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114 Commits
2.9.8 ... 2.9.9

Author SHA1 Message Date
Applevangelist
d6d9c9d8cf Merge remote-tracking branch 'origin/master' into develop 2024-09-08 13:22:34 +02:00
Applevangelist
7f572a1a9b Small changes
#CSAR - add option for IR strobe
2024-09-08 13:22:10 +02:00
Applevangelist
68007306b3 Merge remote-tracking branch 'origin/develop' into develop 2024-09-08 11:44:47 +02:00
Applevangelist
0c3f97370c Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Wrapper/Group.lua
2024-09-08 11:44:44 +02:00
Applevangelist
d62025dfe0 Small fixes 2024-09-08 11:43:33 +02:00
Thomas
6bc766e95f Merge pull request #2175 from FlightControl-Master/master
Update CSAR.lua
2024-09-07 09:03:00 +02:00
Thomas
07009630c6 Update CSAR.lua
Small fix
2024-09-07 09:01:58 +02:00
Applevangelist
c2aeb1ebcd Merge remote-tracking branch 'origin/master' into develop 2024-09-06 16:41:11 +02:00
Applevangelist
865042a843 #CTLD #CSAR Function to add own SET_GROUP for pilots 2024-09-06 16:40:41 +02:00
Applevangelist
6243137d4c QoL 2024-09-06 13:42:14 +02:00
Applevangelist
f00d0dc871 QoL 2024-09-06 13:40:27 +02:00
Applevangelist
8695953d5a #SPAWN - performance tuning for event workaround 2024-09-03 16:47:17 +02:00
Applevangelist
6afb68390b Merge remote-tracking branch 'origin/master' into develop 2024-09-01 15:37:31 +02:00
Applevangelist
d6adcdf8bd #CONTROLLABLE - Added IR Marker Beacons for UNIT and GROUP objects 2024-09-01 15:36:41 +02:00
Applevangelist
8151700ad7 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Ops/CTLD.lua
2024-09-01 13:37:34 +02:00
Applevangelist
2c192fba30 #SET - include checking functional filters in all sub-classes 2024-09-01 13:36:47 +02:00
Applevangelist
97f11c93bb #CTLD 2024-09-01 12:41:36 +02:00
Thomas
a3102a7381 Merge pull request #2172 from DarthZyll/patch-5
Update CTLD.lua for missing self.ChinookTroopCircleRadius
2024-09-01 08:55:18 +02:00
Mike Young
d41b5e8ede Update CTLD.lua for missing self.ChinookTroopCircleRadius
self.ChinookTroopCircleRadius was not being set
2024-09-01 02:52:33 -04:00
Applevangelist
a45856c925 Merge remote-tracking branch 'origin/master' into develop 2024-08-29 10:25:40 +02:00
Applevangelist
f531fdaa70 #RANGE less noise 2024-08-29 10:25:13 +02:00
Applevangelist
f4b2f07656 Merge remote-tracking branch 'origin/master' into develop 2024-08-29 10:22:32 +02:00
Applevangelist
81f8e84ca4 xx 2024-08-29 10:22:14 +02:00
Applevangelist
f7e64d98bc Merge remote-tracking branch 'origin/master' into develop 2024-08-27 18:37:56 +02:00
Applevangelist
d74de11b8b CTLD small fix of container shape 2024-08-27 18:37:21 +02:00
Applevangelist
4380c1be2e Merge remote-tracking branch 'origin/master' into develop 2024-08-27 13:19:24 +02:00
Applevangelist
30f2097d7a #AIRBOSS - small fix in Numer2Sound etc 2024-08-27 13:18:53 +02:00
Applevangelist
db2d4e97a6 Merge remote-tracking branch 'origin/master' into develop 2024-08-27 10:56:46 +02:00
Applevangelist
f903844059 #CTLD - fix for type name restrictions in other functions 2024-08-27 10:56:14 +02:00
Applevangelist
b4653be54e Merge remote-tracking branch 'origin/master' into develop 2024-08-26 18:31:07 +02:00
Applevangelist
68b2b452cc xx 2024-08-26 18:30:41 +02:00
Applevangelist
e2b6efde7a Merge remote-tracking branch 'origin/master' into develop 2024-08-26 18:22:59 +02:00
Applevangelist
668d120d60 CTLD Small fix for crate removal 2024-08-26 18:22:32 +02:00
Applevangelist
3eea17bc76 Merge remote-tracking branch 'origin/develop' into develop 2024-08-26 15:53:23 +02:00
Applevangelist
2894bcc833 Merge remote-tracking branch 'origin/master' into develop 2024-08-26 15:53:20 +02:00
Applevangelist
7543f31c85 #CTLD
* Added option for crates to have any static shape (per crate type option)
* Added option for crates only to be transported by defined helo type names (per crate type option)
2024-08-26 15:52:50 +02:00
Thomas
ff52197707 Merge pull request #2171 from FlightControl-Master/master
Update Utils.lua
2024-08-25 11:23:42 +02:00
Thomas
56d84e7b25 Update Utils.lua
Small fix
2024-08-25 11:22:30 +02:00
Applevangelist
b025abaa88 Merge remote-tracking branch 'origin/master' into develop 2024-08-24 18:18:36 +02:00
Applevangelist
ed2d3d856b Small fix 2024-08-24 18:18:08 +02:00
Applevangelist
dac637f360 Merge remote-tracking branch 'origin/master' into develop 2024-08-23 16:29:18 +02:00
Applevangelist
1e5c3a3c21 #ENUMS storage AH64D weapons additions 2024-08-23 16:28:35 +02:00
Applevangelist
861588205a Merge remote-tracking branch 'origin/master' into develop 2024-08-23 13:56:58 +02:00
Applevangelist
37d5b6a0fc #Add'l storage items 2024-08-23 13:55:18 +02:00
Applevangelist
4d3fb2990e Merge remote-tracking branch 'origin/master' into develop 2024-08-23 12:47:37 +02:00
Applevangelist
c58a954d18 #CTLD
* Fix for spawning the correct number of crates on inject
* Simplified example docu section 7 on how to build a FARP
* Some prep work for additional stuff
2024-08-23 12:44:17 +02:00
Applevangelist
cce878e759 Merge remote-tracking branch 'origin/master' into develop 2024-08-22 18:27:00 +02:00
Applevangelist
0d481afa16 #SET_GROUP - small fix for FilterPrefixes compute 2024-08-22 18:26:34 +02:00
Applevangelist
2dbad7cb1b Merge remote-tracking branch 'origin/master' into develop 2024-08-22 17:18:13 +02:00
Applevangelist
016875d724 #ENUMS - added a couple of items to ENUMS.Storage.weapons for the Gazelle and CH-47 which do not have a name representation in the object warehouse
#UTILS Added function `UTILS.SpawnFARPAndFunctionalStatics()` to spawn a functional FARP with static items (and some options)
#UTILS Added VHF Beacon Frequencies for newer maps to avoid overlaps in `UTILS.GenerateVHFrequencies()`
2024-08-22 17:17:10 +02:00
Applevangelist
7a0fa629b5 Merge remote-tracking branch 'origin/master' into develop 2024-08-20 18:03:59 +02:00
Applevangelist
5df0d60135 Smaller Fixes 2024-08-20 18:03:18 +02:00
Applevangelist
aee7bd8bb6 Merge remote-tracking branch 'origin/master' into develop 2024-08-20 10:56:08 +02:00
Applevangelist
e77d61c4cb small correction 2024-08-20 10:55:41 +02:00
Applevangelist
b1a40407b3 Merge remote-tracking branch 'origin/master' into develop 2024-08-20 10:47:56 +02:00
Applevangelist
504142c585 #CTLD Added self.TroopUnloadDistGround = 1.5, and self.TroopUnloadDistHover = 5,
#CSAR Added option to switch off ADF beacons
2024-08-20 10:47:28 +02:00
Thomas
0496571c92 Merge pull request #2170 from DarthZyll/patch-4
Update CSAR.lua - remove luadoc param addBeacon on SpawnCASEVAC()
2024-08-20 09:35:34 +02:00
Mike Young
62a0adce5a Update CSAR.lua - remove luadoc param addBeacon on SpawnCASEVAC()
this param doesn't actually exist, purely a luadoc correction
2024-08-19 13:46:21 -04:00
Applevangelist
d1a1be1a9e Merge remote-tracking branch 'origin/develop' into develop 2024-08-18 19:38:27 +02:00
Applevangelist
80011f4e4e Merge remote-tracking branch 'origin/master' into develop 2024-08-18 19:38:24 +02:00
Applevangelist
80df849d18 #SET_GROUP small enhancement for prefix filter 2024-08-18 19:37:00 +02:00
Frank
c2933b6bed Update Legion.lua
- commented out debug info line
2024-08-18 18:19:05 +02:00
Frank
fc4ba9f21d Merge branch 'master' into develop 2024-08-18 18:06:30 +02:00
Frank
e74c79b5d6 Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2024-08-18 16:56:44 +02:00
Frank
f738ddfca8 Update Positionable.lua
- Added cargo bay of "MaxxPro_MRAP"
2024-08-18 16:56:42 +02:00
Applevangelist
5bbd122fa4 Merge remote-tracking branch 'origin/master' into develop 2024-08-18 14:09:10 +02:00
Applevangelist
af45b0d709 #EVENT DynamicCargoRemove fix is name is empty 2024-08-18 14:08:46 +02:00
Applevangelist
928c20c867 Merge remote-tracking branch 'origin/develop' into develop 2024-08-18 13:58:58 +02:00
Applevangelist
4bd36a4786 Merge remote-tracking branch 'origin/master' into develop 2024-08-18 13:58:55 +02:00
Applevangelist
e746617139 #Rap up changes 2024-08-18 13:58:18 +02:00
Thomas
3105f7407d Merge pull request #2169 from FlightControl-Master/Applevangelist-patch-1
Update ATIS.lua
2024-08-18 13:14:13 +02:00
Thomas
2f568bca17 Update ATIS.lua
#ATIS New Light Rain presets
2024-08-18 13:11:58 +02:00
Frank
ad7dba6fac Merge pull request #2168 from FlightControl-Master/FF/Ops
CHIEF v0.6.1
2024-08-17 23:56:07 +02:00
Frank
9efe0fe243 CHIEF v0.6.1
- Strategic zone: If zero transports are available and min carriers is zero, cargo assets need to go by themselfs.
2024-08-17 23:50:52 +02:00
Thomas
2836d7a40f Merge pull request #2167 from FlightControl-Master/Applevangelist-DC-1
Update DynamicCargo.lua
2024-08-17 14:20:51 +02:00
Thomas
f1bf62e3c1 Update DynamicCargo.lua
#DYNAMICCARGO
2024-08-17 14:20:31 +02:00
Applevangelist
a560d65ce7 Merge remote-tracking branch 'origin/master' into develop 2024-08-17 11:37:11 +02:00
Applevangelist
9de3cb73f7 Merge remote-tracking branch 'origin/develop' into develop 2024-08-17 11:36:17 +02:00
Applevangelist
757cc86a68 xx 2024-08-17 11:36:13 +02:00
Applevangelist
aeb1664134 CTLD 2024-08-17 11:36:01 +02:00
Frank
2af1483724 Merge branch 'master' into develop 2024-08-16 23:13:22 +02:00
Frank
b7702ab933 Merge pull request #2166 from FlightControl-Master/Statua-patch-1
Update ClientWatch.lua
2024-08-16 23:10:25 +02:00
Statua
cc14f82e85 Update ClientWatch.lua
-Added check to verify the aircraft is controlled by a player
-Added :FilterByCoalition() and :FilterByCategory()
-Added ability to get ALL CLIENTS by leaving param1 of :New() blank
-Added more console outputs if CLIENTWATCH.Debug is true
-Minor documentation fixes
2024-08-16 15:19:26 -05:00
Applevangelist
f23dd0a5dd Merge remote-tracking branch 'origin/master' into develop 2024-08-16 16:23:42 +02:00
Applevangelist
5aea17e20e #SET_DYNAMICCARGO Docu 2024-08-16 16:23:13 +02:00
Applevangelist
8336b744bb Merge remote-tracking branch 'origin/master' into develop 2024-08-16 15:46:34 +02:00
Applevangelist
ad9eaea010 #SET - many less calls 2024-08-16 15:46:07 +02:00
Applevangelist
9c47e35d54 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Wrapper/DynamicCargo.lua
2024-08-16 15:22:45 +02:00
Applevangelist
284a770daa Added #SET_DYNAMICCARGO 2024-08-16 15:21:46 +02:00
Applevangelist
16030d4fa1 Delete some non ready classes 2024-08-16 11:28:50 +02:00
Applevangelist
37d2dd17d7 Merge remote-tracking branch 'origin/master' into develop 2024-08-16 09:44:42 +02:00
Applevangelist
ccd190a8b1 xx 2024-08-16 09:44:00 +02:00
Applevangelist
36bf2436b6 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Core/Event.lua
#	Moose Development/Moose/Ops/CTLD.lua
#	Moose Development/Moose/Wrapper/DynamicCargo.lua
2024-08-16 09:39:48 +02:00
Applevangelist
19f6a8d8f6 #DYNAMICCARGO - Added functionalty 2024-08-16 09:36:29 +02:00
Applevangelist
b8e09afcce Merge remote-tracking branch 'origin/master' into develop 2024-08-14 15:43:24 +02:00
Applevangelist
24264bd885 #ATIS French Translations 2024-08-14 15:42:46 +02:00
Applevangelist
ed690ee6e9 Merge remote-tracking branch 'origin/master' into develop 2024-08-14 11:34:27 +02:00
Applevangelist
872bb3d775 #RANGE Fix trying to get a playername on dynamic cargo spawns 2024-08-14 11:33:13 +02:00
Applevangelist
c0dcd12ada Merge remote-tracking branch 'origin/master' into develop 2024-08-14 09:47:39 +02:00
Applevangelist
d36cd8e284 #UNIT - Fix getting skill from N/A Templates 2024-08-14 09:46:10 +02:00
Applevangelist
5d98672de5 #ATIS - Polar circle fixes 2024-08-13 10:31:26 +02:00
Applevangelist
eab643268f #ATIS - Polar circle fixes 2024-08-13 10:30:46 +02:00
Applevangelist
e2fa1f992b Merge remote-tracking branch 'origin/master' into develop 2024-08-12 19:06:01 +02:00
Applevangelist
9356794112 bit of performance tuning 2024-08-12 19:05:32 +02:00
Applevangelist
bb865aef38 Merge branch 'master' into develop 2024-08-12 17:01:13 +02:00
Applevangelist
35c24810f9 xx 2024-08-12 17:00:52 +02:00
Applevangelist
875b5fb34d Merge remote-tracking branch 'origin/develop' into develop 2024-08-12 16:17:30 +02:00
Applevangelist
19187bcb14 xx 2024-08-12 16:17:21 +02:00
Thomas
ebe6e9fb9f Merge pull request #2165 from FlightControl-Master/master
Various
2024-08-12 11:40:43 +02:00
Thomas
a54944b021 Update CTLD.lua (#2164)
#CTLD 
* Fix for helo being no Chinook not finding crates e.g. on a ship or FARP
* `nil` check for static cargo position check
2024-08-12 11:39:03 +02:00
Thomas
5f7f75b1c9 BASE and SPAWN tuning (#2162)
* Update Base.lua (#2159)

Performance tuning - the BASE:I, F, T calls rank very high in overall number of calls taken from Moose. Ensure only the minimum number of actions based on trace state and level is taken

* Update Spawn.lua (#2161)

Updating this class as it calls BASE I,F,T a lot. Making it less noisy for some performance tuning
2024-08-12 10:18:14 +02:00
Thomas
bc9938d08a Update Spawn.lua (#2161)
Updating this class as it calls BASE I,F,T a lot. Making it less noisy for some performance tuning
2024-08-12 10:16:40 +02:00
Thomas
59963e152d Update Base.lua (#2159) (#2160)
Performance tuning - the BASE:I, F, T calls rank very high in overall number of calls taken from Moose. Ensure only the minimum number of actions based on trace state and level is taken
2024-08-12 09:47:38 +02:00
Thomas
b77f179acc Update Base.lua (#2159)
Performance tuning - the BASE:I, F, T calls rank very high in overall number of calls taken from Moose. Ensure only the minimum number of actions based on trace state and level is taken
2024-08-12 09:44:13 +02:00
34 changed files with 3514 additions and 5714 deletions

View File

@@ -3895,10 +3895,14 @@ do -- AI_A2G_DISPATCHER
if Squadron then
local FirstUnit = AttackSetUnit:GetRandomSurely()
if FirstUnit then
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 )
end
else
return
end
end
self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
end
@@ -4784,4 +4788,5 @@ end
Squadron.ResourceCount = Squadron.ResourceCount - Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
end

View File

@@ -9,6 +9,7 @@
-- @module AI.AI_Air
-- @image MOOSE.JPG
---
-- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE

View File

@@ -26,7 +26,7 @@
-- @module Core.Base
-- @image Core_Base.JPG
local _TraceOnOff = true
local _TraceOnOff = false -- default to no tracing
local _TraceLevel = 1
local _TraceAll = false
local _TraceClass = {}
@@ -741,7 +741,31 @@ do -- Event Handling
-- @function [parent=#BASE] OnEventPlayerEnterAircraft
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventNewDynamicCargo
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoLoaded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoUnloaded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a dynamic cargo crate is removed.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoRemoved
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end
--- Creation of a Birth Event.
@@ -862,6 +886,62 @@ end
world.onEvent(Event)
end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventNewDynamicCargo(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.NewDynamicCargo,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoLoaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoLoaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoUnloaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoUnloaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoRemoved(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoRemoved,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self
@@ -1200,7 +1280,7 @@ end
-- @param Arguments A #table or any field.
function BASE:F( Arguments )
if BASE.Debug and _TraceOnOff then
if BASE.Debug and _TraceOnOff == true then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1215,7 +1295,7 @@ end
-- @param Arguments A #table or any field.
function BASE:F2( Arguments )
if BASE.Debug and _TraceOnOff then
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 2 then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1230,7 +1310,7 @@ end
-- @param Arguments A #table or any field.
function BASE:F3( Arguments )
if BASE.Debug and _TraceOnOff then
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 3 then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1274,7 +1354,7 @@ end
-- @param Arguments A #table or any field.
function BASE:T( Arguments )
if BASE.Debug and _TraceOnOff then
if BASE.Debug and _TraceOnOff == true then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1289,7 +1369,7 @@ end
-- @param Arguments A #table or any field.
function BASE:T2( Arguments )
if BASE.Debug and _TraceOnOff then
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 2 then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1304,7 +1384,7 @@ end
-- @param Arguments A #table or any field.
function BASE:T3( Arguments )
if BASE.Debug and _TraceOnOff then
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 3 then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )

