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3 Commits

Author SHA1 Message Date
kaltokri
4c66fd7cab Renamed basic.md to concepts.md and added more text 2024-01-22 17:36:32 +01:00
kaltokri
80f76b26c2 Small fixes in advanced guide 2024-01-19 16:57:33 +01:00
kaltokri
4e956c3203 New guides added 2024-01-19 11:41:09 +01:00
173 changed files with 4945 additions and 95900 deletions

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

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@@ -5,8 +5,6 @@ on:
branches:
- master
- develop
- Apple/Develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
@@ -49,7 +47,6 @@ jobs:
- name: Update apt-get (needed for act docker image)
run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update
- name: Install tree
@@ -110,7 +107,7 @@ jobs:
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
#########################################################################
# Push to MOOSE_INCLUDE
#########################################################################

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@@ -33,7 +33,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
uses: actions/checkout@v3
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
@@ -43,7 +43,7 @@ jobs:
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v4
uses: actions/configure-pages@v3
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
@@ -52,7 +52,7 @@ jobs:
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v3
uses: actions/upload-pages-artifact@v1
with:
path: docs/_site/
@@ -66,13 +66,13 @@ jobs:
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
uses: actions/deploy-pages@v1
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v4
uses: actions/setup-node@v3
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

7
.gitignore vendored
View File

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

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@@ -1,17 +1,7 @@
{
"Lua.workspace.preloadFileSize": 10000,
"Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [
"undefined-doc-name",
"duplicate-set-field",
"trailing-space",
"need-check-nil",
"ambiguity-1",
"undefined-doc-param",
"redundant-parameter",
"param-type-mismatch",
"deprecated",
"undefined-global",
"lowercase-global"
"undefined-doc-name"
],
"Lua.diagnostics.globals": [
"BASE",

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@@ -11,7 +11,7 @@
-- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG
-- @type AI_A2A_CAP
--- @type AI_A2A_CAP
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE

View File

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

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@@ -13,8 +13,8 @@
-- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A
--- @type AI_A2A_GCI
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -39,8 +39,6 @@
--
-- ## 2. AI_A2A_GCI is a FSM
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States
--
-- * **None** ( Group ): The process is not started yet.

View File

@@ -10,8 +10,8 @@
-- @image AI_Air_Patrolling.JPG
-- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- @type AI_A2A_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--

View File

@@ -11,8 +11,9 @@
-- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
--- @type AI_A2G_BAI
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
@@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -11,8 +11,9 @@
-- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends.
--- @type AI_A2G_CAS
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
@@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

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

View File

@@ -13,8 +13,9 @@
-- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
--- @type AI_A2G_SEAD
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.

View File

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

View File

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

View File

@@ -13,8 +13,8 @@
-- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -351,7 +351,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -361,7 +361,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
--self:SetDetectionOff()
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -374,7 +374,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
end
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
@@ -387,9 +387,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
end
-- @param Wrapper.Group#GROUP AIControllable
--- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
@@ -397,14 +397,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName()
@@ -426,13 +426,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -441,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}
@@ -478,16 +472,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
end
end
-- @param Wrapper.Group#GROUP AIControllable
--- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1
@@ -496,7 +490,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -522,7 +516,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then
self:Return()
return
@@ -553,12 +547,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return()
return
else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:T(text)
self:I(text)
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -575,13 +569,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> returning.")
self:I( DefenderGroupName .. ": No targets found -> returning.")
self:Return()
return
end
end
-- @param Wrapper.Group#GROUP AIEngage
--- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } )

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Air_Patrol
-- @image AI_Air_To_Ground_Patrol.JPG
-- @type AI_AIR_PATROL
--- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}

View File

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

View File

@@ -408,7 +408,7 @@ function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
@@ -417,7 +417,7 @@ function _NewEngageRoute( AIControllable )
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -429,7 +429,7 @@ function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
end
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -478,7 +478,7 @@ function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -488,7 +488,7 @@ function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -612,7 +612,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -623,7 +623,7 @@ function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -637,7 +637,7 @@ function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )

View File

@@ -27,7 +27,7 @@
-- @module AI.AI_Balancer
-- @image AI_Balancing.JPG
-- @type AI_BALANCER
--- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient
-- @field Core.Spawn#SPAWN SpawnAI
-- @field Wrapper.Group#GROUP Test

View File

@@ -31,7 +31,7 @@
-- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG
-- @type AI_CAP_ZONE
--- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
@@ -344,7 +344,7 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end
-- @param AI.AI_CAP#AI_CAP_ZONE
--- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -355,7 +355,7 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -367,7 +367,7 @@ function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
end
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -395,7 +395,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -405,7 +405,7 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -505,7 +505,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
end
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -515,7 +515,7 @@ function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self:SetDetectionOff()
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -528,7 +528,7 @@ function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )

View File

@@ -363,7 +363,7 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
-- @param AI.AI_CAS#AI_CAS_ZONE
--- @param AI.AI_CAS#AI_CAS_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -375,7 +375,7 @@ function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -387,7 +387,7 @@ function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
end
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -420,7 +420,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -430,7 +430,7 @@ function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -530,7 +530,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -541,7 +541,7 @@ function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -555,7 +555,7 @@ function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )

View File

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

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_APC
--- @type AI_CARGO_APC
-- @extends AI.AI_Cargo#AI_CARGO

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_AIRPLANE
--- @type AI_CARGO_AIRPLANE
-- @extends Core.Fsm#FSM_CONTROLLABLE

View File

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

View File

@@ -30,7 +30,7 @@
-- @module AI.AI_Cargo_Dispatcher_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_DISPATCHER_APC
--- @type AI_CARGO_DISPATCHER_APC
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -24,7 +24,7 @@
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_DISPATCHER_AIRPLANE
--- @type AI_CARGO_DISPATCHER_AIRPLANE
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -25,7 +25,7 @@
-- @module AI.AI_Cargo_Dispatcher_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_DISPATCHER_HELICOPTER
--- @type AI_CARGO_DISPATCHER_HELICOPTER
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -23,7 +23,7 @@
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER_SHIP
--- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -160,7 +160,7 @@ AI_CARGO_DISPATCHER_SHIP = {
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
-- local ShippingLane = SET_GROUP:New():FilterPrefixes( "ShippingLane" ):FilterOnce():GetSetObjects()
-- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
--
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start()

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_HELICOPTER
--- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -287,7 +287,7 @@ function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
return self
end
-- @param #AI_CARGO_HELICOPTER self
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
@@ -326,7 +326,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
-- @param #AI_CARGO_HELICOPTER self
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
@@ -409,7 +409,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
end
-- @param #AI_CARGO_HELICOPTER self
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_SHIP
--- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group.

View File

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

View File

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

View File

@@ -15,7 +15,7 @@
-- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER_REQUEST
--- @type AI_ESCORT_DISPATCHER_REQUEST
-- @extends Core.Fsm#FSM
@@ -33,7 +33,7 @@ AI_ESCORT_DISPATCHER_REQUEST = {
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
}
-- @field #list
--- @field #list
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
@@ -80,7 +80,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
@@ -97,7 +97,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )

View File

@@ -136,12 +136,12 @@
--
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl**
@@ -153,7 +153,7 @@
-- @type AI_ESCORT_REQUEST
--- @type AI_ESCORT_REQUEST
-- @extends AI.AI_Escort#AI_ESCORT
--- AI_ESCORT_REQUEST class
@@ -228,7 +228,7 @@ function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortNa
return self
end
-- @param #AI_ESCORT_REQUEST self
--- @param #AI_ESCORT_REQUEST self
function AI_ESCORT_REQUEST:SpawnEscort()
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
@@ -253,7 +253,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
self:_InitEscortMenus( EscortGroup )
self:_InitEscortRoute( EscortGroup )
-- @param #AI_ESCORT self
--- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } )
@@ -268,7 +268,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
end
-- @param #AI_ESCORT_REQUEST self
--- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
@@ -290,14 +290,14 @@ function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
end
-- @param #AI_ESCORT_REQUEST self
--- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()

View File

@@ -34,8 +34,8 @@
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
@@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 )
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
@@ -117,7 +117,7 @@ AI_FORMATION = {
AI_FORMATION.__Enum = {}
-- @type AI_FORMATION.__Enum.Formation
--- @type AI_FORMATION.__Enum.Formation
-- @field #number None
-- @field #number Line
-- @field #number Trail
@@ -142,7 +142,7 @@ AI_FORMATION.__Enum.Formation = {
Box = 10,
}
-- @type AI_FORMATION.__Enum.Mode
--- @type AI_FORMATION.__Enum.Mode
-- @field #number Mission
-- @field #number Formation
AI_FORMATION.__Enum.Mode = {
@@ -152,13 +152,13 @@ AI_FORMATION.__Enum.Mode = {
Reconnaissance = "R",
}
-- @type AI_FORMATION.__Enum.ReportType
--- @type AI_FORMATION.__Enum.ReportType
-- @field #number All
-- @field #number Airborne
-- @field #number GroundRadar
-- @field #number Ground
AI_FORMATION.__Enum.ReportType = {
All = "*",
Airborne = "*",
Airborne = "A",
GroundRadar = "R",
Ground = "G",
@@ -996,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1020,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1044,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
@@ -1222,7 +1222,7 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
--y = GH2.y,
y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}

View File

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

View File

@@ -274,7 +274,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } )
@@ -285,7 +285,7 @@ do -- ACT_ACCOUNT_DEADS
end
end
-- @param #ACT_ACCOUNT_DEADS self
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } )
@@ -297,7 +297,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } )

View File

@@ -200,7 +200,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit(
-- @param Wrapper.Unit#UNIT SmokeUnit
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,

View File

@@ -78,7 +78,7 @@ do -- CARGO_CRATE
return self
end
-- @param #CARGO_CRATE self
--- @param #CARGO_CRATE self
-- @param Core.Event#EVENTDATA EventData
function CARGO_CRATE:OnEventCargoDead( EventData )

View File

@@ -598,7 +598,7 @@ do -- CARGO_GROUP
end
--- Get the underlying GROUP object from the CARGO_GROUP.
--- Get the amount of cargo units in the group.
-- @param #CARGO_GROUP self
-- @return #CARGO_GROUP
function CARGO_GROUP:GetGroup( Cargo )

View File

@@ -72,7 +72,7 @@ do -- CARGO_SLINGLOAD
end
-- @param #CARGO_SLINGLOAD self
--- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )

View File

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

View File

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

View File

@@ -1,920 +0,0 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: May 2024
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @field #active boolean
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.2",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
active = false,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is. Leave as nil for a generic entry.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic and self.active == false then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
self.active = true
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
self.active = true
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
self.active = false
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @field #table PlayerMenu
-- @field #number Coalition
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Conceptual remarks
--
-- There's a couple of things to fully understand:
--
-- 1) **CLIENTMENUMANAGER** manages a set of entries from **CLIENTMENU**, it's main purpose is to administer the *shadow menu tree*, ie. a menu structure which is not
-- (yet) visible to any client
-- 2) The entries are **CLIENTMENU** objects, which are linked in a tree form. There's two ways to create them:
-- A) in the manager with ":NewEntry()" which initially
-- adds it to the shadow menu **only**
-- B) stand-alone directly as `CLIENTMENU:NewEntry()` - here it depends on whether or not you gave a CLIENT object if the entry is created as generic entry or pushed
-- a **specific** client. **Be aware** though that the entries are not managed by the CLIENTMANAGER before the next step!
-- A generic entry can be added to the manager (and the shadow tree) with `:AddEntry()` - this will also push it to all clients(!) if no client is given, or a specific client only.
-- 3) Pushing only works for alive clients.
-- 4) Live and shadow tree entries are managed via the CLIENTMENUMANAGER object.
-- 5) `Propagate()`refreshes the menu tree for all, or a single client.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate() -- propagate **once** to all clients in the SET_CLIENT
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- ## Set to auto-propagate for CLIENTs joining the SET_CLIENT **after** the script is loaded - handy if you have a single menu tree.
--
-- menumgr:InitAutoPropagation()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.6",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
PlayerMenu = {},
Coalition = nil,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @param #number Coalition (Optional) Coalition of this Manager, defaults to coalition.side.BLUE
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias, Coalition)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.PlayerMenu = {}
self.name = Alias or "Nightshift"
self.Coalition = Coalition or coalition.side.BLUE
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:I(self.lid.."Created")
end
return self
end
--- [Internal] Event handling
-- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData)
self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
self:T(self.lid.."Leave event for player: "..tostring(EventData.IniPlayerName))
local Client = _DATABASE:FindClient( EventData.IniUnitName )
if Client then
self:ResetMenu(Client)
end
elseif (EventData.id == EVENTS.PlayerEnterAircraft) and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
return self
end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
local player = _DATABASE:FindClient( EventData.IniUnitName )
self:Propagate(player)
end
elseif EventData.id == EVENTS.PlayerEnterUnit then
-- special for CA slots
local grp = GROUP:FindByName(EventData.IniGroupName)
if grp:IsGround() then
self:T(string.format("Player %s entered GROUND unit %s!",EventData.IniPlayerName,EventData.IniUnitName))
local IsPlayer = EventData.IniDCSUnit:getPlayerName()
if IsPlayer then
local client=_DATABASE.CLIENTS[EventData.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
-- Debug info.
self:I(string.format("Player '%s' joined ground unit '%s' of group '%s'", tostring(EventData.IniPlayerName), tostring(EventData.IniDCSUnitName), tostring(EventData.IniDCSGroupName)))
client=_DATABASE:AddClient(EventData.IniDCSUnitName)
-- Add player.
client:AddPlayer(EventData.IniPlayerName)
-- Add player.
if not _DATABASE.PLAYERS[EventData.IniPlayerName] then
_DATABASE:AddPlayer( EventData.IniUnitName, EventData.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( EventData.IniPlayerName )
Settings:SetPlayerMenu(EventData.IniUnit)
end
--local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(client)
end
end
end
return self
end
--- Set this Client Manager to auto-propagate menus **once** to newly joined players. Useful if you have **one** menu structure only. Does not automatically push follow-up changes to the client(s).
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
-- Player Events
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(5)
return self
end
--- Create a new entry in the **generic** structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
--self:I(UTILS.PrintTableToLog(Client,1))
local knownunits = {} -- track so we can ID multi seated
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playerunit = client:GetName()
--local playergroup = client:GetGroup()
local playername = client:GetPlayerName() or "none"
if not knownunits[playerunit] then
knownunits[playerunit] = true
else
self:I("Player in multi seat unit: "..playername)
break -- multi seat already build
end
if not self.playertree[playername] then
self.playertree[playername] = {}
end
for level,branch in pairs (self.menutree) do
self:T("Building branch:" .. level)
for _,leaf in pairs(branch) do
self:T("Building leaf:" .. leaf)
local entry = self:FindEntryByUUID(leaf)
if entry then
self:T("Found generic entry:" .. entry.UUID)
local parent = nil
if entry.Parent and entry.Parent.UUID then
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
end
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
self.playertree[playername][entry.UUID].Once = entry.Once
else
self:T("NO generic entry for:" .. leaf)
end
end
end
end
end
return self
end
--- Push a single previously created entry into the F10 menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
local knownunits = {}
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName() or "None"
local unitname = client:GetName()
if not knownunits[unitname] then
knownunits[unitname] = true
else
self:I("Player in multi seat unit: "..playername)
break
end
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------

View File

@@ -37,8 +37,6 @@
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -95,8 +93,6 @@ DATABASE = {
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
STNS={},
SADL={},
}
local _DATABASECoalition =
@@ -135,7 +131,7 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
@@ -170,11 +166,10 @@ end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSUnitName Unit name.
-- @param #boolean force
-- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName, force )
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] or force == true then
if not self.UNITS[DCSUnitName] then
-- Debug info.
self:T( { "Add UNIT:", DCSUnitName } )
@@ -189,7 +184,6 @@ end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
self:T("DeleteUnit "..tostring(DCSUnitName))
self.UNITS[DCSUnitName] = nil
end
@@ -815,11 +809,10 @@ end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client unit.
-- @param #boolean Force (optional) Force registration of client.
-- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName, Force )
function DATABASE:AddClient( ClientName )
if not self.CLIENTS[ClientName] or Force == true then
if not self.CLIENTS[ClientName] then
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
end
@@ -834,25 +827,15 @@ end
function DATABASE:FindGroup( GroupName )
local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
-- see if the group exists in the API, maybe a dynamic slot
self:_RegisterDynamicGroup(GroupName)
return self.GROUPS[GroupName]
end
return GroupFound
end
--- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self
-- @param #string GroupName
-- @param #boolean force
-- @return Wrapper.Group#GROUP The Group
function DATABASE:AddGroup( GroupName, force )
function DATABASE:AddGroup( GroupName )
if not self.GROUPS[GroupName] or force == true then
if not self.GROUPS[GroupName] then
self:T( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
@@ -945,7 +928,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name )
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@@ -1022,7 +1005,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@@ -1046,31 +1029,10 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
-- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
@@ -1081,92 +1043,15 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @return #table Group template table.
function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate=nil
if self.Templates.Groups[GroupName] then
GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
end
local GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
return GroupTemplate
end
@@ -1211,43 +1096,6 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
return self
end
--- Get a generic static cargo group template from scratch for dynamic cargo spawns register. Does not register the template!
-- @param #DATABASE self
-- @param #string Name Name of the static.
-- @param #string Typename Typename of the static. Defaults to "container_cargo".
-- @param #number Mass Mass of the static. Defaults to 0.
-- @param #number Coalition Coalition of the static. Defaults to coalition.side.BLUE.
-- @param #number Country Country of the static. Defaults to country.id.GERMANY.
-- @return #table Static template table.
function DATABASE:_GetGenericStaticCargoGroupTemplate(Name,Typename,Mass,Coalition,Country)
local StaticTemplate = {}
StaticTemplate.name = Name or "None"
StaticTemplate.units = { [1] = {
name = Name,
resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
},
["mass"] = Mass or 0,
["category"] = "Cargos",
["canCargo"] = true,
["type"] = Typename or "container_cargo",
["rate"] = 100,
["y"] = 0,
["x"] = 0,
["heading"] = 0,
}}
StaticTemplate.CategoryID = "static"
StaticTemplate.CoalitionID = Coalition or coalition.side.BLUE
StaticTemplate.CountryID = Country or country.id.GERMANY
UTILS.PrintTableToLog(StaticTemplate)
return StaticTemplate
end
--- Get static group template.
-- @param #DATABASE self
-- @param #string StaticName Name of the static.
@@ -1321,11 +1169,7 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Coalition ID.
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))
return nil
return self.Templates.ClientsByName[ClientName].CoalitionID
end
--- Get category ID from client name.
@@ -1333,11 +1177,7 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Category ID.
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))
return nil
return self.Templates.ClientsByName[ClientName].CategoryID
end
--- Get country ID from client name.
@@ -1345,11 +1185,7 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Country ID.
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))
return nil
return self.Templates.ClientsByName[ClientName].CountryID
end
--- Airbase
@@ -1395,36 +1231,6 @@ function DATABASE:_RegisterPlayers()
return self
end
--- Private method that registers a single dynamic slot Group and Units within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterDynamicGroup(Groupname)
local DCSGroup = Group.getByName(Groupname)
if DCSGroup and DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
-- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
self:AddGroup( DCSGroupName, true )
-- Loop over units in group.
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( DCSUnitName, true )
end
else
self:E({"Group does not exist: ", DCSGroup})
end
return self
end
--- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self
@@ -1597,9 +1403,9 @@ function DATABASE:_EventOnBirth( Event )
end
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
@@ -1615,10 +1421,10 @@ function DATABASE:_EventOnBirth( Event )
-- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then
client=self:AddClient(Event.IniDCSUnitName, true)
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
@@ -1628,19 +1434,14 @@ function DATABASE:_EventOnBirth( Event )
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
local function SetPlayerSettings(self,PlayerName,IniUnit)
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
--Settings:SetPlayerMenu(Event.IniUnit)
Settings:SetPlayerMenu(IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(IniUnit)
--self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
self:ScheduleOnce(1,SetPlayerSettings,self,PlayerName,Event.IniUnit)
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
end
@@ -1654,6 +1455,7 @@ end
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniDCSUnit then
local name=Event.IniDCSUnitName
@@ -1661,7 +1463,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniObjectCategory == 3 then
---
-- STATICS
-- STATICS
---
if self.STATICS[Event.IniDCSUnitName] then
@@ -1671,7 +1473,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
---
-- Maybe a UNIT?
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
@@ -1694,8 +1496,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:ScheduleOnce(1,self.DeleteUnit,self,Event.IniDCSUnitName)
--self:DeleteUnit(Event.IniDCSUnitName)
self:DeleteUnit(Event.IniDCSUnitName)
end
-- Remove client players.
@@ -1785,7 +1586,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniPlayerName or Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then
@@ -1803,7 +1604,6 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
client:RemovePlayer(PlayerName)
--self.PLAYERSETTINGS[PlayerName] = nil
end
end
@@ -2182,7 +1982,7 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else

View File

@@ -261,24 +261,17 @@ EVENTS = {
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.x
--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
-- Added with DCS 2.9.0
UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
RunwayTakeoff = world.event.S_EVENT_RUNWAY_TAKEOFF or -1,
RunwayTouch = world.event.S_EVENT_RUNWAY_TOUCH or -1,
MacLMSRestart = world.event.S_EVENT_MAC_LMS_RESTART or -1,
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,
PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
}
--- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
--
@@ -653,24 +646,24 @@ local _EVENTMETA = {
Text = "S_EVENT_WEAPON_DROP"
},
-- DCS 2.9
--[EVENTS.UnitTaskTimeout] = {
-- Order = 1,
-- Side = "I",
-- Event = "OnEventUnitTaskTimeout",
-- Text = "S_EVENT_UNIT_TASK_TIMEOUT "
--},
[EVENTS.UnitTaskTimeout] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskTimeout",
Text = "S_EVENT_UNIT_TASK_TIMEOUT "
},
[EVENTS.UnitTaskStage] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE "
},
--[EVENTS.MacSubtaskScore] = {
-- Order = 1,
--Side = "I",
--Event = "OnEventMacSubtaskScore",
--Text = "S_EVENT_MAC_SUBTASK_SCORE"
--},
[EVENTS.MacSubtaskScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacSubtaskScore",
Text = "S_EVENT_MAC_SUBTASK_SCORE"
},
[EVENTS.MacExtraScore] = {
Order = 1,
Side = "I",
@@ -689,51 +682,20 @@ local _EVENTMETA = {
Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER"
},
[EVENTS.RunwayTakeoff] = {
[EVENTS.PostponedTakeoff] = {
Order = 1,
Side = "I",
Event = "OnEventRunwayTakeoff",
Text = "S_EVENT_RUNWAY_TAKEOFF"
Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_POSTPONED_TAKEOFF"
},
[EVENTS.RunwayTouch] = {
[EVENTS.PostponedLand] = {
Order = 1,
Side = "I",
Event = "OnEventRunwayTouch",
Text = "S_EVENT_RUNWAY_TOUCH"
},
[EVENTS.MacLMSRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMacLMSRestart",
Text = "S_EVENT_MAC_LMS_RESTART"
},
[EVENTS.SimulationFreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationFreeze",
Text = "S_EVENT_SIMULATION_FREEZE"
},
[EVENTS.SimulationUnfreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationUnfreeze",
Text = "S_EVENT_SIMULATION_UNFREEZE"
},
[EVENTS.HumanAircraftRepairStart] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairStart",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_START"
},
[EVENTS.HumanAircraftRepairFinish] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
Event = "OnEventPostponedLand",
Text = "S_EVENT_POSTPONED_LAND"
},
}
--- The Events structure
-- @type EVENT.Events
-- @field #number IniUnit
@@ -1339,7 +1301,7 @@ function EVENT:onEvent( Event )
-- STATIC
---
Event.TgtDCSUnit = Event.target
if Event.target.isExist and Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object, check that isExist exists (Kiowa Hellfire issue, Special K)
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
-- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
@@ -1382,15 +1344,15 @@ function EVENT:onEvent( Event )
end
-- Weapon.
if Event.weapon and type(Event.weapon) == "table" then
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.weapon:isExist() and Event.weapon:getTypeName() or "Unknown Weapon"
Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon.getCoalition and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon.getDesc and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon.getTypeName and Event.Weapon:getTypeName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
@@ -1416,7 +1378,6 @@ function EVENT:onEvent( Event )
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end

View File

@@ -79,7 +79,7 @@
do -- FSM
-- @type FSM
--- @type FSM
-- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
-- @field #table options Options.
@@ -949,7 +949,7 @@ end
do -- FSM_CONTROLLABLE
-- @type FSM_CONTROLLABLE
--- @type FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
@@ -1082,7 +1082,7 @@ end
do -- FSM_PROCESS
-- @type FSM_PROCESS
--- @type FSM_PROCESS
-- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE

View File

@@ -24,7 +24,7 @@
do -- Goal
-- @type GOAL
--- @type GOAL
-- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
@@ -71,10 +71,10 @@ do -- Goal
ClassName = "GOAL",
}
-- @field #table GOAL.Players
--- @field #table GOAL.Players
GOAL.Players = {}
-- @field #number GOAL.TotalContributions
--- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0
--- GOAL Constructor.
@@ -145,7 +145,7 @@ do -- Goal
self.TotalContributions = self.TotalContributions + 1
end
-- @param #GOAL self
--- @param #GOAL self
-- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0

View File

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

File diff suppressed because it is too large Load Diff

View File

@@ -177,22 +177,40 @@ end
--
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- Client = CLIENT:FindByName("NameOfClientUnit")
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ):ToClient( Client )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score" ):ToClient( Client )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score"):ToClient( Client )
-- MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score"):ToClient( Client )
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score")
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
-- MessageClient1:ToClient( Client )
-- MessageClient2:ToClient( Client )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
--
function MESSAGE:ToClient( Client, Settings )
self:F( Client )
self:ToUnit(Client,Settings)
if Client and Client:GetClientGroupID() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
@@ -239,7 +257,6 @@ function MESSAGE:ToUnit( Unit, Settings )
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
local ID = Unit:GetID()
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
@@ -288,11 +305,11 @@ end
-- @usage
--
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageBLUE:ToBlue()
--
function MESSAGE:ToBlue()
@@ -309,11 +326,11 @@ end
-- @usage
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToRed()
--
function MESSAGE:ToRed()
@@ -332,11 +349,11 @@ end
-- @usage
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings )
@@ -378,36 +395,29 @@ end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`).
-- @return #MESSAGE self
-- @return #MESSAGE
-- @usage
--
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission")
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings, Delay )
function MESSAGE:ToAll( Settings )
self:F()
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0)
else
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
return self
@@ -499,10 +509,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label)
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port)
_MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)

View File

@@ -73,7 +73,7 @@ PATHLINE = {
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.1"
PATHLINE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -237,14 +237,13 @@ end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinates()
function PATHLINE:GetCoordinats()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
end
return vecs
@@ -263,7 +262,7 @@ function PATHLINE:GetPointFromIndex(n)
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.points[n]
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
@@ -368,4 +367,4 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -702,9 +702,8 @@ do -- COORDINATE
-- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}.
-- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters.
function COORDINATE:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
if not PointVec2Reference then return math.huge end
self:F2( PointVec2Reference )
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
self:T2( Distance )
@@ -2233,7 +2232,7 @@ do -- COORDINATE
-- local MarkGroup = GROUP:FindByName( "AttackGroup" )
-- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
-- <<< logic >>>
-- TargetCoord:RemoveMark( MarkID ) -- The mark is now removed
-- RemoveMark( MarkID ) -- The mark is now removed
function COORDINATE:RemoveMark( MarkID )
trigger.action.removeMark( MarkID )
end
@@ -2747,10 +2746,7 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
local time=UTILS.ClockToSeconds(clock)
-- Check if time is between sunrise and sunset.
@@ -3151,18 +3147,17 @@ do -- COORDINATE
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = tostring(Easting..string.rep("0",5-string.len(Easting) )) end
if string.len(Northing) < 5 then Northing = tostring(Northing..string.rep("0",5-string.len(Northing) )) end
if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = tostring(Easting),
Northing = tostring(Northing),
Easting = Easting,
Northing = Northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a coordinate string of the point, based on a coordinate format system:
@@ -3414,7 +3409,7 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolean IsSteep If true, area is steep
-- @return #boolen IsSteep If true, area is steep
-- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInSteepArea(Radius,Minelevation)
local steep = false
@@ -3446,7 +3441,7 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolean IsFlat If true, area is flat
-- @return #boolen IsFlat If true, area is flat
-- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInFlatArea(Radius,Minelevation)
local steep, elev = self:IsInSteepArea(Radius,Minelevation)

View File

@@ -15,8 +15,7 @@
-- @module Core.Report
-- @image Core_Report.JPG
---
-- @type REPORT
--- @type REPORT
-- @extends Core.Base#BASE
--- Provides a handy means to create messages and reports.

