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121 Commits
2.9.4 ... 2.9.7

Author SHA1 Message Date
Applevangelist
a6de09a0ca Fixes 2024-06-11 09:03:57 +02:00
Applevangelist
4668132b37 #GROUP small fix 2024-06-09 18:32:10 +02:00
Frank
ceb77e2837 Update Event.lua
- Fixed isExist function does not exist for Kiowa Hellfire as reported by Special K
2024-06-09 17:58:57 +02:00
kaltokri
137f0251fb Fixed error in documentation of UTILS.LoadFromFile 2024-06-09 10:59:58 +02:00
Applevangelist
16dc3860f7 #MANTIS - fix omission to set own name 2024-06-08 11:48:27 +02:00
Applevangelist
333ed629bb Adding Kiowa support in CSAR und CTLD 2024-06-07 16:03:45 +02:00
Mike Young
c87e91d845 Update Set.lua: added handler for EVENTS.PlayerLeaveUnit in SET_GROUP:FilterStart() (#2134)
Ops.CSAR was throwing the following errors constantly when a player would leave the CSAR helo:

GROUP05000.GetDCSObject((ERROR: Could not get DCS group object of group Archer-1 because DCS object could not be found!))

This was because the SET_GROUP FilterStart on allheligroupset was not handling the scenario when a player left w/o a death.
2024-06-01 07:32:20 +02:00
Applevangelist
778ae1b8e5 #MENU - small fix 2024-05-27 17:07:26 +02:00
Applevangelist
6df4fffafd Kola Airbase Names 2024-05-26 12:58:32 +02:00
kaltokri
783e29f189 Fixed link in Func.Range to "476 vFG - Air Weapons Range Objects" 2024-05-21 16:50:33 +02:00
Mike Young
af39a3ae9c Update Message.lua (#2130)
the Label and port were not being pulled from MSRS Config, causing them to default to "MESSAGE" and 5002 when calling the MESSAGE.SetMSRS() function with no params
2024-05-21 06:37:05 +02:00
Niels Vaes
c985d40ca0 Fix when DCS adds duplicate points to the points table of a drawing resulting in wrong triangulation (#2128)
* 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

* Fix when DCS adds duplicate points to the `points` table of a drawing, resulting in wrong triangulation
2024-05-19 12:46:17 +02:00
Applevangelist
90b588420f #UTILS - Add Kola map to GMT function
#MANTIS - with checkforfriendlies, restrict to airborne ones
2024-05-19 11:32:00 +02:00
kaltokri
3a0d2a5c51 Added link in Core.Menu to the demo missions. 2024-05-18 16:57:28 +02:00
Applevangelist
07a76ced88 #MANTIS - added an option to do a friendly check in firing range before activitaing a SAM 2024-05-16 17:56:14 +02:00
Applevangelist
a3805118a0 #SPAWN - Fix for KeepUnitNames 2024-05-16 09:54:24 +02:00
Frank
2e6957984f Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2024-05-11 09:50:01 +02:00
Frank
433a66d530 Airboss
- Get magnetic variation from DCS if require is available
- Added default magvar for Kola map
2024-05-11 09:49:59 +02:00
Applevangelist
7d3ad15f39 #CTLD - Move troops to active Zones only 2024-05-11 09:37:28 +02:00
Frank
d0728afee7 Update Airboss.lua
- Added C2 Greyhound radio call
2024-05-09 16:57:20 +02:00
Frank
01330bf00c Merge pull request #2125 from FlightControl-Master/FF/MasterDevel
AIRBOSS intowind
2024-05-09 16:01:27 +02:00
Frank
01de638b8e Merge branch 'master' into FF/MasterDevel 2024-05-09 12:54:28 +02:00
Frank
3e8c7ad1df AIRBOSS into wind
- Added option to use the "old" into wind calculation `:SetIntoWindLegacy()`
2024-05-09 12:54:20 +02:00
Frank
22c6a03161 Update Airboss.lua 2024-05-09 11:09:29 +02:00
Applevangelist
dd8b2caa24 #CSAR Nicer TTS output for MGRS coordinates 2024-05-06 19:01:02 +02:00
Frank
1e4cfd473c Update Airboss.lua 2024-05-06 16:11:33 +02:00
Applevangelist
044fb66ca0 SPAWN
* Ensure InitCallSign creates a call sign name with a capital first letter, like "Enfield"
2024-05-04 14:54:20 +02:00
Applevangelist
cc17027a7a #AIRBASE
- Added Kola map AFBs to enumerator
2024-05-04 13:09:58 +02:00
Applevangelist
fc52e06318 #CSAR #CTLD - Added OH-6A 2024-05-01 13:52:10 +02:00
Applevangelist
27d36f3e0d #BEACON - some fixes 2024-04-30 09:18:49 +02:00
Applevangelist
d3419d218a #WEAPON - Added IsFoxOne().. IsFoxThree() 2024-04-27 17:28:36 +02:00
Thomas
f9dcc9d95c Update build-includes.yml 2024-04-24 13:21:24 +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
Applevangelist
bc5946c76e #SHAPES a bit of extra docu 2024-04-23 09:25:47 +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
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
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
8b2237d183 #CTLD small G fix 2024-04-19 15:45:11 +02:00
Applevangelist
abc26b1e5c #CSAR Add'l logging 2024-04-19 11:33:15 +02:00
Applevangelist
b761078c18 XXX 2024-04-18 18:40:59 +02:00
Applevangelist
616690391c SADL/STN conversion fix 2024-04-18 14:51:41 +02:00
Applevangelist
465c395294 SPAWN - Allow setting of "hidden" options 2024-04-18 14:41:29 +02:00
Applevangelist
73bddddba4 #CTLD - ensure extracting troops are not diverted 2024-04-18 09:30:35 +02:00
Applevangelist
9a3effd063 Docu 2024-04-15 18:54:22 +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
Applevangelist
18fd587ab0 xx 2024-04-04 17:22:46 +02:00
Applevangelist
ba14330281 Fix for counting alive target units only 2024-04-02 13:22:54 +02:00
Applevangelist
2eb4118d56 xxx 2024-04-02 10:47:58 +02:00
Applevangelist
dcc15afb89 xxx 2024-04-01 12:59:14 +02:00
Applevangelist
67b43e2c68 #CTLD - Extract troops makes troops run towards the helo 2024-03-28 11:12:23 +01:00
Applevangelist
2ad111dd50 #CTLD - allow availability of crates restriction to one zone 2024-03-28 08:44:54 +01:00
Applevangelist
ac42b56b8e nil check 2024-03-27 14:40:34 +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
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
Applevangelist
b263cddc07 #MSRS - Fix for explicit Voice setting actually overwriting overall settings of a provider. 2024-03-24 13:24:38 +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
50298e4109 Fix for unknown Threat Type 2024-03-22 08:56:00 +01:00
Applevangelist
244abe2bbb #Minor Fixes 2024-03-15 10:25:40 +01:00
Applevangelist
378e76e45b Added UTILS.ClockHeadingString(refHdg,tgtHdg) thanks to @statua 2024-03-13 09:08:39 +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
aca4e4d7ca Update Controllable.lua (#2105)
Added setting of AI radio options
2024-03-12 10:49:06 +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
176bd0eb8b xx 2024-03-11 08:29:56 +01:00
Applevangelist
10edd2f9d0 xxx 2024-03-10 17:59:26 +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
4d8abe7f57 #MARKEROPS_BASE
* Fix event coalition
2024-03-10 16:20:06 +01:00
Applevangelist
ab14fbd11c #MARKEROPS - Added Coalition on FSM events 2024-03-08 10:06:16 +01:00
Applevangelist
cb61177252 CSAR/CTLD basic support for MH-60R 2024-03-07 10:20:31 +01:00
kaltokri
1e15509001 Fixed broken link to demo mission 2024-03-05 22:29:28 +01:00
kaltokri
bfa8719ec3 Updated versions of all GitHub actions 2024-03-05 22:11:20 +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
3953f0e7fc Moved demo missions of Wrapper.Weapon to new repo 2024-03-02 15:07:45 +01:00
Applevangelist
5621579b5e fix 2024-03-02 14:24:55 +01:00
kaltokri
57ce6bcec2 Switched demo mission link in Core/SpawnStatic and Wrapper/Storage 2024-03-01 17:22:22 +01:00
Applevangelist
71b5492903 Scoring 2024-03-01 08:34:52 +01:00
Applevangelist
d64dadd9a9 docu 2024-03-01 08:23:32 +01:00
kaltokri
0f30f3b1a0 Added link to Wrapper/Group demo missions 2024-02-29 19:52:23 +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
Applevangelist
aac3f64638 #SCORING Additions for SETs 2024-02-29 09:54:16 +01:00
kaltokri
74c19f1058 Added new airfields in Normandy 2024-02-28 19:43:08 +01:00
kaltokri
1cbdafda65 Added link to demo missions for Functional.Fox 2024-02-28 17:39:06 +01:00
kaltokri
595b9132e8 Added additional information to FOX:AddProtectedGroup method 2024-02-28 17:34:40 +01:00
Applevangelist
45aebff48e #BRIGADE Fixes to save/loadback assets for persistence 2024-02-27 18:13:59 +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
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
kaltokri
c85f575888 Enhancement of troubleshooting tips in the docs 2024-02-24 22:24:20 +01:00
kaltokri
5eef138507 Enhancement of the docs 2024-02-24 22:04:10 +01:00
kaltokri
14d6085b69 Added error message, that AATACAN is depricated 2024-02-24 14:26:30 +01:00
Rolf Geuenich
ced01a993d Added Links to new demo mission repository 2024-02-23 11:33:02 +01:00
Applevangelist
02e59b23c5 #AIRBASE - New Syria airbases added 2024-02-23 11:15:46 +01:00
Applevangelist
4c2a89ee29 Bugfix 2024-02-22 12:14:15 +01:00
Applevangelist
e8c75b8795 SPAWN:InitSpeedMPS() etc 2024-02-22 11:52:43 +01:00
Applevangelist
2ce9f26e26 Docu 2024-02-22 09:19:22 +01:00
Applevangelist
30819dad72 Catch for invalid STN/SADL octals 2024-02-22 09:00:54 +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
27ea85ea57 Minor fixes 2024-02-20 12:07:42 +01:00
Thomas
0faa0036ee Update Airbase.lua
One space too many fix gor Deanland
2024-02-18 20:13:01 +01:00
kaltokri
f859522052 Switched link of MSRS missions to MISSION_Demos 2024-02-17 18:50:30 +01:00
Thomas
5a772ad05e Update Airboss.lua
Groove def
2024-02-17 13:10:07 +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
7dcff7ec9c CommandSetInvisible/CommandSetImmortal right word order 2024-02-13 16:43:45 +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
Applevangelist
86e13df303 MANTIS 2024-02-03 12:48:41 +01:00
Applevangelist
2e167358bb MANTIS - corrected blue SAM data 2024-02-03 12:22:33 +01:00
Applevangelist
48dba742ad MANTIS SAM Data adjustments 2024-02-03 09:10:41 +01:00
102 changed files with 5660 additions and 83030 deletions