View File

@@ -20,6 +20,7 @@
-- * Manage database of hits to units and statics.
-- * Manage database of destroys of units and statics.
-- * Manage database of @{Core.Zone#ZONE_BASE} objects.
-- * Manage database of @{Wrapper.DynamicCargo#DYNAMICCARGO} objects alive in the mission.
--
-- ===
--
@@ -39,6 +40,7 @@
-- @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.
-- @field #table DYNAMICCARGO Dynamic Cargo objects.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -54,6 +56,7 @@
-- * PLAYERS
-- * CARGOS
-- * STORAGES (DCS warehouses)
-- * DYNAMICCARGO
--
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
@@ -97,6 +100,7 @@ DATABASE = {
STORAGES = {},
STNS={},
SADL={},
DYNAMICCARGO={},
}
local _DATABASECoalition =
@@ -143,6 +147,8 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteZone )
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
-- DCS 2.9.7 Moose own dynamic cargo events
self:HandleEvent( EVENTS.DynamicCargoRemoved, self._EventOnDynamicCargoRemoved)
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
@@ -173,16 +179,20 @@ end
-- @param #boolean force
-- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName, force )
if not self.UNITS[DCSUnitName] or force == true then
local DCSunitName = DCSUnitName
if type(DCSunitName) == "number" then DCSunitName = string.format("%d",DCSUnitName) end
if not self.UNITS[DCSunitName] or force == true then
-- Debug info.
self:T( { "Add UNIT:", DCSUnitName } )
self:T( { "Add UNIT:", DCSunitName } )
-- Register unit
self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
self.UNITS[DCSunitName]=UNIT:Register(DCSunitName)
end
return self.UNITS[DCSUnitName]
return self.UNITS[DCSunitName]
end
@@ -224,6 +234,34 @@ function DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Add a DynamicCargo to the database.
-- @param #DATABASE self
-- @param #string Name Name of the dynamic cargo.
-- @return Wrapper.DynamicCargo#DYNAMICCARGO The dynamic cargo object.
function DATABASE:AddDynamicCargo( Name )
if not self.DYNAMICCARGO[Name] then
self.DYNAMICCARGO[Name] = DYNAMICCARGO:Register(Name)
return self.DYNAMICCARGO[Name]
end
return nil
end
--- Finds a DYNAMICCARGO based on the Dynamic Cargo Name.
-- @param #DATABASE self
-- @param #string DynamicCargoName
-- @return Wrapper.DynamicCargo#DYNAMICCARGO The found DYNAMICCARGO.
function DATABASE:FindDynamicCargo( DynamicCargoName )
local StaticFound = self.DYNAMICCARGO[DynamicCargoName]
return StaticFound
end
--- Deletes a DYNAMICCARGO from the DATABASE based on the Dynamic Cargo Name.
-- @param #DATABASE self
function DATABASE:DeleteDynamicCargo( DynamicCargoName )
self.DYNAMICCARGO[DynamicCargoName] = nil
return self
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
@@ -818,12 +856,16 @@ end
-- @param #boolean Force (optional) Force registration of client.
-- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName, Force )
if not self.CLIENTS[ClientName] or Force == true then
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
local DCSUnitName = ClientName
if type(DCSUnitName) == "number" then DCSUnitName = string.format("%d",ClientName) end
if not self.CLIENTS[DCSUnitName] or Force == true then
self.CLIENTS[DCSUnitName] = CLIENT:Register( DCSUnitName )
end
return self.CLIENTS[ClientName]
return self.CLIENTS[DCSUnitName]
end
@@ -863,9 +905,11 @@ end
--- Adds a player based on the Player Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddPlayer( UnitName, PlayerName )
if type(UnitName) == "number" then UnitName = string.format("%d",UnitName) end
if PlayerName then
self:T( { "Add player for unit:", UnitName, PlayerName } )
self:I( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
@@ -873,6 +917,21 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
end
--- Get a PlayerName by UnitName from PLAYERS in DATABASE.
-- @param #DATABASE self
-- @return #string PlayerName
-- @return Wrapper.Unit#UNIT PlayerUnit
function DATABASE:_FindPlayerNameByUnitName(UnitName)
if UnitName then
for playername,unitname in pairs(self.PLAYERS) do
if unitname == UnitName and self.PLAYERUNITS[playername] and self.PLAYERUNITS[playername]:IsAlive() then
return playername, self.PLAYERUNITS[playername]
end
end
end
return nil
end
--- Deletes a player from the DATABASE based on the Player Name.
-- @param #DATABASE self
function DATABASE:DeletePlayer( UnitName, PlayerName )
@@ -1244,7 +1303,7 @@ function DATABASE:_GetGenericStaticCargoGroupTemplate(Name,Typename,Mass,Coaliti
StaticTemplate.CategoryID = "static"
StaticTemplate.CoalitionID = Coalition or coalition.side.BLUE
StaticTemplate.CountryID = Country or country.id.GERMANY
UTILS.PrintTableToLog(StaticTemplate)
--UTILS.PrintTableToLog(StaticTemplate)
return StaticTemplate
end
@@ -1324,7 +1383,7 @@ function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1336,7 +1395,7 @@ function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1348,7 +1407,7 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1417,7 +1476,7 @@ function DATABASE:_RegisterDynamicGroup(Groupname)
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( DCSUnitName, true )
self:AddUnit( tostring(DCSUnitName), true )
end
else
@@ -1568,7 +1627,7 @@ end
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnBirth( Event )
self:F( { Event } )
self:T( { Event } )
if Event.IniDCSUnit then
@@ -1576,7 +1635,17 @@ function DATABASE:_EventOnBirth( Event )
-- Add static object to DB.
self:AddStatic( Event.IniDCSUnitName )
elseif Event.IniObjectCategory == Object.Category.CARGO and string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
-- Add dynamic cargo object to DB
local cargo = self:AddDynamicCargo(Event.IniDCSUnitName)
self:I(string.format("Adding dynamic cargo %s", tostring(Event.IniDCSUnitName)))
self:CreateEventNewDynamicCargo( cargo )
else
if Event.IniObjectCategory == Object.Category.UNIT then
@@ -1762,6 +1831,15 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
end
end
--- Handles the OnDynamicCargoRemoved event to clean the active dynamic cargo table.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDynamicCargoRemoved( Event )
self:T( { Event } )
if Event.IniDynamicCargoName then
self:DeleteDynamicCargo(Event.IniDynamicCargoName)
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self

View File

@@ -194,6 +194,11 @@ world.event.S_EVENT_NEW_ZONE_GOAL = world.event.S_EVENT_MAX + 1004
world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
-- dynamic cargo
world.event.S_EVENT_NEW_DYNAMIC_CARGO = world.event.S_EVENT_MAX + 1008
world.event.S_EVENT_DYNAMIC_CARGO_LOADED = world.event.S_EVENT_MAX + 1009
world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED = world.event.S_EVENT_MAX + 1010
world.event.S_EVENT_DYNAMIC_CARGO_REMOVED = world.event.S_EVENT_MAX + 1011
--- The different types of events supported by MOOSE.
@@ -275,7 +280,12 @@ EVENTS = {
SimulationFreeze = world.event.S_EVENT_SIMULATION_FREEZE or -1,
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
-- dynamic cargo
NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1,
DynamicCargoLoaded = world.event.S_EVENT_DYNAMIC_CARGO_LOADED or -1,
DynamicCargoUnloaded = world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED or -1,
DynamicCargoRemoved = world.event.S_EVENT_DYNAMIC_CARGO_REMOVED or -1,
}
@@ -334,6 +344,9 @@ EVENTS = {
--
-- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.
--
-- @field Wrapper.DynamicCargo#DYNAMICCARGO IniDynamicCargo The dynamic cargo object.
-- @field #string IniDynamicCargoName The dynamic cargo unit name.
@@ -730,6 +743,31 @@ local _EVENTMETA = {
Side = "I",
Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
},
-- dynamic cargo
[EVENTS.NewDynamicCargo] = {
Order = 1,
Side = "I",
Event = "OnEventNewDynamicCargo",
Text = "S_EVENT_NEW_DYNAMIC_CARGO"
},
[EVENTS.DynamicCargoLoaded] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoLoaded",
Text = "S_EVENT_DYNAMIC_CARGO_LOADED"
},
[EVENTS.DynamicCargoUnloaded] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoUnloaded",
Text = "S_EVENT_DYNAMIC_CARGO_UNLOADED"
},
[EVENTS.DynamicCargoRemoved] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoRemoved",
Text = "S_EVENT_DYNAMIC_CARGO_REMOVED"
},
}
@@ -1146,7 +1184,63 @@ do -- Event Creation
world.onEvent( Event )
end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventNewDynamicCargo(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.NewDynamicCargo,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoLoaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoLoaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoUnloaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoUnloaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoRemoved(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoRemoved,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
end
--- Main event function.
@@ -1261,7 +1355,13 @@ function EVENT:onEvent( Event )
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
if string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
Event.IniDynamicCargo = DYNAMICCARGO:FindByName(Event.IniUnitName)
Event.IniDynamicCargoName = Event.IniUnitName
Event.IniPlayerName = string.match(Event.IniUnitName,"^(.+)|%d%d:%d%d|PKG%d+")
else
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
end
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
@@ -1382,7 +1482,7 @@ function EVENT:onEvent( Event )
end
-- Weapon.
if Event.weapon and type(Event.weapon) == "table" then
if Event.weapon and type(Event.weapon) == "table" and Event.weapon.isExist and Event.weapon:isExist() then
Event.Weapon = Event.weapon
Event.WeaponName = Event.weapon:isExist() and Event.weapon:getTypeName() or "Unknown Weapon"
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
@@ -1425,6 +1525,15 @@ function EVENT:onEvent( Event )
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
-- Dynamic cargo Object
if Event.dynamiccargo then
Event.IniDynamicCargo = Event.dynamiccargo
Event.IniDynamicCargoName = Event.IniDynamicCargo.StaticName
if Event.IniDynamicCargo.Owner or Event.IniUnitName then
Event.IniPlayerName = Event.IniDynamicCargo.Owner or string.match(Event.IniUnitName or "None|00:00|PKG00","^(.+)|%d%d:%d%d|PKG%d+")
end
end
-- Zone object.
if Event.zone then

View File

@@ -2669,9 +2669,9 @@ do -- COORDINATE
local date=UTILS.GetDCSMissionDate()
-- Debug output.
--self:I(string.format("Sun rise at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%d sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), sunrise, Tdiff))
--self:I(string.format("Sun rise at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%s sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), tonumber(sunrise) or "0", Tdiff))
if InSeconds then
if InSeconds or type(sunrise) == "string" then
return sunrise
else
return UTILS.SecondsToClock(sunrise, true)
@@ -2837,9 +2837,9 @@ do -- COORDINATE
local date=UTILS.GetDCSMissionDate()
-- Debug output.
--self:I(string.format("Sun set at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%d sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), sunrise, Tdiff))
--self:I(string.format("Sun set at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%s sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), tostring(sunrise) or "0", Tdiff))
if InSeconds then
if InSeconds or type(sunrise) == "string" then
return sunrise
else
return UTILS.SecondsToClock(sunrise, true)

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -144,7 +144,7 @@ ZONE_BASE = {
-- @return #ZONE_BASE self
function ZONE_BASE:New( ZoneName )
local self = BASE:Inherit( self, FSM:New() )
self:F( ZoneName )
--self:F( ZoneName )
self.ZoneName = ZoneName
@@ -157,7 +157,7 @@ end
-- @param #ZONE_BASE self
-- @return #string The name of the zone.
function ZONE_BASE:GetName()
self:F2()
--self:F2()
return self.ZoneName
end
@@ -167,7 +167,7 @@ end
-- @param #string ZoneName The name of the zone.
-- @return #ZONE_BASE
function ZONE_BASE:SetName( ZoneName )
self:F2()
--self:F2()
self.ZoneName = ZoneName
end
@@ -177,7 +177,7 @@ end
-- @param DCS#Vec2 Vec2 The Vec2 to test.
-- @return #boolean true if the Vec2 is within the zone.
function ZONE_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
--self:F2( Vec2 )
return false
end
@@ -232,13 +232,13 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone.
function ZONE_BASE:GetPointVec2()
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
local Vec2 = self:GetVec2()
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
self:T2( { PointVec2 } )
--self:T2( { PointVec2 } )
return PointVec2
end
@@ -248,7 +248,7 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCS#Vec3 The Vec3 of the zone.
function ZONE_BASE:GetVec3( Height )
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
Height = Height or 0
@@ -256,7 +256,7 @@ function ZONE_BASE:GetVec3( Height )
local Vec3 = { x = Vec2.x, y = Height and Height or land.getHeight( self:GetVec2() ), z = Vec2.y }
self:T2( { Vec3 } )
--self:T2( { Vec3 } )
return Vec3
end
@@ -266,13 +266,13 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone.
function ZONE_BASE:GetPointVec3( Height )
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
local Vec3 = self:GetVec3( Height )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
self:T2( { PointVec3 } )
--self:T2( { PointVec3 } )
return PointVec3
end
@@ -282,7 +282,7 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#COORDINATE The Coordinate of the zone.
function ZONE_BASE:GetCoordinate( Height ) --R2.1
self:F2(self.ZoneName)
--self:F2(self.ZoneName)
local Vec3 = self:GetVec3( Height )
@@ -363,7 +363,7 @@ end
--- Bound the zone boundaries with a tires.
-- @param #ZONE_BASE self
function ZONE_BASE:BoundZone()
self:F2()
--self:F2()
end
--- Set draw coalition of zone.
@@ -510,7 +510,7 @@ end
-- @param #ZONE_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
function ZONE_BASE:SmokeZone( SmokeColor )
self:F2( SmokeColor )
--self:F2( SmokeColor )
end
@@ -519,7 +519,7 @@ end
-- @param #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
-- @return #ZONE_BASE self
function ZONE_BASE:SetZoneProbability( ZoneProbability )
self:F( { self:GetName(), ZoneProbability = ZoneProbability } )
--self:F( { self:GetName(), ZoneProbability = ZoneProbability } )
self.ZoneProbability = ZoneProbability or 1
return self
@@ -529,7 +529,7 @@ end
-- @param #ZONE_BASE self
-- @return #number A value between 0 and 1. 0 = 0% and 1 = 100% probability.
function ZONE_BASE:GetZoneProbability()
self:F2()
--self:F2()
return self.ZoneProbability
end
@@ -560,7 +560,7 @@ end
-- -- The result should be that Zone1 would be more probable selected than Zone2.
--
function ZONE_BASE:GetZoneMaybe()
self:F2()
--self:F2()
local Randomization = math.random()
if Randomization <= self.ZoneProbability then
@@ -791,7 +791,7 @@ function ZONE_RADIUS:New( ZoneName, Vec2, Radius, DoNotRegisterZone )
-- Inherit ZONE_BASE.
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
self:F( { ZoneName, Vec2, Radius } )
--self:F( { ZoneName, Vec2, Radius } )
self.Radius = Radius
self.Vec2 = Vec2
@@ -947,7 +947,7 @@ end
-- @param #number AddOffSet (optional) The angle to be added for the smoking start position.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
self:F2( SmokeColor )
--self:F2( SmokeColor )
local Point = {}
local Vec2 = self:GetVec2()
@@ -978,7 +978,7 @@ end
-- @param #number AddHeight (optional) The height to be added for the smoke.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
self:F2( { FlareColor, Azimuth } )
--self:F2( { FlareColor, Azimuth } )
local Point = {}
local Vec2 = self:GetVec2()
@@ -1004,9 +1004,9 @@ end
-- @param #ZONE_RADIUS self
-- @return DCS#Distance The radius of the zone.
function ZONE_RADIUS:GetRadius()
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
self:T2( { self.Radius } )
--self:T2( { self.Radius } )
return self.Radius
end
@@ -1016,10 +1016,10 @@ end
-- @param DCS#Distance Radius The radius of the zone.
-- @return DCS#Distance The radius of the zone.
function ZONE_RADIUS:SetRadius( Radius )
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
self.Radius = Radius
self:T2( { self.Radius } )
--self:T2( { self.Radius } )
return self.Radius
end
@@ -1028,9 +1028,9 @@ end
-- @param #ZONE_RADIUS self
-- @return DCS#Vec2 The location of the zone.
function ZONE_RADIUS:GetVec2()
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
self:T2( { self.Vec2 } )
--self:T2( { self.Vec2 } )
return self.Vec2
end
@@ -1040,11 +1040,11 @@ end
-- @param DCS#Vec2 Vec2 The new location of the zone.
-- @return DCS#Vec2 The new location of the zone.
function ZONE_RADIUS:SetVec2( Vec2 )
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
self.Vec2 = Vec2
self:T2( { self.Vec2 } )
--self:T2( { self.Vec2 } )
return self.Vec2
end
@@ -1054,14 +1054,14 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCS#Vec3 The point of the zone.
function ZONE_RADIUS:GetVec3( Height )
self:F2( { self.ZoneName, Height } )
--self:F2( { self.ZoneName, Height } )
Height = Height or 0
local Vec2 = self:GetVec2()
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { Vec3 } )
--self:T2( { Vec3 } )
return Vec3
end
@@ -1138,7 +1138,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData.Units[ZoneObject] = ZoneObject
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
--self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end
end
@@ -1149,7 +1149,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( tostring(SceneryName), ZoneObject)
table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName] )
self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
--self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
@@ -1409,7 +1409,7 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
local ZoneCoord = self:GetCoordinate()
local ZoneRadius = self:GetRadius()
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
--self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
local SphereSearch = {
id = world.VolumeType.SPHERE,
@@ -1436,7 +1436,7 @@ end
-- @param DCS#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsVec2InZone( Vec2 )
self:F2( Vec2 )
--self:F2( Vec2 )
if not Vec2 then return false end
@@ -1456,7 +1456,7 @@ end
-- @param DCS#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsVec3InZone( Vec3 )
self:F2( Vec3 )
--self:F2( Vec3 )
if not Vec3 then return false end
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
@@ -1521,11 +1521,11 @@ end
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) )
self:T3( { PointVec2 } )
--self:T3( { PointVec2 } )
return PointVec2
end
@@ -1536,11 +1536,11 @@ end
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return DCS#Vec3 The random location within the zone.
function ZONE_RADIUS:GetRandomVec3( inner, outer )
self:F( self.ZoneName, inner, outer )
--self:F( self.ZoneName, inner, outer )
local Vec2 = self:GetRandomVec2( inner, outer )
self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } )
--self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } )
return { x = Vec2.x, y = self.y, z = Vec2.y }
end
@@ -1552,11 +1552,11 @@ end
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
self:F( self.ZoneName, inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) )
self:T3( { PointVec3 } )
--self:T3( { PointVec3 } )
return PointVec3
end
@@ -1685,7 +1685,7 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma
T1=timer.getTime()
self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %.3f",tostring(found),iterations,T1-T0))
--self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %.3f",tostring(found),iterations,T1-T0))
if found then return rcoord else return nil end
@@ -1754,7 +1754,7 @@ function ZONE:New( ZoneName )
-- Create a new ZONE_RADIUS.
local self=BASE:Inherit( self, ZONE_RADIUS:New(ZoneName, {x=Zone.point.x, y=Zone.point.z}, Zone.radius, true))
self:F(ZoneName)
--self:F(ZoneName)
-- Color of zone.
self.Color={1, 0, 0, 0.15}
@@ -1824,7 +1824,7 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
self.relative_to_unit = Offset.relative_to_unit or false
end
self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
--self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
self.ZoneUNIT = ZoneUNIT
self.LastVec2 = ZoneUNIT:GetVec2()
@@ -1840,7 +1840,7 @@ end
-- @param #ZONE_UNIT self
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any.
function ZONE_UNIT:GetVec2()
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
local ZoneVec2 = self.ZoneUNIT:GetVec2()
if ZoneVec2 then
@@ -1873,7 +1873,7 @@ function ZONE_UNIT:GetVec2()
return self.LastVec2
end
self:T2( { ZoneVec2 } )
--self:T2( { ZoneVec2 } )
return nil
end
@@ -1882,7 +1882,7 @@ end
-- @param #ZONE_UNIT self
-- @return DCS#Vec2 The random location within the zone.
function ZONE_UNIT:GetRandomVec2()
self:F( self.ZoneName )
--self:F( self.ZoneName )
local RandomVec2 = {}
--local Vec2 = self.ZoneUNIT:GetVec2() -- FF: This does not take care of the new offset feature!
@@ -1896,7 +1896,7 @@ function ZONE_UNIT:GetRandomVec2()
RandomVec2.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
RandomVec2.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { RandomVec2 } )
--self:T( { RandomVec2 } )
return RandomVec2
end
@@ -1906,7 +1906,7 @@ end
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCS#Vec3 The point of the zone.
function ZONE_UNIT:GetVec3( Height )
self:F2( self.ZoneName )
--self:F2( self.ZoneName )
Height = Height or 0
@@ -1914,7 +1914,7 @@ function ZONE_UNIT:GetVec3( Height )
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { Vec3 } )
--self:T2( { Vec3 } )
return Vec3
end
@@ -1940,7 +1940,7 @@ ZONE_GROUP = {
-- @return #ZONE_GROUP self
function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius, true ) )
self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
--self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
self._.ZoneGROUP = ZoneGROUP
self._.ZoneVec2Cache = self._.ZoneGROUP:GetVec2()
@@ -1956,7 +1956,7 @@ end
-- @param #ZONE_GROUP self
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
function ZONE_GROUP:GetVec2()
self:F( self.ZoneName )
--self:F( self.ZoneName )
local ZoneVec2 = nil
@@ -1967,7 +1967,7 @@ function ZONE_GROUP:GetVec2()
ZoneVec2 = self._.ZoneVec2Cache
end
self:T( { ZoneVec2 } )
--self:T( { ZoneVec2 } )
return ZoneVec2
end
@@ -1976,7 +1976,7 @@ end
-- @param #ZONE_GROUP self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
function ZONE_GROUP:GetRandomVec2()
self:F( self.ZoneName )
--self:F( self.ZoneName )
local Point = {}
local Vec2 = self._.ZoneGROUP:GetVec2()
@@ -1985,7 +1985,7 @@ function ZONE_GROUP:GetRandomVec2()
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { Point } )
--self:T( { Point } )
return Point
end
@@ -1996,11 +1996,11 @@ end
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
function ZONE_GROUP:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T3( { PointVec2 } )
--self:T3( { PointVec2 } )
return PointVec2
end
@@ -2183,7 +2183,7 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
-- Inherit ZONE_BASE.
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
self:F( { ZoneName, PointsArray } )
--self:F( { ZoneName, PointsArray } )
if PointsArray then
@@ -2351,7 +2351,7 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
function ZONE_POLYGON_BASE:GetVec2()
self:F( self.ZoneName )
--self:F( self.ZoneName )
local Bounds = self:GetBoundingSquare()
@@ -2434,9 +2434,9 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:Flush()
self:F2()
--self:F2()
self:F( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
--self:F( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
return self
end
@@ -2455,7 +2455,7 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound )
j = #self._.Polygon
while i <= #self._.Polygon do
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
--self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
@@ -2707,7 +2707,7 @@ end
-- @param #number Segments (Optional) Number of segments within boundary line. Default 10.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
self:F2( SmokeColor )
--self:F2( SmokeColor )
Segments=Segments or 10
@@ -2715,7 +2715,7 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
local j=#self._.Polygon
while i <= #self._.Polygon do
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
--self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
@@ -2740,7 +2740,7 @@ end
-- @param #number AddHeight (optional) The height to be added for the smoke.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
self:F2(FlareColor)
--self:F2(FlareColor)
Segments=Segments or 10
@@ -2750,7 +2750,7 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
local j=#self._.Polygon
while i <= #self._.Polygon do
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
--self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
@@ -2773,7 +2773,7 @@ end
-- @param DCS#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
--self:F2( Vec2 )
if not Vec2 then return false end
local Next
local Prev
@@ -2783,18 +2783,18 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
Prev = #self._.Polygon
while Next <= #self._.Polygon do
self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } )
--self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } )
if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and
( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x )
) then
InPolygon = not InPolygon
end
self:T2( { InPolygon = InPolygon } )
--self:T2( { InPolygon = InPolygon } )
Prev = Next
Next = Next + 1
end
self:T( { InPolygon = InPolygon } )
--self:T( { InPolygon = InPolygon } )
return InPolygon
end
@@ -2803,7 +2803,7 @@ end
-- @param DCS#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_POLYGON_BASE:IsVec3InZone( Vec3 )
self:F2( Vec3 )
--self:F2( Vec3 )
if not Vec3 then return false end
@@ -2838,11 +2838,11 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
self:F2()
--self:F2()
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T2( PointVec2 )
--self:T2( PointVec2 )
return PointVec2
end
@@ -2851,11 +2851,11 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
self:F2()
--self:F2()
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
self:T2( PointVec3 )
--self:T2( PointVec3 )
return PointVec3
end
@@ -2865,11 +2865,11 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @return Core.Point#COORDINATE
function ZONE_POLYGON_BASE:GetRandomCoordinate()
self:F2()
--self:F2()
local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() )
self:T2( Coordinate )
--self:T2( Coordinate )
return Coordinate
end
@@ -2886,7 +2886,7 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
local y2 = self._.Polygon[1].y
for i = 2, #self._.Polygon do
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
--self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
@@ -2909,7 +2909,7 @@ function ZONE_POLYGON_BASE:GetBoundingVec2()
local y2 = self._.Polygon[1].y
for i = 2, #self._.Polygon do
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
--self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
@@ -2948,7 +2948,7 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C
Limit = #self._.Polygon
end
while i <= #self._.Polygon do
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
--self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
if j ~= Limit then
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
@@ -3019,7 +3019,7 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
local GroupPoints = ZoneGroup:GetTaskRoute()
local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) )
self:F( { ZoneName, ZoneGroup, self._.Polygon } )
--self:F( { ZoneName, ZoneGroup, self._.Polygon } )
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self )
@@ -3035,7 +3035,7 @@ end
function ZONE_POLYGON:NewFromPointsArray( ZoneName, PointsArray )
local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) )
self:F( { ZoneName, self._.Polygon } )
--self:F( { ZoneName, self._.Polygon } )
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self )
@@ -3055,7 +3055,7 @@ function ZONE_POLYGON:NewFromGroupName( GroupName )
local GroupPoints = ZoneGroup:GetTaskRoute()
local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( GroupName, GroupPoints ) )
self:F( { GroupName, ZoneGroup, self._.Polygon } )
--self:F( { GroupName, ZoneGroup, self._.Polygon } )
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self )
@@ -3221,7 +3221,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
self.ScanData.Units[ZoneObject] = ZoneObject
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
--self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end
end
@@ -3232,7 +3232,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName])
self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
--self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
@@ -3573,7 +3573,7 @@ do -- ZONE_ELASTIC
function ZONE_ELASTIC:Update(Delay, Draw)
-- Debug info.
self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName)))
--self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName)))
-- Copy all points.
local points=UTILS.DeepCopy(self.points or {})
@@ -3987,7 +3987,7 @@ do -- ZONE_AIRBASE
-- @param #ZONE_AIRBASE self
-- @return DCS#Vec2 The location of the zone based on the AIRBASE location.
function ZONE_AIRBASE:GetVec2()
self:F( self.ZoneName )
--self:F( self.ZoneName )
local ZoneVec2 = nil
@@ -3998,7 +3998,7 @@ do -- ZONE_AIRBASE
ZoneVec2 = self._.ZoneVec2Cache
end
self:T( { ZoneVec2 } )
--self:T( { ZoneVec2 } )
return ZoneVec2
end
@@ -4009,11 +4009,11 @@ do -- ZONE_AIRBASE
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
function ZONE_AIRBASE:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T3( { PointVec2 } )
--self:T3( { PointVec2 } )
return PointVec2
end