View File

@@ -1,4 +1,4 @@
---- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
--
-- ===
--

View File

@@ -1097,7 +1097,6 @@ do
GroupPrefixes = nil,
Zones = nil,
Functions = nil,
Alive = nil,
},
FilterMeta = {
Coalitions = {
@@ -1205,7 +1204,7 @@ do
if not DontSetCargoBayLimit then
-- I set the default cargo bay weight limit each time a new group is added to the set.
-- TODO Why is this here in the first place?
for UnitID, UnitData in pairs( group:GetUnits() or {} ) do
for UnitID, UnitData in pairs( group:GetUnits() ) do
if UnitData and UnitData:IsAlive() then
UnitData:SetCargoBayWeightLimit()
end
@@ -1471,7 +1470,7 @@ do
end
--- Builds a set of groups that are active, ie in the mission but not yet activated (false) or actived (true).
--- Builds a set of groups that are only active.
-- Only the groups that are active will be included within the set.
-- @param #SET_GROUP self
-- @param #boolean Active (Optional) Include only active groups to the set.
@@ -1496,14 +1495,6 @@ do
self.Filter.Active = Active
return self
end
--- Build a set of groups that are alive.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterAlive()
self.Filter.Alive = true
return self
end
--- Starts the filtering.
-- @param #SET_GROUP self
@@ -1516,8 +1507,6 @@ do
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
@@ -1549,7 +1538,6 @@ do
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.RemoveUnit)
self:UnHandleEvent(EVENTS.UnitLost)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
@@ -2005,16 +1993,7 @@ do
function SET_GROUP:IsIncludeObject( MGroup )
self:F2( MGroup )
local MGroupInclude = true
if self.Filter.Alive == true then
local MGroupAlive = false
self:F( { Active = self.Filter.Active } )
if MGroup and MGroup:IsAlive() then
MGroupAlive = true
end
MGroupInclude = MGroupInclude and MGroupAlive
end
if self.Filter.Active ~= nil then
local MGroupActive = false
self:F( { Active = self.Filter.Active } )
@@ -2107,19 +2086,16 @@ do
if group and group:IsAlive() and (Coalitions==nil or UTILS.IsAnyInTable(Coalitions, group:GetCoalition())) then
local coord=group:GetCoordinate()
local coord=group:GetCoord()
local d
if coord ~= nil then
-- Distance between ref. coordinate and group coordinate.
d=UTILS.VecDist3D(Coordinate, coord)
if d<dmin then
dmin=d
gmin=group
end
-- Distance between ref. coordinate and group coordinate.
local d=UTILS.VecDist3D(Coordinate, coord)
if d<dmin then
dmin=d
gmin=group
end
end
end
@@ -2149,7 +2125,7 @@ end
do -- SET_UNIT
---
-- @type SET_UNIT SET\_UNIT
-- @type SET_UNIT
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
@@ -2300,12 +2276,7 @@ do -- SET_UNIT
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) ) -- #SET_UNIT
self:FilterActive( false )
--- Count Alive Units
-- @function [parent=#SET_UNIT] CountAlive
-- @param #SET_UNIT self
-- @return #SET_UNIT self
return self
end
@@ -2507,22 +2478,6 @@ do -- SET_UNIT
self.Filter.Active = Active
return self
end
--- Builds a set of units which exist and are alive.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:FilterAlive()
self:FilterFunction(
function(unit)
if unit and unit:IsExist() and unit:IsAlive() then
return true
else
return false
end
end
)
return self
end
--- Builds a set of units having a radar of give types.
-- All the units having a radar of a given type will be included within the set.
@@ -2648,7 +2603,6 @@ do -- SET_UNIT
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
@@ -3043,7 +2997,7 @@ do -- SET_UNIT
local velocity = self:GetVelocity() or 0
Coordinate:SetHeading( heading )
Coordinate:SetVelocity( velocity )
self:T(UTILS.PrintTableToLog(Coordinate))
self:I(UTILS.PrintTableToLog(Coordinate))
end
return Coordinate
@@ -3505,7 +3459,7 @@ do -- SET_STATIC
--- Add STATIC(s) to SET_STATIC.
-- @param #SET_STATIC self
-- @param Wrapper.Static#STATIC AddStatic A single STATIC.
-- @param #string AddStatic A single STATIC.
-- @return #SET_STATIC self
function SET_STATIC:AddStatic( AddStatic )
self:F2( AddStatic:GetName() )
@@ -4416,8 +4370,8 @@ do -- SET_CLIENT
return self
end
--- Builds a set of CLIENTs that contain the given string in their **unit/pilot** name and **NOT** the group name!
-- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all clients that **contain** the string. Pattern matching applies.
--- Builds a set of CLIENTs that contain the given string in their unit/pilot name.
-- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all clients that **contain** the string.
-- @param #SET_CLIENT self
-- @param #string Prefixes The string pattern(s) that needs to be contained in the unit/pilot name. Can also be passed as a `#table` of strings.
-- @return #SET_CLIENT self
@@ -4460,23 +4414,6 @@ do -- SET_CLIENT
return self
end
--- Builds a set of units which exist and are alive.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:FilterAlive()
self:FilterFunction(
function(unit)
if unit and unit:IsExist() and unit:IsAlive() then
return true
else
return false
end
end
)
return self
end
--- Builds a set of clients in zones.
-- @param #SET_CLIENT self
-- @param #table Zones Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
@@ -4584,7 +4521,7 @@ do -- SET_CLIENT
if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot entered
local ObjectName, Object = self:AddInDatabase( Event )
self:T( ObjectName, UTILS.PrintTableToLog(Object) )
self:I( ObjectName, UTILS.PrintTableToLog(Object) )
if Object and self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
end
@@ -4773,34 +4710,22 @@ do -- SET_CLIENT
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName )
if ClientCoalitionID==nil and MClient:IsAlive()~=nil then
ClientCoalitionID=MClient:GetCoalition()
end
self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and ClientCoalitionID and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
MClientCoalition = true
end
end
self:T( { "Evaluated Coalition", MClientCoalition } )
MClientInclude = MClientInclude and MClientCoalition
end
if self.Filter.Categories and MClientInclude then
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName )
local UnitCategory = 0
if ClientCategoryID==nil and MClient:IsExist() then
ClientCategoryID,UnitCategory=MClient:GetCategory()
self:T3( { "Category:", UnitCategory, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and UnitCategory and self.FilterMeta.Categories[CategoryName] == UnitCategory then
MClientCategory = true
end
else
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and ClientCategoryID and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
end
self:T( { "Evaluated Category", MClientCategory } )
@@ -4823,11 +4748,8 @@ do -- SET_CLIENT
local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryID = _DATABASE:GetCountryFromClientTemplate( MClientName )
if ClientCountryID==nil and MClient:IsAlive()~=nil then
ClientCountryID=MClient:GetCountry()
end
self:T3( { "Country:", ClientCountryID, country.id[CountryName], CountryName } )
if country.id[CountryName] and ClientCountryID and country.id[CountryName] == ClientCountryID then
if country.id[CountryName] and country.id[CountryName] == ClientCountryID then
MClientCountry = true
end
end
@@ -5243,15 +5165,12 @@ do -- SET_PLAYER
if MClient then
local MClientName = MClient.UnitName
if self.Filter.Coalitions and MClientInclude then
if self.Filter.Coalitions then
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName )
if ClientCoalitionID==nil and MClient:IsAlive()~=nil then
ClientCoalitionID=MClient:GetCoalition()
end
self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and ClientCoalitionID and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
MClientCoalition = true
end
end
@@ -5259,22 +5178,13 @@ do -- SET_PLAYER
MClientInclude = MClientInclude and MClientCoalition
end
if self.Filter.Categories and MClientInclude then
if self.Filter.Categories then
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName )
local UnitCategory = 0
if ClientCategoryID==nil and MClient:IsExist() then
ClientCategoryID,UnitCategory=MClient:GetCategory()
self:T3( { "Category:", UnitCategory, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and UnitCategory and self.FilterMeta.Categories[CategoryName] == UnitCategory then
MClientCategory = true
end
else
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and ClientCategoryID and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
end
self:T( { "Evaluated Category", MClientCategory } )
@@ -7907,7 +7817,6 @@ do -- SET_OPSGROUP
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
end
return self
@@ -8490,7 +8399,7 @@ do -- SET_SCENERY
--- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120%
-- of the last life value if life exceeds life0 ata any point.
-- Thus we will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
-- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
-- @param #SET_SCENERY self
-- @return #number LifePoints
function SET_SCENERY:GetRelativeLife()

View File

@@ -29,9 +29,7 @@
-- @module Core.Settings
-- @image Core_Settings.JPG
---
-- @type SETTINGS
--- @type SETTINGS
-- @extends Core.Base#BASE
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
@@ -220,8 +218,7 @@ SETTINGS = {
SETTINGS.__Enum = {}
---
-- @type SETTINGS.__Enum.Era
--- @type SETTINGS.__Enum.Era
-- @field #number WWII
-- @field #number Korea
-- @field #number Cold
@@ -494,7 +491,7 @@ do -- SETTINGS
return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
end
-- @param #SETTINGS self
--- @param #SETTINGS self
-- @param Wrapper.Group#GROUP MenuGroup Group for which to add menus.
-- @param #table RootMenu Root menu table
-- @return #SETTINGS
@@ -740,8 +737,8 @@ do -- SETTINGS
if _SETTINGS.ShowPlayerMenu == true then
local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName() or "None"
--local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerName = PlayerUnit:GetPlayerName()
local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )
@@ -948,49 +945,49 @@ do -- SETTINGS
return self
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW
MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuMessageTimingsSystem( MenuGroup, RootMenu, MessageType, MessageTime )
self:SetMessageTime( MessageType, MessageTime )
MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToAll()
end
do
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
--BASE:E( {PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem
@@ -1001,7 +998,7 @@ do -- SETTINGS
end
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1011,7 +1008,7 @@ do -- SETTINGS
end
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1021,7 +1018,7 @@ do -- SETTINGS
end
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1031,7 +1028,7 @@ do -- SETTINGS
end
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1041,7 +1038,7 @@ do -- SETTINGS
end
end
-- @param #SETTINGS self
--- @param #SETTINGS self
function SETTINGS:MenuGroupMessageTimingsSystem( PlayerUnit, PlayerGroup, PlayerName, MessageType, MessageTime )
self:SetMessageTime( MessageType, MessageTime )
MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToGroup( PlayerGroup )

View File

@@ -199,23 +199,6 @@
--
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
-- * @{#SPAWN.StopRepeat}(): This method is used to stop the repeater.
--
-- ### Link-16 Datalink STN and SADL IDs (limited at the moment to F15/16/18/AWACS/Tanker/B1B, but not the F15E for clients, SADL A10CII only)
--
-- * @{#SPAWN.InitSTN}(): Set the STN of the first unit in the group. All other units will have consecutive STNs, provided they have not been used yet.
-- * @{#SPAWN.InitSADL}(): Set the SADL of the first unit in the group. All other units will have consecutive SADLs, provided they have not been used yet.
--
-- ### Callsigns
--
-- * @{#SPAWN.InitRandomizeCallsign}(): Set a random callsign name per spawn.
-- * @{#SPAWN.SpawnInitCallSign}(): Set a specific callsign for a spawned group.
--
-- ### Speed
--
-- * @{#SPAWN.InitSpeedMps}(): Set the initial speed on spawning in meters per second.
-- * @{#SPAWN.InitSpeedKph}(): Set the initial speed on spawning in kilometers per hour.
-- * @{#SPAWN.InitSpeedKnots}(): Set the initial speed on spawning in knots.
--
-- ## SPAWN **Spawn** methods
--
@@ -293,10 +276,9 @@ SPAWN = {
--- Enumerator for spawns at airbases
-- @type SPAWN.Takeoff
-- @field #number Air Take off happens in air.
-- @field #number Runway Spawn on runway. Does not work in MP!
-- @field #number Hot Spawn at parking with engines on.
-- @field #number Cold Spawn at parking with engines off.
-- @extends Wrapper.Group#GROUP.Takeoff
-- @field #SPAWN.Takeoff Takeoff
SPAWN.Takeoff = {
Air = 1,
Runway = 2,
@@ -538,7 +520,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
end
if SpawnTemplate then
self.SpawnTemplate = UTILS.DeepCopy(SpawnTemplate) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix
@@ -621,14 +603,12 @@ end
-- and any spaces before and after the resulting name are removed.
-- IMPORTANT! This method MUST be the first used after :New !!!
-- @param #SPAWN self
-- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided create new unit names.
-- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided to make new unit names.
-- @return #SPAWN self
function SPAWN:InitKeepUnitNames( KeepUnitNames )
self:F()
self.SpawnInitKeepUnitNames = false
if KeepUnitNames == true then self.SpawnInitKeepUnitNames = true end
self.SpawnInitKeepUnitNames = KeepUnitNames or true
return self
end
@@ -744,7 +724,7 @@ end
-- @param #number Country Country id as number or enumerator:
--
-- * @{DCS#country.id.RUSSIA}
-- * @{DCS#country.id.USA}
-- * @{DCS#county.id.USA}
--
-- @return #SPAWN self
function SPAWN:InitCountry( Country )
@@ -800,82 +780,6 @@ function SPAWN:InitSkill( Skill )
return self
end
--- [Airplane - F15/16/18/AWACS/B1B/Tanker only] Set the STN Link16 starting number of the Group; each unit of the spawned group will have a consecutive STN set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 5 digits, i.e. 1..77777) to set the STN to. Every STN needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSTN(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSTN = Octal or 77777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - STN "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.STNS[num] ~= nil then
self:E("WARNING - STN already assigned: "..tostring(Octal).." is used for ".._DATABASE.STNS[Octal])
end
return self
end
--- [Airplane - A10-C II only] Set the SADL TN starting number of the Group; each unit of the spawned group will have a consecutive SADL set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 4 digits, i.e. 1..7777) to set the SADL to. Every SADL needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSADL(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSADL = Octal or 7777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - SADL "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.SADL[num] ~= nil then
self:E("WARNING - SADL already assigned: "..tostring(Octal).." is used for ".._DATABASE.SADL[Octal])
end
return self
end
--- [Airplane] Set the initial speed on spawning in meters per second. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number MPS The speed in MPS to use.
-- @return #SPAWN self
function SPAWN:InitSpeedMps(MPS)
self:F( { MPS = MPS } )
if MPS == nil or tonumber(MPS)<0 then
MPS=125
end
self.InitSpeed = MPS
return self
end
--- [Airplane] Set the initial speed on spawning in knots. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number Knots The speed in knots to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKnots(Knots)
self:F( { Knots = Knots } )
if Knots == nil or tonumber(Knots)<0 then
Knots=300
end
self.InitSpeed = UTILS.KnotsToMps(Knots)
return self
end
--- [Airplane] Set the initial speed on spawning in kilometers per hour. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number KPH The speed in KPH to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKph(KPH)
self:F( { KPH = KPH } )
if KPH == nil or tonumber(KPH)<0 then
KPH=UTILS.KnotsToKmph(300)
end
self.InitSpeed = UTILS.KmphToMps(KPH)
return self
end
--- Sets the radio communication on or off. Same as checking/unchecking the COMM box in the mission editor.
-- @param #SPAWN self
-- @param #number switch If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.
@@ -1054,7 +958,7 @@ end
-- but they will all follow the same Template route and have the same prefix name.
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
-- @param #SPAWN self
-- @param #list<#string> SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be chosen when a new group will be spawned.
-- @param #string SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be chosen when a new group will be spawned.
-- @return #SPAWN
-- @usage
--
@@ -1212,12 +1116,11 @@ end
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
local Name = Name or "Enfield"
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName=string.lower(Name):gsub("^%l", string.upper)
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self
end
@@ -1239,7 +1142,7 @@ function SPAWN:InitPositionVec2(Vec2)
self:T( { self.SpawnTemplatePrefix, Vec2} )
self.SpawnInitPosition = Vec2
self.SpawnFromNewPosition = true
self:T("MaxGroups:"..self.SpawnMaxGroups)
self:I("MaxGroups:"..self.SpawnMaxGroups)
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_SetInitialPosition( SpawnGroupID )
end
@@ -1391,10 +1294,9 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
self.SpawnGroups[SpawnGroupID].Visible = true
self:HandleEvent( EVENTS.Birth, self._OnBirth )
--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
if self.Repeat then
self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
self:HandleEvent( EVENTS.Land, self._OnLand )
@@ -1412,30 +1314,6 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
return self
end
--- Stop the SPAWN InitRepeat function (EVENT handler for takeoff, land and engine shutdown)
-- @param #SPAWN self
-- @return #SPAWN self
-- @usage
-- local spawn = SPAWN:New("Template Group")
-- :InitRepeatOnEngineShutDown()
-- local plane = spawn:Spawn() -- it is important that we keep the SPAWN object and do not overwrite it with the resulting GROUP object by just calling :Spawn()
--
-- -- later on
-- spawn:StopRepeat()
function SPAWN:StopRepeat()
if self.Repeat then
self:UnHandleEvent(EVENTS.Takeoff)
self:UnHandleEvent(EVENTS.Land)
end
if self.RepeatOnEngineShutDown then
self:UnHandleEvent(EVENTS.EngineShutdown)
end
self.Repeat = false
self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = false
return self
end
do -- AI methods
--- Turns the AI On or Off for the @{Wrapper.Group} when spawning.
@@ -1497,30 +1375,6 @@ do -- Delay methods
end -- Delay methods
--- Hide the group on the map view (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMap()
self.SpawnHiddenOnMap = true
return self
end
--- Hide the group on MFDs (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMFD()
self.SpawnHiddenOnMFD = true
return self
end
--- Hide the group on planner (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnPlanner()
self.SpawnHiddenOnPlanner = true
return self
end
--- Will spawn a group based on the internal index.
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self
@@ -1565,11 +1419,11 @@ function SPAWN:ReSpawn( SpawnIndex )
SpawnGroup:WayPointExecute( 1, 5 )
end
if SpawnGroup and SpawnGroup.ReSpawnFunction then
if SpawnGroup.ReSpawnFunction then
SpawnGroup:ReSpawnFunction()
end
if SpawnGroup then SpawnGroup:ResetEvents() end
SpawnGroup:ResetEvents()
return SpawnGroup
end
@@ -1590,24 +1444,8 @@ end
-- @param #string SpawnIndex The index of the group to be spawned.
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
local set = SET_GROUP:New():FilterAlive():FilterPrefixes({self.SpawnTemplatePrefix, self.SpawnAliasPrefix}):FilterOnce()
local aliveunits = 0
set:ForEachGroupAlive(
function(grp)
aliveunits = aliveunits + grp:CountAliveUnits()
end
)
if aliveunits ~= self.AliveUnits then
self.AliveUnits = aliveunits
self:T("***** self.AliveUnits accounting failure! Corrected! *****")
end
set= nil
self:T( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
if self:_GetSpawnIndex( SpawnIndex ) then
if self.SpawnFromNewPosition then
@@ -1654,12 +1492,12 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
numTries = numTries + 1
inZone = SpawnZone:IsVec2InZone(RandomVec2)
--self:T("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
--self:T(SpawnZone)
self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
self:I(SpawnZone)
end
end
if (not inZone) then
self:T("Could not place unit within zone and within radius!")
self:I("Could not place unit within zone and within radius!")
RandomVec2 = SpawnZone:GetRandomVec2()
end
end
@@ -1810,20 +1648,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnInitModu then
SpawnTemplate.modulation = self.SpawnInitModu
end
-- hiding options
if self.SpawnHiddenOnPlanner then
SpawnTemplate.hiddenOnPlanner=true
end
if self.SpawnHiddenOnMFD then
SpawnTemplate.hiddenOnMFD=true
end
if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=true
end
-- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
@@ -1839,9 +1664,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if not NoBirth then
self:HandleEvent( EVENTS.Birth, self._OnBirth )
end
--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
if self.Repeat then
self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
@@ -1865,8 +1689,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) }, 0.3 )
-- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group.
self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) }, 0.1 )
end
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
-- if self.Repeat then
@@ -1875,7 +1699,6 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end
self.SpawnGroups[self.SpawnIndex].Spawned = true
self.SpawnGroups[self.SpawnIndex].Group.TemplateDonor = self.SpawnTemplatePrefix
return self.SpawnGroups[self.SpawnIndex].Group
else
-- self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } )
@@ -3322,7 +3145,7 @@ end
--- Get the index from a given group.
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
self:F2( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 )
local Index = tonumber( IndexString )
@@ -3334,7 +3157,7 @@ end
--- Return the last maximum index that can be used.
function SPAWN:_GetLastIndex()
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups
end
@@ -3480,30 +3303,18 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
end
end
if self.SpawnInitKeepUnitNames == false then
for UnitID = 1, #SpawnTemplate.units do
if not string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
end
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
SpawnTemplate.units[UnitID].unitId = nil
end
else
for UnitID = 1, #SpawnTemplate.units do
local SpawnInitKeepUnitIFF = false
if string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc
SpawnInitKeepUnitIFF = true
end
local UnitPrefix, Rest
if SpawnInitKeepUnitIFF == false then
UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
self:T( { UnitPrefix, Rest } )
--else
--UnitPrefix=SpawnTemplate.units[UnitID].name
end
--SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
SpawnTemplate.units[UnitID].unitId = nil
end
end
@@ -3584,58 +3395,34 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end
end
-- Speed
if self.InitSpeed then
SpawnTemplate.units[UnitID].speed = self.InitSpeed
end
-- Link16
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
if self.SpawnInitSTN then
local octal = self.SpawnInitSTN
if UnitID > 1 then
octal = _DATABASE:GetNextSTN(self.SpawnInitSTN,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else
-- 5 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local num = UTILS.OctalToDecimal(octal)
if _DATABASE.STNS[num] ~= nil or UnitID > 1 then -- STN taken or next unit
octal = _DATABASE:GetNextSTN(octal,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSTN(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
-- 4 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(4088/2,nil,1000,4088))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end
-- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 4 digit octal with leading 0
if self.SpawnInitSADL then
local octal = self.SpawnInitSADL
if UnitID > 1 then
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local num = UTILS.OctalToDecimal(octal)
self.SpawnInitSADL = num -- we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case
-- we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
if _DATABASE.SADL[num] ~= nil or UnitID > 1 then -- SADL taken or next unit
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSADL(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
-- 3 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(504/2,nil,100,504))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end
-- VoiceCallsignNumber
@@ -3896,11 +3683,11 @@ end
-- @param #number SpawnIndex Spawn index.
-- @return #number self.SpawnIndex
function SPAWN:_GetSpawnIndex( SpawnIndex )
self:T( { template=self.SpawnTemplatePrefix, SpawnIndex=SpawnIndex, SpawnMaxGroups=self.SpawnMaxGroups, SpawnMaxUnitsAlive=self.SpawnMaxUnitsAlive, AliveUnits=self.AliveUnits, TemplateUnits=#self.SpawnTemplate.units } )
self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
if (self.SpawnMaxGroups == 0) or (SpawnIndex <= self.SpawnMaxGroups) then
if (self.SpawnMaxUnitsAlive == 0) or (self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive) or self.UnControlled == true then
self:T( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
self.SpawnCount = self.SpawnCount + 1
SpawnIndex = self.SpawnCount
@@ -3941,17 +3728,12 @@ function SPAWN:_OnBirth( EventData )
end
---
-- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData )
self:T( "Dead or crash event ID "..tostring(EventData.id or 0))
self:T( "Dead or crash event for "..tostring(EventData.IniUnitName or "none") )
--if EventData.id == EVENTS.Dead then return end
self:F( self.SpawnTemplatePrefix )
local unit=UNIT:FindByName(EventData.IniUnitName)
--local group=GROUP:FindByName(EventData.IniGroupName)
if unit then
@@ -3959,11 +3741,14 @@ function SPAWN:_OnDeadOrCrash( EventData )
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
self:T( { "Dead event: " .. EventPrefix } )
self:T(string.format("EventPrefix = %s | SpawnAliasPrefix = %s | Old AliveUnits = %d",EventPrefix or "",self.SpawnAliasPrefix or "",self.AliveUnits or 0))
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) and self.AliveUnits > 0 then
self.AliveUnits = self.AliveUnits - 1
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end
self:T( "New Alive Units: " .. self.AliveUnits )
end
end
end
@@ -4089,8 +3874,7 @@ function SPAWN:_SpawnCleanUpScheduler()
-- If the plane is not moving or dead , and is on the ground, assign it with a timestamp...
if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then
self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } )
--self:ReSpawn( SpawnCursor )
SCHEDULER:New( nil, self.ReSpawn, { self, SpawnCursor }, 3 )
self:ReSpawn( SpawnCursor )
Stamp.Vec2 = nil
Stamp.Time = nil
end

View File

@@ -1,36 +1,36 @@
--- **Core** - Spawn statics.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Spawn new statics from a static already defined in the mission editor.
-- * Spawn new statics from a given template.
-- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location.
-- * Spawn within a zone.
-- * Spawn statics linked to units, .e.g on aircraft carriers.
--
--
-- ===
--
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
--
--
--
-- ===
--
--
-- # YouTube Channel
--
--
-- ## No videos yet!
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG
@@ -58,37 +58,37 @@
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
--
--
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
--
-- # SPAWNSTATIC Constructors
--
--
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
--
--
-- ## Use another Static
--
--
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
-- from the static.
--
--
-- ## From a Template
--
--
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
--
--
-- ## From a Type
--
--
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
--
--
-- # Setting Parameters
--
--
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
--
--
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
@@ -99,17 +99,17 @@
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
--
-- # Spawning the Statics
--
--
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
-- such as position and heading.
--
--
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
--
SPAWNSTATIC = {
ClassName = "SPAWNSTATIC",
SpawnIndex = 0,
@@ -139,9 +139,9 @@ SPAWNSTATIC = {
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
@@ -166,11 +166,11 @@ end
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
self.SpawnTemplatePrefix = SpawnTemplate.name
self.CountryID = CountryID or country.id.USA
return self
end
@@ -189,69 +189,13 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType
self.TemplateStaticUnit = {}
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0
return self
end
--- (Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
-- NOTE that you have to init many other parameters as the resources.
-- @param #SPAWNSTATIC self
-- @param #number CombinedWeight The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:_InitResourceTable(CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self.TemplateStaticUnit.resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
}
end
self:InitCargo(true)
self:InitCargoMass(CombinedWeight or 1)
return self
end
--- (User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- @param #SPAWNSTATIC self
-- @param #string Type Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
-- @param #string Name Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`. Aircraft go by their typename.
-- @param #number Amount of tons (liquids) or number (everything else) to add.
-- @param #number CombinedWeight Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:AddCargoResource(Type,Name,Amount,CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self:_InitResourceTable(CombinedWeight)
end
if Type == STORAGE.Type.LIQUIDS and type(Name) == "string" then
self.TemplateStaticUnit.resourcePayload[Name] = Amount
else
self.TemplateStaticUnit.resourcePayload[Type] = {
[Name] = {
["amount"] = Amount,
}
}
end
UTILS.PrintTableToLog(self.TemplateStaticUnit)
return self
end
--- (User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- Handy if you spawn from cargo statics which have resources already set.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:ResetCargoResources()
self.TemplateStaticUnit.resourcePayload = nil
self:_InitResourceTable()
return self
end
--- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
@@ -347,7 +291,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
return self
end
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
-- @param #SPAWNSTATIC self
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
-- @return #SPAWNSTATIC self
@@ -373,25 +317,6 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self
end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
-- @param #SPAWNSTATIC self
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:OnSpawnStatic( SpawnCallBackFunction, ... )
self:F( "OnSpawnStatic" )
self.SpawnFunctionHook = SpawnCallBackFunction
self.SpawnFunctionArguments = {}
if arg then
self.SpawnFunctionArguments = arg
end
return self
end
--- Spawn a new STATIC object.
-- @param #SPAWNSTATIC self
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
@@ -402,13 +327,13 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
end
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
@@ -422,7 +347,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
local Coordinate=COORDINATE:NewFromVec2(vec2)
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
@@ -437,11 +362,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
-- Set up coordinate.
self.InitStaticCoordinate=Coordinate
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
@@ -460,7 +385,7 @@ function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static
end
@@ -474,45 +399,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template=Template or {}
local CountryID=CountryID or self.CountryID
if self.InitStaticType then
Template.type=self.InitStaticType
end
if self.InitStaticCategory then
Template.category=self.InitStaticCategory
end
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
Template.y = self.InitStaticCoordinate.z
Template.alt = self.InitStaticCoordinate.y
Template.alt = self.InitStaticCoordinate.y
end
if self.InitStaticHeading then
Template.heading = math.rad(self.InitStaticHeading)
Template.heading = math.rad(self.InitStaticHeading)
end
if self.InitStaticShape then
Template.shape_name=self.InitStaticShape
end
if self.InitStaticLivery then
Template.livery_id=self.InitStaticLivery
end
if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead
end
if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo
end
if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass
end
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
@@ -521,49 +446,49 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.offsets.x=self.InitOffsetX
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end
if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil
end
-- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=nil --DCS#StaticObject
if self.InitFarp then
local TemplateGroup={}
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.visible=true
TemplateGroup.hidden=false
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
self:T("Spawning FARP")
self:T("Spawning FARP")
self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- Currently DCS 2.8 does not trigger birth events if FAPRS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
@@ -574,16 +499,10 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
world.onEvent(Event)
else
self:T("Spawning Static")
self:T2({Template=Template})
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
end
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3,self.SpawnFunctionHook,mystatic, unpack(self.SpawnFunctionArguments))
end
return mystatic
end

View File

@@ -18,7 +18,7 @@
do -- UserFlag
-- @type USERFLAG
--- @type USERFLAG
-- @field #string ClassName Name of the class
-- @field #string UserFlagName Name of the flag.
-- @extends Core.Base#BASE
@@ -58,7 +58,7 @@ do -- UserFlag
--- Set the userflag to a given Number.
-- @param #USERFLAG self
-- @param #number Number The number value to set the flag to.
-- @param #number Number The number value to be checked if it is the same as the userflag.
-- @param #number Delay Delay in seconds, before the flag is set.
-- @return #USERFLAG The userflag instance.
-- @usage
@@ -104,4 +104,4 @@ do -- UserFlag
end
end
end

View File

@@ -20,7 +20,7 @@
do -- Velocity
-- @type VELOCITY
--- @type VELOCITY
-- @extends Core.Base#BASE
@@ -127,7 +127,7 @@ end
do -- VELOCITY_POSITIONABLE
-- @type VELOCITY_POSITIONABLE
--- @type VELOCITY_POSITIONABLE
-- @extends Core.Base#BASE

View File

@@ -46,10 +46,6 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Zone)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **Applevangelist**, **FunkyFranky**, **coconutcockpit**
--
@@ -330,14 +326,14 @@ function ZONE_BASE:GetRandomVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_BASE:GetRandomPointVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Define a random @{Core.Point#POINT_VEC3} within the zone.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
function ZONE_BASE:GetRandomPointVec3()
@@ -903,8 +899,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
local Point = {}
local Vec2 = self:GetVec2()
local countryID = CountryID or country.id.USA
Points = Points and Points or 360
local Angle
@@ -915,7 +910,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[countryID]
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local Tire = {
["country"] = CountryName,
@@ -930,7 +925,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
["heading"] = 0,
} -- end of ["group"]
local Group = coalition.addStaticObject( countryID, Tire )
local Group = coalition.addStaticObject( CountryID, Tire )
if UnBound and UnBound == true then
Group:destroy()
end
@@ -1180,7 +1175,7 @@ function ZONE_RADIUS:RemoveJunk()
return n
end
--- Get a table of scanned units.
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
function ZONE_RADIUS:GetScannedUnits()
@@ -1203,7 +1198,7 @@ function ZONE_RADIUS:GetScannedSetUnit()
if FoundUnit then
SetUnit:AddUnit( FoundUnit )
else
local FoundStatic = STATIC:FindByName( UnitObject:getName(), false )
local FoundStatic = STATIC:FindByName( UnitObject:getName() )
if FoundStatic then
SetUnit:AddUnit( FoundStatic )
end
@@ -1215,7 +1210,7 @@ function ZONE_RADIUS:GetScannedSetUnit()
return SetUnit
end
--- Get a set of scanned groups.
--- Get a set of scanned units.
-- @param #ZONE_RADIUS self
-- @return Core.Set#SET_GROUP Set of groups.
function ZONE_RADIUS:GetScannedSetGroup()
@@ -1515,7 +1510,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
return point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -1546,7 +1541,7 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -1990,7 +1985,7 @@ function ZONE_GROUP:GetRandomVec2()
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -2834,7 +2829,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
end
end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
@@ -2847,7 +2842,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2()
return PointVec2
end
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
@@ -3076,25 +3071,9 @@ function ZONE_POLYGON:NewFromDrawing(DrawingName)
-- points for the drawings are saved in local space, so add the object's map x and y coordinates to get
-- world space points we can use
for _, point in UTILS.spairs(object["points"]) do
-- check if we want to skip adding a point
local skip = false
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
-- Check if the same coordinates already exist in the list, skip if they do
-- This can happen when drawing a Polygon in Free mode, DCS adds points on
-- top of each other that are in the `mission` file, but not visible in the
-- Mission Editor
for _, pt in pairs(points) do
if pt.x == p.x and pt.y == p.y then
skip = true
end
end
-- if it's a unique point, add it
if not skip then
table.add(points, p)
end
table.add(points, p)
end
elseif object["polygonMode"] == "rect" then
-- the points for a rect are saved as local coordinates with an angle. To get the world space points from this
@@ -3112,7 +3091,6 @@ function ZONE_POLYGON:NewFromDrawing(DrawingName)
points = {p1, p2, p3, p4}
else
-- bring the Arrow code over from Shape/Polygon
-- something else that might be added in the future
end
end
@@ -3641,7 +3619,7 @@ do -- ZONE_ELASTIC
end
--- Create a convex hull.
--- Create a convec hull.
-- @param #ZONE_ELASTIC self
-- @param #table pl Points
-- @return #table Points
@@ -3852,18 +3830,18 @@ function ZONE_OVAL:GetRandomVec2()
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC3:NewFromVec3(self:GetRandomVec2())
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
@@ -4003,7 +3981,7 @@ do -- ZONE_AIRBASE
return ZoneVec2
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.