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
@@ -107,7 +108,7 @@ jobs:
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
#########################################################################
# Push to MOOSE_INCLUDE
#########################################################################

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

7
.gitignore vendored
View File

@@ -28,13 +28,6 @@ local.properties
.buildpath
#####################
## Visual Studio Code
#####################
*.code-workspace
.vscode/
#################
## Visual Studio
#################

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 +1144,19 @@ 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
--- Trace a function call. This function is private.
-- @param #BASE self
-- @param Arguments A #table or any field.
@@ -1168,7 +1181,7 @@ 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 +1255,7 @@ 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 +1327,7 @@ 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 +1354,8 @@ 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

@@ -1,882 +0,0 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Oct 2023
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.1",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @field #table PlayerMenu
-- @field #number Coalition
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate() -- propagate **once** to all clients in the SET_CLIENT
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- ## Set to auto-propagate for CLIENTs joining the SET_CLIENT **after** the script is loaded - handy if you have a single menu tree.
--
-- menumgr:InitAutoPropagation()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.4",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
PlayerMenu = {},
Coalition = nil,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @param #number Coalition (Optional) Coalition of this Manager, defaults to coalition.side.BLUE
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias, Coalition)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.PlayerMenu = {}
self.name = Alias or "Nightshift"
self.Coalition = Coalition or coalition.side.BLUE
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:I(self.lid.."Created")
end
return self
end
--- [Internal] Event handling
-- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData)
self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
self:T(self.lid.."Leave event for player: "..tostring(EventData.IniPlayerName))
local Client = _DATABASE:FindClient( EventData.IniUnitName )
if Client then
self:ResetMenu(Client)
end
elseif (EventData.id == EVENTS.PlayerEnterAircraft) and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
return self
end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
local player = _DATABASE:FindClient( EventData.IniUnitName )
self:Propagate(player)
end
elseif EventData.id == EVENTS.PlayerEnterUnit then
-- special for CA slots
local grp = GROUP:FindByName(EventData.IniGroupName)
if grp:IsGround() then
self:T(string.format("Player %s entered GROUND unit %s!",EventData.IniPlayerName,EventData.IniUnitName))
local IsPlayer = EventData.IniDCSUnit:getPlayerName()
if IsPlayer then
local client=_DATABASE.CLIENTS[EventData.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
-- Debug info.
self:I(string.format("Player '%s' joined ground unit '%s' of group '%s'", tostring(EventData.IniPlayerName), tostring(EventData.IniDCSUnitName), tostring(EventData.IniDCSGroupName)))
client=_DATABASE:AddClient(EventData.IniDCSUnitName)
-- Add player.
client:AddPlayer(EventData.IniPlayerName)
-- Add player.
if not _DATABASE.PLAYERS[EventData.IniPlayerName] then
_DATABASE:AddPlayer( EventData.IniUnitName, EventData.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( EventData.IniPlayerName )
Settings:SetPlayerMenu(EventData.IniUnit)
end
--local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(client)
end
end
end
return self
end
--- Set this Client Manager to auto-propagate menus to newly joined players. Useful if you have **one** menu structure only.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
-- Player Events
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(5)
return self
end
--- Create a new entry in the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
--self:I(UTILS.PrintTableToLog(Client,1))
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName() 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
end
end
end
return self
end
--- Push a single previously created entry into the menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------

View File

@@ -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

@@ -1301,7 +1301,7 @@ function EVENT:onEvent( Event )
-- STATIC
---
Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
if Event.target.isExist and Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object, check that isExist exists (Kiowa Hellfire issue, Special K)
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
-- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
@@ -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

File diff suppressed because it is too large Load Diff

View File

@@ -509,10 +509,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label)
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port)
_MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)

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
@@ -1507,6 +1516,7 @@ do
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
@@ -1993,7 +2003,16 @@ 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 +3016,7 @@ 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
@@ -3459,7 +3478,7 @@ do -- SET_STATIC
--- Add STATIC(s) to SET_STATIC.
-- @param #SET_STATIC self
-- @param #string AddStatic A single STATIC.
-- @param Wrapper.Static#STATIC AddStatic A single STATIC.
-- @return #SET_STATIC self
function SET_STATIC:AddStatic( AddStatic )
self:F2( AddStatic:GetName() )
@@ -4370,8 +4389,8 @@ 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 +4540,7 @@ 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
@@ -603,12 +620,14 @@ end
-- and any spaces before and after the resulting name are removed.
-- IMPORTANT! This method MUST be the first used after :New !!!
-- @param #SPAWN self
-- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided to make new unit names.
-- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided create new unit names.
-- @return #SPAWN self
function SPAWN:InitKeepUnitNames( KeepUnitNames )
self:F()
self.SpawnInitKeepUnitNames = KeepUnitNames or true
self.SpawnInitKeepUnitNames = false
if KeepUnitNames == true then self.SpawnInitKeepUnitNames = true end
return self
end
@@ -724,7 +743,7 @@ 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 +799,82 @@ 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.
@@ -1116,11 +1211,12 @@ end
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
local Name = Name or "Enfield"
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
self.SpawnInitCallSignName=string.lower(Name):gsub("^%l", string.upper)
return self
end
@@ -1375,6 +1471,30 @@ 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
@@ -1492,8 +1612,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
numTries = numTries + 1
inZone = SpawnZone:IsVec2InZone(RandomVec2)
self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
self:I(SpawnZone)
--self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
--self:I(SpawnZone)
end
end
if (not inZone) then
@@ -1648,7 +1768,20 @@ 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 +1832,7 @@ 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 +3279,7 @@ 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*)$" ):sub( 2 )
local Index = tonumber( IndexString )
@@ -3157,7 +3291,7 @@ end
--- Return the last maximum index that can be used.
function SPAWN:_GetLastIndex()
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups
end
@@ -3303,18 +3437,30 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
end
end
if self.SpawnInitKeepUnitNames == false then
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
for UnitID = 1, #SpawnTemplate.units do
if not string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
end
SpawnTemplate.units[UnitID].unitId = nil
end
else
for UnitID = 1, #SpawnTemplate.units do
local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
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" )
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
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
end
@@ -3395,34 +3541,58 @@ 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()
@@ -3071,9 +3076,25 @@ function ZONE_POLYGON:NewFromDrawing(DrawingName)
-- points for the drawings are saved in local space, so add the object's map x and y coordinates to get
-- world space points we can use
for _, point in UTILS.spairs(object["points"]) do
-- check if we want to skip adding a point
local skip = false
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
table.add(points, p)
-- Check if the same coordinates already exist in the list, skip if they do
-- This can happen when drawing a Polygon in Free mode, DCS adds points on
-- top of each other that are in the `mission` file, but not visible in the
-- Mission Editor
for _, pt in pairs(points) do
if pt.x == p.x and pt.y == p.y then
skip = true
end
end
-- if it's a unique point, add it
if not skip then
table.add(points, p)
end
end
elseif object["polygonMode"] == "rect" then
-- the points for a rect are saved as local coordinates with an angle. To get the world space points from this
@@ -3091,6 +3112,7 @@ function ZONE_POLYGON:NewFromDrawing(DrawingName)
points = {p1, p2, p3, p4}
else
-- bring the Arrow code over from Shape/Polygon
-- something else that might be added in the future
end
end
@@ -3830,18 +3852,18 @@ 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 +4003,7 @@ 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.