View File

@@ -20,7 +20,7 @@
--
-- ====
-- @module Functional.ClientWatch
-- @image ClientWatch.JPG
-- @image clientwatch.jpg
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- CLIENTWATCH class
@@ -28,6 +28,8 @@
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
-- @field #string lid String for DCS log file.
-- @field #number FilterCoalition If not nil, will only activate for aircraft of the given coalition value.
-- @field #number FilterCategory If not nil, will only activate for aircraft of the given category value.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Manage and track client slots easily to add your own client-based menus and modules to.
@@ -66,7 +68,7 @@
--
-- -- Create an instance with a client unit prefix and send them a message when they spawn
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject)
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
-- end
--
@@ -108,7 +110,7 @@
--
-- -- Show a message to player when they take damage from a weapon
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject)
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- function ClientObject:OnAfterHit(From,Event,To,EventData)
-- local typeShooter = EventData.IniTypeName
-- local nameWeapon = EventData.weapon_name
@@ -120,6 +122,7 @@
CLIENTWATCH = {}
CLIENTWATCH.ClassName = "CLIENTWATCH"
CLIENTWATCH.Debug = false
CLIENTWATCH.DebugEventData = false
CLIENTWATCH.lid = nil
-- @type CLIENTWATCHTools
@@ -139,7 +142,10 @@ CLIENTWATCH.version="1.0.1"
--- Creates a new instance of CLIENTWATCH to add scripts to. Can be used multiple times with the same client/prefixes if you need it for multiple scripts.
-- @param #CLIENTWATCH self
-- @param #string, #table, or Wrapper.Client#CLIENT client Takes multiple inputs. If provided a #string, it will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix. You can also provide it with a #table containing multiple #string prefixes. Lastly, you can provide it with a Wrapper.Client#CLIENT of the specific client you want to apply this to.
-- @param #string Will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix.
-- @param #table Put strings in a table to use multiple prefixes for the above method.
-- @param Wrapper.Client#CLIENT Provide a Moose CLIENT object to apply to that specific aircraft slot (static slots only!)
-- @param #nil Leave blank to activate for ALL CLIENTS
-- @return #CLIENTWATCH self
function CLIENTWATCH:New(client)
--Init FSM
@@ -147,6 +153,9 @@ function CLIENTWATCH:New(client)
self:SetStartState( "Idle" )
self:AddTransition( "*", "Spawn", "*" )
self.FilterCoalition = nil
self.FilterCategory = nil
--- User function for OnAfter "Spawn" event.
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
-- @param #CLIENTWATCH self
@@ -155,27 +164,50 @@ function CLIENTWATCH:New(client)
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table clientObject Custom object that handles events and stores Moose object data. See top documentation for more details.
-- @param #table eventdata Data from EVENTS.Birth.
--Set up spawn tracking
if type(client) == "table" or type(client) == "string" then
if not client then
if self.Debug then self:I({"New client instance created. ClientType = All clients"}) end
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
elseif type(client) == "table" or type(client) == "string" then
if type(client) == "table" then
--CLIENT TABLE
if client.ClassName == "CLIENT" then
if self.Debug then self:I({"New client instance created. ClientType = Wrapper.CLIENT",client}) end
self.ClientName = client:GetName()
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if self.Debug then UTILS.PrintTableToLog(eventdata) end
if eventdata.IniCategory and eventdata.IniCategory <= 1 then
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.ClientName == eventdata.IniUnitName then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
--STRING TABLE
else
if self.Debug then self:I({"New client instance created. ClientType = Multiple Prefixes",client}) end
local tableValid = true
for _,entry in pairs(client) do
if type(entry) ~= "string" then
@@ -187,12 +219,17 @@ function CLIENTWATCH:New(client)
if tableValid then
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if self.Debug then UTILS.PrintTableToLog(eventdata) end
for _,entry in pairs(client) do
if eventdata.IniCategory and eventdata.IniCategory <= 1 then
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
break
end
end
@@ -201,15 +238,21 @@ function CLIENTWATCH:New(client)
end
end
else
if self.Debug then self:I({"New client instance created. ClientType = Single Prefix",client}) end
--SOLO STRING
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if self.Debug then UTILS.PrintTableToLog(eventdata) end
if eventdata.IniCategory and eventdata.IniCategory <= 1 then
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
@@ -222,13 +265,41 @@ function CLIENTWATCH:New(client)
return self
end
--- Filter out all clients not belonging to the provided coalition
-- @param #CLIENTWATCH self
-- @param #number Coalition number (1 = red, 2 = blue)
-- @param #string Coalition string ('red' or 'blue')
function CLIENTWATCH:FilterByCoalition(value)
if value == 1 or value == "red" then
self.FilterCoalition = 1
else
self.FilterCoalition = 2
end
return self
end
--- Filter out all clients that are not of the given category
-- @param #CLIENTWATCH self
-- @param #number Category number (0 = airplane, 1 = helicopter)
-- @param #string Category string ('airplane' or 'helicopter')
function CLIENTWATCH:FilterByCategory(value)
if value == 1 or value == "helicopter" then
self.FilterCategory = 1
else
self.FilterCategory = 0
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Internal function for creating a new client on birth. Do not use!!!.
-- @param #CLIENTWATCHTools self
-- @param #EVENTS.Birth EventData
-- @return #CLIENTWATCHTools self
function CLIENTWATCHTools:_newClient(eventdata)
function CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Alive" )
@@ -299,78 +370,130 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventHit(EventData)
if EventData.TgtUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered hit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Hit(EventData)
end
end
function self:OnEventKill(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered kill event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Kill(EventData)
end
end
function self:OnEventScore(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered score event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Score(EventData)
end
end
function self:OnEventShot(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shot event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Shot(EventData)
end
end
function self:OnEventShootingStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingStart(EventData)
end
end
function self:OnEventShootingEnd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting end event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingEnd(EventData)
end
end
function self:OnEventLand(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered land event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Land(EventData)
end
end
function self:OnEventTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Takeoff(EventData)
end
end
function self:OnEventRunwayTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTakeoff(EventData)
end
end
function self:OnEventRunwayTouch(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway touch event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTouch(EventData)
end
end
function self:OnEventRefueling(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Refueling(EventData)
end
end
function self:OnEventRefuelingStop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RefuelingStop(EventData)
end
end
function self:OnEventPlayerLeaveUnit(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered leave unit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PlayerLeaveUnit(EventData)
self._deadRoutine()
end
@@ -378,6 +501,10 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventCrash(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered crash event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Crash(EventData)
self._deadRoutine()
end
@@ -385,6 +512,10 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Dead(EventData)
self._deadRoutine()
end
@@ -392,6 +523,10 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventPilotDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered pilot dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PilotDead(EventData)
self._deadRoutine()
end
@@ -399,6 +534,10 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventUnitLost(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered unit lost event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:UnitLost(EventData)
self._deadRoutine()
end
@@ -406,6 +545,10 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventEjection(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered ejection event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Ejection(EventData)
self._deadRoutine()
end
@@ -413,6 +556,10 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventHumanFailure(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered human failure event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanFailure(EventData)
if not self.Unit:IsAlive() then
self._deadRoutine()
@@ -422,42 +569,70 @@ function CLIENTWATCHTools:_newClient(eventdata)
function self:OnEventHumanAircraftRepairFinish(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair finished event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairFinish(EventData)
end
end
function self:OnEventHumanAircraftRepairStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairStart(EventData)
end
end
function self:OnEventEngineShutdown(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine shutdown event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineShutdown(EventData)
end
end
function self:OnEventEngineStartup(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine startup event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineStartup(EventData)
end
end
function self:OnEventWeaponAdd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon add event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponAdd(EventData)
end
end
function self:OnEventWeaponDrop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon drop event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponDrop(EventData)
end
end
function self:OnEventWeaponRearm(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon rearm event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponRearm(EventData)
end
end
@@ -466,6 +641,9 @@ function CLIENTWATCHTools:_newClient(eventdata)
--Fallback timer
self.FallbackTimer = TIMER:New(function()
if not self.Unit:IsAlive() then
if clientWatchDebug then
self:I({"Client is registered as dead without an event trigger. Running fallback dead routine.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self._deadRoutine()
end
end)
@@ -473,6 +651,7 @@ function CLIENTWATCHTools:_newClient(eventdata)
--Stop event handlers and trigger Despawn
function self._deadRoutine()
if clientWatchDebug then self:I({"Client dead routine triggered. Shutting down tracking...",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName}) end
self:UnHandleEvent( EVENTS.Hit )
self:UnHandleEvent( EVENTS.Kill )
self:UnHandleEvent( EVENTS.Score )
@@ -503,6 +682,6 @@ function CLIENTWATCHTools:_newClient(eventdata)
self:Despawn()
end
self:I({"CLIENT SPAWN EVENT", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
self:I({"Detected client spawn and applied internal functions and events.", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
return self
end

View File

@@ -595,7 +595,8 @@ do -- DETECTION_BASE
return self
end
---
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -615,7 +616,7 @@ do -- DETECTION_BASE
self:T( { "DetectionGroup is Alive", Detection:GetName() } )
local DetectionGroupName = Detection:GetName()
local DetectionUnit = Detection:GetUnit( 1 )
local DetectionUnit = Detection:GetFirstUnitAlive()
local DetectedUnits = {}
@@ -632,20 +633,20 @@ do -- DETECTION_BASE
--self:T(UTILS.PrintTableToLog(DetectedTargets))
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
for DetectionObjectID, Detection in pairs( DetectedTargets or {}) do
local DetectedObject = Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
local DetectedObjectName = DetectedObject:getName()
if not self.DetectedObjects[DetectedObjectName] then
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].Object = DetectedObject
end
end
end
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects or {}) do
local DetectedObject = DetectedObjectData.Object

View File

@@ -1340,7 +1340,7 @@ end
-- @return #RANGE self
function RANGE:SetSoundfilesPath( path )
self.soundpath = tostring( path or "Range Soundfiles/" )
self:I( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) )
self:T2( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) )
return self
end
@@ -1636,9 +1636,9 @@ function RANGE:AddBombingTargetUnit( unit, goodhitrange, randommove )
-- Debug or error output.
if _isstatic == true then
self:I( self.lid .. string.format( "Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) )
self:T( self.lid .. string.format( "Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) )
elseif _isstatic == false then
self:I( self.lid .. string.format( "Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) )
self:T( self.lid .. string.format( "Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) )
else
self:E( self.lid .. string.format( "ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name ) )
end
@@ -1706,7 +1706,7 @@ function RANGE:AddBombingTargetScenery( scenery, goodhitrange)
-- Debug or error output.
if name then
self:I( self.lid .. string.format( "Adding SCENERY bombing target %s with good hit range %d", name, goodhitrange) )
self:T( self.lid .. string.format( "Adding SCENERY bombing target %s with good hit range %d", name, goodhitrange) )
else
self:E( self.lid .. string.format( "ERROR! No bombing target with name %s could be found!", name ) )
end
@@ -1811,7 +1811,7 @@ function RANGE:OnEventBirth( EventData )
if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName, EventData.IniPlayerName )
self:T3( self.lid .. "BIRTH: unit = " .. tostring( EventData.IniUnitName ) )
self:T3( self.lid .. "BIRTH: group = " .. tostring( EventData.IniGroupName ) )
@@ -1967,7 +1967,9 @@ end
-- @param #number attackAlt Attack altitude.
-- @param #number attackVel Attack velocity.
function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackVel)
if not playerData then return end
-- Get closet target to last position.
local _closetTarget = nil -- #RANGE.BombTarget
local _distance = nil
@@ -1984,13 +1986,13 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Coordinate of impact point.
local impactcoord = weapon:GetImpactCoordinate()
-- Check if impact happened in range zone.
-- 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
if playerData and playerData.smokebombimpact and insidezone then
if playerData and playerData.delaysmoke then
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
else
impactcoord:Smoke( playerData.smokecolor )
@@ -2115,7 +2117,7 @@ function RANGE:OnEventShot( EventData )
local _unitName = EventData.IniUnitName
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName, EventData.IniPlayerName )
-- Distance Player-to-Range. Set this to larger value than the threshold.
local dPR = self.BombtrackThreshold * 2
@@ -2127,11 +2129,13 @@ function RANGE:OnEventShot( EventData )
end
-- Only track if distance player to range is < 25 km. Also check that a player shot. No need to track AI weapons.
if _track and dPR <= self.BombtrackThreshold and _unit and _playername then
if _track and dPR <= self.BombtrackThreshold and _unit and _playername and self.PlayerSettings[_playername] then
-- Player data.
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
if not playerData then return end
-- Attack parameters.
local attackHdg=_unit:GetHeading()
local attackAlt=_unit:GetHeight()
@@ -2192,7 +2196,7 @@ function RANGE:onafterStatus( From, Event, To )
end
-- Check range status.
self:I( self.lid .. text )
self:T( self.lid .. text )
end
@@ -2393,7 +2397,7 @@ function RANGE:onafterSave( From, Event, To )
if f then
f:write( data )
f:close()
self:I( self.lid .. string.format( "Saving player results to file %s", tostring( filename ) ) )
self:T( self.lid .. string.format( "Saving player results to file %s", tostring( filename ) ) )
else
self:E( self.lid .. string.format( "ERROR: Could not save results to file %s", tostring( filename ) ) )
end
@@ -2472,7 +2476,7 @@ function RANGE:onafterLoad( From, Event, To )
-- Info message.
local text = string.format( "Loading player bomb results from file %s", filename )
self:I( self.lid .. text )
self:T( self.lid .. text )
-- Load asset data from file.
local data = _loadfile( filename )
@@ -2845,7 +2849,7 @@ function RANGE:_DisplayRangeInfo( _unitname )
-- Check if we have a player.
if unit and playername then
self:I(playername)
--self:I(playername)
-- Message text.
local text = ""
@@ -4099,8 +4103,8 @@ end
-- @return Wrapper.Unit#UNIT Unit of player.
-- @return #string Name of the player.
-- @return #boolean If true, group has > 1 player in it
function RANGE:_GetPlayerUnitAndName( _unitName )
self:F2( _unitName )
function RANGE:_GetPlayerUnitAndName( _unitName, PlayerName )
--self:I( _unitName )
if _unitName ~= nil then
@@ -4109,9 +4113,9 @@ function RANGE:_GetPlayerUnitAndName( _unitName )
-- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName )
if DCSunit then
if DCSunit and DCSunit.getPlayerName then
local playername = DCSunit:getPlayerName()
local playername = DCSunit:getPlayerName() or PlayerName or "None"
local unit = UNIT:Find( DCSunit )
self:T2( { DCSunit = DCSunit, unit = unit, playername = playername } )