View File

@@ -2,8 +2,7 @@
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
---
-- @type ZONE_DETECTION
--- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE

View File

@@ -25,68 +25,38 @@ do -- world
--- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type world.event
-- @field S_EVENT_INVALID = 0
-- @field S_EVENT_SHOT = 1
-- @field S_EVENT_HIT = 2
-- @field S_EVENT_TAKEOFF = 3
-- @field S_EVENT_LAND = 4
-- @field S_EVENT_CRASH = 5
-- @field S_EVENT_EJECTION = 6
-- @field S_EVENT_REFUELING = 7
-- @field S_EVENT_DEAD = 8
-- @field S_EVENT_PILOT_DEAD = 9
-- @field S_EVENT_BASE_CAPTURED = 10
-- @field S_EVENT_MISSION_START = 11
-- @field S_EVENT_MISSION_END = 12
-- @field S_EVENT_TOOK_CONTROL = 13
-- @field S_EVENT_REFUELING_STOP = 14
-- @field S_EVENT_BIRTH = 15
-- @field S_EVENT_HUMAN_FAILURE = 16
-- @field S_EVENT_DETAILED_FAILURE = 17
-- @field S_EVENT_ENGINE_STARTUP = 18
-- @field S_EVENT_ENGINE_SHUTDOWN = 19
-- @field S_EVENT_PLAYER_ENTER_UNIT = 20
-- @field S_EVENT_PLAYER_LEAVE_UNIT = 21
-- @field S_EVENT_PLAYER_COMMENT = 22
-- @field S_EVENT_SHOOTING_START = 23
-- @field S_EVENT_SHOOTING_END = 24
-- @field S_EVENT_MARK_ADDED = 25
-- @field S_EVENT_MARK_CHANGE = 26
-- @field S_EVENT_MARK_REMOVED = 27
-- @field S_EVENT_KILL = 28
-- @field S_EVENT_SCORE = 29
-- @field S_EVENT_UNIT_LOST = 30
-- @field S_EVENT_LANDING_AFTER_EJECTION = 31
-- @field S_EVENT_PARATROOPER_LENDING = 32 -- who's lending whom what? ;)
-- @field S_EVENT_DISCARD_CHAIR_AFTER_EJECTION = 33
-- @field S_EVENT_WEAPON_ADD = 34
-- @field S_EVENT_TRIGGER_ZONE = 35
-- @field S_EVENT_LANDING_QUALITY_MARK = 36
-- @field S_EVENT_BDA = 37 -- battle damage assessment
-- @field S_EVENT_AI_ABORT_MISSION = 38
-- @field S_EVENT_DAYNIGHT = 39
-- @field S_EVENT_FLIGHT_TIME = 40
-- @field S_EVENT_PLAYER_SELF_KILL_PILOT = 41
-- @field S_EVENT_PLAYER_CAPTURE_AIRFIELD = 42
-- @field S_EVENT_EMERGENCY_LANDING = 43
-- @field S_EVENT_UNIT_CREATE_TASK = 44
-- @field S_EVENT_UNIT_DELETE_TASK = 45
-- @field S_EVENT_SIMULATION_START = 46
-- @field S_EVENT_WEAPON_REARM = 47
-- @field S_EVENT_WEAPON_DROP = 48
-- @field S_EVENT_UNIT_TASK_COMPLETE = 49
-- @field S_EVENT_UNIT_TASK_STAGE = 50
-- @field S_EVENT_MAC_EXTRA_SCORE= 51 -- not sure what this is
-- @field S_EVENT_MISSION_RESTART= 52
-- @field S_EVENT_MISSION_WINNER = 53
-- @field S_EVENT_RUNWAY_TAKEOFF= 54
-- @field S_EVENT_RUNWAY_TOUCH= 55
-- @field S_EVENT_MAC_LMS_RESTART= 56 -- not sure what this is
-- @field S_EVENT_SIMULATION_FREEZE = 57
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
-- @field S_EVENT_MAX = 61
-- @field S_EVENT_INVALID
-- @field S_EVENT_SHOT [https://wiki.hoggitworld.com/view/DCS_event_shot](https://wiki.hoggitworld.com/view/DCS_event_shot)
-- @field S_EVENT_HIT [https://wiki.hoggitworld.com/view/DCS_event_hit](https://wiki.hoggitworld.com/view/DCS_event_hit)
-- @field S_EVENT_TAKEOFF [https://wiki.hoggitworld.com/view/DCS_event_takeoff](https://wiki.hoggitworld.com/view/DCS_event_takeoff)
-- @field S_EVENT_LAND [https://wiki.hoggitworld.com/view/DCS_event_land](https://wiki.hoggitworld.com/view/DCS_event_land)
-- @field S_EVENT_CRASH [https://wiki.hoggitworld.com/view/DCS_event_crash](https://wiki.hoggitworld.com/view/DCS_event_crash)
-- @field S_EVENT_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_ejection](https://wiki.hoggitworld.com/view/DCS_event_ejection)
-- @field S_EVENT_REFUELING [https://wiki.hoggitworld.com/view/DCS_event_refueling](https://wiki.hoggitworld.com/view/DCS_event_refueling)
-- @field S_EVENT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_dead](https://wiki.hoggitworld.com/view/DCS_event_dead)
-- @field S_EVENT_PILOT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_pilot_dead](https://wiki.hoggitworld.com/view/DCS_event_pilot_dead)
-- @field S_EVENT_BASE_CAPTURED [https://wiki.hoggitworld.com/view/DCS_event_base_captured](https://wiki.hoggitworld.com/view/DCS_event_base_captured)
-- @field S_EVENT_MISSION_START [https://wiki.hoggitworld.com/view/DCS_event_mission_start](https://wiki.hoggitworld.com/view/DCS_event_mission_start)
-- @field S_EVENT_MISSION_END [https://wiki.hoggitworld.com/view/DCS_event_mission_end](https://wiki.hoggitworld.com/view/DCS_event_mission_end)
-- @field S_EVENT_TOOK_CONTROL
-- @field S_EVENT_REFUELING_STOP [https://wiki.hoggitworld.com/view/DCS_event_refueling_stop](https://wiki.hoggitworld.com/view/DCS_event_refueling_stop)
-- @field S_EVENT_BIRTH [https://wiki.hoggitworld.com/view/DCS_event_birth](https://wiki.hoggitworld.com/view/DCS_event_birth)
-- @field S_EVENT_HUMAN_FAILURE [https://wiki.hoggitworld.com/view/DCS_event_human_failure](https://wiki.hoggitworld.com/view/DCS_event_human_failure)
-- @field S_EVENT_ENGINE_STARTUP [https://wiki.hoggitworld.com/view/DCS_event_engine_startup](https://wiki.hoggitworld.com/view/DCS_event_engine_startup)
-- @field S_EVENT_ENGINE_SHUTDOWN [https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown](https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown)
-- @field S_EVENT_PLAYER_ENTER_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit](https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit)
-- @field S_EVENT_PLAYER_LEAVE_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit](https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit)
-- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
-- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
-- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
-- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
-- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
-- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
-- @field S_EVENT_MAX
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace
@@ -1695,7 +1665,6 @@ do -- AI
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
-- @field EVASION_OF_ARM
---
-- @type AI.Option.Ground.mid -- Moose added

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -45,7 +45,6 @@
-- @field #table currentMove Holds the current commanded move, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Narty0 Initial amount of artillery shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
@@ -416,7 +415,7 @@
-- arty set, battery "Paladin Alpha", rearming place
--
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939"
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
--
-- ## Transporting
@@ -454,7 +453,7 @@
-- -- Creat a new ARTY object from a Paladin group.
-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
--
-- -- Define a rearming group. This is a Transport M939 truck.
-- -- Define a rearming group. This is a Transport M818 truck.
-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
--
-- -- Set the max firing range. A Paladin unit has a range of 20 km.
@@ -695,7 +694,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.3.1"
ARTY.version="1.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -708,7 +707,7 @@ ARTY.version="1.3.1"
-- DONE: Add user defined rearm weapon types.
-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
-- DONE: Make ARTY move to rearming position.
-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check if ARTY group is still alive.
-- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
@@ -1533,7 +1532,7 @@ end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used.
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self
function ARTY:SetRearmingGroup(group)
self:F({group=group})
@@ -1888,7 +1887,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug)
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
-- Init nuclear explosion parameters if they were not set by user.
if self.nukerange==nil then
@@ -2094,7 +2093,7 @@ function ARTY:_StatusReport(display)
end
-- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nnukes=self.Nukes
local Nillu=self.Nillu
local Nsmoke=self.Nsmoke
@@ -2107,7 +2106,7 @@ function ARTY:_StatusReport(display)
text=text..string.format("Clock = %s\n", Clock)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Narty)
text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles)
text=text..string.format("Number of nukes = %d\n", Nnukes)
@@ -2294,19 +2293,19 @@ function ARTY:OnEventShot(EventData)
end
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Decrease available nukes because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
self.Nukes=self.Nukes-1
end
-- Decrease available illumination shells because we just fired one.
-- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then
self.Nillu=self.Nillu-1
end
-- Decrease available smoke shells because we just fired one.
-- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then
self.Nsmoke=self.Nsmoke-1
end
@@ -2324,7 +2323,7 @@ function ARTY:OnEventShot(EventData)
-- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
-- Default switches for cease fire and relocation.
@@ -2772,7 +2771,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo.
local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo()
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then
@@ -2789,7 +2788,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
@@ -2872,19 +2871,20 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
if self.currentTarget then
self:CeaseFire(self.currentTarget)
end
if self:is("CombatReady") then
-- Open fire on timed target.
self:OpenFire(_timedTarget)
end
-- Open fire on timed target.
self:OpenFire(_timedTarget)
elseif _normalTarget then
if self:is("CombatReady") then
-- Open fire on normal target.
self:OpenFire(_normalTarget)
end
-- Open fire on normal target.
self:OpenFire(_normalTarget)
end
-- Get ammo.
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- Check if we have a target in the queue for which weapons are still available.
local gotsome=false
if #self.targets>0 then
@@ -3045,14 +3045,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Get ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local nfire=Narty
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local nfire=Nammo
local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Narty
nfire=Nammo
_type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty
nfire=Nshells
_type="shells"
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
@@ -3337,7 +3337,7 @@ function ARTY:_CheckRearmed()
self:F2()
-- Get current ammo.
local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo()
local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
-- Number of units still alive.
local units=self.Controllable:GetUnits()
@@ -3603,11 +3603,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@@ -3618,7 +3614,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task.
group:SetTask(fire,1)
group:SetTask(fire)
end
--- Set task for attacking a group.
@@ -3635,11 +3631,7 @@ function ARTY:_AttackGroup(target)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@@ -3650,7 +3642,7 @@ function ARTY:_AttackGroup(target)
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
-- Execute task.
group:SetTask(fire,1)
group:SetTask(fire)
end
@@ -3717,6 +3709,51 @@ function ARTY:_NuclearBlast(_coord)
ignite(_fires)
end
--[[
local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000)
-- Scan for Scenery objects.
ZoneNuke:Scan(Object.Category.SCENERY)
-- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group.
local scenery={}
for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do
for SceneryName, SceneryObject in pairs(SceneryData) do
local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY
-- Position of the scenery object.
local spos=SceneryObject:GetCoordinate()
-- Distance from group to impact point.
local distance= spos:Get2DDistance(_coord)
-- Place markers on every possible scenery object.
if self.Debug then
local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName()))
local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS())
self:T2(SUPPRESSION.id..text)
end
-- Add to table.
table.insert(scenery, {object=SceneryObject, distance=distance})
--SceneryObject:Destroy()
end
end
-- Sort scenery wrt to distance from impact point.
-- local _sort = function(a,b) return a.distance < b.distance end
-- table.sort(scenery,_sort)
-- for _,object in pairs(scenery) do
-- local sobject=object -- Wrapper.Scenery#SCENERY
-- sobject:Destroy()
-- end
]]
end
--- Route group to a certain point.
@@ -3878,7 +3915,6 @@ end
-- @return #number Number of shells the group has left.
-- @return #number Number of rockets the group has left.
-- @return #number Number of missiles the group has left.
-- @return #number Number of artillery shells the group has left.
function ARTY:GetAmmo(display)
self:F3({display=display})
@@ -3892,7 +3928,6 @@ function ARTY:GetAmmo(display)
local nshells=0
local nrockets=0
local nmissiles=0
local nartyshells=0
-- Get all units.
local units=self.Controllable:GetUnits()
@@ -3995,8 +4030,7 @@ function ARTY:GetAmmo(display)
-- Add up all shells.
nshells=nshells+Nammo
local _,_,_,_,_,shells = unit:GetAmmunition()
nartyshells=nartyshells+shells
-- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
@@ -4042,7 +4076,7 @@ function ARTY:GetAmmo(display)
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles, nartyshells
return nammo, nshells, nrockets, nmissiles
end
--- Returns a name of a missile category.
@@ -4793,10 +4827,7 @@ function ARTY:_CheckShootingStarted()
-- Check if we waited long enough and no shot was fired.
--if dt > self.WaitForShotTime and self.Nshots==0 then
self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
@@ -4858,7 +4889,7 @@ end
function ARTY:_CheckOutOfAmmo(targets)
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Special weapon type requested ==> Check if corresponding ammo is empty.
local _partlyoutofammo=false
@@ -4870,7 +4901,7 @@ function ARTY:_CheckOutOfAmmo(targets)
self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
_partlyoutofammo=true
elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then
elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
_partlyoutofammo=true
@@ -4914,14 +4945,14 @@ end
function ARTY:_CheckWeaponTypeAvailable(target)
-- Get current ammo of group.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
-- Check if enough ammo is there for the selected weapon type.
local nfire=Nammo
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty
nfire=Nshells
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
elseif target.weapontype==ARTY.WeaponType.IlluminationShells then

File diff suppressed because it is too large Load Diff

View File

@@ -52,13 +52,11 @@
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
---
-- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
---
-- @type CLEANUP_AIRBASE
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
@@ -95,7 +93,7 @@ CLEANUP_AIRBASE = {
-- @field #CLEANUP_AIRBASE.__
CLEANUP_AIRBASE.__ = {}
-- @field #CLEANUP_AIRBASE.__.Airbases
--- @field #CLEANUP_AIRBASE.__.Airbases
CLEANUP_AIRBASE.__.Airbases = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
@@ -242,8 +240,7 @@ function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
end
end
---
-- @param #CLEANUP_AIRBASE self
--- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA EventData
function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } )

View File

@@ -1,508 +0,0 @@
--- **Functional** - Manage and track client slots easily to add your own client-based menus and modules to.
--
-- The @{#CLIENTWATCH} class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.
--
-- ===
--
-- ## Features:
--
-- * Find clients by prefixes or by providing a Wrapper.CLIENT object
-- * Trigger functions when the client spawns and despawns
-- * Create multiple client instances without overwriting event handlers between instances
-- * More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
-- * Easily manage clients spawned in dynamic slots
--
-- ====
--
-- ### Author: **Statua**
--
-- ### Contributions: **FlightControl**: Wrapper.CLIENT
--
-- ====
-- @module Functional.ClientWatch
-- @image ClientWatch.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- CLIENTWATCH class
-- @type CLIENTWATCH
-- @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.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Manage and track client slots easily to add your own client-based menus and modules to.
--
-- ## Creating a new instance
--
-- To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class.
-- **This will not work if the client aircraft is alive!**
--
-- ### Examples
--
-- -- Create an instance with a Wrapper.Client#CLIENT object
-- local heliClient = CLIENT:FindByName('Rotary1-1')
-- local clientInstance = CLIENTWATCH:New(heliClient)
--
-- -- Create an instance with part of the unit name in the Mission Editor
-- local clientInstance = CLIENTWATCH:New("Rotary")
--
-- -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
-- local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})
--
-- ## Applying functions and methods to client aircraft when they spawn
--
-- Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method @{#CLIENTWATCH:OnAfterSpawn}() can be used to apply functions and methods to the client object.
--
-- In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:
--
-- * **ClientObject.Unit**: The Moose @{Wrapper.Unit#UNIT} of the client aircraft
-- * **ClientObject.Group**: The Moose @{Wrapper.Group#GRUP} of the client aircraft
-- * **ClientObject.Client**: The Moose @{Wrapper.Client#CLIENT} of the client aircraft
-- * **ClientObject.PlayerName**: A #string of the player controlling the aircraft
-- * **ClientObject.UnitName**: A #string of the client aircraft unit.
-- * **ClientObject.GroupName**: A #string of the client aircraft group.
--
-- ### Examples
--
-- -- 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)
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
-- end
--
-- ## Using event callbacks
--
-- In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.
--
-- The following event callbacks can be used inside the OnAfterSpawn() callback:
--
-- * **:OnAfterDespawn(From,Event,To)**: Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
-- * **:OnAfterHit(From,Event,To,EventData)**: Triggers every time the aircraft takes damage or is struck by a weapon/explosion
-- * **:OnAfterKill(From,Event,To,EventData)**: Triggers after the aircraft kills something with its weapons
-- * **:OnAfterScore(From,Event,To,EventData)**: Triggers after accumulating score
-- * **:OnAfterShot(From,Event,To,EventData)**: Triggers after a single-shot weapon is released
-- * **:OnAfterShootingStart(From,Event,To,EventData)**: Triggers when an automatic weapon begins firing
-- * **:OnAfterShootingEnd(From,Event,To,EventData)**: Triggers when an automatic weapon stops firing
-- * **:OnAfterLand(From,Event,To,EventData)**: Triggers when an aircraft transitions from being airborne to on the ground
-- * **:OnAfterTakeoff(From,Event,To,EventData)**: Triggers when an aircraft transitions from being on the ground to airborne
-- * **:OnAfterRunwayTakeoff(From,Event,To,EventData)**: Triggers after lifting off from a runway
-- * **:OnAfterRunwayTouch(From,Event,To,EventData)**: Triggers when an aircraft's gear makes contact with a runway
-- * **:OnAfterRefueling(From,Event,To,EventData)**: Triggers when an aircraft begins taking on fuel
-- * **:OnAfterRefuelingStop(From,Event,To,EventData)**: Triggers when an aircraft stops taking on fuel
-- * **:OnAfterPlayerLeaveUnit(From,Event,To,EventData)**: Triggers when a player leaves an operational aircraft
-- * **:OnAfterCrash(From,Event,To,EventData)**: Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
-- * **:OnAfterDead(From,Event,To,EventData)**: Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterPilotDead(From,Event,To,EventData)**: Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterUnitLost(From,Event,To,EventData)**: Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterEjection(From,Event,To,EventData)**: Triggers when a pilot ejects from an aircraft
-- * **:OnAfterHumanFailure(From,Event,To,EventData)**: Triggers when an aircraft or system is damaged from any source or action by the player
-- * **:OnAfterHumanAircraftRepairStart(From,Event,To,EventData)**: Triggers when an aircraft repair is started
-- * **:OnAfterHumanAircraftRepairFinish(From,Event,To,EventData)**: Triggers when an aircraft repair is completed
-- * **:OnAfterEngineStartup(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
-- * **:OnAfterEngineShutdown(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
-- * **:OnAfterWeaponAdd(From,Event,To,EventData)**: Triggers when an item is added to an aircraft's payload
-- * **:OnAfterWeaponDrop(From,Event,To,EventData)**: Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
-- * **:OnAfterWeaponRearm(From,Event,To,EventData)**: Triggers when an item with internal supply is restored (unconfirmed)
--
-- ### Examples
--
-- -- 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 ClientObject:OnAfterHit(From,Event,To,EventData)
-- local typeShooter = EventData.IniTypeName
-- local nameWeapon = EventData.weapon_name
-- MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
-- end
-- end
--
-- @field #CLIENTWATCH
CLIENTWATCH = {}
CLIENTWATCH.ClassName = "CLIENTWATCH"
CLIENTWATCH.Debug = false
CLIENTWATCH.lid = nil
-- @type CLIENTWATCHTools
-- @field #table Unit Wrapper.UNIT of the cient object
-- @field #table Group Wrapper.GROUP of the cient object
-- @field #table Client Wrapper.CLIENT of the cient object
-- @field #string PlayerName Name of the player controlling the client object
-- @field #string UnitName Name of the unit that is the client object
-- @field #string GroupName Name of the group the client object belongs to
CLIENTWATCHTools = {}
--- CLIENTWATCH version
-- @field #string version
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.
-- @return #CLIENTWATCH self
function CLIENTWATCH:New(client)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Idle" )
self:AddTransition( "*", "Spawn", "*" )
--- User function for OnAfter "Spawn" event.
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
-- @param #CLIENTWATCH self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @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.
--Set up spawn tracking
if type(client) == "table" or type(client) == "string" then
if type(client) == "table" then
--CLIENT TABLE
if client.ClassName == "CLIENT" then
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 self.ClientName == eventdata.IniUnitName then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
end
end
end
--STRING TABLE
else
local tableValid = true
for _,entry in pairs(client) do
if type(entry) ~= "string" then
tableValid = false
self:E({"The base handler failed to start because at least one entry in param1's table is not a string!",InvalidEntry = entry})
return nil
end
end
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 string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
break
end
end
end
end
end
end
else
--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 string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
end
end
end
end
else
self:E({"The base handler failed to start because param1 is not a CLIENT object or a prefix string!",param1 = client})
return nil
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)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Alive" )
self:AddTransition( "Alive", "Despawn", "Dead" )
self.Unit = eventdata.IniUnit
self.Group = self.Unit:GetGroup()
self.Client = self.Unit:GetClient()
self.PlayerName = self.Unit:GetPlayerName()
self.UnitName = self.Unit:GetName()
self.GroupName = self.Group:GetName()
--Event events
self:AddTransition( "*", "Hit", "*" )
self:AddTransition( "*", "Kill", "*" )
self:AddTransition( "*", "Score", "*" )
self:AddTransition( "*", "Shot", "*" )
self:AddTransition( "*", "ShootingStart", "*" )
self:AddTransition( "*", "ShootingEnd", "*" )
self:AddTransition( "*", "Land", "*" )
self:AddTransition( "*", "Takeoff", "*" )
self:AddTransition( "*", "RunwayTakeoff", "*" )
self:AddTransition( "*", "RunwayTouch", "*" )
self:AddTransition( "*", "Refueling", "*" )
self:AddTransition( "*", "RefuelingStop", "*" )
self:AddTransition( "*", "PlayerLeaveUnit", "*" )
self:AddTransition( "*", "Crash", "*" )
self:AddTransition( "*", "Dead", "*" )
self:AddTransition( "*", "PilotDead", "*" )
self:AddTransition( "*", "UnitLost", "*" )
self:AddTransition( "*", "Ejection", "*" )
self:AddTransition( "*", "HumanFailure", "*" )
self:AddTransition( "*", "HumanAircraftRepairFinish", "*" )
self:AddTransition( "*", "HumanAircraftRepairStart", "*" )
self:AddTransition( "*", "EngineShutdown", "*" )
self:AddTransition( "*", "EngineStartup", "*" )
self:AddTransition( "*", "WeaponAdd", "*" )
self:AddTransition( "*", "WeaponDrop", "*" )
self:AddTransition( "*", "WeaponRearm", "*" )
--Event Handlers
self:HandleEvent( EVENTS.Hit )
self:HandleEvent( EVENTS.Kill )
self:HandleEvent( EVENTS.Score )
self:HandleEvent( EVENTS.Shot )
self:HandleEvent( EVENTS.ShootingStart )
self:HandleEvent( EVENTS.ShootingEnd )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.Takeoff )
self:HandleEvent( EVENTS.RunwayTakeoff )
self:HandleEvent( EVENTS.RunwayTouch )
self:HandleEvent( EVENTS.Refueling )
self:HandleEvent( EVENTS.RefuelingStop )
self:HandleEvent( EVENTS.PlayerLeaveUnit )
self:HandleEvent( EVENTS.Crash )
self:HandleEvent( EVENTS.Dead )
self:HandleEvent( EVENTS.PilotDead )
self:HandleEvent( EVENTS.UnitLost )
self:HandleEvent( EVENTS.Ejection )
self:HandleEvent( EVENTS.HumanFailure )
self:HandleEvent( EVENTS.HumanAircraftRepairFinish )
self:HandleEvent( EVENTS.HumanAircraftRepairStart )
self:HandleEvent( EVENTS.EngineShutdown )
self:HandleEvent( EVENTS.EngineStartup )
self:HandleEvent( EVENTS.WeaponAdd )
self:HandleEvent( EVENTS.WeaponDrop )
self:HandleEvent( EVENTS.WeaponRearm )
function self:OnEventHit(EventData)
if EventData.TgtUnitName == self.UnitName then
self:Hit(EventData)
end
end
function self:OnEventKill(EventData)
if EventData.IniUnitName == self.UnitName then
self:Kill(EventData)
end
end
function self:OnEventScore(EventData)
if EventData.IniUnitName == self.UnitName then
self:Score(EventData)
end
end
function self:OnEventShot(EventData)
if EventData.IniUnitName == self.UnitName then
self:Shot(EventData)
end
end
function self:OnEventShootingStart(EventData)
if EventData.IniUnitName == self.UnitName then
self:ShootingStart(EventData)
end
end
function self:OnEventShootingEnd(EventData)
if EventData.IniUnitName == self.UnitName then
self:ShootingEnd(EventData)
end
end
function self:OnEventLand(EventData)
if EventData.IniUnitName == self.UnitName then
self:Land(EventData)
end
end
function self:OnEventTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
self:Takeoff(EventData)
end
end
function self:OnEventRunwayTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
self:RunwayTakeoff(EventData)
end
end
function self:OnEventRunwayTouch(EventData)
if EventData.IniUnitName == self.UnitName then
self:RunwayTouch(EventData)
end
end
function self:OnEventRefueling(EventData)
if EventData.IniUnitName == self.UnitName then
self:Refueling(EventData)
end
end
function self:OnEventRefuelingStop(EventData)
if EventData.IniUnitName == self.UnitName then
self:RefuelingStop(EventData)
end
end
function self:OnEventPlayerLeaveUnit(EventData)
if EventData.IniUnitName == self.UnitName then
self:PlayerLeaveUnit(EventData)
self._deadRoutine()
end
end
function self:OnEventCrash(EventData)
if EventData.IniUnitName == self.UnitName then
self:Crash(EventData)
self._deadRoutine()
end
end
function self:OnEventDead(EventData)
if EventData.IniUnitName == self.UnitName then
self:Dead(EventData)
self._deadRoutine()
end
end
function self:OnEventPilotDead(EventData)
if EventData.IniUnitName == self.UnitName then
self:PilotDead(EventData)
self._deadRoutine()
end
end
function self:OnEventUnitLost(EventData)
if EventData.IniUnitName == self.UnitName then
self:UnitLost(EventData)
self._deadRoutine()
end
end
function self:OnEventEjection(EventData)
if EventData.IniUnitName == self.UnitName then
self:Ejection(EventData)
self._deadRoutine()
end
end
function self:OnEventHumanFailure(EventData)
if EventData.IniUnitName == self.UnitName then
self:HumanFailure(EventData)
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end
end
function self:OnEventHumanAircraftRepairFinish(EventData)
if EventData.IniUnitName == self.UnitName then
self:HumanAircraftRepairFinish(EventData)
end
end
function self:OnEventHumanAircraftRepairStart(EventData)
if EventData.IniUnitName == self.UnitName then
self:HumanAircraftRepairStart(EventData)
end
end
function self:OnEventEngineShutdown(EventData)
if EventData.IniUnitName == self.UnitName then
self:EngineShutdown(EventData)
end
end
function self:OnEventEngineStartup(EventData)
if EventData.IniUnitName == self.UnitName then
self:EngineStartup(EventData)
end
end
function self:OnEventWeaponAdd(EventData)
if EventData.IniUnitName == self.UnitName then
self:WeaponAdd(EventData)
end
end
function self:OnEventWeaponDrop(EventData)
if EventData.IniUnitName == self.UnitName then
self:WeaponDrop(EventData)
end
end
function self:OnEventWeaponRearm(EventData)
if EventData.IniUnitName == self.UnitName then
self:WeaponRearm(EventData)
end
end
--Fallback timer
self.FallbackTimer = TIMER:New(function()
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end)
self.FallbackTimer:Start(5,5)
--Stop event handlers and trigger Despawn
function self._deadRoutine()
self:UnHandleEvent( EVENTS.Hit )
self:UnHandleEvent( EVENTS.Kill )
self:UnHandleEvent( EVENTS.Score )
self:UnHandleEvent( EVENTS.Shot )
self:UnHandleEvent( EVENTS.ShootingStart )
self:UnHandleEvent( EVENTS.ShootingEnd )
self:UnHandleEvent( EVENTS.Land )
self:UnHandleEvent( EVENTS.Takeoff )
self:UnHandleEvent( EVENTS.RunwayTakeoff )
self:UnHandleEvent( EVENTS.RunwayTouch )
self:UnHandleEvent( EVENTS.Refueling )
self:UnHandleEvent( EVENTS.RefuelingStop )
self:UnHandleEvent( EVENTS.PlayerLeaveUnit )
self:UnHandleEvent( EVENTS.Crash )
self:UnHandleEvent( EVENTS.Dead )
self:UnHandleEvent( EVENTS.PilotDead )
self:UnHandleEvent( EVENTS.UnitLost )
self:UnHandleEvent( EVENTS.Ejection )
self:UnHandleEvent( EVENTS.HumanFailure )
self:UnHandleEvent( EVENTS.HumanAircraftRepairFinish )
self:UnHandleEvent( EVENTS.HumanAircraftRepairStart )
self:UnHandleEvent( EVENTS.EngineShutdown )
self:UnHandleEvent( EVENTS.EngineStartup )
self:UnHandleEvent( EVENTS.WeaponAdd )
self:UnHandleEvent( EVENTS.WeaponDrop )
self:UnHandleEvent( EVENTS.WeaponRearm )
self.FallbackTimer:Stop()
self:Despawn()
end
self:I({"CLIENT SPAWN EVENT", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
return self
end

View File

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

View File

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

View File

@@ -4,7 +4,7 @@
do -- DETECTION_ZONES
-- @type DETECTION_ZONES
--- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
@@ -68,7 +68,7 @@ do -- DETECTION_ZONES
return self
end
-- @param #DETECTION_ZONES self
--- @param #DETECTION_ZONES self
-- @param #number The amount of alive recce.
function DETECTION_ZONES:CountAliveRecce()
@@ -76,7 +76,7 @@ do -- DETECTION_ZONES
end
-- @param #DETECTION_ZONES self
--- @param #DETECTION_ZONES self
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg )
@@ -352,7 +352,7 @@ do -- DETECTION_ZONES
--DetectedSet:Flush( self )
DetectedSet:ForEachUnit(
-- @param Wrapper.Unit#UNIT DetectedUnit
--- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit )
if DetectedUnit:IsAlive() then
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -380,7 +380,7 @@ do -- DETECTION_ZONES
end
-- @param #DETECTION_ZONES self
--- @param #DETECTION_ZONES self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.