File diff suppressed because it is too large Load Diff

View File

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

File diff suppressed because it is too large Load Diff

View File

@@ -184,7 +184,7 @@
do -- DESIGNATE
--- @type DESIGNATE
-- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets.
@@ -525,7 +525,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
-- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu
end
@@ -554,7 +554,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
-- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end
@@ -826,7 +826,7 @@ do -- DESIGNATE
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
-- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
@@ -903,7 +903,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
-- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
@@ -1060,7 +1060,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
-- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
@@ -1198,7 +1198,7 @@ do -- DESIGNATE
--local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush( self )
--TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do
@@ -1229,10 +1229,12 @@ do -- DESIGNATE
end
end
if TargetSetUnit == nil then return end
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
-- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } )
@@ -1253,7 +1255,7 @@ do -- DESIGNATE
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )x
if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
@@ -1275,9 +1277,10 @@ do -- DESIGNATE
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
local DesignateName = self.DesignateName
local typename = TargetUnit:GetTypeName()
function Spot:OnAfterDestroyed( From, Event, To )
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
self.Recce:MessageToSetGroup( "Target " ..typename .. " destroyed. " .. TargetSetUnit:CountAlive() .. " targets left.",
5, AttackSet, self.DesignateName )
end
@@ -1285,7 +1288,7 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnitType .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
@@ -1392,7 +1395,7 @@ do -- DESIGNATE
local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
-- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then
@@ -1457,9 +1460,10 @@ do -- DESIGNATE
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
if self.Designating[Index] ~= nil then
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
end
end
--- DoneIlluminating
@@ -1472,5 +1476,3 @@ do -- DESIGNATE
end
end

View File

@@ -545,7 +545,7 @@ do -- DETECTION_BASE
-- @param #string To The To State string.
function DETECTION_BASE:onafterDetect( From, Event, To )
local DetectDelay = 0.1
local DetectDelay = 0.15
self.DetectionCount = 0
self.DetectionRun = 0
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
@@ -604,7 +604,7 @@ do -- DETECTION_BASE
-- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
-- self:F( { DetectedObjects = self.DetectedObjects } )
self:I( { DetectedObjects = self.DetectedObjects } )
self.DetectionRun = self.DetectionRun + 1
@@ -612,14 +612,14 @@ do -- DETECTION_BASE
if Detection and Detection:IsAlive() then
-- self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
self:I( { "DetectionGroup is Alive", Detection:GetName() } )
local DetectionGroupName = Detection:GetName()
local DetectionUnit = Detection:GetUnit( 1 )
local DetectedUnits = {}
local DetectedTargets = Detection:GetDetectedTargets(
local DetectedTargets = DetectionUnit:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
@@ -628,8 +628,10 @@ do -- DETECTION_BASE
self.DetectDLINK
)
self:F( { DetectedTargets = DetectedTargets } )
--self:I( { DetectedTargets = DetectedTargets } )
--self:I(UTILS.PrintTableToLog(DetectedTargets))
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
local DetectedObject = Detection.object -- DCS#Object

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: May 2024
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -58,6 +58,7 @@
-- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled
-- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range
-- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius.
-- @field #boolean checkforfriendlies If true, do not activate a SAM installation if a friendly aircraft is in firing range.
-- @extends Core.Base#BASE
@@ -187,29 +188,34 @@
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
-- -- it is inside any AcceptZone. Then RejectZones are checked, which enforces both borders, but also overlaps of
-- -- Accept- and RejectZones. Last, if it is inside a conflict zone, it is accepted.
-- `mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)`
-- mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)
--
--
-- ### 2.1.2 Change the number of long-, mid- and short-range systems going live on a detected target:
--
-- -- parameters are numbers. Defaults are 1,2,2,6 respectively
-- `mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic)`
-- mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic)
--
-- ### 2.1.3 SHORAD will automatically be added from SAM sites of type "short-range"
--
-- ### 2.1.4 Advanced features
--
-- -- switch off auto mode **before** you start MANTIS.
-- `mybluemantis.automode = false`
-- mybluemantis.automode = false
--
-- -- switch off auto shorad **before** you start MANTIS.
-- `mybluemantis.autoshorad = false`
-- mybluemantis.autoshorad = false
--
-- -- scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below.
-- ` self.radiusscale[MANTIS.SamType.LONG] = 1.1`
-- ` self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2`
-- ` self.radiusscale[MANTIS.SamType.SHORT] = 1.3`
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1
-- self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
-- self.radiusscale[MANTIS.SamType.SHORT] = 1.3
--
-- ### 2.1.5 Friendlies check in firing range
--
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
--
-- # 3. Default settings [both modes unless stated otherwise]
--
@@ -321,6 +327,7 @@ MANTIS = {
automode = true,
autoshorad = true,
ShoradGroupSet = nil,
checkforfriendlies = false,
}
--- Advanced state enumerator
@@ -347,17 +354,17 @@ 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 +383,7 @@ 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
@@ -502,7 +509,8 @@ do
-- DONE: Treat Awacs separately, since they might be >80km off site
-- DONE: Allow tables of prefixes for the setup
-- DONE: Auto-Mode with range setups for various known SAM types.
self.name = name or "mymantis"
self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil
@@ -631,7 +639,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.8.16"
self.version="0.8.18"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -1222,10 +1230,10 @@ 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
@@ -1255,6 +1263,10 @@ do
-- DEBUG
set = self:_PreFilterHeight(height)
end
local friendlyset -- Core.Set#SET_GROUP
if self.checkforfriendlies == true then
friendlyset = SET_GROUP:New():FilterCoalitions(self.Coalition):FilterCategories({"plane","helicopter"}):FilterFunction(function(grp) if grp and grp:InAir() then return true else return false end end):FilterOnce()
end
for _,_coord in pairs (set) do
local coord = _coord -- get current coord to check
-- output for cross-check
@@ -1279,8 +1291,16 @@ do
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
self:T(self.lid..text)
end
-- friendlies around?
local nofriendlies = true
if self.checkforfriendlies == true then
local closestfriend, distance = friendlyset:GetClosestGroup(samcoordinate)
if closestfriend and distance and distance < rad then
nofriendlies = false
end
end
-- end output to cross-check
if targetdistance <= rad and zonecheck then
if targetdistance <= rad and zonecheck == true and nofriendlies == true then
return true, targetdistance
end
end
@@ -1777,7 +1797,7 @@ 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