File diff suppressed because it is too large Load Diff

View File

@@ -6732,7 +6732,7 @@ end
-- @param Wrapper.Group#GROUP deadgroup Group of unit that died.
-- @param #WAREHOUSE.Pendingitem request Request that needs to be updated.
function WAREHOUSE:_UnitDead(deadunit, deadgroup, request)
self:F(self.lid.."FF unit dead "..deadunit:GetName())
--self:F(self.lid.."FF unit dead "..deadunit:GetName())
-- Find opsgroup.
local opsgroup=_DATABASE:FindOpsGroup(deadgroup)

View File

@@ -49,6 +49,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Marker.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Weapon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Net.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Storage.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/DynamicCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/Cargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoUnit.lua' )

View File

@@ -47,6 +47,7 @@ __Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Wrapper\\Net.lua' )
__Moose.Include( 'Wrapper\\Weapon.lua' )
__Moose.Include( 'Wrapper\\Storage.lua' )
__Moose.Include( 'Wrapper\\DynamicCargo.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
@@ -81,6 +82,7 @@ __Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Functional\\AmmoTruck.lua' )
__Moose.Include( 'Functional\\Tiresias.lua' )
__Moose.Include( 'Functional\\Stratego.lua' )
__Moose.Include( 'Functional\\ClientWatch.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )

View File

@@ -882,6 +882,66 @@ ATIS.Messages = {
FARP = "Farp",
DELIMITER = "Punto", -- decimal delimiter
},
-- French messages thanks to @Wojtech and Bing
FR = {
HOURS = "Heures",
TIME = "Temps",
NOCLOUDINFO = "Informations sur la couverture nuageuse non disponibles",
OVERCAST = "Ciel couvert",
BROKEN = "Nuages fragmentés",
SCATTERED = "Nuages épars",
FEWCLOUDS = "Nuages rares",
NOCLOUDS = "Clair",
AIRPORT = "Aéroport",
INFORMATION ="Information",
SUNRISEAT = "Levé du soleil à %s heure locale",
SUNSETAT = "Couché du soleil à %s heure locale",
WINDFROMMS = "Vent du %s pour %s mètres par seconde",
WINDFROMKNOTS = "Vent du %s pour %s noeuds",
GUSTING = "Rafale de vent",
VISIKM = "Visibilité %s kilomètres",
VISISM = "Visibilité %s Miles",
RAIN = "Pluie",
TSTORM = "Orage",
SNOW = "Neige",
SSTROM = "Tempête de neige",
FOG = "Brouillard",
DUST = "Poussière",
PHENOMENA = "Phénomène météorologique",
CLOUDBASEM = "Couverture nuageuse de %s à %s mètres",
CLOUDBASEFT = "Couverture nuageuse de %s à %s pieds",
TEMPERATURE = "Température",
DEWPOINT = "Point de rosée",
ALTIMETER = "Altimètre",
ACTIVERUN = "Décollages piste",
ACTIVELANDING = "Atterrissages piste",
LEFT = "Gauche",
RIGHT = "Droite",
RWYLENGTH = "Longueur de piste",
METERS = "Mètre",
FEET = "Pieds",
ELEVATION = "Hauteur",
TOWERFREQ = "Fréquences de la tour",
ILSFREQ = "Fréquences ILS",
OUTERNDB = "Fréquences Outer NDB",
INNERNDB = "Fréquences Inner NDB",
VORFREQ = "Fréquences VOR",
VORFREQTTS = "Fréquences V O R",
TACANCH = "Canal TACAN %d",
RSBNCH = "Canal RSBN",
PRMGCH = "Canal PRMG",
ADVISE = "Informez le contrôle que vous avez copié l'information",
STATUTE = "Statute Miles",
DEGREES = "Degré celcius",
FAHRENHEIT = "Degré Fahrenheit",
INCHHG = "Pouces de mercure",
MMHG = "Millimètres de mercure",
HECTO = "Hectopascals",
METERSPER = "Mètres par seconde",
TACAN = "TAKAN",
FARP = "FARPE",
DELIMITER = "Décimal", -- decimal delimiter
}
}
---
@@ -1061,7 +1121,7 @@ end
-- @return #ATIS self
function ATIS:_InitLocalization()
self:T(self.lid.."_InitLocalization")
self.gettext = TEXTANDSOUND:New("AWACS","en") -- Core.TextAndSound#TEXTANDSOUND
self.gettext = TEXTANDSOUND:New("ATIS","en") -- Core.TextAndSound#TEXTANDSOUND
self.locale = "en"
for locale,table in pairs(self.Messages) do
local Locale = string.lower(tostring(locale))
@@ -1975,17 +2035,25 @@ function ATIS:onafterBroadcast( From, Event, To )
local hours = self.gettext:GetEntry("HOURS",self.locale)
local sunrise = coord:GetSunrise()
sunrise = UTILS.Split( sunrise, ":" )
local SUNRISE = string.format( "%s%s", sunrise[1], sunrise[2] )
if self.useSRS then
SUNRISE = string.format( "%s %s %s", sunrise[1], sunrise[2], hours )
--self:I(sunrise)
local SUNRISE = "no time"
if tostring(sunrise) ~= "N/S" and tostring(sunrise) ~= "N/R" then
sunrise = UTILS.Split( sunrise, ":" )
SUNRISE = string.format( "%s%s", sunrise[1], sunrise[2] )
if self.useSRS then
SUNRISE = string.format( "%s %s %s", sunrise[1], sunrise[2], hours )
end
end
local sunset = coord:GetSunset()
sunset = UTILS.Split( sunset, ":" )
local SUNSET = string.format( "%s%s", sunset[1], sunset[2] )
if self.useSRS then
SUNSET = string.format( "%s %s %s", sunset[1], sunset[2], hours )
--self:I(sunset)
local SUNSET = "no time"
if tostring(sunset) ~= "N/S" and tostring(sunset) ~= "N/R" then
sunset = UTILS.Split( sunset, ":" )
SUNSET = string.format( "%s%s", sunset[1], sunset[2] )
if self.useSRS then
SUNSET = string.format( "%s %s %s", sunset[1], sunset[2], hours )
end
end
---------------------------------
@@ -2069,7 +2137,7 @@ function ATIS:onafterBroadcast( From, Event, To )
local cloudbase = clouds.base
local cloudceil = clouds.base + clouds.thickness
local clouddens = clouds.density
-- Cloud preset (DCS 2.7)
local cloudspreset = clouds.preset or "Nothing"
@@ -2100,6 +2168,39 @@ function ATIS:onafterBroadcast( From, Event, To )
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset4" ) then
-- Overcast + Rain
clouddens = 5
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset5" ) then
-- Overcast + Rain
clouddens = 5
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset6" ) then
-- Overcast + Rain
clouddens = 5
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
-- NEWRAINPRESET4
elseif cloudspreset:find( "NEWRAINPRESET4" ) then
-- Overcast + Rain
clouddens = 5
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset" ) then
-- Overcast + Rain
clouddens = 9

View File

@@ -14680,7 +14680,7 @@ function AIRBOSS:_GetPlayerUnitAndName( _unitName )
-- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName )
if DCSunit then
if DCSunit and DCSunit.getPlayerName then
-- Get player name if any.
local playername = DCSunit:getPlayerName()
@@ -15651,7 +15651,7 @@ function AIRBOSS:_Number2Sound( playerData, sender, number, delay )
end
-- Split string into characters.
local numbers = _split( number )
local numbers = _split( tostring(number) )
local wait = 0
for i = 1, #numbers do
@@ -15719,7 +15719,7 @@ function AIRBOSS:_Number2Radio( radio, number, delay, interval, pilotcall )
end
-- Split string into characters.
local numbers = _split( number )
local numbers = _split( tostring(number) )
local wait = 0
for i = 1, #numbers do
@@ -18087,7 +18087,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
self:_GetZoneArcIn( case ):FlareZone( FLARECOLOR.White, 45 )
text = text .. "\n* arc turn in with WHITE flares"
self:_GetZoneArcOut( case ):FlareZone( FLARECOLOR.White, 45 )
text = text .. "\n* arc trun out with WHITE flares"
text = text .. "\n* arc turn out with WHITE flares"
end
end
@@ -18139,7 +18139,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
self:_GetZoneArcIn( case ):SmokeZone( SMOKECOLOR.Blue, 45 )
text = text .. "\n* arc turn in with BLUE smoke"
self:_GetZoneArcOut( case ):SmokeZone( SMOKECOLOR.Blue, 45 )
text = text .. "\n* arc trun out with BLUE smoke"
text = text .. "\n* arc turn out with BLUE smoke"
end
end

View File

@@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg
---
-- Last Update July 2024
-- Last Update Sep 2024
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -41,6 +41,7 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`.
-- @field Core.Set#SET_GROUP allheligroupset Set of CSAR heli groups.
-- @field Core.Set#SET_GROUP UserSetGroup Set of CSAR heli groups as designed by the mission designer (if any set).
-- @extends Core.Fsm#FSM
--- *Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones.* (Wikipedia)
@@ -116,8 +117,17 @@
-- mycsar.topmenuname = "CSAR" -- set the menu entry name
-- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default
-- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each
-- mycsar.AllowIRStrobe = false -- Allow a menu item to request an IR strobe to find a downed pilot at night (requires NVGs to see it).
-- mycsar.IRStrobeRuntime = 300 -- If an IR Strobe is activated, it runs for 300 seconds (5 mins).
--
-- ## 2.1 Create own SET_GROUP to manage CTLD Pilot groups
--
-- -- Parameter: Set The SET_GROUP object created by the mission designer/user to represent the CSAR pilot groups.
-- -- Needs to be set before starting the CSAR instance.
-- local myset = SET_GROUP:New():FilterPrefixes("Helikopter"):FilterCoalitions("red"):FilterStart()
-- mycsar:SetOwnSetPilotGroups(myset)
--
-- ## 2.1 SRS Features and Other Features
-- ## 2.2 SRS Features and Other Features
--
-- mycsar.useSRS = false -- Set true to use FF\'s SRS integration
-- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
@@ -136,6 +146,7 @@
-- mycsar.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection. Requires mycsar.enableForAI to be set to true. --shagrat
-- mycsar.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases.
-- mycsar.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
-- mycsar.CreateRadioBeacons = true -- set to false to disallow creating ADF radio beacons.
--
-- ## 3. Results
--
@@ -256,6 +267,10 @@ CSAR = {
topmenuname = "CSAR",
ADFRadioPwr = 1000,
PilotWeight = 80,
CreateRadioBeacons = true,
UserSetGroup = nil,
AllowIRStrobe = false,
IRStrobeRuntime = 300,
}
--- Downed pilots info.
@@ -272,6 +287,7 @@ CSAR = {
-- @field #number timestamp Timestamp for approach process.
-- @field #boolean alive Group is alive or dead/rescued.
-- @field #boolean wetfeet Group is spawned over (deep) water.
-- @field #string BeaconName Name of radio beacon - if any.
--- All slot / Limit settings
-- @type CSAR.AircraftType
@@ -297,7 +313,7 @@ CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.26"
CSAR.version="1.0.29"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -456,6 +472,9 @@ function CSAR:New(Coalition, Template, Alias)
-- added 1.0.16
self.PilotWeight = 80
-- Own SET_GROUP if any
self.UserSetGroup = nil
-- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
@@ -634,7 +653,7 @@ end
-- @param #string Playername Name of Player (if applicable)
-- @param #boolean Wetfeet Ejected over water
-- @return #CSAR self.
function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername,Wetfeet)
function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername,Wetfeet,BeaconName)
self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername})
-- create new entry
@@ -642,7 +661,7 @@ function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Descript
DownedPilot.desc = Description or ""
DownedPilot.frequency = Frequency or 0
DownedPilot.index = self.downedpilotcounter
DownedPilot.name = Groupname or ""
DownedPilot.name = Groupname or Playername or ""
DownedPilot.originalUnit = OriginalUnit or ""
DownedPilot.player = Playername or ""
DownedPilot.side = Side or 0
@@ -651,6 +670,7 @@ function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Descript
DownedPilot.timestamp = 0
DownedPilot.alive = true
DownedPilot.wetfeet = Wetfeet or false
DownedPilot.BeaconName = BeaconName
-- Add Pilot
local PilotTable = self.downedPilots
@@ -737,7 +757,6 @@ function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet)
:NewWithAlias(template,alias)
:InitCoalition(coalition)
:InitCountry(country)
--:InitAIOnOff(pilotcacontrol)
:InitDelayOff()
:SpawnFromCoordinate(point)
@@ -819,8 +838,18 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
end
end
local BeaconName
if _playerName then
BeaconName = _unitName..math.random(1,10000)
elseif _unitName then
BeaconName = _playerName..math.random(1,10000)
else
BeaconName = "Ghost-1-1"..math.random(1,10000)
end
if (_freq and _freq ~= 0) then --shagrat only add beacon if _freq is NOT 0
self:_AddBeaconToGroup(_spawnedGroup, _freq)
self:_AddBeaconToGroup(_spawnedGroup, _freq, BeaconName)
end
self:_AddSpecialOptions(_spawnedGroup)
@@ -845,7 +874,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
local _GroupName = _spawnedGroup:GetName() or _alias
self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet)
self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet,BeaconName)
self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
@@ -963,7 +992,6 @@ end
-- @param Core.Point#COORDINATE Point
-- @param #number Coalition Coalition.
-- @param #string Description (optional) Description.
-- @param #boolean addBeacon (optional) yes or no.
-- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR.
-- @param #string Unitname (optional) Name of the lost unit.
-- @param #string Typename (optional) Type of plane.
@@ -1793,9 +1821,6 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
end
_text = string.gsub(_text,"km"," kilometer")
_text = string.gsub(_text,"nm"," nautical miles")
--self.msrs:SetVoice(self.SRSVoice)
--self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1)
--self:I("Voice = "..self.SRSVoice)
self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord)
end
return self
@@ -1856,11 +1881,11 @@ function CSAR:_DisplayActiveSAR(_unitName)
else
distancetext = string.format("%.1fkm", _distance/1000.0)
end
if _value.frequency == 0 then--shagrat insert CASEVAC without Frequency
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %s ", _value.desc, _coordinatesText, distancetext) })
else
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) })
end
if _value.frequency == 0 or self.CreateRadioBeacons == false then--shagrat insert CASEVAC without Frequency
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %s ", _value.desc, _coordinatesText, distancetext) })
else
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) })
end
end
end
@@ -1941,7 +1966,7 @@ function CSAR:_SignalFlare(_unitName)
else
_distance = string.format("%.1fkm",_closest.distance/1000)
end
local _msg = string.format("%s - Popping signal flare at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
local _msg = string.format("%s - Firing signal flare at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true)
local _coord = _closest.pilot:GetCoordinate()
@@ -1975,7 +2000,7 @@ function CSAR:_DisplayToAllSAR(_message, _side, _messagetime,ToSRS,ToScreen)
if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end
self:F("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
if ToScreen == true or ToScreen == nil then
@@ -1989,6 +2014,41 @@ function CSAR:_DisplayToAllSAR(_message, _side, _messagetime,ToSRS,ToScreen)
return self
end
---(Internal) Request IR Strobe at closest downed pilot.
--@param #CSAR self
--@param #string _unitName Name of the helicopter
function CSAR:_ReqIRStrobe( _unitName )
self:T(self.lid .. " _ReqIRStrobe")
local _heli = self:_GetSARHeli(_unitName)
if _heli == nil then
return
end
local smokedist = 8000
if smokedist < self.approachdist_far then smokedist = self.approachdist_far end
local _closest = self:_GetClosestDownedPilot(_heli)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
local _distance = string.format("%.1fkm",_closest.distance/1000)
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
else
_distance = string.format("%.1fkm",_closest.distance/1000)
end
local _msg = string.format("%s - IR Strobe active at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true)
_closest.pilot:NewIRMarker(true,self.IRStrobeRuntime or 300)
else
local _distance = string.format("%.1fkm",smokedist/1000)
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
else
_distance = string.format("%.1fkm",smokedist/1000)
end
self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",_distance), self.messageTime, false, false, true)
end
return self
end
---(Internal) Request smoke at closest downed pilot.
--@param #CSAR self
--@param #string _unitName Name of the helicopter
@@ -2140,7 +2200,12 @@ function CSAR:_AddMedevacMenuItem()
local _rootMenu1 = MENU_GROUP_COMMAND:New(_group,"List Active CSAR",_rootPath, self._DisplayActiveSAR,self,_unitName)
local _rootMenu2 = MENU_GROUP_COMMAND:New(_group,"Check Onboard",_rootPath, self._CheckOnboard,self,_unitName)
local _rootMenu3 = MENU_GROUP_COMMAND:New(_group,"Request Signal Flare",_rootPath, self._SignalFlare,self,_unitName)
local _rootMenu4 = MENU_GROUP_COMMAND:New(_group,"Request Smoke",_rootPath, self._Reqsmoke,self,_unitName):Refresh()
local _rootMenu4 = MENU_GROUP_COMMAND:New(_group,"Request Smoke",_rootPath, self._Reqsmoke,self,_unitName)
if self.AllowIRStrobe then
local _rootMenu5 = MENU_GROUP_COMMAND:New(_group,"Request IR Strobe",_rootPath, self._ReqIRStrobe,self,_unitName):Refresh()
else
_rootMenu4:Refresh()
end
end
end
end
@@ -2231,9 +2296,13 @@ end
-- @param #CSAR self
-- @param Wrapper.Group#GROUP _group Group #GROUP object.
-- @param #number _freq Frequency to use
function CSAR:_AddBeaconToGroup(_group, _freq)
-- @param #string _name Beacon Name to use
-- @return #CSAR self
function CSAR:_AddBeaconToGroup(_group, _freq, _name)
self:T(self.lid .. " _AddBeaconToGroup")
if self.CreateRadioBeacons == false then return end
local _group = _group
if _group == nil then
--return frequency to pool of available
for _i, _current in ipairs(self.UsedVHFFrequencies) do
@@ -2248,22 +2317,24 @@ function CSAR:_AddBeaconToGroup(_group, _freq)
if _group:IsAlive() then
local _radioUnit = _group:GetUnit(1)
if _radioUnit then
local name = _radioUnit:GetName()
local name = _radioUnit:GetName()
local Frequency = _freq -- Freq in Hertz
local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0}
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,name..math.random(1,10000)) -- Beacon in MP only runs for exactly 30secs straight
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,_name) -- Beacon in MP only runs for exactly 30secs straight
end
end
return self
end
--- (Internal) Helper function to (re-)add beacon to downed pilot.
-- @param #CSAR self
-- @param #table _args Arguments
-- @return #CSAR self
function CSAR:_RefreshRadioBeacons()
self:T(self.lid .. " _RefreshRadioBeacons")
if self.CreateRadioBeacons == false then return end
if self:_CountActiveDownedPilots() > 0 then
local PilotTable = self.downedPilots
for _,_pilot in pairs (PilotTable) do
@@ -2271,8 +2342,10 @@ function CSAR:_RefreshRadioBeacons()
local pilot = _pilot -- #CSAR.DownedPilot
local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud
local bname = pilot.BeaconName or pilot.name..math.random(1,100000)
trigger.action.stopRadioTransmission(bname)
if group and group:IsAlive() and frequency > 0 then
self:_AddBeaconToGroup(group,frequency)
self:_AddBeaconToGroup(group,frequency,bname)
end
end
end
@@ -2309,6 +2382,16 @@ function CSAR:_ReachedPilotLimit()
end
end
--- User - Function to add onw SET_GROUP Set-up for pilot filtering and assignment.
-- Needs to be set before starting the CSAR instance.
-- @param #CSAR self
-- @param Core.Set#SET_GROUP Set The SET_GROUP object created by the mission designer/user to represent the CSAR pilot groups.
-- @return #CSAR self
function CSAR:SetOwnSetPilotGroups(Set)
self.UserSetGroup = Set
return self
end
------------------------------
--- FSM internal Functions ---
------------------------------
@@ -2330,7 +2413,9 @@ function CSAR:onafterStart(From, Event, To)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
if self.allowbronco then
if self.UserSetGroup then
self.allheligroupset = self.UserSetGroup
elseif self.allowbronco then
local prefixes = self.csarPrefix or {}
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefixes):FilterStart()
elseif self.useprefix then
@@ -2339,7 +2424,9 @@ function CSAR:onafterStart(From, Event, To)
else
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
if not self.coordinate then
local csarhq = self.mash:GetRandom()
if csarhq then