File diff suppressed because it is too large Load Diff

View File

@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: July 2024
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -58,8 +58,6 @@
-- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled
-- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range
-- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius.
-- @field #boolean checkforfriendlies If true, do not activate a SAM installation if a friendly aircraft is in firing range.
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @extends Core.Base#BASE
@@ -189,34 +187,29 @@
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
-- -- it is inside any AcceptZone. Then RejectZones are checked, which enforces both borders, but also overlaps of
-- -- Accept- and RejectZones. Last, if it is inside a conflict zone, it is accepted.
-- mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)
-- `mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)`
--
--
-- ### 2.1.2 Change the number of long-, mid- and short-range systems going live on a detected target:
--
-- -- parameters are numbers. Defaults are 1,2,2,6 respectively
-- mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic)
-- `mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic)`
--
-- ### 2.1.3 SHORAD will automatically be added from SAM sites of type "short-range"
--
-- ### 2.1.4 Advanced features
--
-- -- switch off auto mode **before** you start MANTIS.
-- mybluemantis.automode = false
-- `mybluemantis.automode = false`
--
-- -- switch off auto shorad **before** you start MANTIS.
-- mybluemantis.autoshorad = false
-- `mybluemantis.autoshorad = false`
--
-- -- scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1
-- self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
-- self.radiusscale[MANTIS.SamType.SHORT] = 1.3
--
-- ### 2.1.5 Friendlies check in firing range
--
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
-- ` self.radiusscale[MANTIS.SamType.LONG] = 1.1`
-- ` self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2`
-- ` self.radiusscale[MANTIS.SamType.SHORT] = 1.3`
--
-- # 3. Default settings [both modes unless stated otherwise]
--
@@ -240,7 +233,7 @@
--
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
-- # 5. Integrate SHORAD [classic mode, not necessary in automode]
-- # 5. Integrate SHORAD [classic mode]
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
@@ -328,7 +321,6 @@ MANTIS = {
automode = true,
autoshorad = true,
ShoradGroupSet = nil,
checkforfriendlies = false,
}
--- Advanced state enumerator
@@ -355,17 +347,17 @@ MANTIS.SamType = {
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["Hawk"] = { Range=44, Blindspot=0, Height=9, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=3, Type="Short", Radar="NSAMS" },
["Patriot"] = { Range=99, Blindspot=0, Height=9, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=6, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" },
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Roland"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@@ -384,7 +376,7 @@ MANTIS.SamData = {
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
}
--- SAM data HDS
@@ -510,8 +502,7 @@ do
-- DONE: Treat Awacs separately, since they might be >80km off site
-- DONE: Allow tables of prefixes for the setup
-- DONE: Auto-Mode with range setups for various known SAM types.
self.name = name or "mymantis"
self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil
@@ -640,7 +631,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.8.18"
self.version="0.8.16"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -1231,10 +1222,10 @@ do
function MANTIS:_PreFilterHeight(height)
self:T(self.lid.."_PreFilterHeight")
local set = {}
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local detectedgroups = dlink:GetContactTable()
for _,_contact in pairs(detectedgroups) do
local contact = _contact -- Ops.Intel#INTEL.Contact
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local grp = contact.group -- Wrapper.Group#GROUP
if grp:IsAlive() then
if grp:GetHeight(true) < height then
@@ -1264,10 +1255,6 @@ do
-- DEBUG
set = self:_PreFilterHeight(height)
end
local friendlyset -- Core.Set#SET_GROUP
if self.checkforfriendlies == true then
friendlyset = SET_GROUP:New():FilterCoalitions(self.Coalition):FilterCategories({"plane","helicopter"}):FilterFunction(function(grp) if grp and grp:InAir() then return true else return false end end):FilterOnce()
end
for _,_coord in pairs (set) do
local coord = _coord -- get current coord to check
-- output for cross-check
@@ -1292,16 +1279,8 @@ do
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
self:T(self.lid..text)
end
-- friendlies around?
local nofriendlies = true
if self.checkforfriendlies == true then
local closestfriend, distance = friendlyset:GetClosestGroup(samcoordinate)
if closestfriend and distance and distance < rad then
nofriendlies = false
end
end
-- end output to cross-check
if targetdistance <= rad and zonecheck == true and nofriendlies == true then
if targetdistance <= rad and zonecheck then
return true, targetdistance
end
end
@@ -1798,7 +1777,7 @@ do
-- @return #MANTIS self
function MANTIS:_CheckDLinkState()
self:T(self.lid .. "_CheckDLinkState")
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local TS = timer.getAbsTime()
if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then
self.DLink = false

File diff suppressed because it is too large Load Diff

View File

@@ -7,7 +7,7 @@
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
--
-- [476th - Air Weapons Range Objects mod](https://www.476vfightergroup.com/downloads.php?do=download&downloadid=482) is highly recommended for this class.
-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
--
-- **Main Features:**
--
@@ -46,7 +46,7 @@
--
-- ### Contributions: FlightControl, Ciribob
-- ### SRS Additions: Applevangelist
--
--
-- ===
-- @module Functional.Range
-- @image Range.JPG
@@ -102,11 +102,10 @@
-- @field #string targetpath Path where to save the target sheets.
-- @field #string targetprefix File prefix for target sheet files.
-- @field Sound.SRS#MSRS controlmsrs SRS wrapper for range controller.
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any.
-- @field Core.Menu#MENU_MISSION menuF10root Specific user defined root F10 menu.
-- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -170,7 +169,7 @@
--
-- ## Specifying Coordinates
--
-- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified
-- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified
-- coordinate will still be a valid impact point. This can be done via the @{#RANGE.AddBombingTargetCoordinate}(*coord*, *name*, *goodhitrange*) function.
--
-- # Fine Tuning
@@ -232,8 +231,8 @@
-- By default, the sound files are placed in the "Range Soundfiles/" folder inside the mission (.miz) file. Another folder can be specified via the @{#RANGE.SetSoundfilesPath}(*path*) function.
--
-- ## Voice output via SRS
--
-- Alternatively, the voice output can be fully done via SRS, **no sound file additions needed**. Set up SRS with @{#RANGE.SetSRS}().
--
-- Alternatively, the voice output can be fully done via SRS, **no sound file additions needed**. Set up SRS with @{#RANGE.SetSRS}().
-- Range control and instructor frequencies and voices can then be set via @{#RANGE.SetSRSRangeControl}() and @{#RANGE.SetSRSRangeInstructor}().
--
-- # Persistence
@@ -244,11 +243,11 @@
-- The next time you start the mission, these results are also automatically loaded.
--
-- Strafing results are currently **not** saved.
--
--
-- # FSM Events
--
--
-- This class creates additional events that can be used by mission designers for custom reactions
--
--
-- * `EnterRange` when a player enters a range zone. See @{#RANGE.OnAfterEnterRange}
-- * `ExitRange` when a player leaves a range zone. See @{#RANGE.OnAfterExitRange}
-- * `Impact` on impact of a player's weapon on a bombing target. See @{#RANGE.OnAfterImpact}
@@ -372,7 +371,7 @@ RANGE = {
-- @param #number boxlength Length of strafe pit box in meters.
-- @param #number boxwidth Width of strafe pit box in meters.
-- @param #number goodpass Number of hits for a good strafing pit pass.
-- @param #number foulline Distance of foul line in meters.
-- @param #number foulline Distance of foul line in meters.
RANGE.Defaults = {
goodhitrange = 25,
strafemaxalt = 914,
@@ -594,14 +593,13 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.8.0"
RANGE.version = "2.7.3"
-- TODO list:
-- TODO: Verbosity level for messages.
-- TODO: Add option for default settings such as smoke off.
-- TODO: Add custom weapons, which can be specified by the user.
-- TODO: Check if units are still alive.
-- TODO: Option for custom sound files.
-- DONE: Scenery as targets.
-- DONE: Add statics for strafe pits.
-- DONE: Add missiles.
@@ -627,9 +625,9 @@ function RANGE:New( RangeName, Coalition )
-- Get range name.
-- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu.
self.rangename = RangeName or "Practice Range"
self.Coalition = Coalition
-- Log id.
self.lid = string.format( "RANGE %s | ", self.rangename )
@@ -860,16 +858,16 @@ function RANGE:onafterStart()
self.rangecontrol.schedonce = true
-- Init numbers.
self.rangecontrol:SetDigit( 0, self.Sound.RC0.filename, self.Sound.RC0.duration, self.soundpath )
self.rangecontrol:SetDigit( 1, self.Sound.RC1.filename, self.Sound.RC1.duration, self.soundpath )
self.rangecontrol:SetDigit( 2, self.Sound.RC2.filename, self.Sound.RC2.duration, self.soundpath )
self.rangecontrol:SetDigit( 3, self.Sound.RC3.filename, self.Sound.RC3.duration, self.soundpath )
self.rangecontrol:SetDigit( 4, self.Sound.RC4.filename, self.Sound.RC4.duration, self.soundpath )
self.rangecontrol:SetDigit( 5, self.Sound.RC5.filename, self.Sound.RC5.duration, self.soundpath )
self.rangecontrol:SetDigit( 6, self.Sound.RC6.filename, self.Sound.RC6.duration, self.soundpath )
self.rangecontrol:SetDigit( 7, self.Sound.RC7.filename, self.Sound.RC7.duration, self.soundpath )
self.rangecontrol:SetDigit( 8, self.Sound.RC8.filename, self.Sound.RC8.duration, self.soundpath )
self.rangecontrol:SetDigit( 9, self.Sound.RC9.filename, self.Sound.RC9.duration, self.soundpath )
self.rangecontrol:SetDigit( 0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath )
self.rangecontrol:SetDigit( 1, RANGE.Sound.RC1.filename, RANGE.Sound.RC1.duration, self.soundpath )
self.rangecontrol:SetDigit( 2, RANGE.Sound.RC2.filename, RANGE.Sound.RC2.duration, self.soundpath )
self.rangecontrol:SetDigit( 3, RANGE.Sound.RC3.filename, RANGE.Sound.RC3.duration, self.soundpath )
self.rangecontrol:SetDigit( 4, RANGE.Sound.RC4.filename, RANGE.Sound.RC4.duration, self.soundpath )
self.rangecontrol:SetDigit( 5, RANGE.Sound.RC5.filename, RANGE.Sound.RC5.duration, self.soundpath )
self.rangecontrol:SetDigit( 6, RANGE.Sound.RC6.filename, RANGE.Sound.RC6.duration, self.soundpath )
self.rangecontrol:SetDigit( 7, RANGE.Sound.RC7.filename, RANGE.Sound.RC7.duration, self.soundpath )
self.rangecontrol:SetDigit( 8, RANGE.Sound.RC8.filename, RANGE.Sound.RC8.duration, self.soundpath )
self.rangecontrol:SetDigit( 9, RANGE.Sound.RC9.filename, RANGE.Sound.RC9.duration, self.soundpath )
-- Set location where the messages are transmitted from.
self.rangecontrol:SetSenderCoordinate( self.location )
@@ -886,16 +884,16 @@ function RANGE:onafterStart()
self.instructor.schedonce = true
-- Init numbers.
self.instructor:SetDigit( 0, self.Sound.IR0.filename, self.Sound.IR0.duration, self.soundpath )
self.instructor:SetDigit( 1, self.Sound.IR1.filename, self.Sound.IR1.duration, self.soundpath )
self.instructor:SetDigit( 2, self.Sound.IR2.filename, self.Sound.IR2.duration, self.soundpath )
self.instructor:SetDigit( 3, self.Sound.IR3.filename, self.Sound.IR3.duration, self.soundpath )
self.instructor:SetDigit( 4, self.Sound.IR4.filename, self.Sound.IR4.duration, self.soundpath )
self.instructor:SetDigit( 5, self.Sound.IR5.filename, self.Sound.IR5.duration, self.soundpath )
self.instructor:SetDigit( 6, self.Sound.IR6.filename, self.Sound.IR6.duration, self.soundpath )
self.instructor:SetDigit( 7, self.Sound.IR7.filename, self.Sound.IR7.duration, self.soundpath )
self.instructor:SetDigit( 8, self.Sound.IR8.filename, self.Sound.IR8.duration, self.soundpath )
self.instructor:SetDigit( 9, self.Sound.IR9.filename, self.Sound.IR9.duration, self.soundpath )
self.instructor:SetDigit( 0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath )
self.instructor:SetDigit( 1, RANGE.Sound.IR1.filename, RANGE.Sound.IR1.duration, self.soundpath )
self.instructor:SetDigit( 2, RANGE.Sound.IR2.filename, RANGE.Sound.IR2.duration, self.soundpath )
self.instructor:SetDigit( 3, RANGE.Sound.IR3.filename, RANGE.Sound.IR3.duration, self.soundpath )
self.instructor:SetDigit( 4, RANGE.Sound.IR4.filename, RANGE.Sound.IR4.duration, self.soundpath )
self.instructor:SetDigit( 5, RANGE.Sound.IR5.filename, RANGE.Sound.IR5.duration, self.soundpath )
self.instructor:SetDigit( 6, RANGE.Sound.IR6.filename, RANGE.Sound.IR6.duration, self.soundpath )
self.instructor:SetDigit( 7, RANGE.Sound.IR7.filename, RANGE.Sound.IR7.duration, self.soundpath )
self.instructor:SetDigit( 8, RANGE.Sound.IR8.filename, RANGE.Sound.IR8.duration, self.soundpath )
self.instructor:SetDigit( 9, RANGE.Sound.IR9.filename, RANGE.Sound.IR9.duration, self.soundpath )
-- Set location where the messages are transmitted from.
self.instructor:SetSenderCoordinate( self.location )
@@ -922,23 +920,13 @@ function RANGE:onafterStart()
self.rangezone:SmokeZone( SMOKECOLOR.White )
end
self:__Status( -10 )
self:__Status( -60 )
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the root F10 menu under which the range F10 menu is created.
-- @param #RANGE self
-- @param Core.Menu#MENU_MISSION menu The root F10 menu.
-- @return #RANGE self
function RANGE:SetMenuRoot(menu)
self.menuF10root=menu
return self
end
--- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass.
-- @param #RANGE self
-- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft.
@@ -1005,9 +993,9 @@ end
-- @param #string Host Host. Default "127.0.0.1".
-- @return #RANGE self
function RANGE:SetFunkManOn(Port, Host)
self.funkmanSocket=SOCKET:New(Port, Host)
return self
end
@@ -1078,9 +1066,6 @@ end
-- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters.
-- @return #RANGE self
function RANGE:SetRangeZone( zone )
if zone and type(zone)=="string" then
zone=ZONE:FindByName(zone)
end
self.rangezone = zone
return self
end
@@ -1215,7 +1200,7 @@ end
-- @param #string PathToSRS Path to SRS directory.
-- @param #number Port SRS port. Default 5002.
-- @param #number Coalition Coalition side, e.g. `coalition.side.BLUE` or `coalition.side.RED`. Default `coalition.side.BLUE`.
-- @param #number Frequency Frequency to use. Default is 256 MHz for range control and 305 MHz for instructor. If given, both control and instructor get this frequency.
-- @param #number Frequency Frequency to use. Default is 256 MHz for range control and 305 MHz for instructor. If given, both control and instructor get this frequency.
-- @param #number Modulation Modulation to use, defaults to radio.modulation.AM
-- @param #number Volume Volume, between 0.0 and 1.0. Defaults to 1.0
-- @param #string PathToGoogleKey Path to Google TTS credentials.
@@ -1223,9 +1208,9 @@ end
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS or MSRS.path then
self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM)
self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
@@ -1241,12 +1226,10 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then
self.controlmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.controlmsrs:SetProvider(MSRS.Provider.GOOGLE)
self.instructmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.instructmsrs:SetProvider(MSRS.Provider.GOOGLE)
self.controlmsrs:SetGoogle(PathToGoogleKey)
self.instructmsrs:SetGoogle(PathToGoogleKey)
end
else
self:E(self.lid..string.format("ERROR: No SRS path specified!"))
end
@@ -1344,53 +1327,6 @@ function RANGE:SetSoundfilesPath( path )
return self
end
--- Set the path to the csv file that contains information about the used sound files.
-- The parameter file has to be located on your local disk (**not** inside the miz file).
-- @param #RANGE self
-- @param #string csvfile Full path to the csv file on your local disk.
-- @return #RANGE self
function RANGE:SetSoundfilesInfo( csvfile )
--- Local function to return the ATIS.Soundfile for a given file name
local function getSound(filename)
for key,_soundfile in pairs(self.Sound) do
local soundfile=_soundfile --#RANGE.Soundfile
if filename==soundfile.filename then
return soundfile
end
end
return nil
end
-- Read csv file
local data=UTILS.ReadCSV(csvfile)
if data then
for i,sound in pairs(data) do
-- Get the ATIS.Soundfile
local soundfile=getSound(sound.filename..".ogg") --#RANGE.Soundfile
if soundfile then
-- Set duration
soundfile.duration=tonumber(sound.duration)
else
self:E(string.format("ERROR: Could not get info for sound file %s", sound.filename))
end
end
else
self:E(string.format("ERROR: Could not read sound csv file!"))
end
return self
end
--- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units.
-- A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading.
-- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.
@@ -1729,16 +1665,12 @@ end
--- Add all units of a group as bombing targets.
-- @param #RANGE self
-- @param Wrapper.Group#GROUP group Group of bombing targets. Can also be given as group name.
-- @param Wrapper.Group#GROUP group Group of bombing targets.
-- @param #number goodhitrange Max distance from unit which is considered as a good hit.
-- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self
function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove )
self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } )
if group and type(group)=="string" then
group=GROUP:FindByName(group)
end
if group then
@@ -1807,9 +1739,9 @@ end
-- @param Core.Event#EVENTDATA EventData
function RANGE:OnEventBirth( EventData )
self:F( { eventbirth = EventData } )
if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@@ -1830,7 +1762,7 @@ function RANGE:OnEventBirth( EventData )
-- Reset current strafe status.
self.strafeStatus[_uid] = nil
if self.Coalition then
if EventData.IniCoalition == self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
@@ -1839,7 +1771,7 @@ function RANGE:OnEventBirth( EventData )
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
-- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData
self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb
@@ -1973,21 +1905,21 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
local _distance = nil
local _closeCoord = nil --Core.Point#COORDINATE
local _hitquality = "POOR"
-- Get callsign.
local _callsign = self:_myname( playerData.unitname )
local _playername=playerData.playername
local _unit=playerData.unit
-- Coordinate of impact point.
local impactcoord = weapon:GetImpactCoordinate()
-- Check if impact happened in range zone.
local insidezone = self.rangezone:IsCoordinateInZone( impactcoord )
-- Smoke impact point of bomb.
if playerData.smokebombimpact and insidezone then
if playerData.delaysmoke then
@@ -1996,19 +1928,19 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
impactcoord:Smoke( playerData.smokecolor )
end
end
-- Loop over defined bombing targets.
for _, _bombtarget in pairs( self.bombingTargets ) do
local bombtarget=_bombtarget --#RANGE.BombTarget
-- Get target coordinate.
local targetcoord = self:_GetBombTargetCoordinate( _bombtarget )
if targetcoord then
-- Distance between bomb and target.
local _temp = impactcoord:Get2DDistance( targetcoord )
-- Find closest target to last known position of the bomb.
if _distance == nil or _temp < _distance then
_distance = _temp
@@ -2025,21 +1957,21 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
else
_hitquality = "POOR"
end
end
end
end
-- Count if bomb fell less than ~1 km away from the target.
if _distance and _distance <= self.scorebombdistance then
-- Init bomb player results.
if not self.bombPlayerResults[_playername] then
self.bombPlayerResults[_playername] = {}
end
-- Local results.
local _results = self.bombPlayerResults[_playername]
local result = {} -- #RANGE.BombResult
result.command=SOCKET.DataType.BOMBRESULT
result.name = _closetTarget.name or "unknown"
@@ -2061,37 +1993,37 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackVel = attackVel
result.attackAlt = attackAlt
result.date=os and os.date() or "n/a"
-- Add to table.
table.insert( _results, result )
-- Call impact.
self:Impact( result, playerData )
elseif insidezone then
-- Send message.
-- DONE SRS message
local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 )
if self.useSRS then
local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 )
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
end
self:_DisplayMessageToGroup( _unit, _message, nil, false )
if self.rangecontrol then
-- weapon impacted too far from the nearest target! No Score!
if self.useSRS then
self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1)
else
self.rangecontrol:NewTransmission( self.Sound.RCWeaponImpactedTooFar.filename, self.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
end
end
else
self:T( self.lid .. "Weapon impacted outside range zone." )
end
end
--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
@@ -2104,7 +2036,7 @@ function RANGE:OnEventShot( EventData )
if EventData.Weapon == nil or EventData.IniDCSUnit == nil or EventData.IniPlayerName == nil then
return
end
-- Create weapon object.
local weapon=WEAPON:New(EventData.weapon)
@@ -2116,7 +2048,7 @@ function RANGE:OnEventShot( EventData )
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
-- Distance Player-to-Range. Set this to larger value than the threshold.
local dPR = self.BombtrackThreshold * 2
@@ -2131,16 +2063,16 @@ function RANGE:OnEventShot( EventData )
-- Player data.
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
-- Attack parameters.
local attackHdg=_unit:GetHeading()
local attackAlt=_unit:GetHeight()
attackAlt = UTILS.MetersToFeet(attackAlt)
local attackVel=_unit:GetVelocityKNOTS()
local attackVel=_unit:GetVelocityKNOTS()
-- Tracking info and init of last bomb position.
self:T( self.lid .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, weapon:GetTypeName(), weapon:GetName()))
-- Set callback function on impact.
weapon:SetFuncImpact(RANGE._OnImpact, self, playerData, attackHdg, attackAlt, attackVel)
@@ -2212,34 +2144,34 @@ end
function RANGE:onafterEnterRange( From, Event, To, player )
if self.instructor and self.rangecontrol then
if self.useSRS then
local text = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f MHz", self.rangecontrolfreq)
local ttstext = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f mega hertz.", self.rangecontrolfreq)
local group = player.client:GetGroup()
self.instructsrsQ:NewTransmission(ttstext, nil, self.instructmsrs, nil, 1, {group}, text, 10)
else
-- Range control radio frequency split.
local RF = UTILS.Split( string.format( "%.3f", self.rangecontrolfreq ), "." )
-- Radio message that player entered the range
-- You entered the bombing range. For hit assessment, contact the range controller at xy MHz
self.instructor:NewTransmission( self.Sound.IREnterRange.filename, self.Sound.IREnterRange.duration, self.soundpath )
self.instructor:NewTransmission( RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath )
self.instructor:Number2Transmission( RF[1] )
if tonumber( RF[2] ) > 0 then
self.instructor:NewTransmission( self.Sound.IRDecimal.filename, self.Sound.IRDecimal.duration, self.soundpath )
self.instructor:NewTransmission( RANGE.Sound.IRDecimal.filename, RANGE.Sound.IRDecimal.duration, self.soundpath )
self.instructor:Number2Transmission( RF[2] )
end
self.instructor:NewTransmission( self.Sound.IRMegaHertz.filename, self.Sound.IRMegaHertz.duration, self.soundpath )
self.instructor:NewTransmission( RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath )
end
end
@@ -2256,11 +2188,11 @@ function RANGE:onafterExitRange( From, Event, To, player )
if self.instructor then
-- You left the bombing range zone. Have a nice day!
if self.useSRS then
local text = "You left the bombing range zone. "
local r=math.random(5)
if r==1 then
text=text.."Have a nice day!"
elseif r==2 then
@@ -2270,12 +2202,12 @@ function RANGE:onafterExitRange( From, Event, To, player )
elseif r==4 then
text=text.."See you in two weeks!"
elseif r==5 then
text=text.."!"
text=text.."!"
end
self.instructsrsQ:NewTransmission(text, nil, self.instructmsrs, nil, 1, {player.client:GetGroup()}, text, 10)
else
self.instructor:NewTransmission( self.Sound.IRExitRange.filename, self.Sound.IRExitRange.duration, self.soundpath )
self.instructor:NewTransmission( RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath )
end
end
@@ -2306,35 +2238,35 @@ function RANGE:onafterImpact( From, Event, To, result, player )
text = text .. string.format( " %s hit.", result.quality )
if self.rangecontrol then
if self.useSRS then
local group = player.client:GetGroup()
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1,{group},text,10)
else
self.rangecontrol:NewTransmission( self.Sound.RCImpact.filename, self.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration )
self.rangecontrol:NewTransmission( RANGE.Sound.RCImpact.filename, RANGE.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration )
self.rangecontrol:Number2Transmission( string.format( "%03d", result.radial ), nil, 0.1 )
self.rangecontrol:NewTransmission( self.Sound.RCDegrees.filename, self.Sound.RCDegrees.duration, self.soundpath )
self.rangecontrol:NewTransmission( self.Sound.RCFor.filename, self.Sound.RCFor.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCDegrees.filename, RANGE.Sound.RCDegrees.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCFor.filename, RANGE.Sound.RCFor.duration, self.soundpath )
self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.MetersToFeet( result.distance ) ) )
self.rangecontrol:NewTransmission( self.Sound.RCFeet.filename, self.Sound.RCFeet.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCFeet.filename, RANGE.Sound.RCFeet.duration, self.soundpath )
if result.quality == "POOR" then
self.rangecontrol:NewTransmission( self.Sound.RCPoorHit.filename, self.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 )
self.rangecontrol:NewTransmission( RANGE.Sound.RCPoorHit.filename, RANGE.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "INEFFECTIVE" then
self.rangecontrol:NewTransmission( self.Sound.RCIneffectiveHit.filename, self.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 )
self.rangecontrol:NewTransmission( RANGE.Sound.RCIneffectiveHit.filename, RANGE.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "GOOD" then
self.rangecontrol:NewTransmission( self.Sound.RCGoodHit.filename, self.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 )
self.rangecontrol:NewTransmission( RANGE.Sound.RCGoodHit.filename, RANGE.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "EXCELLENT" then
self.rangecontrol:NewTransmission( self.Sound.RCExcellentHit.filename, self.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 )
self.rangecontrol:NewTransmission( RANGE.Sound.RCExcellentHit.filename, RANGE.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 )
end
end
end
-- Unit.
if player.unitname and not self.useSRS then
-- Get unit.
local unit = UNIT:FindByName( player.unitname )
-- Send message.
self:_DisplayMessageToGroup( unit, text, nil, true )
self:T( self.lid .. text )
@@ -2344,7 +2276,7 @@ function RANGE:onafterImpact( From, Event, To, result, player )
if self.autosave then
self:Save()
end
-- Send result to FunkMan, which creates fancy MatLab figures and sends them to Discord via a bot.
if self.funkmanSocket then
self.funkmanSocket:SendTable(result)
@@ -2400,7 +2332,7 @@ function RANGE:onafterSave( From, Event, To )
end
-- Path.
local path = self.targetpath or lfs.writedir() .. [[Logs\]]
local path = lfs.writedir() .. [[Logs\]]
-- Set file name.
local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename )
@@ -2465,7 +2397,7 @@ function RANGE:onafterLoad( From, Event, To )
end
-- Path in DCS log file.
local path = self.targetpath or lfs.writedir() .. [[Logs\]]
local path = lfs.writedir() .. [[Logs\]]
-- Set file name.
local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename )
@@ -2613,7 +2545,7 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult )
-- Get player results.
local _results = self.strafePlayerResults[_playername]
local _results = self.strafePlayerResults[_playername]
-- Create message.
if _results == nil then
@@ -2919,7 +2851,7 @@ function RANGE:_DisplayRangeInfo( _unitname )
end
end
text = text .. string.format( "Instructor %.3f MHz (Relay=%s)\n", self.instructorfreq, alive )
end
end
if self.rangecontrol then
local alive = "N/A"
if self.rangecontrolrelayname then
@@ -3147,10 +3079,10 @@ function RANGE:_CheckInZone( _unitName )
local unitheading = 0 -- RangeBoss
if _unit and _playername then
-- Player data.
local playerData=self.PlayerSettings[_playername] -- #RANGE.PlayerData
--- Function to check if unit is in zone and facing in the right direction and is below the max alt.
local function checkme( targetheading, _zone )
local zone = _zone -- Core.Zone#ZONE
@@ -3164,7 +3096,7 @@ function RANGE:_CheckInZone( _unitName )
if towardspit then
local vec3 = _unit:GetVec3()
local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2
local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2
local landheight = land.getHeight( vec2 )
local unitalt = vec3.y - landheight
@@ -3211,7 +3143,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message.
self:_DisplayMessageToGroup( _unit, _msg, nil, true )
if self.rangecontrol then
if self.useSRS then
local group = _unit:GetGroup()
@@ -3220,7 +3152,7 @@ function RANGE:_CheckInZone( _unitName )
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1)
else
-- You left the strafing zone too quickly! No score!
self.rangecontrol:NewTransmission( self.Sound.RCLeftStrafePitTooQuickly.filename, self.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath )
end
end
else
@@ -3230,9 +3162,9 @@ function RANGE:_CheckInZone( _unitName )
-- Result.
local _result = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
local _sound = nil -- #RANGE.Soundfile
-- Calculate accuracy of run. Number of hits wrt number of rounds fired.
local shots = _result.ammo - _ammo
local accur = 0
@@ -3242,28 +3174,28 @@ function RANGE:_CheckInZone( _unitName )
accur = 100
end
end
-- Results text and sound message.
local resulttext=""
if _result.pastfoulline == true then --
resulttext = "* INVALID - PASSED FOUL LINE *"
_sound = self.Sound.RCPoorPass --
_sound = RANGE.Sound.RCPoorPass --
else
if accur >= 90 then
resulttext = "DEADEYE PASS"
_sound = self.Sound.RCExcellentPass
_sound = RANGE.Sound.RCExcellentPass
elseif accur >= 75 then
resulttext = "EXCELLENT PASS"
_sound = self.Sound.RCExcellentPass
_sound = RANGE.Sound.RCExcellentPass
elseif accur >= 50 then
resulttext = "GOOD PASS"
_sound = self.Sound.RCGoodPass
_sound = RANGE.Sound.RCGoodPass
elseif accur >= 25 then
resulttext = "INEFFECTIVE PASS"
_sound = self.Sound.RCIneffectivePass
_sound = RANGE.Sound.RCIneffectivePass
else
resulttext = "POOR PASS"
_sound = self.Sound.RCPoorPass
_sound = RANGE.Sound.RCPoorPass
end
end
@@ -3279,7 +3211,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message.
self:_DisplayMessageToGroup( _unit, _text )
-- Strafe result.
local result = {} -- #RANGE.StrafeResult
result.command=SOCKET.DataType.STRAFERESULT
@@ -3296,28 +3228,28 @@ function RANGE:_CheckInZone( _unitName )
result.rangename = self.rangename
result.airframe=playerData.airframe
result.invalid = _result.pastfoulline
-- Griger Results.
self:StrafeResult(playerData, result)
-- Save trap sheet.
if playerData and playerData.targeton and self.targetsheet then
self:_SaveTargetSheet( _playername, result )
end
end
-- Voice over.
if self.rangecontrol then
if self.useSRS then
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,1)
else
self.rangecontrol:NewTransmission( self.Sound.RCHitsOnTarget.filename, self.Sound.RCHitsOnTarget.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath )
self.rangecontrol:Number2Transmission( string.format( "%d", _result.hits ) )
if shots and accur then
self.rangecontrol:NewTransmission( self.Sound.RCTotalRoundsFired.filename, self.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:NewTransmission( RANGE.Sound.RCTotalRoundsFired.filename, RANGE.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:Number2Transmission( string.format( "%d", shots ), nil, 0.2 )
self.rangecontrol:NewTransmission( self.Sound.RCAccuracy.filename, self.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:NewTransmission( RANGE.Sound.RCAccuracy.filename, RANGE.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.Round( accur, 0 ) ) )
self.rangecontrol:NewTransmission( self.Sound.RCPercent.filename, self.Sound.RCPercent.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCPercent.filename, RANGE.Sound.RCPercent.duration, self.soundpath )
end
self.rangecontrol:NewTransmission( _sound.filename, _sound.duration, self.soundpath, nil, 0.5 )
end
@@ -3362,13 +3294,13 @@ function RANGE:_CheckInZone( _unitName )
if self.useSRS then
self.controlsrsQ:NewTransmission(_msg,nil,self.controlmsrs,nil,1)
else
self.rangecontrol:NewTransmission( self.Sound.RCRollingInOnStrafeTarget.filename, self.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath )
self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath )
end
end
-- Send message.
self:_DisplayMessageToGroup( _unit, _msg, 10, true )
-- Trigger event that player is rolling in.
self:RollingIn(playerData, target)
@@ -3411,23 +3343,16 @@ function RANGE:_AddF10Commands( _unitName )
self.MenuAddedTo[_gid] = true
-- Range root menu path.
local _rootMenu = nil
local _rangePath = nil
if RANGE.MenuF10Root then
if self.menuF10root then
-------------------
-- MISSION LEVEL --
-------------------
--_rootMenu = MENU_GROUP:New( group, self.rangename, self.menuF10root )
_rootMenu = self.menuF10root
self:T2(self.lid..string.format("Creating F10 menu for group %s", group:GetName()))
-------------------
elseif RANGE.MenuF10Root then
-- Main F10 menu: F10/<RANGE.MenuF10Root>/<Range Name>
--_rootMenu = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10Root )
_rootMenu = RANGE.MenuF10Root
-- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10Root)
_rangePath = MENU_GROUP:New( group, "On the Range" )
else
@@ -3437,17 +3362,12 @@ function RANGE:_AddF10Commands( _unitName )
-- Main F10 menu: F10/On the Range/<Range Name>/
if RANGE.MenuF10[_gid] == nil then
self:T2(self.lid..string.format("Creating F10 menu 'On the Range' for group %s", group:GetName()))
else
self:T2(self.lid..string.format("F10 menu 'On the Range' already EXISTS for group %s", group:GetName()))
-- RANGE.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "On the Range")
RANGE.MenuF10[_gid] = MENU_GROUP:New( group, "On the Range" )
end
_rootMenu=RANGE.MenuF10[_gid] or MENU_GROUP:New( group, "On the Range" )
-- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10[_gid])
_rangePath = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10[_gid] )
end
-- Range menu
local _rangePath = MENU_GROUP:New( group, self.rangename, _rootMenu )
local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath )
local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath )
@@ -3516,18 +3436,18 @@ function RANGE:_GetBombTargetCoordinate( target )
local coord = nil -- Core.Point#COORDINATE
if target.type == RANGE.TargetType.UNIT then
-- Check if alive
if target.target and target.target:IsAlive() then
-- Get current position.
coord = target.target:GetCoordinate()
-- Save as last known position in case target dies.
target.coordinate=coord
target.coordinate=coord
else
-- Use stored position.
coord = target.coordinate
end
elseif target.type == RANGE.TargetType.STATIC then
-- Static targets dont move.
@@ -3537,11 +3457,11 @@ function RANGE:_GetBombTargetCoordinate( target )
-- Coordinates dont move.
coord = target.coordinate
elseif target.type == RANGE.TargetType.SCENERY then
-- Coordinates dont move.
coord = target.coordinate
coord = target.coordinate
else
self:E( self.lid .. "ERROR: Unknown target type." )
@@ -3748,7 +3668,7 @@ function RANGE:_DisplayMessageToGroup( _unit, _text, _time, _clear, display, _to
local playermessage = self.PlayerSettings[playername].messages
-- Send message to player if messages enabled and not only for the examiner.
if _gid and (playermessage == true or display) and (not self.examinerexclusive) then
if _togroup and _grp then
local m = MESSAGE:New(_text,_time,nil,_clear):ToGroup(_grp)
@@ -3856,13 +3776,13 @@ function RANGE:_TargetsheetOnOff( _unitname )
-- Inform player.
if playerData and playerData.targeton == true then
text = string.format( "Roger, your targetsheets are now SAVED." )
text = string.format( "roger, your targetsheets are now SAVED." )
else
text = string.format( "Affirm, your targetsheets are NOT SAVED." )
text = string.format( "affirm, your targetsheets are NOT SAVED." )
end
else
text = "Negative, target sheet data recorder is broken on this range."
text = "negative, target sheet data recorder is broken on this range."
end
-- Message to player.
@@ -4103,9 +4023,9 @@ function RANGE:_GetPlayerUnitAndName( _unitName )
self:F2( _unitName )
if _unitName ~= nil then
local multiplayer = false
-- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName )
@@ -4144,7 +4064,7 @@ function RANGE:_myname( unitname )
if grp and grp:IsAlive() then
pname = grp:GetCustomCallSign(true,true)
end
end
end
return pname
end

