile([[C:\MyScripts\hello-world.lua]]))()
```
It is a little bit harder to read and write because of all these different
brackets. Especially the one on line 3. But it is a little safer than `dofile`.
Because of readability I prefer to use `dofile`.
# Dynamic loading of Moose
Of course you can use the same method to load Moose. This way you can place one
Moose file in your [Saved Games folder], which is used by multiple missions.
If you want to update Moose you just need to replace the file and all missions
will use the new version. But I prefer to add Moose by a `DO SCRIPT FILE`
trigger so I can add and test the new version for each mission step by step.
But we added two different ways to load the Moose source files automatically.
This is useful for Moose developers and it is a requirement to use a debugger.
This will be explained later in the [Debugger Guide].
# Automatic dynamic loading
With the code below you can have the advantages of both approaches.
- Copy the code into your mission script at the beginning.
- Save the mission script into the folder Missions in your [Saved Games folder].
- Change script filename in line 2 to match to your script.
- [De-Sanitize] your `MissionScripting.lua`.
Now the mission will use the script on your hard drive instead of the script
embedded in th MIZ file, as long as it is available. So you can chnge the
script, save it and restart the mission, without the need to readd it after each
change.
If you reach a stable state in your script development and want to upload the
mission to your server or give it to a friend, then just add the script again
like in the static method and save the mission.
{: .important }
> Do not forget to readd the script, prior uploading or sharing the mission,
> or it will run with an outdated version of your script and may fail if the
> objects in the mission don't match to this old version.
```lua
-- Use script file from hard disk instead of the one included in the .miz file
if lfs and io then
MissionScript = lfs.writedir() .. '/Missions/hello-world-autodyn.lua'
-- Check if the running skript is from temp directory to avoid an endless loop
if string.find( debug.getinfo(1).source, lfs.tempdir() ) then
local f=io.open(MissionScript,"r")
if f~=nil then
io.close(f)
env.info( '*** LOAD MISSION SCRIPT FROM HARD DISK *** ' )
dofile(MissionScript)
do return end
end
end
else
env.error( '*** LOAD MISSION SCRIPT FROM HARD DISK FAILED (Desanitize lfs and io)*** ' )
end
--
-- Simple example mission to show the very basics of MOOSE
--
MESSAGE:New( "Hello World! This messages is printed by MOOSE!", 35, "INFO" ):ToAll():ToLog()
```
# IDE vs. Notepad++
As a beginner you should start with a good text editor, which supports syntax
highlighting of [Lua] code. This must not be [Notepad++]. It can be any other
powerful editor of your choice. Do yourself a favor and don't use the Windows
editor.
If you are a developer of [Lua] or another programming language, then your are
most likely familiar with an IDE (Integrated Develop Environment).
Otherwise you should know, that an IDE may help you with code completion,
Refactoring, Autocorrection, Formatting Source Code, showing documentation
as popup on mouse hover over keywords and Debugging.
There are different IDEs available. And not all IDEs support all features.
The three most important for Moose are:
- [Eclipse LDT]
- [Visual Studio Code]
- [PyCharm] (or [IntelliJ IDEA])
Eclipse has the best support for hover documentation and [IntelliSense] with
Moose. The Inventor of Moose (FlightControl) did an amazing job by adding an
integration to Eclipse LDT (a special version for Lua).
Unfortunately Eclipse LDT is not maintained any longer (last release 2018).
And the debugger doesn't work anymore, since an update of DCS.
In Visual Studio Code the support of Lua can be added by an addon.
The debugger works with Moose and DCS, but showing the LuaDoc and [IntelliSense]
is very limited.
PyCharm supports Lua also with an addon. The debugger works with Moose and DCS,
but showing the LuaDoc and [IntelliSense] is very limited.
It is up to you to choose the IDE according to your taste. Guides on how to
setup Moose with different IDEs and Debuggers are provided later in this
documentation.
[Git]: https://en.wikipedia.org/wiki/Git
[GitHub]: https://github.com/
[YouTube]: https://www.youtube.com/
[Moose Discord]: https://discord.gg/gj68fm969S
[overview]: ../index.md
[reposities]: ../repositories.md
[master]: https://github.com/FlightControl-Master/MOOSE/tree/master
[develop]: https://github.com/FlightControl-Master/MOOSE/tree/develop
[GitHub pages]: https://pages.github.com/
[MOOSE_DOCS]: https://flightcontrol-master.github.io/MOOSE_DOCS/
[MOOSE_DOCS_DEVELOP]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/
[directory tree]: https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Development/Moose
[Saved Games folder]: ../beginner/tipps-and-tricks.md#find-the-saved-games-folder
[Lua]: https://www.lua.org/
[Create your own Hello world]: ../beginner/hello-world-build.md
[Debugger Guide]: debugger.md
[IntelliSense]: https://en.wikipedia.org/wiki/IntelliSense
[De-Sanitize]: desanitize-dcs.md
[Notepad++]: https://notepad-plus-plus.org/downloads/
[Eclipse LDT]: https://projects.eclipse.org/projects/tools.ldt
[Visual Studio Code]: https://code.visualstudio.com/
[PyCharm]: https://www.jetbrains.com/pycharm/
[IntelliJ IDEA]: https://www.jetbrains.com/idea/

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---
title: Debugger
parent: Advanced
nav_order: 100
---
{: .warning }
> THIS DOCUMENT IS STILL WORK IN PROGRESS!