File diff suppressed because it is too large Load Diff

View File

@@ -34,6 +34,7 @@
-- @field Ops.Commander#COMMANDER commander Commander of assigned legions.
-- @field #number Nsuccess Number of successful missions.
-- @field #number Nfailure Number of failed mission.
-- @field #table assetNumbers Asset numbers. Each entry is a table of data type `#CHIEF.AssetNumber`.
-- @extends Ops.Intel#INTEL
--- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower
@@ -331,7 +332,7 @@ CHIEF.Strategy = {
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.6.0"
CHIEF.version="0.6.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -1284,8 +1285,10 @@ end
--
-- Empty:
--
-- * `AUFTRAG.Type.ONGURAD` with Nmin=1 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_TANK`.
-- * `AUFTRAG.Type.ONGURAD` with Nmin=0 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_TANK`.
-- * `AUFTRAG.Type.ONGURAD` with Nmin=0 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_IFV`.
-- * `AUFTRAG.Type.ONGUARD` with Nmin=1 and Nmax=3 assets, Attribute=`GROUP.Attribute.GROUND_INFANTRY`.
-- * `AUFTRAG.Type.OPSTRANSPORT` with Nmin=0 and Nmax=1 assets, Attribute=`GROUP.Attribute.AIR_TRANSPORTHELO` or `GROUP.Attribute.GROUND_APC`. This asset is used to transport the infantry groups.
--
-- Resources can be created with the @{#CHIEF.CreateResource} and @{#CHIEF.AddToResource} functions.
--
@@ -3033,10 +3036,13 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
end
-- Recruite infantry assets.
self:T(self.lid..string.format("Recruiting assets for zone %s", StratZone.opszone:GetName()))
self:T(self.lid.."Missiontype="..MissionType)
self:T({categories=Categories})
self:T({attributes=Attributes})
self:T({properties=Properties})
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2, nil, RangeMax, nil, nil, nil, nil, Categories, Attributes, Properties)
if recruited then
@@ -3052,9 +3058,12 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
local TargetCoord = TargetZone:GetCoordinate()
-- First check if we need a transportation.
local transport=nil
local transport=nil --Ops.OpsTransport#OPSTRANSPORT
local Ntransports=0
if Resource.carrierNmin and Resource.carrierNmax and Resource.carrierNmax>0 then
self:T(self.lid..string.format("Recruiting carrier assets: Nmin=%s, Nmax=%s", tostring(Resource.carrierNmin), tostring(Resource.carrierNmax)))
-- Filter only those assets that shall be transported.
local cargoassets=CHIEF._FilterAssets(assets, Resource.Categories, Resource.Attributes, Resource.Properties)
@@ -3064,6 +3073,10 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
recruited, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, cargoassets,
Resource.carrierNmin, Resource.carrierNmax, TargetZone, nil, Resource.carrierCategories, Resource.carrierAttributes, Resource.carrierProperties)
Ntransports=transport~=nil and #transport.assets or 0
self:T(self.lid..string.format("Recruited %d transport carrier assets success=%s", Ntransports, tostring(recruited)))
end
end
@@ -3076,7 +3089,7 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
return false
end
-- Debug messgage.
-- Debug message
self:T2(self.lid..string.format("Recruited %d assets for mission %s", #assets, MissionType))
@@ -3224,10 +3237,13 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
-- Attach mission to ops zone.
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
mission:SetName(string.format("Stratzone %s-%d", StratZone.opszone:GetName(), mission.auftragsnummer))
-- Attach mission to resource.
Resource.mission=mission
if transport then
-- Check if transport assets could be allocated. If carrier Nmin=0 and 0 assets could be allocated, transport would still be created but not usefull obviously
if transport and Ntransports>0 then
-- Attach OPS transport to mission.
mission.opstransport=transport
-- Set ops zone to transport.

File diff suppressed because it is too large Load Diff

View File

@@ -2619,6 +2619,8 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
local RangeMax = RangeMax or 0
local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance
--env.info(string.format("Range TargetDist=%.1f Rmax=%.1f RangeMax=%.1f InRange=%s", TargetDistance, Rmax, RangeMax, tostring(InRange)))
return InRange
end
@@ -2684,7 +2686,7 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
else
Cohort:T(Cohort.lid..string.format("Cohort %s cannot because of category", Cohort.name))
return false
end
end
if can then
can=CheckAttribute(Cohort)
@@ -2740,7 +2742,7 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
else
Cohort:T(Cohort.lid..string.format("Cohort %s cannot because of max weight", Cohort.name))
return false
end
end
return nil
end
@@ -2784,6 +2786,8 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
-- Check if cohort can do the mission.
local can=LEGION._CohortCan(cohort, MissionTypeRecruit, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight)
--env.info(string.format("RecruitCohortAssets %s Cohort=%s can=%s", MissionTypeRecruit, cohort:GetName(), tostring(can)))
-- Check OnDuty, capable, in range and refueling type (if TANKER).
if can then
@@ -2800,6 +2804,12 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
end
-- Break if no assets could be found
if #Assets==0 then
--env.info(string.format("LEGION.RecruitCohortAssets: No assets could be recruited for mission type %s [Nmin=%s, Nmax=%s]", MissionTypeRecruit, tostring(NreqMin), tostring(NreqMax)))
return false, {}, {}
end
-- Now we have a long list with assets.
LEGION._OptimizeAssetSelection(Assets, MissionTypeOpt, TargetVec2, false, TotalWeight)

View File

@@ -271,11 +271,11 @@ MSRS.Voices = {
["David"] = "Microsoft David Desktop", -- en-US
["Zira"] = "Microsoft Zira Desktop", -- en-US
["Hortense"] = "Microsoft Hortense Desktop", --fr-FR
["de-DE-Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["en-GB-Hazel"] = "Microsoft Hazel Desktop", -- en-GB
["en-US-David"] = "Microsoft David Desktop", -- en-US
["en-US-Zira"] = "Microsoft Zira Desktop", -- en-US
["fr-FR-Hortense"] = "Microsoft Hortense Desktop", --fr-FR
["de_DE_Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["en_GB_Hazel"] = "Microsoft Hazel Desktop", -- en-GB
["en_US_David"] = "Microsoft David Desktop", -- en-US
["en_US_Zira"] = "Microsoft Zira Desktop", -- en-US
["fr_FR_Hortense"] = "Microsoft Hortense Desktop", --fr-FR
},
MicrosoftGRPC = { -- en-US/GB voices only as of Jan 2024, working ones if using gRPC and MS, if voice packs are installed
--["Hedda"] = "Hedda", -- de-DE
@@ -304,8 +304,7 @@ MSRS.Voices = {
["en_CA_Linda"] = "Linda", --en-CA
["en_IN_Ravi"] = "Ravi", --en-IN
["en_IN_Heera"] = "Heera", --en-IN
["en_IR_Sean"] = "Sean", --en-IR
--]]
["en_IR_Sean"] = "Sean", --en-IR
},
Google = {
Standard = {

View File

@@ -580,6 +580,18 @@ ENUMS.Link16Power = {
--- Enums for the STORAGE class for stores - which need to be in ""
-- @type ENUMS.Storage
-- @type ENUMS.Storage.weapons
-- @type ENUMS.Storage.weapons.missiles
-- @type ENUMS.Storage.weapons.bombs
-- @type ENUMS.Storage.weapons.nurs
-- @type ENUMS.Storage.weapons.containers
-- @type ENUMS.Storage.weapons.droptanks
-- @type ENUMS.Storage.weapons.adapters
-- @type ENUMS.Storage.weapons.torpedoes
-- @type ENUMS.Storage.weapons.Gazelle
-- @type ENUMS.Storage.weapons.CH47
-- @type ENUMS.Storage.weapons.OH58
-- @type ENUMS.Storage.weapons.UH1H
-- @type ENUMS.Storage.weapons.AH64D
ENUMS.Storage = {
weapons = {
missiles = {}, -- Missiles
@@ -589,6 +601,11 @@ ENUMS.Storage = {
droptanks = {}, -- Droptanks
adapters = {}, -- Adapter
torpedoes = {}, -- Torpedoes
Gazelle = {}, -- Gazelle specifics
CH47 = {}, -- Chinook specifics
OH58 = {}, -- Kiowa specifics
UH1H = {}, -- Huey specifics
AH64D = {}, -- Huey specifics
}
}
@@ -1148,4 +1165,75 @@ ENUMS.Storage.weapons.bombs.BDU_50LD = "weapons.bombs.BDU_50LD"
ENUMS.Storage.weapons.bombs.AGM_62 = "weapons.bombs.AGM_62"
ENUMS.Storage.weapons.containers.US_M10_SMOKE_TANK_WHITE = "weapons.containers.{US_M10_SMOKE_TANK_WHITE}"
ENUMS.Storage.weapons.missiles.MICA_T = "weapons.missiles.MICA_T"
ENUMS.Storage.weapons.containers.HVAR_rocket = "weapons.containers.HVAR_rocket"
ENUMS.Storage.weapons.containers.HVAR_rocket = "weapons.containers.HVAR_rocket"
-- Gazelle
ENUMS.Storage.weapons.Gazelle.HMP400_100RDS = {4,15,46,1771}
ENUMS.Storage.weapons.Gazelle.HMP400_200RDS = {4,15,46,1770}
ENUMS.Storage.weapons.Gazelle.HMP400_400RDS = {4,15,46,1769}
ENUMS.Storage.weapons.Gazelle.GIAT_M261_AP = {4,15,46,1768}
ENUMS.Storage.weapons.Gazelle.GIAT_M261_SAPHEI = {4,15,46,1767}
ENUMS.Storage.weapons.Gazelle.GIAT_M261_HE = {4,15,46,1766}
ENUMS.Storage.weapons.Gazelle.GIAT_M261_HEAP = {4,15,46,1765}
ENUMS.Storage.weapons.Gazelle.GIAT_M261_APHE = {4,15,46,1764}
ENUMS.Storage.weapons.Gazelle.GAZELLE_IR_DEFLECTOR = {4,15,47,680}
ENUMS.Storage.weapons.Gazelle.GAZELLE_FAS_SANDFILTER = {4,15,47,679}
-- Chinook
ENUMS.Storage.weapons.CH47.CH47_PORT_M60D = {4,15,46,2476}
ENUMS.Storage.weapons.CH47.CH47_STBD_M60D = {4,15,46,2477}
ENUMS.Storage.weapons.CH47.CH47_AFT_M60D = {4,15,46,2478}
ENUMS.Storage.weapons.CH47.CH47_PORT_M134D = {4,15,46,2482}
ENUMS.Storage.weapons.CH47.CH47_STBD_M134D = {4,15,46,2483}
ENUMS.Storage.weapons.CH47.CH47_AFT_M3M = {4,15,46,2484}
ENUMS.Storage.weapons.CH47.CH47_PORT_M240H = {4,15,46,2479}
ENUMS.Storage.weapons.CH47.CH47_STBD_M240H = {4,15,46,2480}
ENUMS.Storage.weapons.CH47.CH47_AFT_M240H = {4,15,46,2481}
-- Huey
ENUMS.Storage.weapons.UH1H.M134_MiniGun_Right = {4,15,46,161}
ENUMS.Storage.weapons.UH1H.M134_MiniGun_Left = {4,15,46,160}
ENUMS.Storage.weapons.UH1H.M134_MiniGun_Right_Door = {4,15,46,175}
ENUMS.Storage.weapons.UH1H.M60_MG_Right_Door = {4,15,46,177}
ENUMS.Storage.weapons.UH1H.M134_MiniGun_Left_Door = {4,15,46,174}
ENUMS.Storage.weapons.UH1H.M60_MG_Left_Door = {4,15,46,176}
-- Kiowa
ENUMS.Storage.weapons.OH58.FIM92 = {4,4,7,446}
ENUMS.Storage.weapons.OH58.MG_M3P100 = {4,15,46,2578}
ENUMS.Storage.weapons.OH58.MG_M3P200 = {4,15,46,2577}
ENUMS.Storage.weapons.OH58.MG_M3P300 = {4,15,46,2576}
ENUMS.Storage.weapons.OH58.MG_M3P400 = {4,15,46,2575}
ENUMS.Storage.weapons.OH58.MG_M3P500 = {4,15,46,2574}
ENUMS.Storage.weapons.OH58.Smk_Grenade_Blue = {4,5,9,484}
ENUMS.Storage.weapons.OH58.Smk_Grenade_Green = {4,5,9,485}
ENUMS.Storage.weapons.OH58.Smk_Grenade_Red = {4,5,9,483}
ENUMS.Storage.weapons.OH58.Smk_Grenade_Violet = {4,5,9,486}
ENUMS.Storage.weapons.OH58.Smk_Grenade_White = {4,5,9,488}
ENUMS.Storage.weapons.OH58.Smk_Grenade_Yellow = {4,5,9,487}
-- Apache
ENUMS.Storage.weapons.AH64D.AN_APG78 = {4,15,44,2138}
ENUMS.Storage.weapons.AH64D.Internal_Aux_FuelTank = {1,3,43,1700}
---
-- @type ENUMS.FARPType
-- @field #string FARP
-- @field #string INVISIBLE
-- @field #string HELIPADSINGLE
-- @field #string PADSINGLE
ENUMS.FARPType = {
FARP = "FARP",
INVISIBLE = "INVISIBLE",
HELIPADSINGLE = "HELIPADSINGLE",
PADSINGLE = "PADSINGLE",
}
---
-- @type ENUMS.FARPObjectTypeNamesAndShape
-- @field #string FARP
-- @field #string INVISIBLE
-- @field #string HELIPADSINGLE
-- @field #string PADSINGLE
ENUMS.FARPObjectTypeNamesAndShape ={
[ENUMS.FARPType.FARP] = { TypeName="FARP", ShapeName="FARPS"},
[ENUMS.FARPType.INVISIBLE] = { TypeName="Invisible FARP", ShapeName="invisiblefarp"},
[ENUMS.FARPType.HELIPADSINGLE] = { TypeName="SINGLE_HELIPAD", ShapeName="FARP"},
[ENUMS.FARPType.PADSINGLE] = { TypeName="FARP_SINGLE_01", ShapeName="FARP_SINGLE_01"},
}

View File

@@ -1221,7 +1221,7 @@ function UTILS.SecondsToClock(seconds, short)
end
-- Seconds
local seconds = tonumber(seconds)
local seconds = tonumber(seconds) or 0
-- Seconds of this day.
local _seconds=seconds%(60*60*24)
@@ -2122,9 +2122,9 @@ function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then
return "N/R" -- The sun never rises on this location on the specified date
return "N/S" -- The sun never rises on this location on the specified date
elseif cosH < -1 then
return "N/S" -- The sun never sets on this location on the specified date
return "N/R" -- The sun never sets on this location on the specified date
end
-- Finish calculating H and convert into hours
@@ -2350,17 +2350,19 @@ end
--- Function to generate valid VHF frequencies in kHz for radio beacons (FM).
-- @return #table VHFrequencies
function UTILS.GenerateVHFrequencies()
-- known and sorted map-wise NDBs in kHz
local _skipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,305,307,309.5,311,312,312.5,316,
320,324,328,329,330,332,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
380,381,384,385,389,395,396,
414,420,430,432,435,440,450,455,462,470,485,
507,515,520,525,528,540,550,560,570,577,580,
214,243,264,273,274,288,291.5,295,297.5,
300.5,304,305,307,309.5,310,311,312,312.5,316,317,
320,323,324,325,326,328,329,330,332,335,336,337,
340,342,343,346,348,351,352,353,358,
360,363,364,365,368,372.5,373,374,
380,381,384,385,387,389,391,395,396,399,
403,404,410,412,414,418,420,423,
430,432,435,440,445,
450,455,462,470,485,490,
507,515,520,525,528,540,550,560,563,570,577,580,595,
602,625,641,662,670,680,682,690,
705,720,722,730,735,740,745,750,770,795,
822,830,862,866,
@@ -4090,3 +4092,110 @@ function UTILS.LCGRandom()
UTILS.lcg.seed = (UTILS.lcg.a * UTILS.lcg.seed + UTILS.lcg.c) % UTILS.lcg.m
return UTILS.lcg.seed / UTILS.lcg.m
end
--- Spawns a new FARP of a defined type and coalition and functional statics (fuel depot, ammo storage, tent, windsock) around that FARP to make it operational.
-- Adds vehicles from template if given. Fills the FARP warehouse with liquids and known materiels.
-- References: [DCS Forum Topic](https://forum.dcs.world/topic/282989-farp-equipment-to-run-it)
-- @param #string Name Name of this FARP installation. Must be unique.
-- @param Core.Point#COORDINATE Coordinate Where to spawn the FARP.
-- @param #string FARPType Type of FARP, can be one of the known types ENUMS.FARPType.FARP, ENUMS.FARPType.INVISIBLE, ENUMS.FARPType.HELIPADSINGLE, ENUMS.FARPType.PADSINGLE. Defaults to ENUMS.FARPType.FARP.
-- @param #number Coalition Coalition of this FARP, i.e. coalition.side.BLUE or coalition.side.RED, defaults to coalition.side.BLUE.
-- @param #number Country Country of this FARP, defaults to country.id.USA (blue) or country.id.RUSSIA (red).
-- @param #number CallSign Callsign of the FARP ATC, defaults to CALLSIGN.FARP.Berlin.
-- @param #number Frequency Frequency of the FARP ATC Radio, defaults to 127.5 (MHz).
-- @param #number Modulation Modulation of the FARP ATC Radio, defaults to radio.modulation.AM.
-- @param #number ADF ADF Beacon (FM) Frequency in KHz, e.g. 428. If not nil, creates an VHF/FM ADF Beacon for this FARP. Requires a sound called "beacon.ogg" to be in the mission (trigger "sound to" ...)
-- @param #number SpawnRadius Radius of the FARP, i.e. where the FARP objects will be placed in meters, not more than 150m away. Defaults to 100.
-- @param #string VehicleTemplate, template name for additional vehicles. Can be nil for no additional vehicles.
-- @param #number Liquids Tons of fuel to be added initially to the FARP. Defaults to 10 (tons). Set to 0 for no fill.
-- @param #number Equipment Number of equipment items per known item to be added initially to the FARP. Defaults to 10 (items). Set to 0 for no fill.
-- @return #list<Wrapper.Static#STATIC> Table of spawned objects and vehicle object (if given).
-- @return #string ADFBeaconName Name of the ADF beacon, to be able to remove/stop it later.
function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment)
-- Set Defaults
local farplocation = Coordinate
local farptype = FARPType or ENUMS.FARPType.FARP
local Coalition = Coalition or coalition.side.BLUE
local callsign = CallSign or CALLSIGN.FARP.Berlin
local freq = Frequency or 127.5
local mod = Modulation or radio.modulation.AM
local radius = SpawnRadius or 100
if radius < 0 or radius > 150 then radius = 100 end
local liquids = Liquids or 10
liquids = liquids * 1000 -- tons to kg
local equip = Equipment or 10
local statictypes = ENUMS.FARPObjectTypeNamesAndShape[farptype] or {TypeName="FARP", ShapeName="FARPS"}
local STypeName = statictypes.TypeName
local SShapeName = statictypes.ShapeName
local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA)
local ReturnObjects = {}
-- Spawn FARP
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
newfarp:InitFARP(callsign,freq,mod)
local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
table.insert(ReturnObjects,spawnedfarp)
-- Spawn Objects
local FARPStaticObjectsNato = {
["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"},
["AMMO"] = { TypeName = "FARP Ammo Dump Coating", ShapeName = "SetkaKP", Category = "Fortifications"},
["TENT"] = { TypeName = "FARP Tent", ShapeName = "PalatkaB", Category = "Fortifications"},
["WINDSOCK"] = { TypeName = "Windsock", ShapeName = "H-Windsock_RW", Category = "Fortifications"},
}
local farpobcount = 0
for _name,_object in pairs(FARPStaticObjectsNato) do
local objloc = farplocation:Translate(radius,farpobcount*30)
local heading = objloc:HeadingTo(farplocation)
local newobject = SPAWNSTATIC:NewFromType(_object.TypeName,_object.Category,Country)
newobject:InitShape(_object.ShapeName)
newobject:InitHeading(heading)
newobject:SpawnFromCoordinate(objloc,farpobcount*30,_name.." - "..Name)
table.insert(ReturnObjects,newobject)
farpobcount = farpobcount + 1
end
-- Vehicle if any
if VehicleTemplate and type(VehicleTemplate) == "string" then
local vcoordinate = farplocation:Translate(radius,farpobcount*30)
local heading = vcoordinate:HeadingTo(farplocation)
local vehicles = SPAWN:NewWithAlias(VehicleTemplate,"FARP Vehicles - "..Name)
vehicles:InitGroupHeading(heading)
vehicles:InitCountry(Country)
vehicles:InitCoalition(Coalition)
vehicles:InitDelayOff()
local spawnedvehicle = vehicles:SpawnFromCoordinate(vcoordinate)
table.insert(ReturnObjects,spawnedvehicle)
end
local newWH = STORAGE:New(Name)
if liquids and liquids > 0 then
-- Storage fill-up
newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
end
if equip and equip > 0 then
for cat,nitem in pairs(ENUMS.Storage.weapons) do
for name,item in pairs(nitem) do
newWH:SetItem(item,equip)
end
end
end
local ADFName
if ADF and type(ADF) == "number" then
local ADFFreq = ADF*1000 -- KHz to Hz
local Sound = "l10n/DEFAULT/beacon.ogg"
local vec3 = farplocation:GetVec3()
ADFName = Name .. " ADF "..tostring(ADF).."KHz"
--BASE:I(string.format("Adding FARP Beacon %d KHz Name %s",ADF,ADFName))
trigger.action.radioTransmission(Sound, vec3, 0, true, ADFFreq, 250, ADFName)
end
return ReturnObjects, ADFName
end