View File

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

View File

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

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,591 +0,0 @@
--- **Functional** - TIRESIAS - manages AI behaviour.
--
-- ===
--
-- The @{#TIRESIAS} class is working in the back to keep your large-scale ground units in check.
--
-- ## Features:
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ===
--
-- ## Missions:
--
-- ### [TIRESIAS](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Tiresias
-- @image Functional.Tiresias.jpg
--
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **TIRESIAS** class, extends Core.Base#BASE
-- @type TIRESIAS
-- @field #string ClassName
-- @field #booelan debug
-- @field #string version
-- @field #number Interval
-- @field Core.Set#SET_GROUP GroundSet
-- @field #number Coalition
-- @field Core.Set#SET_GROUP VehicleSet
-- @field Core.Set#SET_GROUP AAASet
-- @field Core.Set#SET_GROUP SAMSet
-- @field Core.Set#SET_GROUP ExceptionSet
-- @field Core.Set#SET_OPSGROUP OpsGroupSet
-- @field #number AAARange
-- @field #number HeloSwitchRange
-- @field #number PlaneSwitchRange
-- @field Core.Set#SET_GROUP FlightSet
-- @field #boolean SwitchAAA
-- @extends Core.Fsm#FSM
---
-- @type TIRESIAS.Data
-- @field #string type
-- @field #number range
-- @field #boolean invisible
-- @field #boolean AIOff
-- @field #boolean exception
--- *Tiresias, Greek demi-god and shapeshifter, blinded by the Gods, works as oracle for you.* (Wiki)
--
-- ===
--
-- ## TIRESIAS Concept
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined in SET_GROUP objects to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- local blinder = TIRESIAS:New()
--
-- Optionally you can set up exceptions, e.g. for convoys driving around
--
-- local exceptionset = SET_GROUP:New():FilterCoalitions("red"):FilterPrefixes("Convoy"):FilterStart()
-- local blinder = TIRESIAS:New()
-- blinder:AddExceptionSet(exceptionset)
--
-- Options
--
-- -- Setup different radius for activation around helo and airplane groups (applies to AI and humans)
-- blinder:SetActivationRanges(10,25) -- defaults are 10, and 25
--
-- -- Setup engagement ranges for AAA (non-advanced SAM units like Flaks etc) and if you want them to be AIOff
-- blinder:SetAAARanges(60,true) -- defaults are 60, and true
--
-- @field #TIRESIAS
TIRESIAS = {
ClassName = "TIRESIAS",
debug = false,
version = "0.0.5",
Interval = 20,
GroundSet = nil,
VehicleSet = nil,
AAASet = nil,
SAMSet = nil,
ExceptionSet = nil,
AAARange = 60, -- 60%
HeloSwitchRange = 10, -- NM
PlaneSwitchRange = 25, -- NM
SwitchAAA = true,
}
--- [USER] Create a new Tiresias object and start it up.
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:New()
-- Inherit everything from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #TIRESIAS
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- TIRESIAS status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self.ExceptionSet = SET_GROUP:New():Clear(false)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self.lid = string.format("TIRESIAS %s | ",self.version)
self:I(self.lid.."Managing ground groups!")
--- Triggers the FSM event "Stop". Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] Stop
-- @param #TIRESIAS self
--- Triggers the FSM event "Stop" after a delay. Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] __Stop
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Start". Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] Start
-- @param #TIRESIAS self
--- Triggers the FSM event "Start" after a delay. Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] __Start
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
self:__Start(1)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- Helper Functions
--
-------------------------------------------------------------------------------------------------------------
---[USER] Set activation radius for Helos and Planes in Nautical Miles.
-- @param #TIRESIAS self
-- @param #number HeloMiles Radius around a Helicopter in which AI ground units will be activated. Defaults to 10NM.
-- @param #number PlaneMiles Radius around an Airplane in which AI ground units will be activated. Defaults to 25NM.
-- @return #TIRESIAS self
function TIRESIAS:SetActivationRanges(HeloMiles,PlaneMiles)
self.HeloSwitchRange = HeloMiles or 10
self.PlaneSwitchRange = PlaneMiles or 25
return self
end
---[USER] Set AAA Ranges - AAA equals non-SAM systems which qualify as AAA in DCS world.
-- @param #TIRESIAS self
-- @param #number FiringRange The engagement range that AAA units will be set to. Can be 0 to 100 (percent). Defaults to 60.
-- @param #boolean SwitchAAA Decide if these system will have their AI switched off, too. Defaults to true.
-- @return #TIRESIAS self
function TIRESIAS:SetAAARanges(FiringRange,SwitchAAA)
self.AAARange = FiringRange or 60
self.SwitchAAA = (SwitchAAA == false) and false or true
return self
end
--- [USER] Add a SET_GROUP of GROUP objects as exceptions. Can be done multiple times. Does **not** work work for GROUP objects spawned into the SET after start, i.e. the groups need to exist in the game already.
-- @param #TIRESIAS self
-- @param Core.Set#SET_GROUP Set to add to the exception list.
-- @return #TIRESIAS self
function TIRESIAS:AddExceptionSet(Set)
self:T(self.lid.."AddExceptionSet")
local exceptions = self.ExceptionSet
Set:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
exceptions:AddGroup(grp,true)
end
BASE:T("TIRESIAS: Added exception group: "..grp:GetName())
end
)
return self
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Init Groups
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:_InitGroups()
self:T(self.lid.."_InitGroups")
-- Set all groups invisible/motionless
local EngageRange = self.AAARange
local SwitchAAA = self.SwitchAAA
--- AAA
self.AAASet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:OptionEngageRange(EngageRange)
grp:SetCommandInvisible(true)
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
end
grp.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
grp.Tiresias.AIOff = true
end
end
end
--BASE:I(string.format("Init/Switch off AAA %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- Vehicles
self.VehicleSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetAIOff()
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp:SetAIOff()
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- SAM
self.SAMSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off SAM %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
return self
end
--- [INTERNAL] Event handler function
-- @param #TIRESIAS self
-- @param Core.Event#EVENTDATA EventData
-- @return #TIRESIAS self
function TIRESIAS:_EventHandler(EventData)
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
--local _coalition = event.IniCoalition
--if _coalition ~= self.Coalition then
-- return --ignore!
--end
local unitname = event.IniUnitName or "none"
local _unit = event.IniUnit
local _group = event.IniGroup
if _group and _group:IsAlive() then
local radius = self.PlaneSwitchRange
if _group:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_group,radius)
end
end
return self
end
--- [INTERNAL] Switch Groups Behaviour
-- @param #TIRESIAS self
-- @param Wrapper.Group#GROUP group
-- @param #number radius Radius in NM
-- @return #TIRESIAS self
function TIRESIAS:_SwitchOnGroups(group,radius)
self:T(self.lid.."_SwitchOnGroups "..group:GetName().." Radius "..radius.." NM")
local zone = ZONE_GROUP:New("Zone-"..group:GetName(),group,UTILS.NMToMeters(radius))
local ground = SET_GROUP:New():FilterCategoryGround():FilterZones({zone}):FilterOnce()
local count = ground:CountAlive()
if self.debug then
local text = string.format("There are %d groups around this plane or helo!",count)
self:I(text)
end
local SwitchAAA = self.SwitchAAA
if ground:CountAlive() > 0 then
ground:ForEachGroupAlive(
function(grp)
local name = grp:GetName()
if grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false
end
if grp.Tiresias.type == "Vehicle" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp.Tiresias.AIOff = false
end
if SwitchAAA and grp.Tiresias.type == "AAA" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp:EnableEmission(true)
grp.Tiresias.AIOff = false
end
--BASE:I(string.format("TIRESIAS - Switch on %s %s (Exception %s)",tostring(grp.Tiresias.type),grp:GetName(),tostring(grp.Tiresias.exception)))
else
BASE:T("TIRESIAS - This group "..tostring(name).. " has not been initialized or is an exception!")
end
end
)
end
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- FSM Functions
--
-------------------------------------------------------------------------------------------------------------
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStart(From, Event, To)
self:T({From, Event, To})
local VehicleSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterNotAAA):FilterFunction(TIRESIAS._FilterNotSAM):FilterStart()
local AAASet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterAAA):FilterStart()
local SAMSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterSAM):FilterStart()
local OpsGroupSet = SET_OPSGROUP:New():FilterActive(true):FilterStart()
self.FlightSet = SET_GROUP:New():FilterCategories({"plane","helicopter"}):FilterStart()
local EngageRange = self.AAARange
local ExceptionSet = self.ExceptionSet
if self.ExceptionSet then
function ExceptionSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: EXCEPTION Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
Object:SetAIOn()
Object:SetCommandInvisible(false)
Object:EnableEmission(true)
end
end
local OGS = OpsGroupSet:GetAliveSet()
for _,_OG in pairs(OGS or {}) do
local OG = _OG -- Ops.OpsGroup#OPSGROUP
local grp = OG:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
function OpsGroupSet:OnAfterAdded(From,Event,To,ObjectName,Object)
local grp = Object:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
end
function VehicleSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: VEHCILE Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object:SetAIOff()
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
end
local SwitchAAA = self.SwitchAAA
function AAASet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: AAA Object Added: "..Object:GetName())
Object:OptionEngageRange(EngageRange)
Object:SetCommandInvisible(true)
if SwitchAAA then
Object:SetAIOff()
Object:EnableEmission(false)
end
Object.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
end
function SAMSet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: SAM Object Added: "..Object:GetName())
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
end
self.VehicleSet = VehicleSet
self.AAASet = AAASet
self.SAMSet = SAMSet
self.OpsGroupSet = OpsGroupSet
self:_InitGroups()
self:__Status(1)
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
if self:GetState() == "Stopped" then
return false
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStatus(From, Event, To)
self:T({From, Event, To})
if self.debug then
local count = self.VehicleSet:CountAlive()
local AAAcount = self.AAASet:CountAlive()
local SAMcount = self.SAMSet:CountAlive()
local text = string.format("Overall: %d | Vehicles: %d | AAA: %d | SAM: %d",count+AAAcount+SAMcount,count,AAAcount,SAMcount)
self:I(text)
end
self:_InitGroups()
if self.FlightSet:CountAlive() > 0 then
local Set = self.FlightSet:GetAliveSet()
for _,_plane in pairs(Set) do
local plane = _plane -- Wrapper.Group#GROUP
local radius = self.PlaneSwitchRange
if plane:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_plane,radius)
end
end
if self:GetState() ~= "Stopped" then
self:__Status(self.Interval)
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- End
--
-------------------------------------------------------------------------------------------------------------

View File

@@ -1629,7 +1629,7 @@ WAREHOUSE = {
-- @field #boolean arrived If true, asset arrived at its destination.
--
-- @field #number damage Damage of asset group in percent.
-- @field Ops.Airwing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.AirWing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object.
-- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to.
-- @field Ops.Legion#LEGION legion The legion this asset belonts to.
@@ -3414,7 +3414,7 @@ end
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Adds event handlers and schedules status updates of reqests and queue.
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
@@ -3595,7 +3595,6 @@ function WAREHOUSE:onafterStatus(From, Event, To)
local Trepair=self:GetRunwayRepairtime()
self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair))
if Trepair==0 then
self.runwaydestroyed = nil
self:RunwayRepaired()
end
end
@@ -5393,8 +5392,7 @@ function WAREHOUSE:onafterRunwayDestroyed(From, Event, To)
self:_InfoMessage(text)
self.runwaydestroyed=timer.getAbsTime()
return self
end
--- On after "RunwayRepaired" event.
@@ -5409,8 +5407,7 @@ function WAREHOUSE:onafterRunwayRepaired(From, Event, To)
self:_InfoMessage(text)
self.runwaydestroyed=nil
return self
end
@@ -7946,12 +7943,10 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local clients=_DATABASE.CLIENTS
for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
if template then
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
end
end

View File

@@ -48,7 +48,7 @@
do -- ZONE_CAPTURE_COALITION
-- @type ZONE_CAPTURE_COALITION
--- @type ZONE_CAPTURE_COALITION
-- @field #string ClassName Name of the class.
-- @field #number MarkBlue ID of blue F10 mark.
-- @field #number MarkRed ID of red F10 mark.
@@ -161,7 +161,7 @@ do -- ZONE_CAPTURE_COALITION
-- The mission designer can use these values to alter the logic.
-- For example:
--
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= "Empty" then
-- -- Display a message
@@ -172,7 +172,7 @@ do -- ZONE_CAPTURE_COALITION
--
-- ## Example Event Handler.
--
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then
-- local Coalition = self:GetCoalition()
@@ -273,7 +273,7 @@ do -- ZONE_CAPTURE_COALITION
-- Depending on the zone ownership, different messages are sent.
-- Note the methods `ZoneCaptureCoalition:GetZoneName()`.
--
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then
-- local Coalition = self:GetCoalition()
@@ -294,7 +294,7 @@ do -- ZONE_CAPTURE_COALITION
-- Next is the Event Handler when the **Empty** state transition is triggered.
-- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`.
--
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterEmpty()
-- self:Smoke( SMOKECOLOR.Green )
-- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
@@ -304,7 +304,7 @@ do -- ZONE_CAPTURE_COALITION
-- The next Event Handlers speak for itself.
-- When the zone is Attacked, we smoke the zone white and send some messages to each coalition.
--
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterAttacked()
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White )
-- local Coalition = self:GetCoalition()
@@ -321,7 +321,7 @@ do -- ZONE_CAPTURE_COALITION
-- When the zone is Captured, we send some victory or loss messages to the correct coalition.
-- And we add some score.
--
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})
@@ -641,7 +641,7 @@ do -- ZONE_CAPTURE_COALITION
--
-- @usage
-- -- For example, one could stop the monitoring when the zone was captured!
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})

View File

@@ -17,7 +17,7 @@
do -- Zone
-- @type ZONE_GOAL
--- @type ZONE_GOAL
-- @field #string ClassName Name of the class.
-- @field Core.Goal#GOAL Goal The goal object.
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
@@ -178,7 +178,7 @@ do -- Zone
end
-- @param #ZONE_GOAL self
--- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData Event data table.
function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } )

View File

@@ -21,7 +21,7 @@
do -- ZoneGoal
-- @type ZONE_GOAL_CARGO
--- @type ZONE_GOAL_CARGO
-- @extends Functional.ZoneGoal#ZONE_GOAL
@@ -55,7 +55,7 @@ do -- ZoneGoal
ClassName = "ZONE_GOAL_CARGO",
}
-- @field #table ZONE_GOAL_CARGO.States
--- @field #table ZONE_GOAL_CARGO.States
ZONE_GOAL_CARGO.States = {}
--- ZONE_GOAL_CARGO Constructor.

View File

@@ -1,4 +1,4 @@
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones.
--- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--
@@ -16,7 +16,7 @@
do -- ZoneGoal
-- @type ZONE_GOAL_COALITION
--- @type ZONE_GOAL_COALITION
-- @field #string ClassName Name of the Class.
-- @field #number Coalition The current coalition ID of the zone owner.
-- @field #number PreviousCoalition The previous owner of the zone.
@@ -48,7 +48,7 @@ do -- ZoneGoal
ObjectCategories = nil,
}
-- @field #table ZONE_GOAL_COALITION.States
--- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor.

View File

@@ -2,7 +2,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
--__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
@@ -33,7 +33,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -78,13 +77,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AICSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Autolase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -92,31 +84,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/AirWing.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Auftrag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Awacs.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Brigade.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Chief.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Cohort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Commander.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Fleet.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightControl.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Flotilla.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Intelligence.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Legion.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/NavyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Operation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsTransport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsZone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Platoon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerTask.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Squadron.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
@@ -155,14 +122,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )

View File

@@ -1,179 +0,0 @@
__Moose.Include( 'Utilities\\Enums.lua' )
__Moose.Include( 'Utilities\\Utils.lua' )
__Moose.Include( 'Utilities\\Profiler.lua' )
--__Moose.Include( 'Utilities\\STTS.lua' )
__Moose.Include( 'Utilities\\FiFo.lua' )
__Moose.Include( 'Utilities\\Socket.lua' )
__Moose.Include( 'Core\\Base.lua' )
__Moose.Include( 'Core\\Beacon.lua' )
__Moose.Include( 'Core\\UserFlag.lua' )
__Moose.Include( 'Core\\Report.lua' )
__Moose.Include( 'Core\\Scheduler.lua' )
__Moose.Include( 'Core\\ScheduleDispatcher.lua' )
__Moose.Include( 'Core\\Event.lua' )
__Moose.Include( 'Core\\Settings.lua' )
__Moose.Include( 'Core\\Menu.lua' )
__Moose.Include( 'Core\\Zone.lua' )
__Moose.Include( 'Core\\Velocity.lua' )
__Moose.Include( 'Core\\Database.lua' )
__Moose.Include( 'Core\\Set.lua' )
__Moose.Include( 'Core\\Point.lua' )
__Moose.Include( 'Core\\Pathline.lua' )
__Moose.Include( 'Core\\Message.lua' )
__Moose.Include( 'Core\\Fsm.lua' )
__Moose.Include( 'Core\\Spawn.lua' )
__Moose.Include( 'Core\\SpawnStatic.lua' )
__Moose.Include( 'Core\\Timer.lua' )
__Moose.Include( 'Core\\Goal.lua' )
__Moose.Include( 'Core\\Spot.lua' )
__Moose.Include( 'Core\\Astar.lua' )
__Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
__Moose.Include( 'Wrapper\\Positionable.lua' )
__Moose.Include( 'Wrapper\\Controllable.lua' )
__Moose.Include( 'Wrapper\\Group.lua' )
__Moose.Include( 'Wrapper\\Unit.lua' )
__Moose.Include( 'Wrapper\\Client.lua' )
__Moose.Include( 'Wrapper\\Static.lua' )
__Moose.Include( 'Wrapper\\Airbase.lua' )
__Moose.Include( 'Wrapper\\Scenery.lua' )
__Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Wrapper\\Net.lua' )
__Moose.Include( 'Wrapper\\Weapon.lua' )
__Moose.Include( 'Wrapper\\Storage.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
__Moose.Include( 'Cargo\\CargoSlingload.lua' )
__Moose.Include( 'Cargo\\CargoCrate.lua' )
__Moose.Include( 'Cargo\\CargoGroup.lua' )
__Moose.Include( 'Functional\\Scoring.lua' )
__Moose.Include( 'Functional\\CleanUp.lua' )
__Moose.Include( 'Functional\\Movement.lua' )
__Moose.Include( 'Functional\\Sead.lua' )
__Moose.Include( 'Functional\\Escort.lua' )
__Moose.Include( 'Functional\\MissileTrainer.lua' )
__Moose.Include( 'Functional\\ATC_Ground.lua' )
__Moose.Include( 'Functional\\Detection.lua' )
__Moose.Include( 'Functional\\DetectionZones.lua' )
__Moose.Include( 'Functional\\Designate.lua' )
__Moose.Include( 'Functional\\RAT.lua' )
__Moose.Include( 'Functional\\Range.lua' )
__Moose.Include( 'Functional\\ZoneGoal.lua' )
__Moose.Include( 'Functional\\ZoneGoalCoalition.lua' )
__Moose.Include( 'Functional\\ZoneCaptureCoalition.lua' )
__Moose.Include( 'Functional\\Artillery.lua' )
__Moose.Include( 'Functional\\Suppression.lua' )
__Moose.Include( 'Functional\\PseudoATC.lua' )
__Moose.Include( 'Functional\\Warehouse.lua' )
__Moose.Include( 'Functional\\Fox.lua' )
__Moose.Include( 'Functional\\Mantis.lua' )
__Moose.Include( 'Functional\\Shorad.lua' )
__Moose.Include( 'Functional\\Autolase.lua' )
__Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Functional\\AmmoTruck.lua' )
__Moose.Include( 'Functional\\Tiresias.lua' )
__Moose.Include( 'Functional\\Stratego.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )
__Moose.Include( 'Ops\\RescueHelo.lua' )
__Moose.Include( 'Ops\\ATIS.lua' )
__Moose.Include( 'Ops\\Auftrag.lua' )
__Moose.Include( 'Ops\\Target.lua' )
__Moose.Include( 'Ops\\OpsGroup.lua' )
__Moose.Include( 'Ops\\FlightGroup.lua' )
__Moose.Include( 'Ops\\NavyGroup.lua' )
__Moose.Include( 'Ops\\ArmyGroup.lua' )
__Moose.Include( 'Ops\\Cohort.lua' )
__Moose.Include( 'Ops\\Squadron.lua' )
__Moose.Include( 'Ops\\Platoon.lua' )
__Moose.Include( 'Ops\\Legion.lua' )
__Moose.Include( 'Ops\\AirWing.lua' )
__Moose.Include( 'Ops\\Brigade.lua' )
__Moose.Include( 'Ops\\Intelligence.lua' )
__Moose.Include( 'Ops\\Commander.lua' )
__Moose.Include( 'Ops\\OpsTransport.lua' )
__Moose.Include( 'Ops\\CSAR.lua' )
__Moose.Include( 'Ops\\CTLD.lua' )
__Moose.Include( 'Ops\\OpsZone.lua' )
__Moose.Include( 'Ops\\Chief.lua' )
__Moose.Include( 'Ops\\Flotilla.lua' )
__Moose.Include( 'Ops\\Fleet.lua' )
__Moose.Include( 'Ops\\Awacs.lua' )
__Moose.Include( 'Ops\\PlayerTask.lua' )
__Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'Ops\\PlayerRecce.lua' )
__Moose.Include( 'Ops\\EasyGCICAP.lua' )
__Moose.Include( 'Ops\\EasyA2G.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' )
__Moose.Include( 'AI\\AI_Air_Patrol.lua' )
__Moose.Include( 'AI\\AI_Air_Engage.lua' )
__Moose.Include( 'AI\\AI_A2A_Patrol.lua' )
__Moose.Include( 'AI\\AI_A2A_Cap.lua' )
__Moose.Include( 'AI\\AI_A2A_Gci.lua' )
__Moose.Include( 'AI\\AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_A2G_BAI.lua' )
__Moose.Include( 'AI\\AI_A2G_CAS.lua' )
__Moose.Include( 'AI\\AI_A2G_SEAD.lua' )
__Moose.Include( 'AI\\AI_A2G_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Patrol.lua' )
__Moose.Include( 'AI\\AI_Cap.lua' )
__Moose.Include( 'AI\\AI_Cas.lua' )
__Moose.Include( 'AI\\AI_Bai.lua' )
__Moose.Include( 'AI\\AI_Formation.lua' )
__Moose.Include( 'AI\\AI_Escort.lua' )
__Moose.Include( 'AI\\AI_Escort_Request.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'AI\\AI_Cargo.lua' )
__Moose.Include( 'AI\\AI_Cargo_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Ship.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Actions\\Act_Assign.lua' )
__Moose.Include( 'Actions\\Act_Route.lua' )
__Moose.Include( 'Actions\\Act_Account.lua' )
__Moose.Include( 'Actions\\Act_Assist.lua' )
__Moose.Include( 'Sound\\UserSound.lua' )
__Moose.Include( 'Sound\\SoundOutput.lua' )
__Moose.Include( 'Sound\\Radio.lua' )
__Moose.Include( 'Sound\\RadioQueue.lua' )
__Moose.Include( 'Sound\\RadioSpeech.lua' )
__Moose.Include( 'Sound\\SRS.lua' )
__Moose.Include( 'Tasking\\CommandCenter.lua' )
__Moose.Include( 'Tasking\\Mission.lua' )
__Moose.Include( 'Tasking\\Task.lua' )
__Moose.Include( 'Tasking\\TaskInfo.lua' )
__Moose.Include( 'Tasking\\Task_Manager.lua' )
__Moose.Include( 'Tasking\\DetectionManager.lua' )
__Moose.Include( 'Tasking\\Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2G.lua' )
__Moose.Include( 'Tasking\\Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2A.lua' )
__Moose.Include( 'Tasking\\Task_Cargo.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Transport.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_CSAR.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Globals.lua' )