View File

@@ -7,7 +7,7 @@
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
--
-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
-- [476th - Air Weapons Range Objects mod](https://www.476vfightergroup.com/downloads.php?do=download&downloadid=482) is highly recommended for this class.
--
-- **Main Features:**
--
@@ -46,7 +46,7 @@
--
-- ### Contributions: FlightControl, Ciribob
-- ### SRS Additions: Applevangelist
--
--
-- ===
-- @module Functional.Range
-- @image Range.JPG
@@ -102,7 +102,7 @@
-- @field #string targetpath Path where to save the target sheets.
-- @field #string targetprefix File prefix for target sheet files.
-- @field Sound.SRS#MSRS controlmsrs SRS wrapper for range controller.
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any.
@@ -169,7 +169,7 @@
--
-- ## Specifying Coordinates
--
-- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified
-- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified
-- coordinate will still be a valid impact point. This can be done via the @{#RANGE.AddBombingTargetCoordinate}(*coord*, *name*, *goodhitrange*) function.
--
-- # Fine Tuning
@@ -231,8 +231,8 @@
-- By default, the sound files are placed in the "Range Soundfiles/" folder inside the mission (.miz) file. Another folder can be specified via the @{#RANGE.SetSoundfilesPath}(*path*) function.
--
-- ## Voice output via SRS
--
-- Alternatively, the voice output can be fully done via SRS, **no sound file additions needed**. Set up SRS with @{#RANGE.SetSRS}().
--
-- Alternatively, the voice output can be fully done via SRS, **no sound file additions needed**. Set up SRS with @{#RANGE.SetSRS}().
-- Range control and instructor frequencies and voices can then be set via @{#RANGE.SetSRSRangeControl}() and @{#RANGE.SetSRSRangeInstructor}().
--
-- # Persistence
@@ -243,11 +243,11 @@
-- The next time you start the mission, these results are also automatically loaded.
--
-- Strafing results are currently **not** saved.
--
--
-- # FSM Events
--
--
-- This class creates additional events that can be used by mission designers for custom reactions
--
--
-- * `EnterRange` when a player enters a range zone. See @{#RANGE.OnAfterEnterRange}
-- * `ExitRange` when a player leaves a range zone. See @{#RANGE.OnAfterExitRange}
-- * `Impact` on impact of a player's weapon on a bombing target. See @{#RANGE.OnAfterImpact}
@@ -371,7 +371,7 @@ RANGE = {
-- @param #number boxlength Length of strafe pit box in meters.
-- @param #number boxwidth Width of strafe pit box in meters.
-- @param #number goodpass Number of hits for a good strafing pit pass.
-- @param #number foulline Distance of foul line in meters.
-- @param #number foulline Distance of foul line in meters.
RANGE.Defaults = {
goodhitrange = 25,
strafemaxalt = 914,
@@ -625,9 +625,9 @@ function RANGE:New( RangeName, Coalition )
-- Get range name.
-- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu.
self.rangename = RangeName or "Practice Range"
self.Coalition = Coalition
-- Log id.
self.lid = string.format( "RANGE %s | ", self.rangename )
@@ -993,9 +993,9 @@ end
-- @param #string Host Host. Default "127.0.0.1".
-- @return #RANGE self
function RANGE:SetFunkManOn(Port, Host)
self.funkmanSocket=SOCKET:New(Port, Host)
return self
end
@@ -1200,7 +1200,7 @@ end
-- @param #string PathToSRS Path to SRS directory.
-- @param #number Port SRS port. Default 5002.
-- @param #number Coalition Coalition side, e.g. `coalition.side.BLUE` or `coalition.side.RED`. Default `coalition.side.BLUE`.
-- @param #number Frequency Frequency to use. Default is 256 MHz for range control and 305 MHz for instructor. If given, both control and instructor get this frequency.
-- @param #number Frequency Frequency to use. Default is 256 MHz for range control and 305 MHz for instructor. If given, both control and instructor get this frequency.
-- @param #number Modulation Modulation to use, defaults to radio.modulation.AM
-- @param #number Volume Volume, between 0.0 and 1.0. Defaults to 1.0
-- @param #string PathToGoogleKey Path to Google TTS credentials.
@@ -1208,9 +1208,9 @@ end
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS or MSRS.path then
self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM)
self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
@@ -1224,14 +1224,12 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
self.instructmsrs:SetLabel("RANGEI")
self.instructmsrs:SetVolume(Volume or 1.0)
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then
self.controlmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.controlmsrs:SetProvider(MSRS.Provider.GOOGLE)
self.instructmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.instructmsrs:SetProvider(MSRS.Provider.GOOGLE)
if PathToGoogleKey then
self.controlmsrs:SetGoogle(PathToGoogleKey)
self.instructmsrs:SetGoogle(PathToGoogleKey)
end
else
self:E(self.lid..string.format("ERROR: No SRS path specified!"))
end
@@ -1741,9 +1739,9 @@ end
-- @param Core.Event#EVENTDATA EventData
function RANGE:OnEventBirth( EventData )
self:F( { eventbirth = EventData } )
if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@@ -1764,7 +1762,7 @@ function RANGE:OnEventBirth( EventData )
-- Reset current strafe status.
self.strafeStatus[_uid] = nil
if self.Coalition then
if EventData.IniCoalition == self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
@@ -1773,7 +1771,7 @@ function RANGE:OnEventBirth( EventData )
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
-- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData
self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb
@@ -1907,21 +1905,21 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
local _distance = nil
local _closeCoord = nil --Core.Point#COORDINATE
local _hitquality = "POOR"
-- Get callsign.
local _callsign = self:_myname( playerData.unitname )
local _playername=playerData.playername
local _unit=playerData.unit
-- Coordinate of impact point.
local impactcoord = weapon:GetImpactCoordinate()
-- Check if impact happened in range zone.
local insidezone = self.rangezone:IsCoordinateInZone( impactcoord )
-- Smoke impact point of bomb.
if playerData.smokebombimpact and insidezone then
if playerData.delaysmoke then
@@ -1930,19 +1928,19 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
impactcoord:Smoke( playerData.smokecolor )
end
end
-- Loop over defined bombing targets.
for _, _bombtarget in pairs( self.bombingTargets ) do
local bombtarget=_bombtarget --#RANGE.BombTarget
-- Get target coordinate.
local targetcoord = self:_GetBombTargetCoordinate( _bombtarget )
if targetcoord then
-- Distance between bomb and target.
local _temp = impactcoord:Get2DDistance( targetcoord )
-- Find closest target to last known position of the bomb.
if _distance == nil or _temp < _distance then
_distance = _temp
@@ -1959,21 +1957,21 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
else
_hitquality = "POOR"
end
end
end
end
-- Count if bomb fell less than ~1 km away from the target.
if _distance and _distance <= self.scorebombdistance then
-- Init bomb player results.
if not self.bombPlayerResults[_playername] then
self.bombPlayerResults[_playername] = {}
end
-- Local results.
local _results = self.bombPlayerResults[_playername]
local result = {} -- #RANGE.BombResult
result.command=SOCKET.DataType.BOMBRESULT
result.name = _closetTarget.name or "unknown"
@@ -1995,24 +1993,24 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackVel = attackVel
result.attackAlt = attackAlt
result.date=os and os.date() or "n/a"
-- Add to table.
table.insert( _results, result )
-- Call impact.
self:Impact( result, playerData )
elseif insidezone then
-- Send message.
-- DONE SRS message
local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 )
if self.useSRS then
local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 )
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
end
self:_DisplayMessageToGroup( _unit, _message, nil, false )
if self.rangecontrol then
-- weapon impacted too far from the nearest target! No Score!
if self.useSRS then
@@ -2021,11 +2019,11 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
end
end
else
self:T( self.lid .. "Weapon impacted outside range zone." )
end
end
--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
@@ -2038,7 +2036,7 @@ function RANGE:OnEventShot( EventData )
if EventData.Weapon == nil or EventData.IniDCSUnit == nil or EventData.IniPlayerName == nil then
return
end
-- Create weapon object.
local weapon=WEAPON:New(EventData.weapon)
@@ -2050,7 +2048,7 @@ function RANGE:OnEventShot( EventData )
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
-- Distance Player-to-Range. Set this to larger value than the threshold.
local dPR = self.BombtrackThreshold * 2
@@ -2065,16 +2063,16 @@ function RANGE:OnEventShot( EventData )
-- Player data.
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
-- Attack parameters.
local attackHdg=_unit:GetHeading()
local attackAlt=_unit:GetHeight()
attackAlt = UTILS.MetersToFeet(attackAlt)
local attackVel=_unit:GetVelocityKNOTS()
local attackVel=_unit:GetVelocityKNOTS()
-- Tracking info and init of last bomb position.
self:T( self.lid .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, weapon:GetTypeName(), weapon:GetName()))
-- Set callback function on impact.
weapon:SetFuncImpact(RANGE._OnImpact, self, playerData, attackHdg, attackAlt, attackVel)
@@ -2146,33 +2144,33 @@ end
function RANGE:onafterEnterRange( From, Event, To, player )
if self.instructor and self.rangecontrol then
if self.useSRS then
local text = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f MHz", self.rangecontrolfreq)
local ttstext = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f mega hertz.", self.rangecontrolfreq)
local group = player.client:GetGroup()
self.instructsrsQ:NewTransmission(ttstext, nil, self.instructmsrs, nil, 1, {group}, text, 10)
else
-- Range control radio frequency split.
local RF = UTILS.Split( string.format( "%.3f", self.rangecontrolfreq ), "." )
-- Radio message that player entered the range
-- You entered the bombing range. For hit assessment, contact the range controller at xy MHz
self.instructor:NewTransmission( RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath )
self.instructor:Number2Transmission( RF[1] )
if tonumber( RF[2] ) > 0 then
self.instructor:NewTransmission( RANGE.Sound.IRDecimal.filename, RANGE.Sound.IRDecimal.duration, self.soundpath )
self.instructor:Number2Transmission( RF[2] )
end
self.instructor:NewTransmission( RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath )
end
end
@@ -2190,11 +2188,11 @@ function RANGE:onafterExitRange( From, Event, To, player )
if self.instructor then
-- You left the bombing range zone. Have a nice day!
if self.useSRS then
local text = "You left the bombing range zone. "
local r=math.random(5)
if r==1 then
text=text.."Have a nice day!"
elseif r==2 then
@@ -2204,9 +2202,9 @@ function RANGE:onafterExitRange( From, Event, To, player )
elseif r==4 then
text=text.."See you in two weeks!"
elseif r==5 then
text=text.."!"
text=text.."!"
end
self.instructsrsQ:NewTransmission(text, nil, self.instructmsrs, nil, 1, {player.client:GetGroup()}, text, 10)
else
self.instructor:NewTransmission( RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath )
@@ -2240,7 +2238,7 @@ function RANGE:onafterImpact( From, Event, To, result, player )
text = text .. string.format( " %s hit.", result.quality )
if self.rangecontrol then
if self.useSRS then
local group = player.client:GetGroup()
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1,{group},text,10)
@@ -2265,10 +2263,10 @@ function RANGE:onafterImpact( From, Event, To, result, player )
-- Unit.
if player.unitname and not self.useSRS then
-- Get unit.
local unit = UNIT:FindByName( player.unitname )
-- Send message.
self:_DisplayMessageToGroup( unit, text, nil, true )
self:T( self.lid .. text )
@@ -2278,7 +2276,7 @@ function RANGE:onafterImpact( From, Event, To, result, player )
if self.autosave then
self:Save()
end
-- Send result to FunkMan, which creates fancy MatLab figures and sends them to Discord via a bot.
if self.funkmanSocket then
self.funkmanSocket:SendTable(result)
@@ -2547,7 +2545,7 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult )
-- Get player results.
local _results = self.strafePlayerResults[_playername]
local _results = self.strafePlayerResults[_playername]
-- Create message.
if _results == nil then
@@ -2853,7 +2851,7 @@ function RANGE:_DisplayRangeInfo( _unitname )
end
end
text = text .. string.format( "Instructor %.3f MHz (Relay=%s)\n", self.instructorfreq, alive )
end
end
if self.rangecontrol then
local alive = "N/A"
if self.rangecontrolrelayname then
@@ -3081,10 +3079,10 @@ function RANGE:_CheckInZone( _unitName )
local unitheading = 0 -- RangeBoss
if _unit and _playername then
-- Player data.
local playerData=self.PlayerSettings[_playername] -- #RANGE.PlayerData
--- Function to check if unit is in zone and facing in the right direction and is below the max alt.
local function checkme( targetheading, _zone )
local zone = _zone -- Core.Zone#ZONE
@@ -3098,7 +3096,7 @@ function RANGE:_CheckInZone( _unitName )
if towardspit then
local vec3 = _unit:GetVec3()
local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2
local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2
local landheight = land.getHeight( vec2 )
local unitalt = vec3.y - landheight
@@ -3145,7 +3143,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message.
self:_DisplayMessageToGroup( _unit, _msg, nil, true )
if self.rangecontrol then
if self.useSRS then
local group = _unit:GetGroup()
@@ -3164,9 +3162,9 @@ function RANGE:_CheckInZone( _unitName )
-- Result.
local _result = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
local _sound = nil -- #RANGE.Soundfile
-- Calculate accuracy of run. Number of hits wrt number of rounds fired.
local shots = _result.ammo - _ammo
local accur = 0
@@ -3176,7 +3174,7 @@ function RANGE:_CheckInZone( _unitName )
accur = 100
end
end
-- Results text and sound message.
local resulttext=""
if _result.pastfoulline == true then --
@@ -3213,7 +3211,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message.
self:_DisplayMessageToGroup( _unit, _text )
-- Strafe result.
local result = {} -- #RANGE.StrafeResult
result.command=SOCKET.DataType.STRAFERESULT
@@ -3230,14 +3228,14 @@ function RANGE:_CheckInZone( _unitName )
result.rangename = self.rangename
result.airframe=playerData.airframe
result.invalid = _result.pastfoulline
-- Griger Results.
self:StrafeResult(playerData, result)
-- Save trap sheet.
if playerData and playerData.targeton and self.targetsheet then
self:_SaveTargetSheet( _playername, result )
end
end
-- Voice over.
if self.rangecontrol then
@@ -3302,7 +3300,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message.
self:_DisplayMessageToGroup( _unit, _msg, 10, true )
-- Trigger event that player is rolling in.
self:RollingIn(playerData, target)
@@ -3438,18 +3436,18 @@ function RANGE:_GetBombTargetCoordinate( target )
local coord = nil -- Core.Point#COORDINATE
if target.type == RANGE.TargetType.UNIT then
-- Check if alive
if target.target and target.target:IsAlive() then
-- Get current position.
coord = target.target:GetCoordinate()
-- Save as last known position in case target dies.
target.coordinate=coord
target.coordinate=coord
else
-- Use stored position.
coord = target.coordinate
end
elseif target.type == RANGE.TargetType.STATIC then
-- Static targets dont move.
@@ -3459,11 +3457,11 @@ function RANGE:_GetBombTargetCoordinate( target )
-- Coordinates dont move.
coord = target.coordinate
elseif target.type == RANGE.TargetType.SCENERY then
-- Coordinates dont move.
coord = target.coordinate
coord = target.coordinate
else
self:E( self.lid .. "ERROR: Unknown target type." )
@@ -3670,7 +3668,7 @@ function RANGE:_DisplayMessageToGroup( _unit, _text, _time, _clear, display, _to
local playermessage = self.PlayerSettings[playername].messages
-- Send message to player if messages enabled and not only for the examiner.
if _gid and (playermessage == true or display) and (not self.examinerexclusive) then
if _togroup and _grp then
local m = MESSAGE:New(_text,_time,nil,_clear):ToGroup(_grp)
@@ -4025,9 +4023,9 @@ function RANGE:_GetPlayerUnitAndName( _unitName )
self:F2( _unitName )
if _unitName ~= nil then
local multiplayer = false
-- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName )
@@ -4066,7 +4064,7 @@ function RANGE:_myname( unitname )
if grp and grp:IsAlive() then
pname = grp:GetCustomCallSign(true,true)
end
end
end
return pname
end