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---
title: De-Sanitize DCS
parent: Advanced
nav_order: 2
nav_order: 98
---
# De-Sanitize the DCS scripting environment
{: .no_toc }

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---
parent: Advanced
nav_order: 1
nav_order: 97
---
# Eclipse Installation
{: .no_toc }

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---
parent: Advanced
nav_order: 2
nav_order: 99
---
# Text to Speech
{: .no_toc }

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@@ -35,16 +35,24 @@ Please remember when posting a question:
- Before posting anything follow the [troubleshooting steps].
- **Read your logs**.
### Formulate a good description
A post should contain the following:
1. A describtion what you expected to happen and what actually happened.
- Do not use vague words this stuff is hard to help with! Be specific.
- A description what you expected to happen and what actually happened.
- Do not use vague words this stuff is hard to help with! Be specific.
2. Describe what happens instead.
- The less detail you offer, the less chance you can be helped.
- Dont say it doesnt work. Or is it broken. Say what it actually does.
- Describe what happens instead.
- The less detail you offer, the less chance you can be helped.
- Don't say it doesn't work. Or is it broken. Say what it actually does.
3. Post your code in Discord as formatted code:
### Format your code
The easier your code is to read, the more likely you are to get a helpful answer. If your code is hard to read, some
people who could help you may not even bother to read your code. Syntax Highlighting makes the code much clearer and
easier to understand. Therefore:
- Post your code in Discord as formatted code:
- Wrap a single line of code in backticks \` like this:
@@ -54,14 +62,31 @@ A post should contain the following:
![discord-multi-line-code.png](../images/beginner/discord-multi-line-code.png)
- Post your log lines with the error or warning messages. Format them like this:
### Do not post a screenshot of your code
![discord-fomat-logs.png](../images/beginner/discord-fomat-logs.png)
Your code is easy to read on a screenshot if you are using a good text editor or IDE, but if someone discovers an error
in your code and wants to post a corrected version, they will have to type out the entire code. This could lead to them
not helping you because it's too much work for them.
### Post your log
If the error message in the `dcs.log` does not tell you anything, then post it in the Discord.
- Post the important log lines with the error or warning messages. Format them like this:
![discord-format-logs.png](../images/beginner/discord-format-logs.png)
### Send your mission when requested
Please don't just send your mission file. You have to manually extract the script from the file.
It is better to send your script code and log lines beforehand.
If this does not help, you may be asked to send your mission.
- Some complex problems need the mission (.miz file) also.
- But post your mission only when requested.
- Try to simplify your mission if it is complex!
- Try to avoid or delete MODs, because could prevent people from helping you.
There are people in the Discord and in the forum, who spend their free time to
help you. <br />

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@@ -11,10 +11,14 @@ nav_order: 05
## Something went wrong
If the mission shows not the expected behaviour do the following steps:
If the mission shows not the expected behavior do the following steps:
1. Double check if you added the changed mission script to the mission again!
1. Check if the triggers are configured as requested in the last sections.
1. Check if the triggers are configured as requested in the last sections:
- To load MOOSE: `4 MISSION START`, nothing on `CONDITIONS`, `DO SCRIPT FILE` to load `Moose_.lua`.
- To load mission script(s): `1 ONCE`, in `CONDITIONS` add `TIME MORE` = 1, `DO SCRIPT FILE` to load `yourscript.lua`.
1. Double check if you have the right version of MOOSE (some classes need the develop branch).
1. Try the newest version of MOOSE.
## Read the logs
@@ -22,8 +26,7 @@ The DCS log is a super important and useful log for the entire of DCS World.
All scripting and other errors are recorded here. It is the one stop shop for
things that occurred in your mission. It will tell you if there was a mistake.
1. Open the file `dcs.log` in the `Logs` subfolder in your DCS
[Saved Games folder].
1. Open the file `dcs.log` in the `Logs` subfolder in your DCS [Saved Games folder].
1. Search for the following line: `*** MOOSE INCLUDE END ***`
- If it is included in the log, Moose was loaded.

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