View File

@@ -174,7 +174,10 @@
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat}
--
-- ## 5.5) Air-2-Air missile attack range:
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets .
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets.
--
-- # 6) [GROUND] IR Maker Beacons for GROUPs and UNITs
-- * @{#CONTROLLABLE:NewIRMarker}(): Create a blinking IR Marker on a GROUP or UNIT.
--
-- @field #CONTROLLABLE
CONTROLLABLE = {
@@ -5619,3 +5622,128 @@ function CONTROLLABLE:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation
return self
end
--- IR Marker courtesy Florian Brinker (fbrinker)
--- [GROUND] Create and enable a new IR Marker for the given controllable UNIT or GROUP.
-- @param #CONTROLLABLE self
-- @param #boolean EnableImmediately (Optionally) If true start up the IR Marker immediately. Else you need to call `myobject:EnableIRMarker()` later on.
-- @param #number Runtime (Optionally) Run this IR Marker for the given number of seconds, then stop. Use in conjunction with EnableImmediately.
-- @return #CONTROLLABLE self
function CONTROLLABLE:NewIRMarker(EnableImmediately, Runtime)
--sefl:F("NewIRMarker")
if self.ClassName == "GROUP" then
self.IRMarkerGroup = true
self.IRMarkerUnit = false
elseif self.ClassName == "UNIT" then
self.IRMarkerGroup = false
self.IRMarkerUnit = true
end
self.spot = nil
self.timer = nil
self.stoptimer = nil
if EnableImmediately and EnableImmediately == true then
self:EnableIRMarker(Runtime)
end
return self
end
--- [GROUND] Enable the IR marker.
-- @param #CONTROLLABLE self
-- @param #number Runtime (Optionally) Run this IR Marker for the given number of seconds, then stop. Else run until you call `myobject:DisableIRMarker()`.
-- @return #CONTROLLABLE self
function CONTROLLABLE:EnableIRMarker(Runtime)
--sefl:F("EnableIRMarker")
if self.IRMarkerGroup == nil then
self:NewIRMarker(true,Runtime)
return
end
if (self.IRMarkerGroup == true) then
self:EnableIRMarkerForGroup()
return
end
self.timer = TIMER:New(CONTROLLABLE._MarkerBlink, self)
self.timer:Start(nil, 1 - math.random(1, 5) / 10 / 2, Runtime) -- start randomized
return self
end
--- [GROUND] Disable the IR marker.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:DisableIRMarker()
--sefl:F("DisableIRMarker")
if (self.IRMarkerGroup == true) then
self:DisableIRMarkerForGroup()
return
end
if self.spot then
self.spot:destroy()
self.spot = nil
if self.timer and self.timer:IsRunning() then
self.timer:Stop()
self.timer = nil
end
end
return self
end
--- [GROUND] Enable the IR markers for a whole group.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:EnableIRMarkerForGroup()
--sefl:F("EnableIRMarkerForGroup")
if self.ClassName == "GROUP" then
local units = self:GetUnits() or {}
for _,_unit in pairs(units) do
_unit:EnableIRMarker()
end
end
return self
end
--- [GROUND] Disable the IR markers for a whole group.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:DisableIRMarkerForGroup()
--sefl:F("DisableIRMarkerForGroup")
if self.ClassName == "GROUP" then
local units = self:GetUnits() or {}
for _,_unit in pairs(units) do
_unit:DisableIRMarker()
end
end
return self
end
--- [Internal] This method is called by the scheduler after enabling the IR marker.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:_MarkerBlink()
--sefl:F("_MarkerBlink")
if self:IsAlive() ~= true then
self:DisableIRMarker()
return
end
self.timer.dT = 1 - (math.random(1, 2) / 10 / 2) -- randomize the blinking by a small amount
local _, _, unitBBHeight, _ = self:GetObjectSize()
local unitPos = self:GetPositionVec3()
self.spot = Spot.createInfraRed(
self.DCSUnit,
{ x = 0, y = (unitBBHeight + 1), z = 0 },
{ x = unitPos.x, y = (unitPos.y + unitBBHeight), z = unitPos.z }
)
local offTimer = TIMER:New(function() if self.spot then self.spot:destroy() end end)
offTimer:Start(0.5)
return self
end