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"

File diff suppressed because it is too large Load Diff

View File

@@ -1,590 +0,0 @@
--- **Functional** - TIRESIAS - manages AI behaviour.
--
-- ===
--
-- The @{#TIRESIAS} class is working in the back to keep your large-scale ground units in check.
--
-- ## Features:
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ===
--
-- ## Missions:
--
-- ### [TIRESIAS](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Tiresias
-- @image Functional.Tiresias.jpg
--
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **TIRESIAS** class, extends Core.Base#BASE
-- @type TIRESIAS
-- @field #string ClassName
-- @field #booelan debug
-- @field #string version
-- @field #number Interval
-- @field Core.Set#SET_GROUP GroundSet
-- @field #number Coalition
-- @field Core.Set#SET_GROUP VehicleSet
-- @field Core.Set#SET_GROUP AAASet
-- @field Core.Set#SET_GROUP SAMSet
-- @field Core.Set#SET_GROUP ExceptionSet
-- @field Core.Set#SET_OPSGROUP OpsGroupSet
-- @field #number AAARange
-- @field #number HeloSwitchRange
-- @field #number PlaneSwitchRange
-- @field Core.Set#SET_GROUP FlightSet
-- @field #boolean SwitchAAA
-- @extends Core.Fsm#FSM
---
-- @type TIRESIAS.Data
-- @field #string type
-- @field #number range
-- @field #boolean invisible
-- @field #boolean AIOff
-- @field #boolean exception
--- *Tiresias, Greek demi-god and shapeshifter, blinded by the Gods, works as oracle for you.* (Wiki)
--
-- ===
--
-- ## TIRESIAS Concept
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined in SET_GROUP objects to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- local blinder = TIRESIAS:New()
--
-- Optionally you can set up exceptions, e.g. for convoys driving around
--
-- local exceptionset = SET_GROUP:New():FilterCoalitions("red"):FilterPrefixes("Convoy"):FilterStart()
-- local blinder = TIRESIAS:New()
-- blinder:AddExceptionSet(exceptionset)
--
-- Options
--
-- -- Setup different radius for activation around helo and airplane groups (applies to AI and humans)
-- blinder:SetActivationRanges(10,25) -- defaults are 10, and 25
--
-- -- Setup engagement ranges for AAA (non-advanced SAM units like Flaks etc) and if you want them to be AIOff
-- blinder:SetAAARanges(60,true) -- defaults are 60, and true
--
-- @field #TIRESIAS
TIRESIAS = {
ClassName = "TIRESIAS",
debug = false,
version = "0.0.4",
Interval = 20,
GroundSet = nil,
VehicleSet = nil,
AAASet = nil,
SAMSet = nil,
ExceptionSet = nil,
AAARange = 60, -- 60%
HeloSwitchRange = 10, -- NM
PlaneSwitchRange = 25, -- NM
SwitchAAA = true,
}
--- [USER] Create a new Tiresias object and start it up.
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:New()
-- Inherit everything from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #TIRESIAS
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- TIRESIAS status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self.ExceptionSet = SET_GROUP:New():Clear(false)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self.lid = string.format("TIRESIAS %s | ",self.version)
self:I(self.lid.."Managing ground groups!")
--- Triggers the FSM event "Stop". Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] Stop
-- @param #TIRESIAS self
--- Triggers the FSM event "Stop" after a delay. Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] __Stop
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Start". Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] Start
-- @param #TIRESIAS self
--- Triggers the FSM event "Start" after a delay. Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] __Start
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
self:__Start(1)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- Helper Functions
--
-------------------------------------------------------------------------------------------------------------
---[USER] Set activation radius for Helos and Planes in Nautical Miles.
-- @param #TIRESIAS self
-- @param #number HeloMiles Radius around a Helicopter in which AI ground units will be activated. Defaults to 10NM.
-- @param #number PlaneMiles Radius around an Airplane in which AI ground units will be activated. Defaults to 25NM.
-- @return #TIRESIAS self
function TIRESIAS:SetActivationRanges(HeloMiles,PlaneMiles)
self.HeloSwitchRange = HeloMiles or 10
self.PlaneSwitchRange = PlaneMiles or 25
return self
end
---[USER] Set AAA Ranges - AAA equals non-SAM systems which qualify as AAA in DCS world.
-- @param #TIRESIAS self
-- @param #number FiringRange The engagement range that AAA units will be set to. Can be 0 to 100 (percent). Defaults to 60.
-- @param #boolean SwitchAAA Decide if these system will have their AI switched off, too. Defaults to true.
-- @return #TIRESIAS self
function TIRESIAS:SetAAARanges(FiringRange,SwitchAAA)
self.AAARange = FiringRange or 60
self.SwitchAAA = (SwitchAAA == false) and false or true
return self
end
--- [USER] Add a SET_GROUP of GROUP objects as exceptions. Can be done multiple times.
-- @param #TIRESIAS self
-- @param Core.Set#SET_GROUP Set to add to the exception list.
-- @return #TIRESIAS self
function TIRESIAS:AddExceptionSet(Set)
self:T(self.lid.."AddExceptionSet")
local exceptions = self.ExceptionSet
Set:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
exceptions:AddGroup(grp,true)
end
BASE:I("TIRESIAS: Added exception group: "..grp:GetName())
end
)
return self
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Init Groups
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:_InitGroups()
self:T(self.lid.."_InitGroups")
-- Set all groups invisible/motionless
local EngageRange = self.AAARange
local SwitchAAA = self.SwitchAAA
--- AAA
self.AAASet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:OptionEngageRange(EngageRange)
grp:SetCommandInvisible(true)
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
end
grp.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
grp.Tiresias.AIOff = true
end
end
end
--BASE:I(string.format("Init/Switch off AAA %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- Vehicles
self.VehicleSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetAIOff()
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp:SetAIOff()
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- SAM
self.SAMSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off SAM %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
return self
end
--- [INTERNAL] Event handler function
-- @param #TIRESIAS self
-- @param Core.Event#EVENTDATA EventData
-- @return #TIRESIAS self
function TIRESIAS:_EventHandler(EventData)
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
--local _coalition = event.IniCoalition
--if _coalition ~= self.Coalition then
-- return --ignore!
--end
local unitname = event.IniUnitName or "none"
local _unit = event.IniUnit
local _group = event.IniGroup
if _group and _group:IsAlive() then
local radius = self.PlaneSwitchRange
if _group:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_group,radius)
end
end
return self
end
--- [INTERNAL] Switch Groups Behaviour
-- @param #TIRESIAS self
-- @param Wrapper.Group#GROUP group
-- @param #number radius Radius in NM
-- @return #TIRESIAS self
function TIRESIAS:_SwitchOnGroups(group,radius)
self:T(self.lid.."_SwitchOnGroups "..group:GetName().." Radius "..radius.." NM")
local zone = ZONE_GROUP:New("Zone-"..group:GetName(),group,UTILS.NMToMeters(radius))
local ground = SET_GROUP:New():FilterCategoryGround():FilterZones({zone}):FilterOnce()
local count = ground:CountAlive()
if self.debug then
local text = string.format("There are %d groups around this plane or helo!",count)
self:I(text)
end
local SwitchAAA = self.SwitchAAA
if ground:CountAlive() > 0 then
ground:ForEachGroupAlive(
function(grp)
if grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false
end
if grp.Tiresias.type == "Vehicle" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp.Tiresias.AIOff = false
end
if SwitchAAA and grp.Tiresias.type == "AAA" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp:EnableEmission(true)
grp.Tiresias.AIOff = false
end
--BASE:I(string.format("TIRESIAS - Switch on %s %s (Exception %s)",tostring(grp.Tiresias.type),grp:GetName(),tostring(grp.Tiresias.exception)))
else
BASE:E("TIRESIAS - This group has not been initialized or is an exception!")
end
end
)
end
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- FSM Functions
--
-------------------------------------------------------------------------------------------------------------
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStart(From, Event, To)
self:T({From, Event, To})
local VehicleSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterNotAAA):FilterFunction(TIRESIAS._FilterNotSAM):FilterStart()
local AAASet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterAAA):FilterStart()
local SAMSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterSAM):FilterStart()
local OpsGroupSet = SET_OPSGROUP:New():FilterActive(true):FilterStart()
self.FlightSet = SET_GROUP:New():FilterCategories({"plane","helicopter"}):FilterStart()
local EngageRange = self.AAARange
local ExceptionSet = self.ExceptionSet
if self.ExceptionSet then
function ExceptionSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: EXCEPTION Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
Object:SetAIOn()
Object:SetCommandInvisible(false)
Object:EnableEmission(true)
end
end
local OGS = OpsGroupSet:GetAliveSet()
for _,_OG in pairs(OGS or {}) do
local OG = _OG -- Ops.OpsGroup#OPSGROUP
local grp = OG:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
function OpsGroupSet:OnAfterAdded(From,Event,To,ObjectName,Object)
local grp = Object:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
end
function VehicleSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: VEHCILE Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object:SetAIOff()
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
end
local SwitchAAA = self.SwitchAAA
function AAASet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: AAA Object Added: "..Object:GetName())
Object:OptionEngageRange(EngageRange)
Object:SetCommandInvisible(true)
if SwitchAAA then
Object:SetAIOff()
Object:EnableEmission(false)
end
Object.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
end
function SAMSet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: SAM Object Added: "..Object:GetName())
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
end
self.VehicleSet = VehicleSet
self.AAASet = AAASet
self.SAMSet = SAMSet
self.OpsGroupSet = OpsGroupSet
self:_InitGroups()
self:__Status(1)
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
if self:GetState() == "Stopped" then
return false
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStatus(From, Event, To)
self:T({From, Event, To})
if self.debug then
local count = self.VehicleSet:CountAlive()
local AAAcount = self.AAASet:CountAlive()
local SAMcount = self.SAMSet:CountAlive()
local text = string.format("Overall: %d | Vehicles: %d | AAA: %d | SAM: %d",count+AAAcount+SAMcount,count,AAAcount,SAMcount)
self:I(text)
end
self:_InitGroups()
if self.FlightSet:CountAlive() > 0 then
local Set = self.FlightSet:GetAliveSet()
for _,_plane in pairs(Set) do
local plane = _plane -- Wrapper.Group#GROUP
local radius = self.PlaneSwitchRange
if plane:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_plane,radius)
end
end
if self:GetState() ~= "Stopped" then
self:__Status(self.Interval)
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- End
--
-------------------------------------------------------------------------------------------------------------