View File

@@ -63,8 +63,6 @@
-- @field #number power Radio power in Watts. Default 100 W.
-- @field Sound.RadioQueue#RADIOQUEUE radioqueue Radio queue for broadcasing messages.
-- @field #string soundpath Path to sound files.
-- @field #string soundpathAirports Path to airport names sound files.
-- @field #string soundpathNato Path to NATO alphabet sound files.
-- @field #string relayunitname Name of the radio relay unit.
-- @field #table towerfrequency Table with tower frequencies.
-- @field #string activerunway The active runway specified by the user.
@@ -317,18 +315,18 @@
-- atis:Start()
--
-- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Note that backslashes need to be escaped or simply use slashes (as in linux).
--
-- ### SRS can use multiple frequencies:
--
--
-- ### SRS can use multiple frequencies:
--
-- atis=ATIS:New("Batumi", {305,103.85}, {radio.modulation.AM,radio.modulation.FM})
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US")
-- atis:Start()
--
--
-- ### SRS Localization
--
--
-- You can localize the SRS output, all you need is to provide a table of translations and set the `locale` of your instance. You need to provide the translations in your script **before you instantiate your ATIS**.
-- The German localization (already provided in the code) e.g. looks like follows:
--
--
-- ATIS.Messages.DE =
-- {
-- HOURS = "Uhr",
@@ -389,13 +387,13 @@
-- FARP = "Farp",
-- DELIMITER = "Komma", -- decimal delimiter
-- }
--
--
-- Then set up your ATIS and set the locale:
--
--
-- atis=ATIS:New("Batumi", 305, radio.modulation.AM)
-- atis:SetSRS("D:\\DCS\\_SRS\\", "female", "de_DE")
-- atis:SetLocale("de") -- available locales from source are "en", "de" and "es"
-- atis:Start()
-- atis:Start()
--
-- ## FARPS
--
@@ -497,7 +495,7 @@ ATIS.Alphabet = {
-- @field #number TheChannel -10° (West).
-- @field #number Syria +5° (East).
-- @field #number MarianaIslands +2° (East).
-- @field #number SinaiMap +5° (East).
-- @field #number SinaiMao +5° (East).
ATIS.RunwayM2T = {
Caucasus = 0,
Nevada = 12,
@@ -620,8 +618,6 @@ ATIS.ICAOPhraseology = {
-- @field #ATIS.Soundfile VORFrequency
ATIS.Sound = {
ActiveRunway = { filename = "ActiveRunway.ogg", duration = 0.99 },
ActiveRunwayDeparture = { filename = "ActiveRunwayDeparture.ogg", duration = 0.99 },
ActiveRunwayArrival = { filename = "ActiveRunwayArrival.ogg", duration = 0.99 },
AdviceOnInitial = { filename = "AdviceOnInitial.ogg", duration = 3.00 },
Airport = { filename = "Airport.ogg", duration = 0.66 },
Altimeter = { filename = "Altimeter.ogg", duration = 0.68 },
@@ -901,7 +897,6 @@ ATIS.version = "1.0.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Correct fog for elevation.
-- TODO: Generalize sound files input to be able to use custom made sounds.
-- DONE: Option to add multiple frequencies for SRS
-- DONE: Zulu time --> Zulu in output.
-- DONE: Fix for AB not having a runway - Helopost like Naqoura
@@ -1083,74 +1078,16 @@ function ATIS:SetLocale(locale)
return self
end
--- Set sound files folder within miz file (not your local hard drive!).
--- Set sound files folder within miz file.
-- @param #ATIS self
-- @param #string pathMain Path to folder containing main sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!
-- @param #string pathAirports Path folder containing the airport names sound files. Default is `"ATIS Soundfiles/<Map Name>"`, *e.g.* `"ATIS Soundfiles/Caucasus/"`.
-- @param #string pathNato Path folder containing the NATO alphabet sound files. Default is "ATIS Soundfiles/NATO Alphabet/".
-- @param #string path Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!
-- @return #ATIS self
function ATIS:SetSoundfilesPath( pathMain, pathAirports, pathNato )
self.soundpath = tostring( pathMain or "ATIS Soundfiles/" )
if pathAirports==nil then
self.soundpathAirports=self.soundpath..env.mission.theatre.."/"
else
self.soundpathAirports=pathAirports
end
if pathNato==nil then
self.soundpathNato=self.soundpath.."NATO Alphabet/"
else
self.soundpathNato=pathNato
end
function ATIS:SetSoundfilesPath( path )
self.soundpath = tostring( path or "ATIS Soundfiles/" )
self:T( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) )
return self
end
--- Set the path to the csv file that contains information about the used sound files.
-- The parameter file has to be located on your local disk (**not** inside the miz file).
-- @param #ATIS self
-- @param #string csvfile Full path to the csv file on your local disk.
-- @return #ATIS self
function ATIS:SetSoundfilesInfo( csvfile )
--- Local function to return the ATIS.Soundfile for a given file name
local function getSound(filename)
for key,_soundfile in pairs(self.Sound) do
local soundfile=_soundfile --#ATIS.Soundfile
if filename==soundfile.filename then
return soundfile
end
end
return nil
end
-- Read csv file
local data=UTILS.ReadCSV(csvfile)
if data then
for i,sound in pairs(data) do
-- Get the ATIS.Soundfile
local soundfile=getSound(sound.filename..".ogg") --#ATIS.Soundfile
if soundfile then
-- Set duration
soundfile.duration=tonumber(sound.duration)
else
self:E(string.format("ERROR: Could not get info for sound file %s", sound.filename))
end
end
else
self:E(string.format("ERROR: Could not read sound csv file!"))
end
return self
end
--- Set airborne unit (airplane or helicopter), used to transmit radio messages including subtitles.
-- Best is to place the unit on a parking spot of the airbase and set it to *uncontrolled* in the mission editor.
-- @param #ATIS self
@@ -1601,13 +1538,13 @@ end
function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
--if PathToSRS or MSRS.path then
self.useSRS=true
local path = PathToSRS or MSRS.path
local gender = Gender or MSRS.gender
local culture = Culture or MSRS.culture
local voice = Voice or MSRS.voice
local port = Port or MSRS.port or 5002
self.msrs=MSRS:New(path, self.frequency, self.modulation)
self.msrs:SetGender(gender)
self.msrs:SetCulture(culture)
@@ -1716,16 +1653,16 @@ function ATIS:onafterStart( From, Event, To )
self.radioqueue:SetRadioPower( self.power )
-- Init numbers.
self.radioqueue:SetDigit( 0, self.Sound.N0.filename, self.Sound.N0.duration, self.soundpath )
self.radioqueue:SetDigit( 1, self.Sound.N1.filename, self.Sound.N1.duration, self.soundpath )
self.radioqueue:SetDigit( 2, self.Sound.N2.filename, self.Sound.N2.duration, self.soundpath )
self.radioqueue:SetDigit( 3, self.Sound.N3.filename, self.Sound.N3.duration, self.soundpath )
self.radioqueue:SetDigit( 4, self.Sound.N4.filename, self.Sound.N4.duration, self.soundpath )
self.radioqueue:SetDigit( 5, self.Sound.N5.filename, self.Sound.N5.duration, self.soundpath )
self.radioqueue:SetDigit( 6, self.Sound.N6.filename, self.Sound.N6.duration, self.soundpath )
self.radioqueue:SetDigit( 7, self.Sound.N7.filename, self.Sound.N7.duration, self.soundpath )
self.radioqueue:SetDigit( 8, self.Sound.N8.filename, self.Sound.N8.duration, self.soundpath )
self.radioqueue:SetDigit( 9, self.Sound.N9.filename, self.Sound.N9.duration, self.soundpath )
self.radioqueue:SetDigit( 0, ATIS.Sound.N0.filename, ATIS.Sound.N0.duration, self.soundpath )
self.radioqueue:SetDigit( 1, ATIS.Sound.N1.filename, ATIS.Sound.N1.duration, self.soundpath )
self.radioqueue:SetDigit( 2, ATIS.Sound.N2.filename, ATIS.Sound.N2.duration, self.soundpath )
self.radioqueue:SetDigit( 3, ATIS.Sound.N3.filename, ATIS.Sound.N3.duration, self.soundpath )
self.radioqueue:SetDigit( 4, ATIS.Sound.N4.filename, ATIS.Sound.N4.duration, self.soundpath )
self.radioqueue:SetDigit( 5, ATIS.Sound.N5.filename, ATIS.Sound.N5.duration, self.soundpath )
self.radioqueue:SetDigit( 6, ATIS.Sound.N6.filename, ATIS.Sound.N6.duration, self.soundpath )
self.radioqueue:SetDigit( 7, ATIS.Sound.N7.filename, ATIS.Sound.N7.duration, self.soundpath )
self.radioqueue:SetDigit( 8, ATIS.Sound.N8.filename, ATIS.Sound.N8.duration, self.soundpath )
self.radioqueue:SetDigit( 9, ATIS.Sound.N9.filename, ATIS.Sound.N9.duration, self.soundpath )
-- Start radio queue.
self.radioqueue:Start( 1, 0.1 )
@@ -1972,7 +1909,7 @@ function ATIS:onafterBroadcast( From, Event, To )
--------------------------
--- Sunrise and Sunset ---
--------------------------
local hours = self.gettext:GetEntry("HOURS",self.locale)
local sunrise = coord:GetSunrise()
sunrise = UTILS.Split( sunrise, ":" )
@@ -2076,39 +2013,7 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Precepitation: 0=None, 1=Rain, 2=Thunderstorm, 3=Snow, 4=Snowstorm.
local precepitation = 0
if cloudspreset:find( "RainyPreset1" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset2" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset3" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "Preset10" ) then
if cloudspreset:find( "Preset10" ) then
-- Scattered 5
clouddens = 4
elseif cloudspreset:find( "Preset11" ) then
@@ -2189,8 +2094,38 @@ function ATIS:onafterBroadcast( From, Event, To )
elseif cloudspreset:find( "Preset9" ) then
-- Scattered 4
clouddens = 4
else
self:E(string.format("WARNING! Unknown weather preset: %s", tostring(cloudspreset)))
elseif cloudspreset:find( "RainyPreset" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset1" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset2" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset3" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
end
local CLOUDBASE = string.format( "%d", UTILS.MetersToFeet( cloudbase ) )
@@ -2212,36 +2147,36 @@ function ATIS:onafterBroadcast( From, Event, To )
-- No cloud info for dynamic weather.
local CloudCover = {} -- #ATIS.Soundfile
CloudCover = self.Sound.CloudsNotAvailable
CloudCover = ATIS.Sound.CloudsNotAvailable
--local CLOUDSsub = "Cloud coverage information not available"
local CLOUDSsub = self.gettext:GetEntry("NOCLOUDINFO",self.locale)
-- Only valid for static weather.
if static then
if clouddens >= 9 then
-- Overcast 9,10
CloudCover = self.Sound.CloudsOvercast
CloudCover = ATIS.Sound.CloudsOvercast
--CLOUDSsub = "Overcast"
CLOUDSsub = self.gettext:GetEntry("OVERCAST",self.locale)
elseif clouddens >= 7 then
-- Broken 7,8
CloudCover = self.Sound.CloudsBroken
CloudCover = ATIS.Sound.CloudsBroken
--CLOUDSsub = "Broken clouds"
CLOUDSsub = self.gettext:GetEntry("BROKEN",self.locale)
elseif clouddens >= 4 then
-- Scattered 4,5,6
CloudCover = self.Sound.CloudsScattered
CloudCover = ATIS.Sound.CloudsScattered
--CLOUDSsub = "Scattered clouds"
CLOUDSsub = self.gettext:GetEntry("SCATTERED",self.locale)
elseif clouddens >= 1 then
-- Few 1,2,3
CloudCover = self.Sound.CloudsFew
CloudCover = ATIS.Sound.CloudsFew
--CLOUDSsub = "Few clouds"
CLOUDSsub = self.gettext:GetEntry("FEWCLOUDS",self.locale)
else
-- No clouds
CLOUDBASE = nil
CLOUDCEIL = nil
CloudCover = self.Sound.CloudsNo
CloudCover = ATIS.Sound.CloudsNo
--CLOUDSsub = "No clouds"
CLOUDSsub = self.gettext:GetEntry("NOCLOUDS",self.locale)
end
@@ -2265,7 +2200,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end
if not self.useSRS then
--self:I(string.format( "%s/%s.ogg", self.theatre, self.airbasename ))
self.radioqueue:NewTransmission( string.format( "%s.ogg", self.airbasename ), 3.0, self.soundpathAirports, nil, nil, subtitle, self.subduration )
self.radioqueue:NewTransmission( string.format( "%s/%s.ogg", self.theatre, self.airbasename ), 3.0, self.soundpath, nil, nil, subtitle, self.subduration )
end
local alltext = subtitle
@@ -2275,8 +2210,8 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( "%s %s", information, NATO )
local _INFORMATION = subtitle
if not self.useSRS then
self:Transmission( self.Sound.Information, 0.5, subtitle )
self.radioqueue:NewTransmission( string.format( "%s.ogg", NATO ), 0.75, self.soundpathNato )
self:Transmission( ATIS.Sound.Information, 0.5, subtitle )
self.radioqueue:NewTransmission( string.format( "NATO Alphabet/%s.ogg", NATO ), 0.75, self.soundpath )
end
alltext = alltext .. ";\n" .. subtitle
@@ -2284,7 +2219,7 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( "%s Zulu", ZULU )
if not self.useSRS then
self.radioqueue:Number2Transmission( ZULU, nil, 0.5 )
self:Transmission( self.Sound.Zulu, 0.2, subtitle )
self:Transmission( ATIS.Sound.Zulu, 0.2, subtitle )
end
alltext = alltext .. ";\n" .. subtitle
@@ -2295,9 +2230,9 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Sunrise at %s local time", SUNRISE )
subtitle = string.format( sunrise, SUNRISE )
if not self.useSRS then
self:Transmission( self.Sound.SunriseAt, 0.5, subtitle )
self:Transmission( ATIS.Sound.SunriseAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNRISE, nil, 0.2 )
self:Transmission( self.Sound.TimeLocal, 0.2 )
self:Transmission( ATIS.Sound.TimeLocal, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
@@ -2306,9 +2241,9 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Sunset at %s local time", SUNSET )
subtitle = string.format( sunset, SUNSET )
if not self.useSRS then
self:Transmission( self.Sound.SunsetAt, 0.5, subtitle )
self:Transmission( ATIS.Sound.SunsetAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNSET, nil, 0.5 )
self:Transmission( self.Sound.TimeLocal, 0.2 )
self:Transmission( ATIS.Sound.TimeLocal, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
end
@@ -2333,17 +2268,17 @@ function ATIS:onafterBroadcast( From, Event, To )
end
local _WIND = subtitle
if not self.useSRS then
self:Transmission( self.Sound.WindFrom, 1.0, subtitle )
self:Transmission( ATIS.Sound.WindFrom, 1.0, subtitle )
self.radioqueue:Number2Transmission( WINDFROM )
self:Transmission( self.Sound.At, 0.2 )
self:Transmission( ATIS.Sound.At, 0.2 )
self.radioqueue:Number2Transmission( WINDSPEED )
if self.metric then
self:Transmission( self.Sound.MetersPerSecond, 0.2 )
self:Transmission( ATIS.Sound.MetersPerSecond, 0.2 )
else
self:Transmission( self.Sound.Knots, 0.2 )
self:Transmission( ATIS.Sound.Knots, 0.2 )
end
if turbulence > 0 then
self:Transmission( self.Sound.Gusting, 0.2 )
self:Transmission( ATIS.Sound.Gusting, 0.2 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2359,12 +2294,12 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( visi, VISIBILITY )
end
if not self.useSRS then
self:Transmission( self.Sound.Visibilty, 1.0, subtitle )
self:Transmission( ATIS.Sound.Visibilty, 1.0, subtitle )
self.radioqueue:Number2Transmission( VISIBILITY )
if self.metric then
self:Transmission( self.Sound.Kilometers, 0.2 )
self:Transmission( ATIS.Sound.Kilometers, 0.2 )
else
self:Transmission( self.Sound.StatuteMiles, 0.2 )
self:Transmission( ATIS.Sound.StatuteMiles, 0.2 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2415,21 +2350,21 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Weather phenomena: %s", wpsub )
subtitle = string.format( "%s: %s", phenos, wpsub )
if not self.useSRS then
self:Transmission( self.Sound.WeatherPhenomena, 1.0, subtitle )
self:Transmission( ATIS.Sound.WeatherPhenomena, 1.0, subtitle )
if precepitation == 1 then
self:Transmission( self.Sound.Rain, 0.5 )
self:Transmission( ATIS.Sound.Rain, 0.5 )
elseif precepitation == 2 then
self:Transmission( self.Sound.ThunderStorm, 0.5 )
self:Transmission( ATIS.Sound.ThunderStorm, 0.5 )
elseif precepitation == 3 then
self:Transmission( self.Sound.Snow, 0.5 )
self:Transmission( ATIS.Sound.Snow, 0.5 )
elseif precepitation == 4 then
self:Transmission( self.Sound.SnowStorm, 0.5 )
self:Transmission( ATIS.Sound.SnowStorm, 0.5 )
end
if fog then
self:Transmission( self.Sound.Fog, 0.5 )
self:Transmission( ATIS.Sound.Fog, 0.5 )
end
if dust then
self:Transmission( self.Sound.Dust, 0.5 )
self:Transmission( ATIS.Sound.Dust, 0.5 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2455,29 +2390,29 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( cloudbase, cbase, cceil )
end
if not self.useSRS then
self:Transmission( self.Sound.CloudBase, 1.0, subtitle )
self:Transmission( ATIS.Sound.CloudBase, 1.0, subtitle )
if tonumber( CLOUDBASE1000 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDBASE1000 )
self:Transmission( self.Sound.Thousand, 0.1 )
self:Transmission( ATIS.Sound.Thousand, 0.1 )
end
if tonumber( CLOUDBASE0100 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDBASE0100 )
self:Transmission( self.Sound.Hundred, 0.1 )
self:Transmission( ATIS.Sound.Hundred, 0.1 )
end
-- Ceiling
self:Transmission( self.Sound.CloudCeiling, 0.5 )
self:Transmission( ATIS.Sound.CloudCeiling, 0.5 )
if tonumber( CLOUDCEIL1000 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDCEIL1000 )
self:Transmission( self.Sound.Thousand, 0.1 )
self:Transmission( ATIS.Sound.Thousand, 0.1 )
end
if tonumber( CLOUDCEIL0100 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDCEIL0100 )
self:Transmission( self.Sound.Hundred, 0.1 )
self:Transmission( ATIS.Sound.Hundred, 0.1 )
end
if self.metric then
self:Transmission( self.Sound.Meters, 0.1 )
self:Transmission( ATIS.Sound.Meters, 0.1 )
else
self:Transmission( self.Sound.Feet, 0.1 )
self:Transmission( ATIS.Sound.Feet, 0.1 )
end
end
end
@@ -2505,15 +2440,15 @@ function ATIS:onafterBroadcast( From, Event, To )
end
local _TEMPERATURE = subtitle
if not self.useSRS then
self:Transmission( self.Sound.Temperature, 1.0, subtitle )
self:Transmission( ATIS.Sound.Temperature, 1.0, subtitle )
if temperature < 0 then
self:Transmission( self.Sound.Minus, 0.2 )
self:Transmission( ATIS.Sound.Minus, 0.2 )
end
self.radioqueue:Number2Transmission( TEMPERATURE )
if self.TDegF then
self:Transmission( self.Sound.DegreesFahrenheit, 0.2 )
self:Transmission( ATIS.Sound.DegreesFahrenheit, 0.2 )
else
self:Transmission( self.Sound.DegreesCelsius, 0.2 )
self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2539,15 +2474,15 @@ function ATIS:onafterBroadcast( From, Event, To )
end
local _DEWPOINT = subtitle
if not self.useSRS then
self:Transmission( self.Sound.DewPoint, 1.0, subtitle )
self:Transmission( ATIS.Sound.DewPoint, 1.0, subtitle )
if dewpoint < 0 then
self:Transmission( self.Sound.Minus, 0.2 )
self:Transmission( ATIS.Sound.Minus, 0.2 )
end
self.radioqueue:Number2Transmission( DEWPOINT )
if self.TDegF then
self:Transmission( self.Sound.DegreesFahrenheit, 0.2 )
self:Transmission( ATIS.Sound.DegreesFahrenheit, 0.2 )
else
self:Transmission( self.Sound.DegreesCelsius, 0.2 )
self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2594,33 +2529,33 @@ function ATIS:onafterBroadcast( From, Event, To )
local _ALTIMETER = subtitle
if not self.useSRS then
self:Transmission( self.Sound.Altimeter, 1.0, subtitle )
self:Transmission( ATIS.Sound.Altimeter, 1.0, subtitle )
if not self.qnhonly then
self:Transmission( self.Sound.QNH, 0.5 )
self:Transmission( ATIS.Sound.QNH, 0.5 )
end
self.radioqueue:Number2Transmission( QNH[1] )
if ATIS.ICAOPhraseology[UTILS.GetDCSMap()] then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
end
self.radioqueue:Number2Transmission( QNH[2] )
if not self.qnhonly then
self:Transmission( self.Sound.QFE, 0.75 )
self:Transmission( ATIS.Sound.QFE, 0.75 )
self.radioqueue:Number2Transmission( QFE[1] )
if ATIS.ICAOPhraseology[UTILS.GetDCSMap()] then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
end
self.radioqueue:Number2Transmission( QFE[2] )
end
if self.PmmHg then
self:Transmission( self.Sound.MillimetersOfMercury, 0.1 )
self:Transmission( ATIS.Sound.MillimetersOfMercury, 0.1 )
else
if self.metric then
self:Transmission( self.Sound.HectoPascal, 0.1 )
self:Transmission( ATIS.Sound.HectoPascal, 0.1 )
else
self:Transmission( self.Sound.InchesOfMercury, 0.1 )
self:Transmission( ATIS.Sound.InchesOfMercury, 0.1 )
end
end
end
@@ -2631,55 +2566,41 @@ function ATIS:onafterBroadcast( From, Event, To )
if not self.ATISforFARPs then
-- Active runway.
local subtitle = ""
if runwayLanding and runwayLanding ~= runwayTakeoff then
if runwayLanding then
local actrun = self.gettext:GetEntry("ACTIVELANDING",self.locale)
--subtitle=string.format("Active runway landing %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayLanding)
if rwyLandingLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyLandingLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end
alltext = alltext .. ";\n" .. subtitle
if not self.useSRS then
self:Transmission(self.Sound.ActiveRunwayArrival, 1.0, subtitle)
self.radioqueue:Number2Transmission(runwayLanding)
if rwyLandingLeft==true then
self:Transmission(self.Sound.Left, 0.2)
elseif rwyLandingLeft==false then
self:Transmission(self.Sound.Right, 0.2)
end
end
end
end
if runwayTakeoff then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayTakeoff)
if rwyTakeoffLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyTakeoffLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end
alltext = alltext .. ";\n" .. subtitle
if not self.useSRS then
self:Transmission(self.Sound.ActiveRunwayDeparture, 1.0, subtitle)
self.radioqueue:Number2Transmission(runwayTakeoff)
if rwyTakeoffLeft==true then
self:Transmission(self.Sound.Left, 0.2)
elseif rwyTakeoffLeft==false then
self:Transmission(self.Sound.Right, 0.2)
end
end
end
_RUNACT = subtitle
if not self.useSRS then
self:Transmission(ATIS.Sound.ActiveRunway, 1.0, subtitle)
self.radioqueue:Number2Transmission(runwayLanding)
if rwyLandingLeft==true then
self:Transmission(ATIS.Sound.Left, 0.2)
elseif rwyLandingLeft==false then
self:Transmission(ATIS.Sound.Right, 0.2)
end
end
alltext = alltext .. ";\n" .. subtitle
-- Runway length.
@@ -2708,32 +2629,31 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Transmit.
if not self.useSRS then
self:Transmission( self.Sound.RunwayLength, 1.0, subtitle )
self:Transmission( ATIS.Sound.RunwayLength, 1.0, subtitle )
if tonumber( L1000 ) > 0 then
self.radioqueue:Number2Transmission( L1000 )
self:Transmission( self.Sound.Thousand, 0.1 )
self:Transmission( ATIS.Sound.Thousand, 0.1 )
end
if tonumber( L0100 ) > 0 then
self.radioqueue:Number2Transmission( L0100 )
self:Transmission( self.Sound.Hundred, 0.1 )
self:Transmission( ATIS.Sound.Hundred, 0.1 )
end
if self.metric then
self:Transmission( self.Sound.Meters, 0.1 )
self:Transmission( ATIS.Sound.Meters, 0.1 )
else
self:Transmission( self.Sound.Feet, 0.1 )
self:Transmission( ATIS.Sound.Feet, 0.1 )
end
end
alltext = alltext .. ";\n" .. subtitle
end
end
-- Airfield elevation
if self.elevation then
local elev = self.gettext:GetEntry("ELEVATION",self.locale)
local meters = self.gettext:GetEntry("METERS",self.locale)
local feet = self.gettext:GetEntry("FEET",self.locale)
local elevation = self.airbase:GetHeight()
if not self.metric then
elevation = UTILS.MetersToFeet( elevation )
@@ -2753,19 +2673,19 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Transmit.
if not self.useSRS then
self:Transmission( self.Sound.Elevation, 1.0, subtitle )
self:Transmission( ATIS.Sound.Elevation, 1.0, subtitle )
if tonumber( L1000 ) > 0 then
self.radioqueue:Number2Transmission( L1000 )
self:Transmission( self.Sound.Thousand, 0.1 )
self:Transmission( ATIS.Sound.Thousand, 0.1 )
end
if tonumber( L0100 ) > 0 then
self.radioqueue:Number2Transmission( L0100 )
self:Transmission( self.Sound.Hundred, 0.1 )
self:Transmission( ATIS.Sound.Hundred, 0.1 )
end
if self.metric then
self:Transmission( self.Sound.Meters, 0.1 )
self:Transmission( ATIS.Sound.Meters, 0.1 )
else
self:Transmission( self.Sound.Feet, 0.1 )
self:Transmission( ATIS.Sound.Feet, 0.1 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2784,16 +2704,16 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Tower frequency %s", freqs )
subtitle = string.format( "%s %s", twrfrq, freqs )
if not self.useSRS then
self:Transmission( self.Sound.TowerFrequency, 1.0, subtitle )
self:Transmission( ATIS.Sound.TowerFrequency, 1.0, subtitle )
for _, freq in pairs( self.towerfrequency ) do
local f = string.format( "%.3f", freq )
f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] )
end
self:Transmission( self.Sound.MegaHertz, 0.2 )
self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end
end
alltext = alltext .. ";\n" .. subtitle
@@ -2806,15 +2726,15 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "ILS frequency %.2f MHz", ils.frequency )
subtitle = string.format( "%s %.2f MHz", ilstxt, ils.frequency )
if not self.useSRS then
self:Transmission( self.Sound.ILSFrequency, 1.0, subtitle )
self:Transmission( ATIS.Sound.ILSFrequency, 1.0, subtitle )
local f = string.format( "%.2f", ils.frequency )
f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] )
end
self:Transmission( self.Sound.MegaHertz, 0.2 )
self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
end
@@ -2826,15 +2746,15 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Outer NDB frequency %.2f MHz", ndb.frequency )
subtitle = string.format( "%s %.2f MHz", ndbtxt, ndb.frequency )
if not self.useSRS then
self:Transmission( self.Sound.OuterNDBFrequency, 1.0, subtitle )
self:Transmission( ATIS.Sound.OuterNDBFrequency, 1.0, subtitle )
local f = string.format( "%.2f", ndb.frequency )
f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] )
end
self:Transmission( self.Sound.MegaHertz, 0.2 )
self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
end
@@ -2846,15 +2766,15 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Inner NDB frequency %.2f MHz", ndb.frequency )
subtitle = string.format( "%s %.2f MHz", ndbtxt, ndb.frequency )
if not self.useSRS then
self:Transmission( self.Sound.InnerNDBFrequency, 1.0, subtitle )
self:Transmission( ATIS.Sound.InnerNDBFrequency, 1.0, subtitle )
local f = string.format( "%.2f", ndb.frequency )
f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] )
end
self:Transmission( self.Sound.MegaHertz, 0.2 )
self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
end
@@ -2870,15 +2790,15 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( "%s %.2f MHz", vorttstxt, self.vor )
end
if not self.useSRS then
self:Transmission( self.Sound.VORFrequency, 1.0, subtitle )
self:Transmission( ATIS.Sound.VORFrequency, 1.0, subtitle )
local f = string.format( "%.2f", self.vor )
f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 )
self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] )
end
self:Transmission( self.Sound.MegaHertz, 0.2 )
self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
end
@@ -2889,9 +2809,9 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle=string.format("TACAN channel %dX Ray", self.tacan)
subtitle=string.format(tactxt, self.tacan)
if not self.useSRS then
self:Transmission( self.Sound.TACANChannel, 1.0, subtitle )
self:Transmission( ATIS.Sound.TACANChannel, 1.0, subtitle )
self.radioqueue:Number2Transmission( tostring( self.tacan ), nil, 0.2 )
self.radioqueue:NewTransmission( "Xray.ogg", 0.75, self.soundpathNato, nil, 0.2 )
self.radioqueue:NewTransmission( "NATO Alphabet/Xray.ogg", 0.75, self.soundpath, nil, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
end
@@ -2902,7 +2822,7 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "RSBN channel %d", self.rsbn )
subtitle = string.format( "%s %d", rsbntxt, self.rsbn )
if not self.useSRS then
self:Transmission( self.Sound.RSBNChannel, 1.0, subtitle )
self:Transmission( ATIS.Sound.RSBNChannel, 1.0, subtitle )
self.radioqueue:Number2Transmission( tostring( self.rsbn ), nil, 0.2 )
end
alltext = alltext .. ";\n" .. subtitle
@@ -2915,7 +2835,7 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "PRMG channel %d", ndb.frequency )
subtitle = string.format( "%s %d", prmtxt, ndb.frequency )
if not self.useSRS then
self:Transmission( self.Sound.PRMGChannel, 1.0, subtitle )
self:Transmission( ATIS.Sound.PRMGChannel, 1.0, subtitle )
self.radioqueue:Number2Transmission( tostring( ndb.frequency ), nil, 0.5 )
end
alltext = alltext .. ";\n" .. subtitle
@@ -2931,8 +2851,8 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Advise on initial contact, you have information %s", NATO )
subtitle = string.format( "%s %s", advtxt, NATO )
if not self.useSRS then
self:Transmission( self.Sound.AdviceOnInitial, 0.5, subtitle )
self.radioqueue:NewTransmission( string.format( "%s.ogg", NATO ), 0.75, self.soundpathNato )
self:Transmission( ATIS.Sound.AdviceOnInitial, 0.5, subtitle )
self.radioqueue:NewTransmission( string.format( "NATO Alphabet/%s.ogg", NATO ), 0.75, self.soundpath )
end
alltext = alltext .. ";\n" .. subtitle
@@ -2971,8 +2891,8 @@ function ATIS:onafterReport( From, Event, To, Text )
local emes = self.gettext:GetEntry("METERSPER",self.locale)
local tacan = self.gettext:GetEntry("TACAN",self.locale)
local farp = self.gettext:GetEntry("FARP",self.locale)
local text = string.gsub( text, "SM", statute )
text = string.gsub( text, "°C", degc )
text = string.gsub( text, "°F", degf )
@@ -2982,13 +2902,13 @@ function ATIS:onafterReport( From, Event, To, Text )
text = string.gsub( text, "m/s", emes )
text = string.gsub( text, "TACAN", tacan )
text = string.gsub( text, "FARP", farp )
local delimiter = self.gettext:GetEntry("DELIMITER",self.locale)
if string.lower(self.locale) ~= "en" then
text = string.gsub(text,"(%d+)(%.)(%d+)","%1 "..delimiter.." %3")
end
-- Replace ";" by "."
local text = string.gsub( text, ";", " . " )
@@ -2996,7 +2916,7 @@ function ATIS:onafterReport( From, Event, To, Text )
self:T( "SRS TTS: " .. text )
-- Play text-to-speech report.
local duration = MSRS.getSpeechTime(text,0.95)
local duration = STTS.getSpeechTime(text,0.95)
self.msrsQ:NewTransmission(text,duration,self.msrs,nil,2)
--self.msrs:PlayText( text )
self.SRSText = text
@@ -3187,7 +3107,7 @@ end
-- @param #ATIS.Soundfile sound ATIS sound object.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @param #string subtitle Subtitle of the transmission.
-- @param #string path Path to sound file. Default `self.soundpath`.
-- @param #string path Path to sound file. Default self.soundpath.
function ATIS:Transmission( sound, interval, subtitle, path )
self.radioqueue:NewTransmission( sound.filename, sound.duration, path or self.soundpath, nil, interval, subtitle, self.subduration )
end