View File

@@ -0,0 +1,501 @@
--- **Wrapper** - Dynamic Cargo create from the F8 menu.
--
-- ## Main Features:
--
-- * Convenient access to DCS API functions
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Storage).
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- ===
-- @module Wrapper.DynamicCargo
-- @image Wrapper_Storage.png
--- DYNAMICCARGO class.
-- @type DYNAMICCARGO
-- @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 Wrapper.Storage#STORAGE warehouse The STORAGE object.
-- @field #string version.
-- @field #string CargoState.
-- @field #table DCS#Vec3 LastPosition.
-- @field #number Interval Check Interval. 20 secs default.
-- @field #boolean testing
-- @field Core.Timer#TIMER timer Timmer to run intervals
-- @field #string Owner The playername who has created, loaded or unloaded this cargo. Depends on state.
-- @extends Wrapper.Positionable#POSITIONABLE
--- *The capitalist cannot store labour-power in warehouses after he has bought it, as he may do with the raw material.* -- Karl Marx
--
-- ===
--
-- # The DYNAMICCARGO Concept
--
-- The DYNAMICCARGO class offers an easy-to-use wrapper interface to all DCS API functions of DCS dynamically spawned cargo crates.
-- We named the class DYNAMICCARGO, because the name WAREHOUSE is already taken by another MOOSE class..
--
-- # Constructor
--
-- @field #DYNAMICCARGO
DYNAMICCARGO = {
ClassName = "DYNAMICCARGO",
verbose = 0,
testing = false,
Interval = 10,
}
--- Liquid types.
-- @type DYNAMICCARGO.Liquid
-- @field #number JETFUEL Jet fuel (0).
-- @field #number GASOLINE Aviation gasoline (1).
-- @field #number MW50 MW50 (2).
-- @field #number DIESEL Diesel (3).
DYNAMICCARGO.Liquid = {
JETFUEL = 0,
GASOLINE = 1,
MW50 = 2,
DIESEL = 3,
}
--- Liquid Names for the static cargo resource table.
-- @type DYNAMICCARGO.LiquidName
-- @field #number JETFUEL "jet_fuel".
-- @field #number GASOLINE "gasoline".
-- @field #number MW50 "methanol_mixture".
-- @field #number DIESEL "diesel".
DYNAMICCARGO.LiquidName = {
GASOLINE = "gasoline",
DIESEL = "diesel",
MW50 = "methanol_mixture",
JETFUEL = "jet_fuel",
}
--- Storage types.
-- @type DYNAMICCARGO.Type
-- @field #number WEAPONS weapons.
-- @field #number LIQUIDS liquids. Also see #list<#DYNAMICCARGO.Liquid> for types of liquids.
-- @field #number AIRCRAFT aircraft.
DYNAMICCARGO.Type = {
WEAPONS = "weapons",
LIQUIDS = "liquids",
AIRCRAFT = "aircrafts",
}
--- State types
-- @type DYNAMICCARGO.State
-- @field #string NEW
-- @field #string LOADED
-- @field #string UNLOADED
-- @field #string REMOVED
DYNAMICCARGO.State = {
NEW = "NEW",
LOADED = "LOADED",
UNLOADED = "UNLOADED",
REMOVED = "REMOVED",
}
--- Helo types possible.
-- @type DYNAMICCARGO.AircraftTypes
DYNAMICCARGO.AircraftTypes = {
["CH-47Fbl1"] = "CH-47Fbl1",
}
--- Helo types possible.
-- @type DYNAMICCARGO.AircraftDimensions
DYNAMICCARGO.AircraftDimensions = {
-- CH-47 model start coordinate is quite exactly in the middle of the model, so half values here
["CH-47Fbl1"] = {
["width"] = 4,
["height"] = 6,
["length"] = 11,
["ropelength"] = 30,
},
}
--- DYNAMICCARGO class version.
-- @field #string version
DYNAMICCARGO.version="0.0.5"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new DYNAMICCARGO object from the DCS static cargo object.
-- @param #DYNAMICCARGO self
-- @param #string CargoName Name of the Cargo.
-- @return #DYNAMICCARGO self
function DYNAMICCARGO:Register(CargoName)
-- Inherit everything from a BASE class.
local self=BASE:Inherit(self, POSITIONABLE:New(CargoName)) -- #DYNAMICCARGO
self.StaticName = CargoName
self.LastPosition = self:GetCoordinate()
self.CargoState = DYNAMICCARGO.State.NEW
self.Interval = DYNAMICCARGO.Interval or 10
local DCSObject = self:GetDCSObject()
if DCSObject then
local warehouse = STORAGE:NewFromDynamicCargo(CargoName)
self.warehouse = warehouse
end
self.lid = string.format("DYNAMICCARGO %s", CargoName)
self.Owner = string.match(CargoName,"^(.+)|%d%d:%d%d|PKG%d+") or "None"
self.timer = TIMER:New(DYNAMICCARGO._UpdatePosition,self)
self.timer:Start(self.Interval,self.Interval)
if not _DYNAMICCARGO_HELOS then
_DYNAMICCARGO_HELOS = SET_CLIENT:New():FilterAlive():FilterFunction(DYNAMICCARGO._FilterHeloTypes):FilterStart()
end
if self.testing then
BASE:TraceOn()
BASE:TraceClass("DYNAMICCARGO")
end
return self
end
--- Get DCS object.
-- @param #DYNAMICCARGO self
-- @return DCS static object
function DYNAMICCARGO:GetDCSObject()
local DCSStatic = Unit.getByName( self.StaticName )
if DCSStatic then
return DCSStatic
end
return nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get last known owner name of this DYNAMICCARGO
-- @param #DYNAMICCARGO self
-- @return #string Owner
function DYNAMICCARGO:GetLastOwner()
return self.Owner
end
--- Returns true if the cargo is new and has never been loaded into a Helo.
-- @param #DYNAMICCARGO self
-- @return #boolean Outcome
function DYNAMICCARGO:IsNew()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.NEW then
return true
else
return false
end
end
--- Returns true if the cargo been loaded into a Helo.
-- @param #DYNAMICCARGO self
-- @return #boolean Outcome
function DYNAMICCARGO:IsLoaded()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.LOADED then
return true
else
return false
end
end
--- Returns true if the cargo has been unloaded from a Helo.
-- @param #DYNAMICCARGO self
-- @return #boolean Outcome
function DYNAMICCARGO:IsUnloaded()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.REMOVED then
return true
else
return false
end
end
--- Returns true if the cargo has been removed.
-- @param #DYNAMICCARGO self
-- @return #boolean Outcome
function DYNAMICCARGO:IsRemoved()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.UNLOADED then
return true
else
return false
end
end
--- [CTLD] Get number of crates this DYNAMICCARGO consists of. Always one.
-- @param #DYNAMICCARGO self
-- @return #number crate number, always one
function DYNAMICCARGO:GetCratesNeeded()
return 1
end
--- [CTLD] Get this DYNAMICCARGO drop state. True if DYNAMICCARGO.State.UNLOADED
-- @param #DYNAMICCARGO self
-- @return #boolean Dropped
function DYNAMICCARGO:WasDropped()
return self.CargoState == DYNAMICCARGO.State.UNLOADED and true or false
end
--- [CTLD] Get CTLD_CARGO.Enum type of this DYNAMICCARGO
-- @param #DYNAMICCARGO self
-- @return #string Type, only one at the moment is CTLD_CARGO.Enum.GCLOADABLE
function DYNAMICCARGO:GetType()
return CTLD_CARGO.Enum.GCLOADABLE
end
--- Find last known position of this DYNAMICCARGO
-- @param #DYNAMICCARGO self
-- @return DCS#Vec3 Position in 3D space
function DYNAMICCARGO:GetLastPosition()
return self.LastPosition
end
--- Find current state of this DYNAMICCARGO
-- @param #DYNAMICCARGO self
-- @return string The current state
function DYNAMICCARGO:GetState()
return self.CargoState
end
--- Find a DYNAMICCARGO in the **_DATABASE** using the name associated with it.
-- @param #DYNAMICCARGO self
-- @param #string Name The dynamic cargo name
-- @return #DYNAMICCARGO self
function DYNAMICCARGO:FindByName( Name )
local storage = _DATABASE:FindDynamicCargo( Name )
return storage
end
--- Find the first(!) DYNAMICCARGO matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #DYNAMICCARGO 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 #DYNAMICCARGO The DYNAMICCARGO.
-- @usage
-- -- Find a dynamic cargo with a partial dynamic cargo name
-- local grp = DYNAMICCARGO:FindByMatching( "Apple" )
-- -- will return e.g. a dynamic cargo named "Apple|08:00|PKG08"
--
-- -- using a pattern
-- local grp = DYNAMICCARGO:FindByMatching( ".%d.%d$" )
-- -- will return the first dynamic cargo found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
function DYNAMICCARGO:FindByMatching( Pattern )
local GroupFound = nil
for name,static in pairs(_DATABASE.DYNAMICCARGO) do
if string.match(name, Pattern ) then
GroupFound = static
break
end
end
return GroupFound
end
--- Find all DYNAMICCARGO objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #DYNAMICCARGO 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 #DYNAMICCARGO objects found
-- @usage
-- -- Find all dynamic cargo with a partial dynamic cargo name
-- local grptable = DYNAMICCARGO:FindAllByMatching( "Apple" )
-- -- will return all dynamic cargos with "Apple" in the name
--
-- -- using a pattern
-- local grp = DYNAMICCARGO:FindAllByMatching( ".%d.%d$" )
-- -- will return the all dynamic cargos found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
function DYNAMICCARGO:FindAllByMatching( Pattern )
local GroupsFound = {}
for name,static in pairs(_DATABASE.DYNAMICCARGO) do
if string.match(name, Pattern ) then
GroupsFound[#GroupsFound+1] = static
end
end
return GroupsFound
end
--- Get the #STORAGE object from this dynamic cargo.
-- @param #DYNAMICCARGO self
-- @return Wrapper.Storage#STORAGE Storage The #STORAGE object
function DYNAMICCARGO:GetStorageObject()
return self.warehouse
end
--- Get the weight in kgs from this dynamic cargo.
-- @param #DYNAMICCARGO self
-- @return #number Weight in kgs.
function DYNAMICCARGO:GetCargoWeight()
local DCSObject = self:GetDCSObject()
if DCSObject then
local weight = DCSObject:getCargoWeight()
return weight
else
return 0
end
end
--- Get the cargo display name from this dynamic cargo.
-- @param #DYNAMICCARGO self
-- @return #string The display name
function DYNAMICCARGO:GetCargoDisplayName()
local DCSObject = self:GetDCSObject()
if DCSObject then
local weight = DCSObject:getCargoDisplayName()
return weight
else
return self.StaticName
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [Internal] _Get Possible Player Helo Nearby
-- @param #DYNAMICCARGO self
-- @param Core.Point#COORDINATE pos
-- @param #boolean loading If true measure distance for loading else for unloading
-- @return #boolean Success
-- @return Wrapper.Client#CLIENT Helo
-- @return #string PlayerName
function DYNAMICCARGO:_GetPossibleHeloNearby(pos,loading)
local set = _DYNAMICCARGO_HELOS:GetAliveSet()
local success = false
local Helo = nil
local Playername = nil
for _,_helo in pairs (set or {}) do
local helo = _helo -- Wrapper.Client#CLIENT
local name = helo:GetPlayerName() or _DATABASE:_FindPlayerNameByUnitName(helo:GetName()) or "None"
self:T(self.lid.." Checking: "..name)
local hpos = helo:GetCoordinate()
-- TODO Unloading via sling load?
--local inair = hpos.y-hpos:GetLandHeight() > 4.5 and true or false -- Standard FARP is 4.5m
local inair = helo:InAir()
self:T(self.lid.." InAir: AGL/InAir: "..hpos.y-hpos:GetLandHeight().."/"..tostring(inair))
local typename = helo:GetTypeName()
if hpos and typename and inair == false then
local dimensions = DYNAMICCARGO.AircraftDimensions[typename]
if dimensions then
local delta2D = hpos:Get2DDistance(pos)
local delta3D = hpos:Get3DDistance(pos)
if self.testing then
self:T(string.format("Cargo relative position: 2D %dm | 3D %dm",delta2D,delta3D))
self:T(string.format("Helo dimension: length %dm | width %dm | rope %dm",dimensions.length,dimensions.width,dimensions.ropelength))
end
if loading~=true and delta2D > dimensions.length or delta2D > dimensions.width or delta3D > dimensions.ropelength then
success = true
Helo = helo
Playername = name
end
if loading == true and delta2D < dimensions.length or delta2D < dimensions.width or delta3D < dimensions.ropelength then
success = true
Helo = helo
Playername = name
end
end
end
end
return success,Helo,Playername
end
--- [Internal] Update internal states.
-- @param #DYNAMICCARGO self
-- @return #DYNAMICCARGO self
function DYNAMICCARGO:_UpdatePosition()
self:T(self.lid.." _UpdatePositionAndState")
if self:IsAlive() then
local pos = self:GetCoordinate()
if self.testing then
self:T(string.format("Cargo position: x=%d, y=%d, z=%d",pos.x,pos.y,pos.z))
self:T(string.format("Last position: x=%d, y=%d, z=%d",self.LastPosition.x,self.LastPosition.y,self.LastPosition.z))
end
if UTILS.Round(UTILS.VecDist3D(pos,self.LastPosition),2) > 0.5 then
---------------
-- LOAD Cargo
---------------
if self.CargoState == DYNAMICCARGO.State.NEW then
local isloaded, client, playername = self:_GetPossibleHeloNearby(pos,true)
self:T(self.lid.." moved! NEW -> LOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.LOADED
self.Owner = playername
_DATABASE:CreateEventDynamicCargoLoaded(self)
---------------
-- UNLOAD Cargo
---------------
elseif self.CargoState == DYNAMICCARGO.State.LOADED then
-- TODO add checker if we are in flight somehow
-- ensure not just the helo is moving
local count = _DYNAMICCARGO_HELOS:CountAlive()
-- Testing
local landheight = pos:GetLandHeight()
local agl = pos.y-landheight
agl = UTILS.Round(agl,2)
self:T(self.lid.." AGL: "..agl or -1)
local isunloaded = true
local client
local playername
if count > 0 and (agl > 0 or self.testing) then
self:T(self.lid.." Possible alive helos: "..count or -1)
if agl ~= 0 or self.testing then
isunloaded, client, playername = self:_GetPossibleHeloNearby(pos,false)
end
if isunloaded then
self:T(self.lid.." moved! LOADED -> UNLOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.UNLOADED
self.Owner = playername
_DATABASE:CreateEventDynamicCargoUnloaded(self)
end
end
end
self.LastPosition = pos
end
else
---------------
-- REMOVED Cargo
---------------
if self.timer and self.timer:IsRunning() then self.timer:Stop() end
self:T(self.lid.." dead! " ..self.CargoState.."-> REMOVED")
self.CargoState = DYNAMICCARGO.State.REMOVED
_DATABASE:CreateEventDynamicCargoRemoved(self)
end
return self
end
--- [Internal] Track helos for loaded/unloaded decision making.
-- @param Wrapper.Client#CLIENT client
-- @return #boolean IsIn
function DYNAMICCARGO._FilterHeloTypes(client)
if not client then return false end
local typename = client:GetTypeName()
local isinclude = DYNAMICCARGO.AircraftTypes[typename] ~= nil and true or false
return isinclude
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -360,14 +360,25 @@ end
-- @return DCS#Group The DCS Group.
function GROUP:GetDCSObject()
-- Get DCS group.
local DCSGroup = Group.getByName( self.GroupName )
if (not self.LastCallDCSObject) or (self.LastCallDCSObject and timer.getTime() - self.LastCallDCSObject > 1) then
if DCSGroup then
return DCSGroup
-- Get DCS group.
local DCSGroup = Group.getByName( self.GroupName )
if DCSGroup then
self.LastCallDCSObject = timer.getTime()
self.DCSObject = DCSGroup
return DCSGroup
else
self.DCSObject = nil
self.LastCallDCSObject = nil
end
else
return self.DCSObject
end
self:T2(string.format("ERROR: Could not get DCS group object of group %s because DCS object could not be found!", tostring(self.GroupName)))
--self:E(string.format("ERROR: Could not get DCS group object of group %s because DCS object could not be found!", tostring(self.GroupName)))
return nil
end
@@ -375,7 +386,7 @@ end
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return DCS#Position The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive.
function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3()
self:F2( self.PositionableName )
--self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject()
@@ -383,7 +394,7 @@ function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3
local unit = DCSPositionable:getUnits()[1]
if unit then
local PositionablePosition = unit:getPosition().p
self:T3( PositionablePosition )
--self:T3( PositionablePosition )
return PositionablePosition
end
end
@@ -403,7 +414,7 @@ end
-- @param #GROUP self
-- @return #boolean `true` if the group is alive *and* active, `false` if the group is alive but inactive or `#nil` if the group does not exist anymore.
function GROUP:IsAlive()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject() -- DCS#Group
@@ -412,7 +423,7 @@ function GROUP:IsAlive()
local DCSUnit = DCSGroup:getUnit(1) -- DCS#Unit
if DCSUnit then
local GroupIsAlive = DCSUnit:isActive()
self:T3( GroupIsAlive )
--self:T3( GroupIsAlive )
return GroupIsAlive
end
end
@@ -425,7 +436,7 @@ end
-- @param #GROUP self
-- @return #boolean `true` if group is activated or `#nil` The group is not existing or alive.
function GROUP:IsActive()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject() -- DCS#Group
@@ -468,7 +479,7 @@ end
-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
--
function GROUP:Destroy( GenerateEvent, delay )
self:F2( self.GroupName )
--self:F2( self.GroupName )
if delay and delay>0 then
self:ScheduleOnce(delay, GROUP.Destroy, self, GenerateEvent)
@@ -511,12 +522,12 @@ end
-- @param #GROUP self
-- @return DCS#Group.Category The category ID.
function GROUP:GetCategory()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
--self:T3( GroupCategory )
return GroupCategory
end
@@ -527,7 +538,7 @@ end
-- @param #GROUP self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship, Train.
function GROUP:GetCategoryName()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -539,7 +550,7 @@ function GROUP:GetCategoryName()
[Group.Category.TRAIN] = "Train",
}
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
--self:T3( GroupCategory )
return CategoryNames[GroupCategory]
end
@@ -547,20 +558,22 @@ function GROUP:GetCategoryName()
return nil
end
--- Returns the coalition of the DCS Group.
-- @param #GROUP self
-- @return DCS#coalition.side The coalition side of the DCS Group.
function GROUP:GetCoalition()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCoalition = DCSGroup:getCoalition()
self:T3( GroupCoalition )
return GroupCoalition
--self:F2( self.GroupName )
if self.GroupCoalition ~= nil then
return self.GroupCoalition
else
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCoalition = DCSGroup:getCoalition()
--self:T3( GroupCoalition )
self.GroupCoalition = GroupCoalition
return GroupCoalition
end
end
return nil
end
@@ -568,12 +581,12 @@ end
-- @param #GROUP self
-- @return DCS#country.id The country identifier or nil if the DCS Group is not existing or alive.
function GROUP:GetCountry()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCountry = DCSGroup:getUnit(1):getCountry()
self:T3( GroupCountry )
--self:T3( GroupCountry )
return GroupCountry
end
@@ -625,7 +638,7 @@ end
-- @param #GROUP self
-- @return #number Speed in km/h.
function GROUP:GetSpeedMax()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -658,7 +671,7 @@ end
-- @param #GROUP self
-- @return #number Range in meters.
function GROUP:GetRange()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -689,7 +702,7 @@ end
-- @param #GROUP self
-- @return #table of Wrapper.Unit#UNIT objects, indexed by number.
function GROUP:GetUnits()
self:F2( { self.GroupName } )
--self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -706,7 +719,7 @@ function GROUP:GetUnits()
Units[#Units+1]=unit
end
end
self:T3( Units )
--self:T3( Units )
return Units
end
@@ -717,7 +730,7 @@ end
-- @param #GROUP self
-- @return #list<Wrapper.Unit#UNIT> The list of player occupied @{Wrapper.Unit} objects of the @{Wrapper.Group}.
function GROUP:GetPlayerUnits()
self:F2( { self.GroupName } )
--self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -729,7 +742,7 @@ function GROUP:GetPlayerUnits()
Units[#Units+1] = PlayerUnit
end
end
self:T3( Units )
--self:T3( Units )
return Units
end
@@ -828,7 +841,7 @@ end
-- @param #GROUP self
-- @return #number Number of alive units. If DCS group is nil, 0 is returned.
function GROUP:CountAliveUnits()
self:F3( { self.GroupName } )
--self:F3( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -850,7 +863,7 @@ end
-- @param #GROUP self
-- @return Wrapper.Unit#UNIT First unit alive.
function GROUP:GetFirstUnitAlive()
self:F3({self.GroupName})
--self:F3({self.GroupName})
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -870,7 +883,7 @@ end
-- @param #GROUP self
-- @return Wrapper.Unit#UNIT First unit or nil if it does not exist.
function GROUP:GetFirstUnit()
self:F3({self.GroupName})
--self:F3({self.GroupName})
local DCSGroup = self:GetDCSObject()
if DCSGroup then
@@ -885,7 +898,7 @@ end
-- @param Wrapper.Group#GROUP self
-- @return DCS#Vec3 The velocity Vec3 vector or `#nil` if the GROUP is not existing or alive.
function GROUP:GetVelocityVec3()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
@@ -919,7 +932,7 @@ end
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The altitude of the group or nil if is not existing or alive.
function GROUP:GetAltitude(FromGround)
self:F2( self.GroupName )
--self:F2( self.GroupName )
return self:GetHeight(FromGround)
end
@@ -928,7 +941,7 @@ end
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The height of the group or nil if is not existing or alive.
function GROUP:GetHeight( FromGround )
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
@@ -964,12 +977,12 @@ end
-- @param #GROUP self
-- @return #number The DCS Group initial size.
function GROUP:GetInitialSize()
self:F3( { self.GroupName } )
--self:F3( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupInitialSize = DCSGroup:getInitialSize()
self:T3( GroupInitialSize )
--self:T3( GroupInitialSize )
return GroupInitialSize
end
@@ -981,12 +994,12 @@ end
-- @param #GROUP self
-- @return #table The DCS Units.
function GROUP:GetDCSUnits()
self:F2( { self.GroupName } )
--self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnits = DCSGroup:getUnits()
self:T3( DCSUnits )
--self:T3( DCSUnits )
return DCSUnits
end
@@ -999,7 +1012,7 @@ end
-- @param #number delay Delay in seconds, before the group is activated.
-- @return #GROUP self
function GROUP:Activate(delay)
self:F2( { self.GroupName } )
--self:F2( { self.GroupName } )
if delay and delay>0 then
self:ScheduleOnce(delay, GROUP.Activate, self)
else
@@ -1008,18 +1021,32 @@ function GROUP:Activate(delay)
return self
end
--- Deactivates an activated GROUP.
-- @param #GROUP self
-- @param #number delay Delay in seconds, before the group is activated.
-- @return #GROUP self
function GROUP:Deactivate(delay)
--self:F2( { self.GroupName } )
if delay and delay>0 then
self:ScheduleOnce(delay, GROUP.Deactivate, self)
else
trigger.action.deactivateGroup( self:GetDCSObject() )
end
return self
end
--- Gets the type name of the group.
-- @param #GROUP self
-- @return #string The type name of the group.
function GROUP:GetTypeName()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupTypeName = DCSGroup:getUnit(1):getTypeName()
self:T3( GroupTypeName )
--self:T3( GroupTypeName )
return( GroupTypeName )
end
@@ -1030,13 +1057,13 @@ end
--@param #GROUP self
--@return #string NatoReportingName or "Bogey" if unknown.
function GROUP:GetNatoReportingName()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupTypeName = DCSGroup:getUnit(1):getTypeName()
self:T3( GroupTypeName )
--self:T3( GroupTypeName )
return UTILS.GetReportingName(GroupTypeName)
end
@@ -1048,13 +1075,13 @@ end
-- @param #GROUP self
-- @return #string The player name of the group.
function GROUP:GetPlayerName()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local PlayerName = DCSGroup:getUnit(1):getPlayerName()
self:T3( PlayerName )
--self:T3( PlayerName )
return( PlayerName )
end
@@ -1066,13 +1093,13 @@ end
-- @param #GROUP self
-- @return #string The CallSign of the first DCS Unit of the DCS Group.
function GROUP:GetCallsign()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCallSign = DCSGroup:getUnit(1):getCallsign()
self:T3( GroupCallSign )
--self:T3( GroupCallSign )
return GroupCallSign
end
@@ -1149,13 +1176,13 @@ end
-- @return Core.Point#POINT_VEC2 The 2D point vector of the first DCS Unit of the GROUP.
-- @return #nil The first UNIT is not existing or alive.
function GROUP:GetPointVec2()
self:F2(self.GroupName)
--self:F2(self.GroupName)
local FirstUnit = self:GetUnit(1)
if FirstUnit then
local FirstUnitPointVec2 = FirstUnit:GetPointVec2()
self:T3(FirstUnitPointVec2)
--self:T3(FirstUnitPointVec2)
return FirstUnitPointVec2
end
@@ -1237,13 +1264,13 @@ end
-- @usage
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
function GROUP:GetRandomVec3(Radius)
self:F2(self.GroupName)
--self:F2(self.GroupName)
local FirstUnit = self:GetUnit(1)
if FirstUnit then
local FirstUnitRandomPointVec3 = FirstUnit:GetRandomVec3(Radius)
self:T3(FirstUnitRandomPointVec3)
--self:T3(FirstUnitRandomPointVec3)
return FirstUnitRandomPointVec3
end
@@ -1256,9 +1283,9 @@ end
-- @param #GROUP self
-- @return #number Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive.
function GROUP:GetHeading()
self:F2(self.GroupName)
--self:F2(self.GroupName)
self:F2(self.GroupName)
--self:F2(self.GroupName)
local GroupSize = self:GetSize()
local HeadingAccumulator = 0
@@ -1287,7 +1314,7 @@ end
-- @return #number The fuel state of the unit with the least amount of fuel.
-- @return Wrapper.Unit#UNIT reference to #Unit object for further processing.
function GROUP:GetFuelMin()
self:F3(self.ControllableName)
--self:F3(self.ControllableName)
if not self:GetDCSObject() then
BASE:E( { "Cannot GetFuel", Group = self, Alive = self:IsAlive() } )
@@ -1318,7 +1345,7 @@ end
-- @return #number The relative amount of fuel (from 0.0 to 1.0).
-- @return #nil The GROUP is not existing or alive.
function GROUP:GetFuelAvg()
self:F( self.ControllableName )
--self:F( self.ControllableName )
local DCSControllable = self:GetDCSObject()
@@ -1328,7 +1355,7 @@ function GROUP:GetFuelAvg()
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local UnitFuel = Unit:GetFuel() or 0
self:F( { Fuel = UnitFuel } )
--self:F( { Fuel = UnitFuel } )
TotalFuel = TotalFuel + UnitFuel
end
local GroupFuel = TotalFuel / GroupSize
@@ -1358,7 +1385,7 @@ end
-- @return #number Number of missiles left.
-- @return #number Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
function GROUP:GetAmmunition()
self:F( self.ControllableName )
--self:F( self.ControllableName )
local DCSControllable = self:GetDCSObject()
@@ -1429,7 +1456,7 @@ end
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
function GROUP:IsCompletelyInZone( Zone )
self:F2( { self.GroupName, Zone } )
--self:F2( { self.GroupName, Zone } )
if not self:IsAlive() then return false end
@@ -1449,7 +1476,7 @@ end
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is partially within the @{Core.Zone#ZONE_BASE}
function GROUP:IsPartlyInZone( Zone )
self:F2( { self.GroupName, Zone } )
--self:F2( { self.GroupName, Zone } )
local IsOneUnitInZone = false
local IsOneUnitOutsideZone = false
@@ -1485,7 +1512,7 @@ end
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is not within the @{Core.Zone#ZONE_BASE}
function GROUP:IsNotInZone( Zone )
self:F2( { self.GroupName, Zone } )
--self:F2( { self.GroupName, Zone } )
if not self:IsAlive() then return true end
@@ -1521,7 +1548,7 @@ end
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #number The number of UNITs that are in the @{Core.Zone}
function GROUP:CountInZone( Zone )
self:F2( {self.GroupName, Zone} )
--self:F2( {self.GroupName, Zone} )
local Count = 0
if not self:IsAlive() then return Count end
@@ -1541,13 +1568,13 @@ end
-- @param #GROUP self
-- @return #boolean Air category evaluation result.
function GROUP:IsAir()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local IsAirResult = DCSGroup:getCategory() == Group.Category.AIRPLANE or DCSGroup:getCategory() == Group.Category.HELICOPTER
self:T3( IsAirResult )
--self:T3( IsAirResult )
return IsAirResult
end
@@ -1558,13 +1585,13 @@ end
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Helicopters.
function GROUP:IsHelicopter()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
--self:T2( GroupCategory )
return GroupCategory == Group.Category.HELICOPTER
end
@@ -1575,13 +1602,13 @@ end
-- @param #GROUP self
-- @return #boolean true if DCS Group contains AirPlanes.
function GROUP:IsAirPlane()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
--self:T2( GroupCategory )
return GroupCategory == Group.Category.AIRPLANE
end
@@ -1592,13 +1619,13 @@ end
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Ground troops.
function GROUP:IsGround()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
--self:T2( GroupCategory )
return GroupCategory == Group.Category.GROUND
end
@@ -1609,13 +1636,13 @@ end
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Ships.
function GROUP:IsShip()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
--self:T2( GroupCategory )
return GroupCategory == Group.Category.SHIP
end
@@ -1627,7 +1654,7 @@ end
-- @param #GROUP self
-- @return #boolean All units on the ground result.
function GROUP:AllOnGround()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
@@ -1640,7 +1667,7 @@ function GROUP:AllOnGround()
end
end
self:T3( AllOnGroundResult )
--self:T3( AllOnGroundResult )
return AllOnGroundResult
end
@@ -1695,7 +1722,7 @@ end
-- @param #GROUP self
-- @return #number Maximum velocity found.
function GROUP:GetMaxVelocity()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
@@ -1723,7 +1750,7 @@ end
-- @param #GROUP self
-- @return #number Minimum height found.
function GROUP:GetMinHeight()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
@@ -1751,7 +1778,7 @@ end
-- @param #GROUP self
-- @return #number Maximum height found.
function GROUP:GetMaxHeight()
self:F2()
--self:F2()
local DCSGroup = self:GetDCSObject()
@@ -1893,7 +1920,7 @@ end
-- @param Core.Point#COORDINATE coordinate Coordinate where the group should be respawned.
-- @return #GROUP self
function GROUP:InitCoordinate(coordinate)
self:F({coordinate=coordinate})
--self:F({coordinate=coordinate})
self.InitCoord=coordinate
return self
end
@@ -1903,7 +1930,7 @@ end
-- @param #boolean switch If true (or nil), enables the radio comms. If false, disables the radio for the spawned group.
-- @return #GROUP self
function GROUP:InitRadioCommsOnOff(switch)
self:F({switch=switch})
--self:F({switch=switch})
if switch==true or switch==nil then
self.InitRespawnRadio=true
else
@@ -1917,7 +1944,7 @@ end
-- @param #number frequency The frequency in MHz.
-- @return #GROUP self
function GROUP:InitRadioFrequency(frequency)
self:F({frequency=frequency})
--self:F({frequency=frequency})
self.InitRespawnFreq=frequency
@@ -1929,7 +1956,7 @@ end
-- @param #string modulation Either "FM" or "AM". If no value is given, modulation is set to AM.
-- @return #GROUP self
function GROUP:InitRadioModulation(modulation)
self:F({modulation=modulation})
--self:F({modulation=modulation})
if modulation and modulation:lower()=="fm" then
self.InitRespawnModu=radio.modulation.FM
else
@@ -1943,7 +1970,7 @@ end
-- @param #string modex Tail number of the first unit.
-- @return #GROUP self
function GROUP:InitModex(modex)
self:F({modex=modex})
--self:F({modex=modex})
if modex then
self.InitRespawnModex=tonumber(modex)
end
@@ -2009,7 +2036,7 @@ function GROUP:Respawn( Template, Reset )
--Template.y = nil
-- Debug number of units.
self:F( #Template.units )
--self:F( #Template.units )
-- Reset position etc?
if Reset == true then
@@ -2017,10 +2044,10 @@ function GROUP:Respawn( Template, Reset )
-- Loop over units in group.
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:F(GroupUnit:GetName())
--self:F(GroupUnit:GetName())
if GroupUnit:IsAlive() then
self:I("FF Alive")
--self:I("FF Alive")
-- Get unit position vector.
local GroupUnitVec3 = GroupUnit:GetVec3()
@@ -2060,7 +2087,7 @@ function GROUP:Respawn( Template, Reset )
Template.units[UnitID].psi = -Template.units[UnitID].heading
-- Debug.
self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
--self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
@@ -2069,7 +2096,7 @@ function GROUP:Respawn( Template, Reset )
-- Loop over template units.
for UnitID, TemplateUnitData in pairs( Template.units ) do
self:F( "Reset" )
--self:F( "Reset" )
-- Position from template.
local GroupUnitVec3 = { x = TemplateUnitData.x, y = TemplateUnitData.alt, z = TemplateUnitData.y }
@@ -2103,7 +2130,7 @@ function GROUP:Respawn( Template, Reset )
Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or TemplateUnitData.heading
-- Debug.
self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
--self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
else
@@ -2154,7 +2181,7 @@ function GROUP:Respawn( Template, Reset )
-- Destroy old group. Dont trigger any dead/crash events since this is a respawn.
self:Destroy(false)
self:T({Template=Template})
--self:T({Template=Template})
-- Spawn new group.
_DATABASE:Spawn(Template)
@@ -2175,7 +2202,7 @@ end
-- @param #boolean Uncontrolled (Optional) If true, spawn in uncontrolled state.
-- @return Wrapper.Group#GROUP Group spawned at airbase or nil if group could not be spawned.
function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) -- R2.4
self:F2( { SpawnTemplate, Takeoff, Uncontrolled} )
--self:F2( { SpawnTemplate, Takeoff, Uncontrolled} )
if self and self:IsAlive() then
@@ -2183,7 +2210,7 @@ function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) --
local airbase=self:GetCoordinate():GetClosestAirbase()
if airbase then
self:F2("Closest airbase = "..airbase:GetName())
--self:F2("Closest airbase = "..airbase:GetName())
else
self:E("ERROR: could not find closest airbase!")
return nil
@@ -2234,7 +2261,7 @@ function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) --
local Parkingspot, TermialID, Distance=unit:GetCoordinate():GetClosestParkingSpot(airbase)
--Parkingspot:MarkToAll("parking spot")
self:T2(string.format("Closest parking spot distance = %s, terminal ID=%s", tostring(Distance), tostring(TermialID)))
--self:T2(string.format("Closest parking spot distance = %s, terminal ID=%s", tostring(Distance), tostring(TermialID)))
-- Get unit coordinates for respawning position.
local uc=unit:GetCoordinate()
@@ -2296,7 +2323,7 @@ end
-- @param #GROUP self
-- @return #table The MissionTemplate
function GROUP:GetTaskMission()
self:F2( self.GroupName )
--self:F2( self.GroupName )
return UTILS.DeepCopy( _DATABASE.Templates.Groups[self.GroupName].Template )
end
@@ -2305,7 +2332,7 @@ end
-- @param #GROUP self
-- @return #table The mission route defined by points.
function GROUP:GetTaskRoute()
self:F2( self.GroupName )
--self:F2( self.GroupName )
return UTILS.DeepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
end
@@ -2317,7 +2344,7 @@ end
-- @param #boolean Randomize Randomization of the route, when true.
-- @param #number Radius When randomization is on, the randomization is within the radius.
function GROUP:CopyRoute( Begin, End, Randomize, Radius )
self:F2( { Begin, End } )
--self:F2( { Begin, End } )
local Points = {}
@@ -2329,7 +2356,7 @@ function GROUP:CopyRoute( Begin, End, Randomize, Radius )
GroupName = self:GetName()
end
self:T3( { GroupName } )
--self:T3( { GroupName } )
local Template = _DATABASE.Templates.Groups[GroupName].Template
@@ -2375,7 +2402,7 @@ function GROUP:CalculateThreatLevelA2G()
end
end
self:T3( MaxThreatLevelA2G )
--self:T3( MaxThreatLevelA2G )
return MaxThreatLevelA2G
end
@@ -2402,7 +2429,7 @@ end
-- @param Wrapper.Group#GROUP self
-- @return #boolean true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive.
function GROUP:InAir()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
@@ -2410,7 +2437,7 @@ function GROUP:InAir()
local DCSUnit = DCSGroup:getUnit(1)
if DCSUnit then
local GroupInAir = DCSGroup:getUnit(1):inAir()
self:T3( GroupInAir )
--self:T3( GroupInAir )
return GroupInAir
end
end
@@ -2423,7 +2450,7 @@ end
-- @param #boolean AllUnits (Optional) If true, check whether all units of the group are airborne.
-- @return #boolean True if at least one (optionally all) unit(s) is(are) airborne or false otherwise. Nil if no unit exists or is alive.
function GROUP:IsAirborne(AllUnits)
self:F2( self.GroupName )
--self:F2( self.GroupName )
-- Get all units of the group.
local units=self:GetUnits()
@@ -2634,7 +2661,7 @@ do -- Route methods
-- @param #number Speed (optional) The Speed, if no Speed is given, 80% of maximum Speed of the group is selected.
-- @return #GROUP self
function GROUP:RouteRTB( RTBAirbase, Speed )
self:F( { RTBAirbase:GetName(), Speed } )
--self:F( { RTBAirbase:GetName(), Speed } )
local DCSGroup = self:GetDCSObject()
@@ -2660,7 +2687,7 @@ do -- Route methods
--local Points={PointFrom, PointAirbase, PointLanding}
-- Debug info.
self:T3(Points)
--self:T3(Points)
-- Get group template.
local Template=self:GetTemplate()
@@ -2756,7 +2783,7 @@ do -- Players
end
if HasPlayers == true then
self:F2( PlayerNames )
--self:F2( PlayerNames )
return PlayerNames
end
@@ -2790,7 +2817,7 @@ end
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #GROUP self
function GROUP:EnableEmission(switch)
self:F2( self.GroupName )
--self:F2( self.GroupName )
local switch = switch or false
local DCSUnit = self:GetDCSObject()
@@ -2817,7 +2844,7 @@ end
-- @param #boolean switch If true, Invisible is enabled. If false, Invisible is disabled.
-- @return #GROUP self
function GROUP:CommandSetInvisible(switch)
self:F2( self.GroupName )
--self:F2( self.GroupName )
if switch==nil then
switch=false
end
@@ -2839,7 +2866,7 @@ end
-- @param #boolean switch If true, Immortal is enabled. If false, Immortal is disabled.
-- @return #GROUP self
function GROUP:CommandSetImmortal(switch)
self:F2( self.GroupName )
--self:F2( self.GroupName )
if switch==nil then
switch=false
end
@@ -2852,7 +2879,7 @@ end
-- @param #GROUP self
-- @return #string Skill String of skill name.
function GROUP:GetSkill()
self:F2( self.GroupName )
--self:F2( self.GroupName )
local unit = self:GetUnit(1)
local name = unit:GetName()
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"