View File

@@ -1,4 +1,4 @@
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones.
--- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--

View File

@@ -33,7 +33,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -78,12 +77,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AICSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Autolase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -91,31 +84,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/AirWing.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Auftrag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Awacs.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Brigade.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Chief.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Cohort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Commander.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Fleet.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightControl.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Flotilla.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Intelligence.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Legion.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/NavyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Operation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsTransport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsZone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Platoon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerTask.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Squadron.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
@@ -154,6 +122,14 @@ __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

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

File diff suppressed because it is too large Load Diff

View File

@@ -255,6 +255,7 @@
-- @field #boolean skipperUturn U-turn on/off via menu.
-- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries.
-- @field #number skipperTime Recovery time in min for manual recovery.
-- @field #boolean intowindold If true, use old into wind calculation.
-- @extends Core.Fsm#FSM
--- Be the boss!
@@ -2724,6 +2725,18 @@ function AIRBOSS:SetLSOCallInterval( TimeInterval )
return self
end
--- Set if old into wind calculation is used when carrier turns into the wind for a recovery.
-- @param #AIRBOSS self
-- @param #boolean SwitchOn If `true` or `nil`, use old into wind calculation.
-- @return #AIRBOSS self
function AIRBOSS:SetIntoWindLegacy( SwitchOn )
if SwitchOn==nil then
SwitchOn=true
end
self.intowindold=SwitchOn
return self
end
--- Airboss is a rather nice guy and not strictly following the rules. Fore example, he does allow you into the landing pattern if you are not coming from the Marshal stack.
-- @param #AIRBOSS self
-- @param #boolean Switch If true or nil, Airboss bends the rules a bit.
@@ -3075,8 +3088,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations)
if GoogleCreds then
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
self.SRS:SetGoogle(GoogleCreds)
end
if Voice then
self.SRS:SetVoice(Voice)
@@ -3642,6 +3654,12 @@ function AIRBOSS:onafterStatus( From, Event, To )
local pos = self:GetCoordinate()
local speed = self.carrier:GetVelocityKNOTS()
-- Update magnetic variation if we can get it from DCS.
if require then
self.magvar=pos:GetMagneticDeclination()
--env.info(string.format("FF magvar=%.1f", self.magvar))
end
-- Check water is ahead.
local collision = false -- self:_CheckCollisionCoord(pos:Translate(self.collisiondist, hdg))
@@ -5201,6 +5219,7 @@ function AIRBOSS:_InitVoiceOvers()
TOMCAT = { file = "PILOT-Tomcat", suffix = "ogg", loud = false, subtitle = "", duration = 0.66, subduration = 5 },
HORNET = { file = "PILOT-Hornet", suffix = "ogg", loud = false, subtitle = "", duration = 0.56, subduration = 5 },
VIKING = { file = "PILOT-Viking", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
GREYHOUND = { file = "PILOT-Greyhound", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
BALL = { file = "PILOT-Ball", suffix = "ogg", loud = false, subtitle = "", duration = 0.50, subduration = 5 },
BINGOFUEL = { file = "PILOT-BingoFuel", suffix = "ogg", loud = false, subtitle = "", duration = 0.80 },
GASATDIVERT = { file = "PILOT-GasAtDivert", suffix = "ogg", loud = false, subtitle = "", duration = 1.80 },
@@ -6475,7 +6494,7 @@ function AIRBOSS:_LandAI( flight )
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then
Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D then
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then
Speed = UTILS.KnotsToKmph( 150 )
elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then
Speed = UTILS.KnotsToKmph( 175 )
@@ -9755,7 +9774,7 @@ 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()
@@ -11476,7 +11495,7 @@ end
--- Get wind direction and speed at carrier position.
-- @param #AIRBOSS self
-- @param #number alt Altitude ASL in meters. Default 15 m.
-- @param #number alt Altitude ASL in meters. Default 18 m.
-- @param #boolean magnetic Direction including magnetic declination.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position.
-- @return #number Direction the wind is blowing **from** in degrees.
@@ -11548,10 +11567,31 @@ end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
-- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind(vdeck, magnetic, coord )
if self.intowindold then
--env.info("FF use OLD into wind")
return self:GetHeadingIntoWind_old(vdeck, magnetic, coord)
else
--env.info("FF use NEW into wind")
return self:GetHeadingIntoWind_new(vdeck, magnetic, coord)
end
end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0
@@ -11608,7 +11648,13 @@ function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
intowind = intowind + 360
end
return intowind
-- Wind speed.
--local _, vwind = self:GetWind()
-- Speed of carrier in m/s but at least 4 knots.
local vtot = math.max(vdeck-UTILS.MpsToKnots(vwind), 4)
return intowind, vtot
end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
@@ -11619,7 +11665,7 @@ end
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind( vdeck, magnetic, coord )
function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
-- Default offset angle.
local Offset=self.carrierparam.rwyangle or 0
@@ -14280,6 +14326,8 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Harrier"
elseif actype == AIRBOSS.AircraftCarrier.E2D then
nickname = "Hawkeye"
elseif actype == AIRBOSS.AircraftCarrier.C2A then
nickname = "Greyhound"
elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B then
nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then

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File diff suppressed because it is too large Load Diff