File diff suppressed because it is too large Load Diff

View File

@@ -255,7 +255,6 @@
-- @field #boolean skipperUturn U-turn on/off via menu.
-- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries.
-- @field #number skipperTime Recovery time in min for manual recovery.
-- @field #boolean intowindold If true, use old into wind calculation.
-- @extends Core.Fsm#FSM
--- Be the boss!
@@ -2725,18 +2724,6 @@ function AIRBOSS:SetLSOCallInterval( TimeInterval )
return self
end
--- Set if old into wind calculation is used when carrier turns into the wind for a recovery.
-- @param #AIRBOSS self
-- @param #boolean SwitchOn If `true` or `nil`, use old into wind calculation.
-- @return #AIRBOSS self
function AIRBOSS:SetIntoWindLegacy( SwitchOn )
if SwitchOn==nil then
SwitchOn=true
end
self.intowindold=SwitchOn
return self
end
--- Airboss is a rather nice guy and not strictly following the rules. Fore example, he does allow you into the landing pattern if you are not coming from the Marshal stack.
-- @param #AIRBOSS self
-- @param #boolean Switch If true or nil, Airboss bends the rules a bit.
@@ -3088,8 +3075,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations)
if GoogleCreds then
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
self.SRS:SetGoogle(GoogleCreds)
end
if Voice then
self.SRS:SetVoice(Voice)
@@ -3623,7 +3609,6 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@@ -3656,12 +3641,6 @@ function AIRBOSS:onafterStatus( From, Event, To )
local pos = self:GetCoordinate()
local speed = self.carrier:GetVelocityKNOTS()
-- Update magnetic variation if we can get it from DCS.
if require then
self.magvar=pos:GetMagneticDeclination()
--env.info(string.format("FF magvar=%.1f", self.magvar))
end
-- Check water is ahead.
local collision = false -- self:_CheckCollisionCoord(pos:Translate(self.collisiondist, hdg))
@@ -5221,7 +5200,6 @@ function AIRBOSS:_InitVoiceOvers()
TOMCAT = { file = "PILOT-Tomcat", suffix = "ogg", loud = false, subtitle = "", duration = 0.66, subduration = 5 },
HORNET = { file = "PILOT-Hornet", suffix = "ogg", loud = false, subtitle = "", duration = 0.56, subduration = 5 },
VIKING = { file = "PILOT-Viking", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
GREYHOUND = { file = "PILOT-Greyhound", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
BALL = { file = "PILOT-Ball", suffix = "ogg", loud = false, subtitle = "", duration = 0.50, subduration = 5 },
BINGOFUEL = { file = "PILOT-BingoFuel", suffix = "ogg", loud = false, subtitle = "", duration = 0.80 },
GASATDIVERT = { file = "PILOT-GasAtDivert", suffix = "ogg", loud = false, subtitle = "", duration = 1.80 },
@@ -6496,7 +6474,7 @@ function AIRBOSS:_LandAI( flight )
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then
Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D then
Speed = UTILS.KnotsToKmph( 150 )
elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then
Speed = UTILS.KnotsToKmph( 175 )
@@ -9776,7 +9754,7 @@ function AIRBOSS:_Groove( playerData )
local glideslopeError = groovedata.GSE
local AoA = groovedata.AoA
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 and playerData.unit:IsInZone( self:_GetZoneLineup() )) then
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 or playerData.unit:IsInZone( self:_GetZoneLineup() )) then
-- Start time in groove
playerData.TIG0 = timer.getTime()
@@ -11497,7 +11475,7 @@ end
--- Get wind direction and speed at carrier position.
-- @param #AIRBOSS self
-- @param #number alt Altitude ASL in meters. Default 18 m.
-- @param #number alt Altitude ASL in meters. Default 15 m.
-- @param #boolean magnetic Direction including magnetic declination.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position.
-- @return #number Direction the wind is blowing **from** in degrees.
@@ -11569,31 +11547,10 @@ end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind(vdeck, magnetic, coord )
if self.intowindold then
--env.info("FF use OLD into wind")
return self:GetHeadingIntoWind_old(vdeck, magnetic, coord)
else
--env.info("FF use NEW into wind")
return self:GetHeadingIntoWind_new(vdeck, magnetic, coord)
end
end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0
@@ -11650,13 +11607,7 @@ function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
intowind = intowind + 360
end
-- Wind speed.
--local _, vwind = self:GetWind()
-- Speed of carrier in m/s but at least 4 knots.
local vtot = math.max(vdeck-UTILS.MpsToKnots(vwind), 4)
return intowind, vtot
return intowind
end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
@@ -11667,7 +11618,7 @@ end
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
function AIRBOSS:GetHeadingIntoWind( vdeck, magnetic, coord )
-- Default offset angle.
local Offset=self.carrierparam.rwyangle or 0
@@ -12171,18 +12122,16 @@ function AIRBOSS:_LSOgrade( playerData )
local GIC, nIC = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.IC )
local GAR, nAR = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.AR )
-- VTOL approach, which is graded differently (currently only Harrier).
local vtol=playerData.actype==AIRBOSS.AircraftCarrier.AV8B
-- Put everything together.
local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR
-- Count number of minor/small nS, normal nN and major/large deviations nL.
-- Count number of minor, normal and major deviations.
local N=nXX+nIM+nIC+nAR
local Nv=nXX+nIM
local nL=count(G, '_')/2
local nS=count(G, '%(')
local nN=N-nS-nL
local nNv=Nv-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local Tgroove=playerData.Tgroove
@@ -12198,64 +12147,34 @@ function AIRBOSS:_LSOgrade( playerData )
G = "Unicorn"
else
if vtol then
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
if nL > 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nNv >= 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
elseif nNv < 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only minor average deviations ==> "OK" Pass with minor deviations and corrections. (test nNv<=1 and)
grade="OK"
points=4.0
elseif nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
-- Normal laning part at the beginning
local Gb = GXX .. " " .. GIM
-- Number of deviations that occurred at the the beginning of the landing (XX or IM). These are graded like in non-VTOL landings, i.e. on deviations is
local N=nXX+nIM
local nL=count(Gb, '_')/2
local nS=count(Gb, '%(')
local nN=N-nS-nL
-- VTOL part of the landing
local Gv = GIC .. " " .. GAR
-- Number of deviations that occurred at the the end (VTOL part) of the landing (IC or AR).
local Nv=nIC+nAR
local nLv=count(Gv, '_')/2
local nSv=count(Gv, '%(')
local nNv=Nv-nSv-nLv
if nL>0 or nLv>1 then
-- Larger deviations at XX or IM or at least one larger deviation IC or AR==> "No grade" 2.0 points.
-- In other words, we allow one larger deviation at IC+AR
grade="--"
points=2.0
elseif nN>0 or nNv>1 or nLv==1 then
-- Average deviations at XX+IM or more than one normal deviation IC or AR ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
else
-- This is a normal (non-VTOL) landing.
if nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average/normal deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections ==> "Okay pass" 4.0 points.
grade="OK"
points=4.0
end
end
end
-- Replace" )"( and "__"
@@ -14328,8 +14247,6 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Harrier"
elseif actype == AIRBOSS.AircraftCarrier.E2D then
nickname = "Hawkeye"
elseif actype == AIRBOSS.AircraftCarrier.C2A then
nickname = "Greyhound"
elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B then
nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then
@@ -14367,56 +14284,33 @@ function AIRBOSS:_GetOnboardNumbers( group, playeronly )
-- Debug text.
local text = string.format( "Onboard numbers of group %s:", groupname )
local template=group:GetTemplate()
-- Units of template group.
local units = group:GetTemplate().units
-- Get numbers.
local numbers = {}
if template then
for _, unit in pairs( units ) do
-- Units of template group.
local units = template.units
-- Onboard number and unit name.
local n = tostring( unit.onboard_num )
local name = unit.name
local skill = unit.skill or "Unknown"
-- Get numbers.
for _, unit in pairs( units ) do
-- Onboard number and unit name.
local n = tostring( unit.onboard_num )
local name = unit.name
local skill = unit.skill or "Unknown"
-- Debug text.
text = text .. string.format( "\n- unit %s: onboard #=%s skill=%s", name, n, tostring( skill ) )
if playeronly and skill == "Client" or skill == "Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end
-- Table entry.
numbers[name] = n
end
-- Debug info.
self:T2( self.lid .. text )
else
if playeronly then
return 101
else
local units=group:GetUnits()
for i,_unit in pairs(units) do
local name=_unit:GetName()
numbers[name]=100+i
end
-- Debug text.
text = text .. string.format( "\n- unit %s: onboard #=%s skill=%s", name, n, tostring( skill ) )
if playeronly and skill == "Client" or skill == "Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end
-- Table entry.
numbers[name] = n
end
-- Debug info.
self:T2( self.lid .. text )
return numbers
end

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File diff suppressed because it is too large Load Diff

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View File

@@ -1,624 +0,0 @@
--- **Ops** - Brigade Warehouse.
--
-- **Main Features:**
--
-- * Manage platoons
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
-- * Define rearming zones
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/Brigade).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Brigade
-- @image OPS_Brigade_.png
--- BRIGADE class.
-- @type BRIGADE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @extends Ops.Legion#LEGION
--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
--
-- ===
--
-- # The BRIGADE Concept
--
-- A BRIGADE consists of one or multiple PLATOONs. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
--
-- @field #BRIGADE
BRIGADE = {
ClassName = "BRIGADE",
verbose = 0,
rearmingZones = {},
refuellingZones = {},
}
--- Supply Zone.
-- @type BRIGADE.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- BRIGADE class version.
-- @field #string version
BRIGADE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform.
-- TODO: Rearming zones.
-- TODO: Retreat zones.
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BRIGADE class object.
-- @param #BRIGADE self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string BrigadeName Name of the brigade.
-- @return #BRIGADE self
function BRIGADE:New(WarehouseName, BrigadeName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("BRIGADE %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] Start
-- @param #BRIGADE self
--- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] __Start
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers.
-- @param #BRIGADE self
--- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers.
-- @function [parent=#BRIGADE] __Stop
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ArmyOnMission".
-- @function [parent=#BRIGADE] ArmyOnMission
-- @param #BRIGADE self
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "ArmyOnMission" after a delay.
-- @function [parent=#BRIGADE] __ArmyOnMission
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "ArmyOnMission" event.
-- @function [parent=#BRIGADE] OnAfterArmyOnMission
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a platoon to the brigade.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @return #BRIGADE self
function BRIGADE:AddPlatoon(Platoon)
-- Add platoon to brigade.
table.insert(self.cohorts, Platoon)
-- Add assets to platoon.
self:AddAssetToPlatoon(Platoon, Platoon.Ngroups)
-- Set brigade of platoon.
Platoon:SetBrigade(self)
-- Start platoon.
if Platoon:IsStopped() then
Platoon:Start()
end
return self
end
--- Add asset group(s) to platoon.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @param #number Nassets Number of asset groups to add.
-- @return #BRIGADE self
function BRIGADE:AddAssetToPlatoon(Platoon, Nassets)
if Platoon then
-- Get the template group of the platoon.
local Group=GROUP:FindByName(Platoon.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Platoon does not exit!")
end
return self
end
--- Define a set of retreat zones.
-- @param #BRIGADE self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #BRIGADE self
function BRIGADE:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #BRIGADE self
function BRIGADE:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #BRIGADE self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function BRIGADE:GetRetreatZones()
return self.retreatZones
end
--- Add a rearming zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
-- @return #BRIGADE.SupplyZone The rearming zone data.
function BRIGADE:AddRearmingZone(RearmingZone)
local rearmingzone={} --#BRIGADE.SupplyZone
rearmingzone.zone=RearmingZone
rearmingzone.mission=nil
rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition())
table.insert(self.rearmingZones, rearmingzone)
return rearmingzone
end
--- Add a refuelling zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
-- @return #BRIGADE.SupplyZone The refuelling zone data.
function BRIGADE:AddRefuellingZone(RefuellingZone)
local supplyzone={} --#BRIGADE.SupplyZone
supplyzone.zone=RefuellingZone
supplyzone.mission=nil
supplyzone.marker=MARKER:New(supplyzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition())
table.insert(self.refuellingZones, supplyzone)
return supplyzone
end
--- Get platoon by name.
-- @param #BRIGADE self
-- @param #string PlatoonName Name of the platoon.
-- @return Ops.Platoon#PLATOON The Platoon object.
function BRIGADE:GetPlatoon(PlatoonName)
local platoon=self:_GetCohort(PlatoonName)
return platoon
end
--- Get platoon of an asset.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
-- @return Ops.Platoon#PLATOON The platoon object.
function BRIGADE:GetPlatoonOfAsset(Asset)
local platoon=self:GetPlatoon(Asset.squadname)
return platoon
end
--- Remove asset from platoon.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
function BRIGADE:RemoveAssetFromPlatoon(Asset)
local platoon=self:GetPlatoonOfAsset(Asset)
if platoon then
platoon:DelAsset(Asset)
end
end
--- [ GROUND ] Function to load back an asset in the field that has been filed before.
-- @param #BRIGADE self
-- @param #string Templatename e.g."1 PzDv LogRg I\_AID-976" - that's the alias (name) of an platoon spawned as `"platoon - alias"_AID-"asset-ID"`
-- @param Core.Point#COORDINATE Position where to spawn the platoon
-- @return #BRIGADE self
-- @usage
-- Prerequisites:
-- Save the assets spawned by BRIGADE/CHIEF regularly (~every 5 mins) into a file, e.g. like this:
--
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- local BlueSaveOps = SET_OPSGROUP:New():FilterCoalitions("blue"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfOpsGroups(BlueSaveOps,Path,BlueOpsFilename)
--
-- where Path and Filename are strings, as chosen by you.
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
-- platoon data to arrive in brigade, so make this an action after ~20 seconds, e.g. like so:
--
-- function LoadBackAssets()
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
-- local loadback = UTILS.LoadSetOfOpsGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE
-- Your_Brigade:LoadBackAssetInPosition(groupname,coordinate)
-- end
-- end
-- end
--
-- local AssetLoader = TIMER:New(LoadBackAssets)
-- AssetLoader:Start(20)
--
-- The assets loaded back into the mission will be considered for AUFTRAG type missions from CHIEF and BRIGADE.
function BRIGADE:LoadBackAssetInPosition(Templatename,Position)
self:T(self.lid .. "LoadBackAssetInPosition: " .. tostring(Templatename))
-- get Platoon alias from Templatename
local nametbl = UTILS.Split(Templatename,"_")
local name = nametbl[1]
self:T(string.format("*** Target Platoon = %s ***",name))
-- find a matching asset table from BRIGADE
local cohorts = self.cohorts or {}
local thisasset = nil --Functional.Warehouse#WAREHOUSE.Assetitem
local found = false
for _,_cohort in pairs(cohorts) do
local asset = _cohort:GetName()
self:T(string.format("*** Looking at Platoon = %s ***",asset))
if asset == name then
self:T("**** Found Platoon ****")
local cohassets = _cohort.assets or {}
for _,_zug in pairs (cohassets) do
local zug = _zug -- Functional.Warehouse#WAREHOUSE.Assetitem
if zug.assignment == name and zug.requested == false then
self:T("**** Found Asset ****")
found = true
thisasset = zug --Functional.Warehouse#WAREHOUSE.Assetitem
break
end
end
end
end
if found then
-- prep asset
thisasset.rid = thisasset.uid
thisasset.requested = false
thisasset.score=100
thisasset.missionTask="CAS"
thisasset.spawned = true
local template = thisasset.templatename
local alias = thisasset.spawngroupname
-- Spawn group
local spawnasset = SPAWN:NewWithAlias(template,alias)
:InitDelayOff()
:SpawnFromCoordinate(Position)
-- build a new self request
local request = {} --Functional.Warehouse#WAREHOUSE.Pendingitem
request.assignment = name
request.warehouse = self
request.assets = {thisasset}
request.ntransporthome = 0
request.ndelivered = 0
request.ntransport = 0
request.cargoattribute = thisasset.attribute
request.category = thisasset.category
request.cargoassets = {thisasset}
request.assetdesc = WAREHOUSE.Descriptor.ASSETLIST
request.cargocategory = thisasset.category
request.toself = true
request.transporttype = WAREHOUSE.TransportType.SELFPROPELLED
request.assetproblem = {}
request.born = true
request.prio = 50
request.uid = thisasset.uid
request.airbase = nil
request.timestamp = timer.getAbsTime()
request.assetdescval = {thisasset}
request.nasset = 1
request.cargogroupset = SET_GROUP:New()
request.cargogroupset:AddGroup(spawnasset)
request.iscargo = true
-- Call Brigade self
self:__AssetSpawned(2, spawnasset, thisasset, request)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start BRIGADE FSM.
-- @param #BRIGADE self
function BRIGADE:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version))
end
--- Update status.
-- @param #BRIGADE self
function BRIGADE:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
---------------------
-- Rearming Zones ---
---------------------
for _,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then
rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone)
self:AddMission(rearmingzone.mission)
end
end
-----------------------
-- Refuelling Zones ---
-----------------------
-- Check refuelling zones.
for _,_supplyzone in pairs(self.refuellingZones) do
local supplyzone=_supplyzone --#BRIGADE.SupplyZone
-- Check if mission is nil or over.
if (not supplyzone.mission) or supplyzone.mission:IsOver() then
supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone)
self:AddMission(supplyzone.mission)
end
end
-----------
-- Info ---
-----------
-- Display tactival overview.
self:_TacticalOverview()
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Platoons=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Platoon Info --
-------------------
if self.verbose>=3 then
local text="Platoons:"
for i,_platoon in pairs(self.cohorts) do
local platoon=_platoon --Ops.Platoon#PLATOON
local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A"
local modex=platoon.modex and platoon.modex or -1
local skill=platoon.skill and tostring(platoon.skill) or "N/A"
-- Platoon text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
-------------------
-- Rearming Info --
-------------------
if self.verbose>=4 then
local text="Rearming Zones:"
for i,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", rearmingzone.zone:GetName(), rearmingzone.mission:GetState(), rearmingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
---------------------
-- Refuelling Info --
---------------------
if self.verbose>=4 then
local text="Refuelling Zones:"
for i,_refuellingzone in pairs(self.refuellingZones) do
local refuellingzone=_refuellingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", refuellingzone.zone:GetName(), refuellingzone.mission:GetState(), refuellingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
----------------
-- Asset Info --
----------------
if self.verbose>=5 then
local text="Assets in stock:"
for i,_asset in pairs(self.stock) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Info text.
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ArmyOnMission".
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -30,8 +30,8 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
---
-- Last Update July 2024
-- Date: May 2023
-- Last: Update Dec 2024
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -290,14 +290,10 @@ CSAR.AircraftType["Bell-47"] = 2
CSAR.AircraftType["UH-60L"] = 10
CSAR.AircraftType["AH-64D_BLK_II"] = 2
CSAR.AircraftType["Bronco-OV-10A"] = 2
CSAR.AircraftType["MH-60R"] = 10
CSAR.AircraftType["OH-6A"] = 2
CSAR.AircraftType["OH-58D"] = 2
CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.26"
CSAR.version="1.0.19"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -466,7 +462,7 @@ function CSAR:New(Coalition, Template, Alias)
self.SRSModulation = radio.modulation.AM -- modulation
self.SRSport = 5002 -- port
self.SRSCulture = "en-GB"
self.SRSVoice = MSRS.Voices.Google.Standard.en_GB_Standard_B
self.SRSVoice = nil
self.SRSGPathToCredentials = nil
self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female
@@ -737,7 +733,7 @@ function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet)
:NewWithAlias(template,alias)
:InitCoalition(coalition)
:InitCountry(country)
--:InitAIOnOff(pilotcacontrol)
:InitAIOnOff(pilotcacontrol)
:InitDelayOff()
:SpawnFromCoordinate(point)
@@ -1193,7 +1189,7 @@ function CSAR:_EventHandler(EventData)
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
self:__Landed(2,_event.IniUnitName, _place)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true,true)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true)
else
self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition()))
end
@@ -1241,24 +1237,10 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage, _pla
if not _nomessage then
if _freq ~= 0 then --shagrat
local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk)--shagrat _groupName to prevent 'f15_Pilot_Parachute'
if self.coordtype ~= 2 then --not MGRS
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("%s requests SAR at %s, beacon at %.2f kilo hertz", _groupName, coordtext, _freqk)
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else --shagrat CASEVAC msg
local _text = string.format("Pickup Zone at %s.", _coordinatesText )
if self.coordtype ~= 2 then --not MGRS
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("Pickup Zone at %s.", coordtext )
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
end
end
@@ -1546,7 +1528,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
local _reset = true
if (_distance < 500) then
self:T(self.lid .. "[Pickup Debug] Helo closer than 500m: ".._lookupKeyHeli)
if self.heliCloseMessage[_lookupKeyHeli] == nil then
if self.autosmoke == true then
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", self:_GetCustomCallSign(_heliName), _pilotName), self.messageTime,false,true)
@@ -1555,16 +1537,14 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
self.heliCloseMessage[_lookupKeyHeli] = true
end
self:T(self.lid .. "[Pickup Debug] Checking landed vs Hover for ".._lookupKeyHeli)
-- have we landed close enough?
if not _heliUnit:InAir() then
self:T(self.lid .. "[Pickup Debug] Helo landed: ".._lookupKeyHeli)
if self.pilotRuntoExtractPoint == true then
if (_distance < self.extractDistance) then
local _time = self.landedStatus[_lookupKeyHeli]
self:T(self.lid .. "[Pickup Debug] Check pilot running or arrived ".._lookupKeyHeli)
if _time == nil then
self:T(self.lid .. "[Pickup Debug] Pilot running not arrived yet ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 )
_time = self.landedStatus[_lookupKeyHeli]
_woundedGroup:OptionAlarmStateGreen()
@@ -1575,15 +1555,11 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
self.landedStatus[_lookupKeyHeli] = _time
end
--if _time <= 0 or _distance < self.loadDistance then
self:T(self.lid .. "[Pickup Debug] Pilot close enough? ".._lookupKeyHeli)
if _distance < self.loadDistance + 5 or _distance <= 13 then
self:T(self.lid .. "[Pickup Debug] Pilot close enough - YES ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false
else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true
@@ -1591,32 +1567,28 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
end
else
self:T(self.lid .. "[Pickup Debug] Helo landed, pilot NOT set to run to helo ".._lookupKeyHeli)
if (_distance < self.loadDistance) then
self:T(self.lid .. "[Pickup Debug] Helo close enough, door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
return false
else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true
end
end
end
else
self:T(self.lid .. "[Pickup Debug] Helo hovering".._lookupKeyHeli)
local _unitsInHelicopter = self:_PilotsOnboard(_heliName)
local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()]
if _maxUnits == nil then
_maxUnits = self.max_units
end
self:T(self.lid .. "[Pickup Debug] Check capacity and close enough for winching ".._lookupKeyHeli)
if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then
-- DONE - make variable
if _distance < self.rescuehoverdistance then
self:T(self.lid .. "[Pickup Debug] Helo hovering close enough ".._lookupKeyHeli)
--check height!
local leaderheight = _woundedLeader:GetHeight()
if leaderheight < 0 then leaderheight = 0 end
@@ -1624,7 +1596,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
-- DONE - make variable
if _height <= self.rescuehoverheight then
self:T(self.lid .. "[Pickup Debug] Helo hovering low enough ".._lookupKeyHeli)
local _time = self.hoverStatus[_lookupKeyHeli]
if _time == nil then
@@ -1634,28 +1606,22 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
_time = self.hoverStatus[_lookupKeyHeli] - 10
self.hoverStatus[_lookupKeyHeli] = _time
end
self:T(self.lid .. "[Pickup Debug] Check hover timer ".._lookupKeyHeli)
if _time > 0 then
self:T(self.lid .. "[Pickup Debug] Helo hovering not long enough ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true)
else
self:T(self.lid .. "[Pickup Debug] Helo hovering long enough - door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false
else
self.hoverStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
self:T(self.lid .. "[Pickup Debug] Pilot picked up ".._lookupKeyHeli)
return true
end
end
_reset = false
else
self:T(self.lid .. "[Pickup Debug] Helo hovering too high ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true)
self:T(self.lid .. "[Pickup Debug] Hovering too high, try again next loop ".._lookupKeyHeli)
return false
end
end
@@ -1680,8 +1646,7 @@ end
-- @param #string heliname Heli name
-- @param #string groupname Group name
-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP
-- @param #boolean noreschedule If true, do not try to reschedule this is distances are not ok (coming from landing event)
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
self:T(self.lid .. " _ScheduledSARFlight")
self:T({heliname,groupname})
local _heliUnit = self:_GetSARHeli(heliname)
@@ -1701,29 +1666,20 @@ function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
local _dist = self:_GetClosestMASH(_heliUnit)
if _dist == -1 then
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance can not be determined!")
return
return
end
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance km: "..math.floor(_dist/1000))
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
self:T(self.lid.."[Drop off debug] Distance ok, door check")
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true, true)
self:T(self.lid.."[Drop off debug] Door closed, try again next loop")
else
self:T(self.lid.."[Drop off debug] Rescued!")
self:_RescuePilots(_heliUnit)
return
end
end
--queue up
if not noreschedule then
self:__Returning(5,heliname,_woundedGroupName, isairport)
self:ScheduleOnce(5,self._ScheduledSARFlight,self,heliname,groupname, isairport, noreschedule)
end
self:__Returning(-5,heliname,_woundedGroupName, isairport)
return self
end
@@ -1795,7 +1751,7 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
_text = string.gsub(_text,"nm"," nautical miles")
--self.msrs:SetVoice(self.SRSVoice)
--self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1)
--self:I("Voice = "..self.SRSVoice)
self:I("Voice = "..self.SRSVoice)
self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord)
end
return self
@@ -1962,28 +1918,23 @@ end
--- (Internal) Display info to all SAR groups.
-- @param #CSAR self
-- @param #string _message Message to display.
-- @param #number _side Coalition of message.
-- @param #number _side Coalition of message.
-- @param #number _messagetime How long to show.
-- @param #boolean ToSRS If true or nil, send to SRS TTS
-- @param #boolean ToScreen If true or nil, send to Screen
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime,ToSRS,ToScreen)
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime
self:T({_message,ToSRS=ToSRS,ToScreen=ToScreen})
if self.msrs and (ToSRS == true or ToSRS == nil) then
if self.msrs then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end
self:F("Voice = "..voice)
self:I("Voice = "..voice)
self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate)
end
if ToScreen == true or ToScreen == nil then
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
end
return self
@@ -2029,7 +1980,7 @@ end
--- (Internal) Determine distance to closest MASH.
-- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #CSAR self
-- @retunr
function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP
@@ -2112,12 +2063,12 @@ function CSAR:_AddMedevacMenuItem()
local coalition = self.coalition
local allheligroupset = self.allheligroupset -- Core.Set#SET_GROUP
local _allHeliGroups = allheligroupset:GetSetObjects()
-- rebuild units table
local _UnitList = {}
for _key, _group in pairs (_allHeliGroups) do
local _unit = _group:GetFirstUnitAlive() -- Asume that there is only one unit in the flight for players
if _unit then
--self:T("Unitname ".._unit:GetName().." IsAlive "..tostring(_unit:IsAlive()).." IsPlayer "..tostring(_unit:IsPlayer()))
local _unit = _group:GetUnit(1) -- Asume that there is only one unit in the flight for players
if _unit then
if _unit:IsAlive() and _unit:IsPlayer() then
local unitName = _unit:GetName()
_UnitList[unitName] = unitName
@@ -2267,7 +2218,7 @@ function CSAR:_RefreshRadioBeacons()
if self:_CountActiveDownedPilots() > 0 then
local PilotTable = self.downedPilots
for _,_pilot in pairs (PilotTable) do
self:T({_pilot.name})
self:T({_pilot})
local pilot = _pilot -- #CSAR.DownedPilot
local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud
@@ -2549,7 +2500,7 @@ end
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname})
--self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
return self
end