View File

@@ -528,6 +528,7 @@ function NET:SendChatToPlayer(Message, ToPlayer, FromPlayer)
return self
end
--[[ not in 2.97 MSE any longer
--- Load a specific mission.
-- @param #NET self
-- @param #string Path and Mission
@@ -550,6 +551,7 @@ function NET:LoadNextMission()
outcome = net.load_next_mission()
return outcome
end
--]]
--- Return a table of players currently connected to the server.
-- @param #NET self

View File

@@ -1853,6 +1853,7 @@ do -- Cargo
["HL_KORD"] = 6*POSITIONABLE.DefaultInfantryWeight,
["HL_DSHK"] = 6*POSITIONABLE.DefaultInfantryWeight,
["CCKW_353"] = 16*POSITIONABLE.DefaultInfantryWeight, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers,
["MaxxPro_MRAP"] = 7*POSITIONABLE.DefaultInfantryWeight,
}
}

View File

@@ -226,6 +226,26 @@ function STORAGE:NewFromStaticCargo(StaticCargoName)
return self
end
--- Create a new STORAGE object from an DCS static cargo object.
-- @param #STORAGE self
-- @param #string DynamicCargoName Unit name of the dynamic cargo.
-- @return #STORAGE self
function STORAGE:NewFromDynamicCargo(DynamicCargoName)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #STORAGE
self.airbase=Unit.getByName(DynamicCargoName)
if Airbase.getWarehouse then
self.warehouse=Warehouse.getCargoAsWarehouse(self.airbase)
end
self.lid = string.format("STORAGE %s", DynamicCargoName)
return self
end
--- Airbases only - Find a STORAGE in the **_DATABASE** using the name associated airbase.
-- @param #STORAGE self

View File

@@ -219,6 +219,7 @@ function UNIT:Name()
return self.UnitName
end
--[[
--- Get the DCS unit object.
-- @param #UNIT self
-- @return DCS#Unit The DCS unit object.
@@ -230,10 +231,34 @@ function UNIT:GetDCSObject()
return DCSUnit
end
--if self.DCSUnit then
--return self.DCSUnit
--end
return nil
end
--]]
--- Returns the DCS Unit.
-- @param #UNIT self
-- @return DCS#Unit The DCS Group.
function UNIT:GetDCSObject()
if (not self.LastCallDCSObject) or (self.LastCallDCSObject and timer.getTime() - self.LastCallDCSObject > 1) then
-- Get DCS group.
local DCSUnit = Unit.getByName( self.UnitName )
if DCSUnit then
self.LastCallDCSObject = timer.getTime()
self.DCSObject = DCSUnit
return DCSUnit
else
self.DCSObject = nil
self.LastCallDCSObject = nil
end
else
return self.DCSObject
end
--self:E(string.format("ERROR: Could not get DCS group object of group %s because DCS object could not be found!", tostring(self.UnitName)))
return nil
end
@@ -243,7 +268,7 @@ end
-- @return #number The height of the group or nil if is not existing or alive.
function UNIT:GetAltitude(FromGround)
local DCSUnit = Unit.getByName( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local altitude = 0
@@ -273,12 +298,12 @@ end
-- @param #number Heading The heading of the unit respawn.
function UNIT:ReSpawnAt( Coordinate, Heading )
self:T( self:Name() )
--self:T( self:Name() )
local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) )
self:T( SpawnGroupTemplate )
--self:T( SpawnGroupTemplate )
local SpawnGroup = self:GetGroup()
self:T( { SpawnGroup = SpawnGroup } )
--self:T( { SpawnGroup = SpawnGroup } )
if SpawnGroup then
@@ -286,10 +311,10 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
SpawnGroupTemplate.x = Coordinate.x
SpawnGroupTemplate.y = Coordinate.z
self:F( #SpawnGroupTemplate.units )
--self:F( #SpawnGroupTemplate.units )
for UnitID, UnitData in pairs( SpawnGroup:GetUnits() or {} ) do
local GroupUnit = UnitData -- #UNIT
self:F( GroupUnit:GetName() )
--self:F( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
@@ -297,23 +322,23 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x
SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z
SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading
self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } )
--self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } )
end
end
end
for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do
self:T( { UnitTemplateData.name, self:Name() } )
--self:T( { UnitTemplateData.name, self:Name() } )
SpawnGroupTemplate.units[UnitTemplateID].unitId = nil
if UnitTemplateData.name == self:Name() then
self:T("Adjusting")
--self:T("Adjusting")
SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y
SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x
SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z
SpawnGroupTemplate.units[UnitTemplateID].heading = Heading
self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
--self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
else
self:F( SpawnGroupTemplate.units[UnitTemplateID].name )
--self:F( SpawnGroupTemplate.units[UnitTemplateID].name )
local GroupUnit = UNIT:FindByName( SpawnGroupTemplate.units[UnitTemplateID].name ) -- #UNIT
if GroupUnit and GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
@@ -324,7 +349,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
UnitTemplateData.heading = GroupUnitHeading
else
if SpawnGroupTemplate.units[UnitTemplateID].name ~= self:Name() then
self:T("nilling")
--self:T("nilling")
SpawnGroupTemplate.units[UnitTemplateID].delete = true
end
end
@@ -336,7 +361,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
while i <= #SpawnGroupTemplate.units do
local UnitTemplateData = SpawnGroupTemplate.units[i]
self:T( UnitTemplateData.name )
--self:T( UnitTemplateData.name )
if UnitTemplateData.delete then
table.remove( SpawnGroupTemplate.units, i )
@@ -347,7 +372,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
SpawnGroupTemplate.groupId = nil
self:T( SpawnGroupTemplate )
--self:T( SpawnGroupTemplate )
_DATABASE:Spawn( SpawnGroupTemplate )
end
@@ -358,7 +383,7 @@ end
-- @param #UNIT self
-- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive.
function UNIT:IsActive()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -395,7 +420,7 @@ end
-- @param #UNIT self
-- @return #boolean Returns `true` if Unit is alive and active, `false` if it exists but is not active and `nil` if the object does not exist or DCS `isExist` function returns false.
function UNIT:IsAlive()
self:F3( self.UnitName )
--self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject() -- DCS#Unit
@@ -418,7 +443,7 @@ end
-- @param #UNIT self
-- @return #string The Callsign of the Unit.
function UNIT:GetCallsign()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -430,7 +455,7 @@ function UNIT:GetCallsign()
return UnitCallSign
end
self:F( self.ClassName .. " " .. self.UnitName .. " not found!" )
--self:F( self.ClassName .. " " .. self.UnitName .. " not found!" )
return nil
end
@@ -477,7 +502,7 @@ end
-- @return #string Player Name
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPlayerName()
self:F( self.UnitName )
--self:F( self.UnitName )
local DCSUnit = self:GetDCSObject() -- DCS#Unit
@@ -551,7 +576,7 @@ end
-- @return #number The Unit number.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetNumber()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -568,7 +593,7 @@ end
-- @param #UNIT self
-- @return #number Speed in km/h.
function UNIT:GetSpeedMax()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local Desc = self:GetDesc()
@@ -585,7 +610,7 @@ end
-- @param #UNIT self
-- @return #number Range in meters.
function UNIT:GetRange()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local Desc = self:GetDesc()
@@ -607,7 +632,7 @@ end
-- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable").
-- @return #number Refueling system (if any): 0=boom, 1=probe.
function UNIT:IsRefuelable()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local refuelable=self:HasAttribute("Refuelable")
@@ -626,7 +651,7 @@ end
-- @return #boolean If true, unit is a tanker (checks for the attribute "Tankers").
-- @return #number Refueling system (if any): 0=boom, 1=probe.
function UNIT:IsTanker()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local tanker=self:HasAttribute("Tankers")
@@ -725,7 +750,7 @@ end
-- @param Wrapper.Unit#UNIT self
-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
function UNIT:GetGroup()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local UnitGroup = GROUP:FindByName(self.GroupName)
if UnitGroup then
return UnitGroup
@@ -749,13 +774,13 @@ end
-- @return #string The name of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPrefix()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix )
--self:T3( UnitPrefix )
return UnitPrefix
end
@@ -766,7 +791,7 @@ end
-- @param #UNIT self
-- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
function UNIT:GetAmmo()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
--local status, unitammo = pcall(
@@ -958,7 +983,7 @@ end
-- @param #UNIT self
-- @return DCS#Unit.Sensors Table of sensors.
function UNIT:GetSensors()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -977,7 +1002,7 @@ end
-- @param #UNIT self
-- @return #boolean returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
function UNIT:HasSensors( ... )
self:F2( arg )
--self:F2( arg )
local DCSUnit = self:GetDCSObject()
@@ -993,7 +1018,7 @@ end
-- @param #UNIT self
-- @return #boolean returns true if the unit is SEADable.
function UNIT:HasSEAD()
self:F2()
--self:F2()
local DCSUnit = self:GetDCSObject()
@@ -1021,7 +1046,7 @@ end
-- @return #boolean Indicates if at least one of the unit's radar(s) is on.
-- @return DCS#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
function UNIT:GetRadar()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -1037,7 +1062,7 @@ end
-- @param #UNIT self
-- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive.
function UNIT:GetFuel()
self:F3( self.UnitName )
--self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -1054,14 +1079,14 @@ end
-- @param #UNIT self
-- @return #list<Wrapper.Unit#UNIT> A list of one @{Wrapper.Unit}.
function UNIT:GetUnits()
self:F3( { self.UnitName } )
--self:F3( { self.UnitName } )
local DCSUnit = self:GetDCSObject()
local Units = {}
if DCSUnit then
Units[1] = UNIT:Find( DCSUnit )
self:T3( Units )
-self:T3( Units )
return Units
end
@@ -1073,7 +1098,7 @@ end
-- @param #UNIT self
-- @return #number The Unit's health value or -1 if unit does not exist any more.
function UNIT:GetLife()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -1089,7 +1114,7 @@ end
-- @param #UNIT self
-- @return #number The Unit's initial health value or 0 if unit does not exist any more.
function UNIT:GetLife0()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -1105,7 +1130,7 @@ end
-- @param #UNIT self
-- @return #number The Unit's relative health value, i.e. a number in [0,1] or -1 if unit does not exist any more.
function UNIT:GetLifeRelative()
self:F2(self.UnitName)
--self:F2(self.UnitName)
if self and self:IsAlive() then
local life0=self:GetLife0()
@@ -1120,7 +1145,7 @@ end
-- @param #UNIT self
-- @return #number The Unit's relative health value, i.e. a number in [0,1] or 1 if unit does not exist any more.
function UNIT:GetDamageRelative()
self:F2(self.UnitName)
--self:F2(self.UnitName)
if self and self:IsAlive() then
return 1-self:GetLifeRelative()
@@ -1158,7 +1183,7 @@ end
-- @param #UNIT self
-- @return #number Unit category from `getDesc().category`.
function UNIT:GetUnitCategory()
self:F3( self.UnitName )
--self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
@@ -1172,7 +1197,7 @@ end
-- @param #UNIT self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
function UNIT:GetCategoryName()
self:F3( self.UnitName )
--self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
@@ -1184,7 +1209,7 @@ function UNIT:GetCategoryName()
[Unit.Category.STRUCTURE] = "Structure",
}
local UnitCategory = DCSUnit:getDesc().category
self:T3( UnitCategory )
--self:T3( UnitCategory )
return CategoryNames[UnitCategory]
end
@@ -1412,7 +1437,7 @@ end
-- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
--self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
local DCSUnit = self:GetDCSObject()
@@ -1421,10 +1446,10 @@ function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
local AwaitUnitVec3 = AwaitUnit:GetVec3()
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" )
--self:T3( "true" )
return true
else
self:T3( "false" )
--self:T3( "false" )
return false
end
end
@@ -1442,17 +1467,17 @@ end
-- @param #UNIT self
-- @return #boolean IsFriendly evaluation result.
function UNIT:IsFriendly( FriendlyCoalition )
self:F2()
--self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitCoalition = DCSUnit:getCoalition()
self:T3( { UnitCoalition, FriendlyCoalition } )
--self:T3( { UnitCoalition, FriendlyCoalition } )
local IsFriendlyResult = ( UnitCoalition == FriendlyCoalition )
self:F( IsFriendlyResult )
--self:F( IsFriendlyResult )
return IsFriendlyResult
end
@@ -1464,17 +1489,17 @@ end
-- @param #UNIT self
-- @return #boolean Ship category evaluation result.
function UNIT:IsShip()
self:F2()
--self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
self:T3( { UnitDescriptor.category, Unit.Category.SHIP } )
--self:T3( { UnitDescriptor.category, Unit.Category.SHIP } )
local IsShipResult = ( UnitDescriptor.category == Unit.Category.SHIP )
self:T3( IsShipResult )
--self:T3( IsShipResult )
return IsShipResult
end
@@ -1486,7 +1511,7 @@ end
-- @param #boolean NoHeloCheck If true, no additonal checks for helos are performed.
-- @return #boolean Return true if in the air or #nil if the UNIT is not existing or alive.
function UNIT:InAir(NoHeloCheck)
self:F2( self.UnitName )
--self:F2( self.UnitName )
-- Get DCS unit object.
local DCSUnit = self:GetDCSObject() --DCS#Unit
@@ -1500,7 +1525,7 @@ function UNIT:InAir(NoHeloCheck)
local UnitCategory = DCSUnit:getDesc().category
-- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not.
-- This is a workaround since DCS currently does not acknoledge that helos land on buildings.
-- This is a workaround since DCS currently does not acknowledge that helos land on buildings.
-- Note however, that the velocity check will fail if the ground is moving, e.g. on an aircraft carrier!
if UnitInAir==true and UnitCategory == Unit.Category.HELICOPTER and (not NoHeloCheck) then
local VelocityVec3 = DCSUnit:getVelocity()
@@ -1513,7 +1538,7 @@ function UNIT:InAir(NoHeloCheck)
end
end
self:T3( UnitInAir )
--self:T3( UnitInAir )
return UnitInAir
end
@@ -1708,7 +1733,7 @@ end
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #UNIT self
function UNIT:EnableEmission(switch)
self:F2( self.UnitName )
--self:F2( self.UnitName )
local switch = switch or false
@@ -1727,9 +1752,12 @@ end
-- @param #UNIT self
-- @return #string Skill String of skill name.
function UNIT:GetSkill()
self:F2( self.UnitName )
--self:F2( self.UnitName )
local name = self.UnitName
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
local skill = "Random"
if _DATABASE.Templates.Units[name] and _DATABASE.Templates.Units[name].Template and _DATABASE.Templates.Units[name].Template.skill then
skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
end
return skill
end
@@ -1740,7 +1768,7 @@ end
-- @return #string VCN Voice Callsign Number or nil if not set/capable.
-- @return #string Lead If true, unit is Flight Lead, else false or nil.
function UNIT:GetSTN()
self:F2(self.UnitName)
--self:F2(self.UnitName)
local STN = nil -- STN/TN
local VCL = nil -- VoiceCallsignLabel
local VCN = nil -- VoiceCallsignNumber

View File

@@ -47,6 +47,7 @@ Wrapper/Marker.lua
Wrapper/Weapon.lua
Wrapper/Net.lua
Wrapper/Storage.lua
Wrapper/DynamicCargo.lua
Functional/Scoring.lua
Functional/CleanUp.lua