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

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 +290,13 @@ 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.AircraftType["OH-58D"] = 2
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.19"
CSAR.version="1.0.24"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -462,7 +465,7 @@ 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
@@ -733,7 +736,7 @@ function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet)
:NewWithAlias(template,alias)
:InitCoalition(coalition)
:InitCountry(country)
:InitAIOnOff(pilotcacontrol)
--:InitAIOnOff(pilotcacontrol)
:InitDelayOff()
:SpawnFromCoordinate(point)
@@ -1189,7 +1192,7 @@ 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
@@ -1237,10 +1240,24 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage, _pla
if not _nomessage then
if _freq ~= 0 then --shagrat
local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk)--shagrat _groupName to prevent 'f15_Pilot_Parachute'
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
if self.coordtype ~= 2 then --not MGRS
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("%s requests SAR at %s, beacon at %.2f kilo hertz", _groupName, coordtext, _freqk)
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
else --shagrat CASEVAC msg
local _text = string.format("Pickup Zone at %s.", _coordinatesText )
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
if self.coordtype ~= 2 then --not MGRS
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("Pickup Zone at %s.", coordtext )
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
end
end
@@ -1528,7 +1545,7 @@ 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 +1554,16 @@ 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 +1574,15 @@ 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 +1590,32 @@ 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 +1623,7 @@ 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 +1633,28 @@ 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 +1679,8 @@ 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 +1700,29 @@ 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 +1794,7 @@ 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
@@ -1918,23 +1961,28 @@ end
--- (Internal) Display info to all SAR groups.
-- @param #CSAR self
-- @param #string _message Message to display.
-- @param #number _side Coalition of message.
-- @param #number _side Coalition of message.
-- @param #number _messagetime How long to show.
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
-- @param #boolean ToSRS If true or nil, send to SRS TTS
-- @param #boolean ToScreen If true or nil, send to Screen
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime,ToSRS,ToScreen)
self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime
if self.msrs then
self:T({_message,ToSRS=ToSRS,ToScreen=ToScreen})
if self.msrs and (ToSRS == true or ToSRS == nil) then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end
self:I("Voice = "..voice)
self:F("Voice = "..voice)
self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate)
end
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
if ToScreen == true or ToScreen == nil then
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
end
end
return self
@@ -1980,7 +2028,7 @@ 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 +2266,7 @@ 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 +2548,7 @@ 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 +1245,17 @@ 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},
["OH-58D"] = {type="OH-58D", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 14, cargoweightlimit = 400},
}
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.45"
CTLD.version="1.0.54"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1433,7 +1460,7 @@ 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 +2242,9 @@ 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 +2264,7 @@ 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(), "(.+)-(.+)$")
local Cargotype = nil
@@ -2266,25 +2295,38 @@ end
end
if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
nearestGroup.ExtractTime = 0
--return self
else
self.CargoCounter = self.CargoCounter + 1
nearestGroup.ExtractTime = timer.getTime()
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, Cargotype.CargoType, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass)
self:T({cargotype=loadcargotype})
local running = math.floor(nearestDistance / 4)+10 -- time run to helo plus boarding
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
self:ScheduleOnce(running,self._SendMessage,self,"Troops boarded!", 10, false, Group)
self:_SendMessage("Troops boarding!", 10, false, Group)
self:_UpdateUnitCargoMass(Unit)
self:__TroopsExtracted(1,Group, Unit, nearestGroup)
self:__TroopsExtracted(running,Group, Unit, nearestGroup)
local coord = Unit:GetCoordinate() or Group:GetCoordinate() -- Core.Point#COORDINATE
local Point
if coord then
local heading = unit:GetHeading() or 0
local Angle = math.floor((heading+160)%360)
Point = coord:Translate(8,Angle):GetVec2()
if Point then
nearestGroup:RouteToVec2(Point,4)
end
end
-- clean up:
if type(Cargotype.Templates) == "table" and Cargotype.Templates[2] then
for _,_key in pairs (Cargotype.Templates) do
table.insert(secondarygroups,_key)
end
end
nearestGroup:Destroy(false)
nearestGroup:Destroy(false,running)
end
end
end
@@ -2294,7 +2336,7 @@ end
if _group and _group:IsAlive() then
local groupname = string.match(_group:GetName(), "(.+)-(.+)$")
if _name == groupname then
_group:Destroy(false)
_group:Destroy(false,15)
end
end
end
@@ -2350,7 +2392,21 @@ 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 +3080,10 @@ 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 +3095,7 @@ function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
}
table.insert(Positions,p1t)
end
UTILS.PrintTableToLog(Positions)
--UTILS.PrintTableToLog(Positions)
return Positions
end
@@ -3552,7 +3609,7 @@ function CTLD:_MoveGroupToZone(Group)
local groupcoord = Group:GetCoordinate()
-- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
if (distance <= self.movetroopsdistance) and zone then
if (distance <= self.movetroopsdistance) and outcome == true and zone~= nil then
-- yes, we can ;)
local groupname = Group:GetName()
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
@@ -3700,14 +3757,20 @@ 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 +3791,61 @@ 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 +3920,9 @@ 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 +3930,7 @@ 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 +3941,15 @@ 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 +3979,9 @@ 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 +3989,7 @@ 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
@@ -4369,10 +4466,9 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
zonewidth = zoneradius
end
local distance = self:_GetDistance(zonecoord,unitcoord)
if zone:IsVec2InZone(unitVec2) and active then
self:T("Distance Zone: "..distance)
if (zone:IsVec2InZone(unitVec2) or Zonetype == CTLD.CargoZoneType.MOVE) and active == true and maxdist > distance then
outcome = true
end
if maxdist > distance then
maxdist = distance
zoneret = zone
zonenameret = zonename
@@ -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.