View File

@@ -24,7 +24,7 @@
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update Aug 2024
-- Last Update December 2023
do
@@ -44,9 +44,6 @@ do
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @field #boolean DontShowInMenu Show this item in menu or not.
-- @field Core.Zone#ZONE Location Location (if set) where to get this cargo item.
-- @field #table ResourceMap Resource Map information table if it has been set for static cargo items.
-- @extends Core.Base#BASE
---
@@ -65,8 +62,6 @@ CTLD_CARGO = {
PerCrateMass = 0,
Stock = nil,
Mark = nil,
DontShowInMenu = false,
Location = nil,
}
--- Define cargo types.
@@ -102,10 +97,8 @@ CTLD_CARGO = {
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @param #boolean DontShowInMenu Show this item in menu or not (default: false == show it).
-- @param Core.Zone#ZONE Location (optional) Where the cargo is available (one location only).
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory, DontShowInMenu, Location)
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
@@ -122,38 +115,9 @@ CTLD_CARGO = {
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
self.DontShowInMenu = DontShowInMenu or false
self.ResourceMap = nil
if type(Location) == "string" then
Location = ZONE:New(Location)
end
self.Location = Location
return self
end
--- Add Resource Map information table
-- @param #CTLD_CARGO self
-- @param #table ResourceMap
-- @return #CTLD_CARGO self
function CTLD_CARGO:SetStaticResourceMap(ResourceMap)
self.ResourceMap = ResourceMap
return self
end
--- Get Resource Map information table
-- @param #CTLD_CARGO self
-- @return #table ResourceMap
function CTLD_CARGO:GetStaticResourceMap()
return self.ResourceMap
end
--- Query Location.
-- @param #CTLD_CARGO self
-- @return Core.Zone#ZONE location or `nil` if not set
function CTLD_CARGO:GetLocation()
return self.Location
end
--- Query ID.
-- @param #CTLD_CARGO self
-- @return #number ID
@@ -692,8 +656,6 @@ do
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775)
-- -- if you want to limit your stock, add a number (here: 10) as parameter after weight. No parameter / nil means unlimited stock.
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10)
-- -- additionally, you can limit **where** the stock is available (one location only!) - this one is available in a zone called "Vehicle Store".
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10,nil,nil,"Vehicle Store")
--
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
@@ -770,39 +732,10 @@ do
-- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you.
-- my_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz.
-- my_ctld.RadioSoundFC3 = "beacon.ogg" -- this sound will be hearable by FC3 users (actually all UHF radios); change to something like "beaconsilent.ogg" and add the sound file to your miz if you don't want to annoy FC3 pilots.
-- my_ctld.enableChinookGCLoading = true -- this will effectively suppress the crate load and drop menus for CTLD for the Chinook
--
-- ## 2.1 CH-47 Chinook support
--
-- The Chinook comes with the option to use the ground crew menu to load and unload cargo into the Helicopter itself for better immersion. As well, it can sling-load cargo from ground. The cargo you can actually **create**
-- from this menu is limited to contain items from the airbase or FARP's resources warehouse and can take a number of shapes (static shapes in the category of cargo) independent of their contents. If you unload this
-- kind of cargo with the ground crew, the contents will be "absorbed" into the airbase or FARP you landed at, and the cargo static will be removed after ca 2 mins.
--
-- ## 2.1.1 Moose CTLD created crate cargo
--
-- Given the correct shape, Moose created cargo can be either loaded with the ground crew or via the F10 CTLD menu. **It is strongly recommend to either use the ground crew or CTLD to load/unload cargo**. Mix and match will not work here.
-- Static shapes loadable *into* the Chinook are at the time of writing:
--
-- * Ammo crate (type "ammo_cargo")
-- * M117 bomb crate (type name "m117_cargo")
-- * Dual shell fuel barrels (type name "barrels")
-- * UH-1H net (type name "uh1h_cargo")
--
-- All other kinds of cargo can be sling-loaded.
--
-- ## 2.1.2 Recommended settings
--
-- my_ctld.basetype = "ammo_cargo"
-- my_ctld.forcehoverload = false -- no hover autoload, leads to cargo complications with ground crew created cargo items
-- my_ctld.pilotmustopendoors = true -- crew must open back loading door 50% (horizontal) or more
-- my_ctld.enableslingload = true -- will set cargo items as sling-loadable
-- my_ctld.enableChinookGCLoading = true -- will effectively suppress the crate load and drop menus for CTLD for the Chinook
-- my_ctld.movecratesbeforebuild = false -- cannot detect movement of crates at the moment
-- my_ctld.nobuildinloadzones = true -- don't build where you load.
--
-- ## 2.2 User functions
-- ## 2.1 User functions
--
-- ### 2.2.1 Adjust or add chopper unit-type capabilities
-- ### 2.1.1 Adjust or add chopper unit-type capabilities
--
-- Use this function to adjust what a heli type can or cannot do:
--
@@ -824,15 +757,8 @@ do
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
-- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
-- ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200},
-- ["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
-- ["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
-- ["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
-- ["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
-- ["OH-6A"] = {type="OH-6A", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 7, cargoweightlimit = 550},
-- ["OH-58D"] = {type="OH58D", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 14, cargoweightlimit = 400},
-- ["CH-47Fbl1"] = {type="CH-47Fbl1", crates=true, troops=true, cratelimit = 4, trooplimit = 31, length = 20, cargoweightlimit = 8000},
--
-- ### 2.2.2 Activate and deactivate zones
-- ### 2.1.2 Activate and deactivate zones
--
-- Activate a zone:
--
@@ -844,7 +770,7 @@ do
-- -- Deactivate zone called Name of type #CTLD.CargoZoneType ZoneType:
-- my_ctld:DeactivateZone(Name,CTLD.CargoZoneType.DROP)
--
-- ## 2.2.3 Limit and manage available resources
-- ## 2.1.3 Limit and manage available resources
--
-- When adding generic cargo types, you can effectively limit how many units can be dropped/build by the players, e.g.
--
@@ -1296,18 +1222,13 @@ CTLD.UnitTypeCapabilities = {
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers.
--Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
["OH-6A"] = {type="OH-6A", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 7, cargoweightlimit = 550},
["OH-58D"] = {type="OH58D", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 14, cargoweightlimit = 400},
["CH-47Fbl1"] = {type="CH-47Fbl1", crates=true, troops=true, cratelimit = 4, trooplimit = 31, length = 20, cargoweightlimit = 8000},
}
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.58"
CTLD.version="1.0.45"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1486,9 +1407,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.movecratesbeforebuild = true
self.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER}
-- Chinook
self.enableChinookGCLoading = true
local AliaS = string.gsub(self.alias," ","_")
self.filename = string.format("CTLD_%s_Persist.csv",AliaS)
@@ -1515,7 +1433,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers.
--- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers.
-- @function [parent=#CTLD] Start
-- @param #CTLD self
@@ -1645,8 +1563,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #string ZoneName Name of the Zone where the Troops have been RTB'd.
-- @param Core.Zone#ZONE_Radius ZoneObject of the Zone where the Troops have been RTB'd.
--- FSM Function OnAfterTroopsPickedUp.
-- @function [parent=#CTLD] OnAfterTroopsPickedUp
@@ -1879,7 +1795,7 @@ end
-- @param #CTLD self
-- @param Core.Event#EVENTDATA EventData
function CTLD:_EventHandler(EventData)
self:I(string.format("%s Event = %d",self.lid, EventData.id))
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
local _coalition = event.IniCoalition
@@ -1903,37 +1819,12 @@ function CTLD:_EventHandler(EventData)
self:_RefreshF10Menus()
end
return
elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then
elseif event.id == EVENTS.PlayerLeaveUnit then
-- remove from pilot table
local unitname = event.IniUnitName or "none"
self.CtldUnits[unitname] = nil
self.Loaded_Cargo[unitname] = nil
self.MenusDone[unitname] = nil
elseif event.id == EVENTS.Birth and event.IniObjectCategory == 6 and string.match(event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
--UTILS.PrintTableToLog(event)
---------------
-- New dynamic cargo system Handling
--------------
local function RegisterDynamicCargo()
local static = _DATABASE:AddStatic(event.IniUnitName)
if static then
static.DCSCargoObject = event.IniDCSUnit
local Mass = event.IniDCSUnit:getCargoWeight()
local country = event.IniDCSUnit:getCountry()
local template = _DATABASE:_GetGenericStaticCargoGroupTemplate(event.IniUnitName,event.IniTypeName,Mass,event.IniCoalition,country)
_DATABASE:_RegisterStaticTemplate(template,event.IniCoalition,"static",country)
self:I("**** Ground crew created static cargo added: "..event.IniUnitName .." | Weight in kgs: "..Mass)
local cargotype = self:AddStaticsCargo(event.IniUnitName,Mass,1,nil,true)
self.CrateCounter = self.CrateCounter + 1
self.Spawned_Crates[self.CrateCounter] = static
cargotype.Positionable = static
table.insert(self.Spawned_Cargo, cargotype)
end
end
self:ScheduleOnce(0.5,RegisterDynamicCargo)
---------------
-- End new dynamic cargo system Handling
--------------
end
return self
end
@@ -2324,9 +2215,7 @@ end
local extractdistance = self.CrateDistance * self.ExtractFactor
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
local TNow = timer.getTime()
local vtime = v.ExtractTime or TNow-310
if distance <= extractdistance and distance ~= -1 and (TNow - vtime > 300) then
if distance <= extractdistance and distance ~= -1 then
nearestGroup = v
nearestGroupIndex = k
nearestDistance = distance
@@ -2346,7 +2235,7 @@ end
local secondarygroups = {}
for i=1,#distancekeys do
local nearestGroup = nearestList[distancekeys[i]] -- Wrapper.Group#GROUP
local nearestGroup = nearestList[distancekeys[i]]
-- find matching cargo type
local groupType = string.match(nearestGroup:GetName(), "(.+)-(.+)$")
local Cargotype = nil
@@ -2377,38 +2266,25 @@ end
end
if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
nearestGroup.ExtractTime = 0
--return self
else
self.CargoCounter = self.CargoCounter + 1
nearestGroup.ExtractTime = timer.getTime()
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, Cargotype.CargoType, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass)
self:T({cargotype=loadcargotype})
local running = math.floor(nearestDistance / 4)+10 -- time run to helo plus boarding
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:ScheduleOnce(running,self._SendMessage,self,"Troops boarded!", 10, false, Group)
self:_SendMessage("Troops boarding!", 10, false, Group)
self:_SendMessage("Troops boarded!", 10, false, Group)
self:_UpdateUnitCargoMass(Unit)
self:__TroopsExtracted(running,Group, Unit, nearestGroup)
local coord = Unit:GetCoordinate() or Group:GetCoordinate() -- Core.Point#COORDINATE
local Point
if coord then
local heading = unit:GetHeading() or 0
local Angle = math.floor((heading+160)%360)
Point = coord:Translate(8,Angle):GetVec2()
if Point then
nearestGroup:RouteToVec2(Point,4)
end
end
self:__TroopsExtracted(1,Group, Unit, nearestGroup)
-- clean up:
if type(Cargotype.Templates) == "table" and Cargotype.Templates[2] then
for _,_key in pairs (Cargotype.Templates) do
table.insert(secondarygroups,_key)
end
end
nearestGroup:Destroy(false,running)
nearestGroup:Destroy(false)
end
end
end
@@ -2418,7 +2294,7 @@ end
if _group and _group:IsAlive() then
local groupname = string.match(_group:GetName(), "(.+)-(.+)$")
if _name == groupname then
_group:Destroy(false,15)
_group:Destroy(false)
end
end
end
@@ -2474,21 +2350,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
if not self.debug then return self end
end
-- Check cargo location if available
local location = Cargo:GetLocation()
if location then
local unitcoord = Unit:GetCoordinate() or Group:GetCoordinate()
if unitcoord then
if not location:IsCoordinateInZone(unitcoord) then
-- no we're not at the right spot
self:_SendMessage("The requested cargo is not available in this zone!", 10, false, Group)
if not self.debug then return self end
end
end
end
-- avoid crate spam
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local canloadcratesno = capabilities.cratelimit
@@ -2499,8 +2361,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
return self
end
-- spawn crates in front of helicopter
local IsHerc = self:IsHercules(Unit) -- Herc, Bronco and Hook load from behind
local IsHook = self:IsHook(Unit) -- Herc, Bronco and Hook load from behind
local IsHerc = self:IsHercules(Unit) -- Herc
local cargotype = Cargo -- Ops.CTLD#CTLD_CARGO
local number = number or cargotype:GetCratesNeeded() --#number
local cratesneeded = cargotype:GetCratesNeeded() --#number
@@ -2522,7 +2383,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
local rheading = 0
local angleOffNose = 0
local addon = 0
if IsHerc or IsHook then
if IsHerc then
-- spawn behind the Herc
addon = 180
end
@@ -2572,25 +2433,17 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
dist = dist - (20 + math.random(1,10))
local width = width / 2
local Offy = math.random(-width,width)
local spawnstatic = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
:InitCargoMass(cgomass)
:InitCargo(self.enableslingload)
:InitLinkToUnit(Ship,dist,Offy,0)
if isstatic then
local map=cargotype:GetStaticResourceMap()
spawnstatic.TemplateStaticUnit.resourcePayload = map
end
self.Spawned_Crates[self.CrateCounter] = spawnstatic:Spawn(270,cratealias)
:Spawn(270,cratealias)
else
local spawnstatic = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
:InitCoordinate(cratecoord)
:InitCargoMass(cgomass)
:InitCargo(self.enableslingload)
if isstatic then
local map=cargotype:GetStaticResourceMap()
spawnstatic.TemplateStaticUnit.resourcePayload = map
end
self.Spawned_Crates[self.CrateCounter] = spawnstatic:Spawn(270,cratealias)
:Spawn(270,cratealias)
end
local templ = cargotype:GetTemplates()
local sorte = cargotype:GetType()
@@ -2600,13 +2453,9 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
if drop then
--CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass,nil,subcat)
local map=cargotype:GetStaticResourceMap()
realcargo:SetStaticResourceMap(map)
table.insert(droppedcargo,realcargo)
else
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat)
local map=cargotype:GetStaticResourceMap()
realcargo:SetStaticResourceMap(map)
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat)
end
table.insert(self.Spawned_Cargo, realcargo)
end
@@ -2656,18 +2505,14 @@ function CTLD:InjectStatics(Zone, Cargo, RandomCoord)
basetype = cratetemplate
end
self.CrateCounter = self.CrateCounter + 1
local spawnstatic = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
:InitCargoMass(cgomass)
:InitCargo(self.enableslingload)
:InitCoordinate(cratecoord)
if isstatic then
local map = cargotype:GetStaticResourceMap()
spawnstatic.TemplateStaticUnit.resourcePayload = map
end
self.Spawned_Crates[self.CrateCounter] = spawnstatic:Spawn(270,cratealias)
:Spawn(270,cratealias)
local templ = cargotype:GetTemplates()
local sorte = cargotype:GetType()
--self.CargoCounter = self.CargoCounter + 1
self.CargoCounter = self.CargoCounter + 1
cargotype.Positionable = self.Spawned_Crates[self.CrateCounter]
table.insert(self.Spawned_Cargo, cargotype)
return self
@@ -2694,8 +2539,8 @@ end
function CTLD:_ListCratesNearby( _group, _unit)
self:T(self.lid .. " _ListCratesNearby")
local finddist = self.CrateDistance or 35
local crates,number,loadedbygc,indexgc = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table
if number > 0 or indexgc > 0 then
local crates,number = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table
if number > 0 then
local text = REPORT:New("Crates Found Nearby:")
text:Add("------------------------------------------------------------")
for _,_entry in pairs (crates) do
@@ -2712,19 +2557,6 @@ function CTLD:_ListCratesNearby( _group, _unit)
text:Add(" N O N E")
end
text:Add("------------------------------------------------------------")
if indexgc > 0 then
text:Add("Probably ground crew loaded (F8)")
for _,_entry in pairs (loadedbygc) do
local entry = _entry -- #CTLD_CARGO
local name = entry:GetName() --#string
local dropped = entry:WasDropped()
if dropped then
text:Add(string.format("Dropped crate for %s, %dkg",name, entry.PerCrateMass))
else
text:Add(string.format("Crate for %s, %dkg",name, entry.PerCrateMass))
end
end
end
self:_SendMessage(text:Text(), 30, true, _group)
else
self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group)
@@ -2798,10 +2630,8 @@ end
-- @param Wrapper.Unit#UNIT _unit Unit
-- @param #number _dist Distance
-- @param #boolean _ignoreweight Find everything in range, ignore loadable weight
-- @return #table Crates Table of crates
-- @return #table Table of crates
-- @return #number Number Number of crates found
-- @return #table CratesGC Table of crates possibly loaded by GC
-- @return #number NumberGC Number of crates possibly loaded by GC
function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight)
self:T(self.lid .. " _FindCratesNearby")
local finddist = _dist
@@ -2809,9 +2639,7 @@ function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight)
local existingcrates = self.Spawned_Cargo -- #table
-- cycle
local index = 0
local indexg = 0
local found = {}
local LoadedbyGC = {}
local loadedmass = 0
local unittype = "none"
local capabilities = {}
@@ -2824,47 +2652,20 @@ function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight)
for _,_cargoobject in pairs (existingcrates) do
local cargo = _cargoobject -- #CTLD_CARGO
local static = cargo:GetPositionable() -- Wrapper.Static#STATIC -- crates
local weight = cargo:GetMass() -- weight in kgs of this cargo
local staticid = cargo:GetID()
local weight = cargo:GetMass() -- weight in kgs of this cargo
self:T(self.lid .. " Found cargo mass: " .. weight)
local cargoalive = false -- TODO dyn cargo spawn workaround
local dcsunit = nil
local dcsunitpos = nil
if static.DCSCargoObject then
dcsunit = Unit.getByName(static.StaticName)
if dcsunit then
cargoalive = dcsunit:isExist() ~= nil and true or false
end
if cargoalive == true then
local dcsvec3 = dcsunit:getPoint() or dcsunit:getPosition().p or {x=0,y=0,z=0}
self:I({dcsvec3 = dcsunit:getPoint(), dcspos = dcsunit:getPosition().p})
if dcsvec3 then
dcsunitpos = COORDINATE:New(dcsvec3.x,dcsvec3.z,dcsvec3.y)
end
end
end
if static and (static:IsAlive() or cargoalive) then
local staticpos = static:GetCoordinate() or dcsunitpos
--- Testing
local landheight = staticpos:GetLandHeight()
local agl = staticpos.y-landheight
agl = UTILS.Round(agl,2)
local GCloaded = agl > 0 and true or false
--- Testing
if static and static:IsAlive() then
local staticpos = static:GetCoordinate()
local distance = self:_GetDistance(location,staticpos)
self:I({name=static:GetName(),agl=agl,GCloaded=GCloaded,distance=string.format("%.2f",distance or 0)})
if (not GCloaded) and distance <= finddist and static and (weight <= maxloadable or _ignoreweight) then
if distance <= finddist and static and (weight <= maxloadable or _ignoreweight) then
index = index + 1
table.insert(found, staticid, cargo)
maxloadable = maxloadable - weight
end
if GCloaded == true and distance < 10 and static then
indexg = indexg + 1
table.insert(LoadedbyGC,staticid, cargo)
end
end
end
return found, index, LoadedbyGC, indexg
return found, index
end
--- (Internal) Function to get and load nearby crates.
@@ -2886,13 +2687,6 @@ function CTLD:_LoadCratesNearby(Group, Unit)
local cratelimit = capabilities.cratelimit -- #number
local grounded = not self:IsUnitInAir(Unit)
local canhoverload = self:CanHoverLoad(Unit)
-- Door check
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!", 10, false, Group)
if not self.debug then return self end
end
--- cases -------------------------------
-- Chopper can\'t do crates - bark & return
-- Chopper can do crates -
@@ -3070,9 +2864,7 @@ function CTLD:_ListCargo(Group, Unit)
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
local loadedmass = self:_GetUnitCargoMass(Unit) -- #number
local maxloadable = self:_GetMaxLoadableMass(Unit)
local finddist = self.CrateDistance or 35
local _,_,loadedgc,loadedno = self:_FindCratesNearby(Group,Unit,finddist,true)
if self.Loaded_Cargo[unitname] or loadedno > 0 then
if self.Loaded_Cargo[unitname] then
local no_troops = loadedcargo.Troopsloaded or 0
local no_crates = loadedcargo.Cratesloaded or 0
local cargotable = loadedcargo.Cargo or {} -- #table
@@ -3094,7 +2886,7 @@ function CTLD:_ListCargo(Group, Unit)
report:Add("------------------------------------------------------------")
report:Add(" -- CRATES --")
local cratecount = 0
for _,_cargo in pairs(cargotable or {}) do
for _,_cargo in pairs(cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if (type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS) and (not cargo:WasDropped() or self.allowcratepickupagain) then
@@ -3105,18 +2897,6 @@ function CTLD:_ListCargo(Group, Unit)
if cratecount == 0 then
report:Add(" N O N E")
end
if loadedno > 0 then
report:Add("------------------------------------------------------------")
report:Add(" -- CRATES loaded via F8 --")
for _,_cargo in pairs(loadedgc or {}) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if (type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS) then
report:Add(string.format("Crate: %s size 1",cargo:GetName()))
loadedmass = loadedmass + cargo:GetMass()
end
end
end
report:Add("------------------------------------------------------------")
report:Add("Total Mass: ".. loadedmass .. " kg. Loadable: "..maxloadable.." kg.")
local text = report:Text()
@@ -3221,7 +3001,7 @@ function CTLD:_ListInventory(Group, Unit)
return self
end
--- (Internal) Function to check if a unit is a Hercules C-130 or a Bronco.
--- (Internal) Function to check if a unit is a Hercules C-130.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
@@ -3233,17 +3013,6 @@ function CTLD:IsHercules(Unit)
end
end
--- (Internal) Function to check if a unit is a CH-47
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:IsHook(Unit)
if string.find(Unit:GetTypeName(),"CH.47") then
return true
else
return false
end
end
--- (Internal) Function to set troops positions of a template to a nice circle
-- @param #CTLD self
@@ -3255,10 +3024,9 @@ end
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template)
--UTILS.PrintTableToLog(template)
UTILS.PrintTableToLog(template)
local numbertroops = #template.units
local slightshift = math.abs(math.random(0,200)/100)
local newcenter = Coordinate:Translate(Radius+slightshift,((Heading+270)%360))
local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead)
@@ -3270,7 +3038,7 @@ function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
}
table.insert(Positions,p1t)
end
--UTILS.PrintTableToLog(Positions)
UTILS.PrintTableToLog(Positions)
return Positions
end
@@ -3296,9 +3064,8 @@ function CTLD:_UnloadTroops(Group, Unit)
end
-- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsHercules(Unit)
local IsHook = self:IsHook(Unit)
if IsHerc and (not IsHook) then
local IsHerc = self:IsHercules(Unit)
if IsHerc then
-- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit)
end
@@ -3365,7 +3132,7 @@ function CTLD:_UnloadTroops(Group, Unit)
end -- cargotable loop
else -- droppingatbase
self:_SendMessage("Troops have returned to base!", 10, false, Group)
self:__TroopsRTB(1, Group, Unit, zonename, zone)
self:__TroopsRTB(1, Group, Unit)
end
-- cleanup load list
local loaded = {} -- #CTLD.LoadedCargo
@@ -3427,16 +3194,10 @@ function CTLD:_UnloadCrates(Group, Unit)
end
end
end
-- Door check
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to drop cargo!", 10, false, Group)
if not self.debug then return self end
end
-- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsHercules(Unit)
local IsHook = self:IsHook(Unit)
if IsHerc and (not IsHook) then
if IsHerc then
-- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit)
end
@@ -3791,7 +3552,7 @@ function CTLD:_MoveGroupToZone(Group)
local groupcoord = Group:GetCoordinate()
-- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
if (distance <= self.movetroopsdistance) and outcome == true and zone~= nil then
if (distance <= self.movetroopsdistance) and zone then
-- yes, we can ;)
local groupname = Group:GetName()
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
@@ -3852,7 +3613,7 @@ function CTLD:_RefreshF10Menus()
-- rebuild units table
local _UnitList = {}
for _key, _group in pairs (PlayerTable) do
local _unit = _group:GetFirstUnitAlive() -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players
local _unit = _group:GetUnit(1) -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players
if _unit then
if _unit:IsAlive() and _unit:IsPlayer() then
if _unit:IsHelicopter() or (self:IsHercules(_unit) and self.enableHercules) then --ensure no stupid unit entries here
@@ -3903,8 +3664,6 @@ function CTLD:_RefreshF10Menus()
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitTypeCapabilities
local cantroops = capabilities.troops
local cancrates = capabilities.crates
local isHook = self:IsHook(_unit)
local nohookswitch = not (isHook and self.enableChinookGCLoading)
-- top menu
local topmenu = MENU_GROUP:New(_group,"CTLD",nil)
local toptroops = nil
@@ -3941,30 +3700,22 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
end
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
end
else
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
end
local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh()
local extractMenu1 = MENU_GROUP_COMMAND:New(_group, "Extract troops", toptroops, self._ExtractTroops, self, _group, _unit):Refresh()
end
-- sub menu crates management
if cancrates then
if nohookswitch then
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
end
if cancrates then
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
@@ -3977,69 +3728,38 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
else
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu
local zone = entry.Location
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
local removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu
if nohookswitch then
unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
end
removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
elseif unloadmenu then
else
unloadmenu:Refresh()
end
end
@@ -4109,9 +3829,7 @@ end
-- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of buildable groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory)
self:T(self.lid .. " AddCratesCargo")
if not self:_CheckTemplates(Templates) then
self:E(self.lid .. "Crates Cargo for " .. Name .. " has missing template(s)!" )
@@ -4119,7 +3837,7 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,Sub
end
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory)
table.insert(self.Cargo_Crates,cargo)
return self
end
@@ -4130,24 +3848,15 @@ end
-- @param #number Mass Mass in kg of each static in kg, e.g. 100.
-- @param #number Stock Number of groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
-- @return #CTLD_CARGO CargoObject
function CTLD:AddStaticsCargo(Name,Mass,Stock,SubCategory,DontShowInMenu,Location)
function CTLD:AddStaticsCargo(Name,Mass,Stock,SubCategory)
self:T(self.lid .. " AddStaticsCargo")
self.CargoCounter = self.CargoCounter + 1
local type = CTLD_CARGO.Enum.STATIC
local template = STATIC:FindByName(Name,true):GetTypeName()
local unittemplate = _DATABASE:GetStaticUnitTemplate(Name)
local ResourceMap = nil
if unittemplate and unittemplate.resourcePayload then
ResourceMap = UTILS.DeepCopy(unittemplate.resourcePayload)
end
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,Stock,SubCategory,DontShowInMenu,Location)
cargo:SetStaticResourceMap(ResourceMap)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,Stock,SubCategory)
table.insert(self.Cargo_Statics,cargo)
return cargo
return self
end
--- User function - Get a *generic* static-type loadable as #CTLD_CARGO object.
@@ -4160,14 +3869,8 @@ function CTLD:GetStaticsCargoFromTemplate(Name,Mass)
self.CargoCounter = self.CargoCounter + 1
local type = CTLD_CARGO.Enum.STATIC
local template = STATIC:FindByName(Name,true):GetTypeName()
local unittemplate = _DATABASE:GetStaticUnitTemplate(Name)
local ResourceMap = nil
if unittemplate and unittemplate.resourcePayload then
ResourceMap = UTILS.DeepCopy(unittemplate.resourcePayload)
end
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,1)
cargo:SetStaticResourceMap(ResourceMap)
--table.insert(self.Cargo_Statics,cargo)
return cargo
end
@@ -4181,9 +3884,7 @@ end
-- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of the sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,SubCategory)
self:T(self.lid .. " AddCratesRepair")
if not self:_CheckTemplates(Template) then
self:E(self.lid .. "Repair Cargo for " .. Name .. " has a missing template!" )
@@ -4191,7 +3892,7 @@ function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,Su
end
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory)
table.insert(self.Cargo_Crates,cargo)
return self
end
@@ -4668,9 +4369,10 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
zonewidth = zoneradius
end
local distance = self:_GetDistance(zonecoord,unitcoord)
self:T("Distance Zone: "..distance)
if (zone:IsVec2InZone(unitVec2) or Zonetype == CTLD.CargoZoneType.MOVE) and active == true and maxdist > distance then
if zone:IsVec2InZone(unitVec2) and active then
outcome = true
end
if maxdist > distance then
maxdist = distance
zoneret = zone
zonenameret = zonename
@@ -5533,9 +5235,7 @@ end
-- Events
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.UnitLost, self._EventHandler)
self:HandleEvent(EVENTS.Birth, self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:__Status(-5)
-- AutoSave
@@ -5657,19 +5357,19 @@ end
return self
end
--- (Internal) FSM Function onbeforeTroopsExtracted.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsExtracted.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsDeployed.
@@ -5798,10 +5498,8 @@ end
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #string ZoneName Name of the Zone where the Troops have been RTB'd.
-- @param Core.Zone#ZONE_Radius ZoneObject of the Zone where the Troops have been RTB'd.
-- @return #CTLD self
function CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit, ZoneName, ZoneObject)
function CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit)
self:T({From, Event, To})
return self
end
@@ -6147,9 +5845,7 @@ end
cargotemplates = UTILS.Split(cargotemplates,";")
injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
elseif cargotype == CTLD_CARGO.Enum.STATIC or cargotype == CTLD_CARGO.Enum.REPAIR then
injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
local map=cargotype:GetStaticResourceMap()
injectstatic:SetStaticResourceMap(map)
injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
end
if injectstatic then
self:InjectStatics(dropzone,injectstatic)
@@ -6505,8 +6201,6 @@ function CTLD_HERCULES:Cargo_SpawnDroppedAsCargo(_name, _pos)
self.CTLD.Spawned_Crates[self.CTLD.CrateCounter] = theStatic
local newCargo = CTLD_CARGO:New(self.CTLD.CargoCounter, theCargo.Name, theCargo.Templates, theCargo.CargoType, true, false, theCargo.CratesNeeded, self.CTLD.Spawned_Crates[self.CTLD.CrateCounter], true, theCargo.PerCrateMass, nil, theCargo.Subcategory)
local map=theCargo:GetStaticResourceMap()
newCargo:SetStaticResourceMap(map)
table.insert(self.CTLD.Spawned_Cargo, newCargo)
newCargo:SetWasDropped(true)
@@ -6537,6 +6231,8 @@ function CTLD_HERCULES:Cargo_SpawnObjects(Cargo_Drop_initiator,Cargo_Drop_Direct
if offload_cargo == true or ParatrooperGroupSpawn == true then
if ParatrooperGroupSpawn == true then
--self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 0)
--self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 5)
self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 10)
else
self:Cargo_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country)

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