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

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--- **Ops** - Flotilla is a small naval group belonging to a fleet.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all flotilla members.
-- * Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause flotilla operations.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Flotilla
-- @image OPS_Flotilla.png
--- FLOTILLA class.
-- @type FLOTILLA
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
-- @extends Ops.Cohort#COHORT
--- *No captain can do very wrong if he places his ship alongside that of an enemy.* -- Horation Nelson
--
-- ===
--
-- # The FLOTILLA Concept
--
-- A FLOTILLA is an essential part of a FLEET.
--
--
--
-- @field #FLOTILLA
FLOTILLA = {
ClassName = "FLOTILLA",
verbose = 0,
weaponData = {},
}
--- FLOTILLA class version.
-- @field #string version
FLOTILLA.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLOTILLA object and start the FSM.
-- @param #FLOTILLA self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this flotilla. Default 3.
-- @param #string FlotillaName Name of the flotilla. Must be **unique**!
-- @return #FLOTILLA self
function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
-- Inherit everything from COHORT class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, FlotillaName)) -- #FLOTILLA
-- All flotillas get mission type Nothing.
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
-- Is naval.
self.isNaval=true
-- Get initial ammo.
self.ammo=self:_CheckAmmo()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Flotilla specific user functions.
--- Set fleet of this flotilla.
-- @param #FLOTILLA self
-- @param Ops.Fleet#FLEET Fleet The fleet.
-- @return #FLOTILLA self
function FLOTILLA:SetFleet(Fleet)
self.legion=Fleet
return self
end
--- Get fleet of this flotilla.
-- @param #FLOTILLA self
-- @return Ops.Fleet#FLEET The fleet.
function FLOTILLA:GetFleet()
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #FLOTILLA self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLOTILLA:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #FLOTILLA self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLOTILLA:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:T(self.lid..text)
-- Weapon data info.
if self.verbose>=3 and self.weaponData then
local text="Weapon Data:"
for bit,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
end
self:I(self.lid..text)
end
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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--- **Ops** - Brigade Platoon.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all platoon members.
-- * Define modex and callsigns.
-- * Define mission types, this platoon can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause platoon operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Platoon
-- @image OPS_Platoon.png
--- PLATOON class.
-- @type PLATOON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
-- @extends Ops.Cohort#COHORT
--- *Some cool cohort quote* -- Known Author
--
-- ===
--
-- # The PLATOON Concept
--
-- A PLATOON is essential part of an BRIGADE.
--
--
--
-- @field #PLATOON
PLATOON = {
ClassName = "PLATOON",
verbose = 0,
weaponData = {},
}
--- PLATOON class version.
-- @field #string version
PLATOON.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PLATOON object and start the FSM.
-- @param #PLATOON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this platoon. Default 3.
-- @param #string PlatoonName Name of the platoon. Must be **unique**!
-- @return #PLATOON self
function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
-- Inherit everything from COHORT class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, PlatoonName)) -- #PLATOON
-- All platoons get mission type Nothing.
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
-- Is ground.
self.isGround=true
-- Get ammo.
self.ammo=self:_CheckAmmo()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Platoon specific user functions.
--- Set brigade of this platoon.
-- @param #PLATOON self
-- @param Ops.Brigade#BRIGADE Brigade The brigade.
-- @return #PLATOON self
function PLATOON:SetBrigade(Brigade)
self.legion=Brigade
return self
end
--- Get brigade of this platoon.
-- @param #PLATOON self
-- @return Ops.Brigade#BRIGADE The brigade.
function PLATOON:GetBrigade()
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--[[
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #PLATOON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function PLATOON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
]]
--- On after "Status" event.
-- @param #PLATOON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function PLATOON:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:T(self.lid..text)
-- Weapon data info.
if self.verbose>=3 and self.weaponData then
local text="Weapon Data:"
for bit,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
end
self:I(self.lid..text)
end
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Misc functions.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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--- **Ops** - Airwing Squadron.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all squadron members.
-- * Define modex and callsigns.
-- * Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause squadron operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Squadron
-- @image OPS_Squadron.png
--- SQUADRON class.
-- @type SQUADRON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the squadron.
-- @field #string templatename Name of the template group.
-- @field #string aircrafttype Type of the airframe the squadron is using.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #number ngrouping User defined number of units in the asset group.
-- @field #table assets Squadron assets.
-- @field #table missiontypes Capabilities (mission types and performances) of the squadron.
-- @field #number fuellow Low fuel threshold.
-- @field #boolean fuellowRefuel If `true`, flight tries to refuel at the nearest tanker.
-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
-- @field #number repairtime Time in seconds for each
-- @field #string livery Livery of the squadron.
-- @field #number skill Skill of squadron members.
-- @field #number modex Modex.
-- @field #number modexcounter Counter to incease modex number for assets.
-- @field #string callsignName Callsign name.
-- @field #number callsigncounter Counter to increase callsign names for new assets.
-- @field #number Ngroups Number of asset flight groups this squadron has.
-- @field #number engageRange Mission range in meters.
-- @field #string attribute Generalized attribute of the squadron template group.
-- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.
-- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probe=1). Default nil.
-- @field #table tacanChannel List of TACAN channels available to the squadron.
-- @field #number radioFreq Radio frequency in MHz the squad uses.
-- @field #number radioModu Radio modulation the squad uses.
-- @field #string takeoffType Take of type.
-- @field #table parkingIDs Parking IDs for this squadron.
-- @field #boolean despawnAfterLanding Aircraft are despawned after landing.
-- @field #boolean despawnAfterHolding Aircraft are despawned after holding.
-- @extends Ops.Cohort#COHORT
--- *It is unbelievable what a squadron of twelve aircraft did to tip the balance* -- Adolf Galland
--
-- ===
--
-- # The SQUADRON Concept
--
-- A SQUADRON is essential part of an @{Ops.Airwing#AIRWING} and consists of **one** type of aircraft.
--
--
--
-- @field #SQUADRON
SQUADRON = {
ClassName = "SQUADRON",
verbose = 0,
modex = nil,
modexcounter = 0,
callsignName = nil,
callsigncounter= 11,
tankerSystem = nil,
refuelSystem = nil,
}
--- SQUADRON class version.
-- @field #string version
SQUADRON.version="0.8.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Parking spots for squadrons?
-- DONE: Engage radius.
-- DONE: Modex.
-- DONE: Call signs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new SQUADRON object and start the FSM.
-- @param #SQUADRON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this squadron. Default 3.
-- @param #string SquadronName Name of the squadron, e.g. "VFA-37". Must be **unique**!
-- @return #SQUADRON self
function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, SquadronName)) -- #SQUADRON
-- Everyone can ORBIT.
self:AddMissionCapability(AUFTRAG.Type.ORBIT)
-- Is air.
self.isAir=true
-- Refueling system.
self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable())
self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker())
------------------------
--- Pseudo Functions ---
------------------------
-- See COHORT class
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set number of units in groups.
-- @param #SQUADRON self
-- @param #number nunits Number of units. Must be >=1 and <=4. Default 2.
-- @return #SQUADRON self
function SQUADRON:SetGrouping(nunits)
self.ngrouping=nunits or 2
if self.ngrouping<1 then self.ngrouping=1 end
if self.ngrouping>4 then self.ngrouping=4 end
return self
end
--- Set valid parking spot IDs. Assets of this squad are only allowed to be spawned at these parking spots. **Note** that the IDs are different from the ones displayed in the mission editor!
-- @param #SQUADRON self
-- @param #table ParkingIDs Table of parking ID numbers or a single `#number`.
-- @return #SQUADRON self
function SQUADRON:SetParkingIDs(ParkingIDs)
if type(ParkingIDs)~="table" then
ParkingIDs={ParkingIDs}
end
self.parkingIDs=ParkingIDs
return self
end
--- Set takeoff type. All assets of this squadron will be spawned with cold (default) or hot engines.
-- Spawning on runways is not supported.
-- @param #SQUADRON self
-- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air.
-- @return #SQUADRON self
function SQUADRON:SetTakeoffType(TakeoffType)
TakeoffType=TakeoffType or "Cold"
if TakeoffType:lower()=="hot" then
self.takeoffType=COORDINATE.WaypointType.TakeOffParkingHot
elseif TakeoffType:lower()=="cold" then
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
elseif TakeoffType:lower()=="air" then
self.takeoffType=COORDINATE.WaypointType.TurningPoint
else
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
end
return self
end
--- Set takeoff type cold (default). All assets of this squadron will be spawned with engines off (cold).
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffCold()
self:SetTakeoffType("Cold")
return self
end
--- Set takeoff type hot. All assets of this squadron will be spawned with engines on (hot).
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffHot()
self:SetTakeoffType("Hot")
return self
end
--- Set takeoff type air. All assets of this squadron will be spawned in air above the airbase.
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffAir()
self:SetTakeoffType("Air")
return self
end
--- Set despawn after landing. Aircraft will be despawned after the landing event.
-- Can help to avoid DCS AI taxiing issues.
-- @param #SQUADRON self
-- @param #boolean Switch If `true` (default), activate despawn after landing.
-- @return #SQUADRON self
function SQUADRON:SetDespawnAfterLanding(Switch)
if Switch then
self.despawnAfterLanding=Switch
else
self.despawnAfterLanding=true
end
return self
end
--- Set despawn after holding. Aircraft will be despawned when they arrive at their holding position at the airbase.
-- Can help to avoid DCS AI taxiing issues.
-- @param #SQUADRON self
-- @param #boolean Switch If `true` (default), activate despawn after holding.
-- @return #SQUADRON self
function SQUADRON:SetDespawnAfterHolding(Switch)
if Switch then
self.despawnAfterHolding=Switch
else
self.despawnAfterHolding=true
end
return self
end
--- Set low fuel threshold.
-- @param #SQUADRON self
-- @param #number LowFuel Low fuel threshold in percent. Default 25.
-- @return #SQUADRON self
function SQUADRON:SetFuelLowThreshold(LowFuel)
self.fuellow=LowFuel or 25
return self
end
--- Set if low fuel threshold is reached, flight tries to refuel at the neares tanker.
-- @param #SQUADRON self
-- @param #boolean switch If true or nil, flight goes for refuelling. If false, turn this off.
-- @return #SQUADRON self
function SQUADRON:SetFuelLowRefuel(switch)
if switch==false then
self.fuellowRefuel=false
else
self.fuellowRefuel=true
end
return self
end
--- Set airwing.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING Airwing The airwing.
-- @return #SQUADRON self
function SQUADRON:SetAirwing(Airwing)
self.legion=Airwing
return self
end
--- Get airwing.
-- @param #SQUADRON self
-- @return Ops.AirWing#AIRWING The airwing.
function SQUADRON:GetAirwing(Airwing)
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting SQUADRON", self.name)
self:T(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local modex=self.modex and self.modex or -1
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Modex=%d, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:I(self.lid..text)
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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--
--
-- ### 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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--- **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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--- 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

View File

@@ -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

View File

@@ -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 )

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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

View File

@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/lua54/lua54.exe}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose Setup/Moose_Create.lua&quot; &quot;D&quot; &quot;LOCAL&quot; &quot;${workspace_loc:/Moose_Framework/Moose Development/Moose}&quot; &quot;${workspace_loc:/Moose_Framework/Moose Setup}&quot;&#13;&#10;&quot;${workspace_loc:/Moose_Framework/MOOSE_INCLUDE\Moose_Include_Dynamic}&quot; 1"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="C:\ProgramData\chocolatey\lib\lua51\tools\lua5.1.exe"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose Setup\Moose_Create.lua&quot; &quot;D&quot; &quot;LOCAL&quot; &quot;${resource_loc:/MOOSE/Moose Development/Moose}&quot; &quot;${resource_loc:/MOOSE/Moose Setup}&quot;&#13;&#10;${resource_loc:/MOOSE_INCLUDE/Moose_Include_Dynamic}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/MOOSE}"/>
</launchConfiguration>

View File

@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/lua54/lua54.exe}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose Setup\Moose_Create.lua&quot; &quot;S&quot; &quot;LOCAL&quot; &quot;${workspace_loc:/Moose_Framework/Moose Development/Moose}&quot; &quot;${workspace_loc:/Moose_Framework/Moose Setup}&quot;&#13;&#10;&quot;${workspace_loc:/Moose_Framework/MOOSE_INCLUDE\Moose_Include_Static}&quot; 1"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="C:\ProgramData\chocolatey\lib\lua51\tools\lua5.1.exe"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose Setup\Moose_Create.lua&quot; &quot;S&quot; &quot;LOCAL&quot; &quot;${resource_loc:/MOOSE/Moose Development/Moose}&quot; &quot;${resource_loc:/MOOSE/Moose Setup}&quot;&#13;&#10;${resource_loc:/MOOSE_INCLUDE/Moose_Include_Static}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/MOOSE}"/>
</launchConfiguration>

View File

@@ -29,12 +29,11 @@ Core/SpawnStatic.lua
Core/Timer.lua
Core/Goal.lua
Core/Spot.lua
Core/TextAndSound.lua
Core/Condition.lua
Core/Pathline.lua
Core/ClientMenu.lua
Core/Astar.lua
Core/MarkerOps_Base.lua
Core/Astar.lua
Core/Condition.lua
Core/TextAndSound.lua
Core/Pathline.lua
Wrapper/Object.lua
Wrapper/Identifiable.lua
@@ -79,44 +78,13 @@ Functional/Warehouse.lua
Functional/Fox.lua
Functional/Mantis.lua
Functional/Shorad.lua
Functional/Autolase.lua
Functional/AICSAR.lua
Functional/AmmoTruck.lua
Functional/ZoneGoalCargo.lua
Functional/Tiresias.lua
Functional/Stratego.lua
Ops/Airboss.lua
Ops/RecoveryTanker.lua
Ops/RescueHelo.lua
Ops/ATIS.lua
Ops/Auftrag.lua
Ops/OpsGroup.lua
Ops/FlightGroup.lua
Ops/NavyGroup.lua
Ops/Cohort.lua
Ops/Squadron.lua
Ops/Platoon.lua
Ops/Flotilla.lua
Ops/Legion.lua
Ops/AirWing.lua
Ops/Brigade.lua
Ops/Fleet.lua
Ops/Intelligence.lua
Ops/Commander.lua
Ops/Chief.lua
Ops/CSAR.lua
Ops/CTLD.lua
Ops/Awacs.lua
Ops/Operation.lua
Ops/FlightControl.lua
Ops/PlayerTask.lua
Ops/PlayerRecce.lua
Ops/EasyGCICAP.lua
Ops/OpsZone.lua
Ops/ArmyGroup.lua
Ops/OpsTransport.lua
Ops/Target.lua
Ops/CSAR.lua
AI/AI_Balancer.lua
AI/AI_Air.lua

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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@@ -1,7 +1,7 @@
---
title: De-Sanitize DCS
parent: Advanced
nav_order: 2
nav_order: 98
---
# De-Sanitize the DCS scripting environment
{: .no_toc }

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@@ -1,6 +1,6 @@
---
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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