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Author SHA1 Message Date
Applevangelist
b9cf1e46af xx 2025-08-14 17:17:34 +02:00
Applevangelist
4a04d7cce7 xx 2025-08-14 17:15:43 +02:00
Applevangelist
35f15435a3 #MANTIS - Added Pantsir S1, TOR M2, IRIS-T SLM to main man SAM data (from CH mod) 2025-08-14 09:12:58 +02:00
Applevangelist
4c97d966a2 #MSRS - align google voices catalog with new voice types. 2025-08-10 13:20:22 +02:00
Applevangelist
674c6eec81 More randomness in functions using random coordinates 2025-08-07 11:30:44 +02:00
Thomas
c75c3d8777 Merge pull request #2361 from FlightControl-Master/Applevangelist-score-1
Update Scoring.lua
2025-08-07 11:16:29 +02:00
Thomas
4fa63986dc Update Scoring.lua
Further changes
2025-08-07 11:16:07 +02:00
Thomas
029f7a3f5c Update Scoring.lua
Better check for Scenery hits where target category is usually nil
2025-08-06 12:27:28 +02:00
Thomas
e9194c59f4 Merge pull request #2358 from FlightControl-Master/Applevangelist-patch-1
Update Airbase.lua
2025-08-04 16:11:00 +02:00
Thomas
c8d693c8e7 Update Airbase.lua
Sinai add'l bases
2025-08-04 16:10:10 +02:00
Thomas
2341014882 Merge pull request #2356 from leka1986/master
Master
2025-08-02 18:34:25 +02:00
leka1986
eb15fadcfe Added SetPartlyInside. if used, it the :Trigger will trigger as soon as any of the group units enteres the zone even if they are far apart. 2025-08-02 17:40:55 +02:00
Applevangelist
13fa8f373e #MANTIS - added radar entry for Dog Ear and Nike 2025-08-01 14:02:57 +02:00
Applevangelist
b318e8ae13 #AIRBOSS - Added :SetCarrierIllumination(Mode) 2025-07-31 09:47:54 +02:00
Thomas
7e963bef41 Merge pull request #2354 from shaji-Dev/master
[ADDED] `UTILS.ShowPicture` For all, coalition, country, group and unit
2025-07-31 09:26:09 +02:00
smiki
933000ffc7 [ADDED] UNIT:SetCarrierIlluminationMode 2025-07-31 09:06:19 +02:00
smiki
9b217e1c97 [ADDED] UTILS.ShowPicture For all, coalition, country, group and unit
[ADDED] `UTILS.ShowHelperGateForUnit`
2025-07-31 08:57:20 +02:00
smiki
324f4944b4 [ADDED] UTILS.ShowPicture For all, coalition, country, group and unit
[ADDED] `UTILS.ShowHelperGateForUnit`
2025-07-31 08:54:16 +02:00
Applevangelist
f735f1eb53 CTLD - correct ground speed for routing 2025-07-29 17:38:35 +02:00
Thomas
7149226283 Merge pull request #2353 from shaji-Dev/master
[CHANGED] Use file path instead of resource key
2025-07-29 13:04:46 +02:00
shaji-Dev
4164a5288a Merge branch 'FlightControl-Master:master' into master 2025-07-29 12:50:45 +02:00
smiki
1992276b07 Merge remote-tracking branch 'origin/master' 2025-07-29 12:50:27 +02:00
smiki
21a7023b7b Removed getValueResourceByKey UTILS.ShowPicture and UTILS.SetMissionBriefing to use full file paths 2025-07-29 12:50:19 +02:00
Applevangelist
f094716b73 CTLD - Added option for Vehicle Formation when going to a MOVE zone. 2025-07-29 12:04:41 +02:00
Applevangelist
4b1888a34d CSAR - Allow also the initial down message to be suppressed 2025-07-29 10:02:22 +02:00
Applevangelist
b9be3aa7f8 xx 2025-07-27 14:50:45 +02:00
Thomas
fd2dacaefb Merge pull request #2351 from shaji-Dev/master
[ADDED] `UTILS.LoadMission` and `UTILS.SetMissionBriefing`
2025-07-27 14:15:16 +02:00
smiki
cc60e85901 [ADDED] UTILS.LoadMission and UTILS.SetMissionBriefing 2025-07-27 13:18:56 +02:00
Thomas
f172f6efeb Merge pull request #2349 from shaji-Dev/master
[ADDED] `UTILS.ShowPicture`. Overlay pictures for players
2025-07-26 09:01:02 +02:00
smiki
b6b6686873 [ADDED] COORDINATE:GetLandProfile 2025-07-25 23:43:00 +02:00
smiki
5e724e7a3f [ADDED] COORDINATE:GetLandProfile 2025-07-25 23:39:53 +02:00
smiki
90f1d1df2a Merge remote-tracking branch 'origin/master' 2025-07-25 23:27:11 +02:00
smiki
a5726c0ed8 [ADDED] UTILS.ShowPicture. Overlay pictures for players.
Refactoring
2025-07-25 23:27:01 +02:00
Applevangelist
23ff128ac8 #ZONE added ZONE_BASE:FindNearestCoordinateOnRadius() 2025-07-25 19:05:01 +02:00
Applevangelist
7d3fc1740a xx 2025-07-25 14:57:58 +02:00
Applevangelist
b2a084d669 xx 2025-07-25 14:57:06 +02:00
Applevangelist
30203668e4 Revert "#UTILS - Added FindNearestPointOnCircle()"
This reverts commit 2cc1ddd4679b0e3fb7a5f72ea5e4822112e2f2d1.
2025-07-25 14:57:06 +02:00
Thomas
ebecc70693 Merge pull request #2348 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones`  support for ZONE_POLYGON_BASE
2025-07-25 14:47:08 +02:00
smiki
74712b6e27 [ADDED] Disposition.getSimpleZones to ZONE_POLYGON_BASE to support all zone types 2025-07-25 14:17:03 +02:00
Applevangelist
40253ea8bb xx 2025-07-24 18:27:44 +02:00
Applevangelist
4e56078d2a #CONTROLLABLE - added options for landing approaches
* Prefer vertical for helos
and for aircraft
* Straight in
* Overhead break
* Force pair
* Restrict pair
2025-07-24 16:17:09 +02:00
Thomas
4bbf20ca4e Merge pull request #2345 from shaji-Dev/master
[Fixed] `Disposition.getSimpleZones`
2025-07-24 09:39:09 +02:00
smiki
a462c5a493 [Fixed] Disposition.getSimpleZones 2025-07-24 01:51:10 +02:00
Applevangelist
367014ebf3 xxx 2025-07-23 15:47:56 +02:00
Thomas
326b20b08d Merge pull request #2344 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones`
2025-07-23 12:35:16 +02:00
Applevangelist
11b0ce6275 #AIRBASE - remove some differences between data produced by _InitRunways and GetRunwayData 2025-07-23 12:34:52 +02:00
smiki
03763e16d6 [ADDED] Disposition.getSimpleZones 2025-07-23 12:19:00 +02:00
smiki
c1e8ee12e0 [ADDED] Disposition.getSimpleZones 2025-07-23 11:48:33 +02:00
smiki
ac8cc408c1 [FIXED] Disposition.getSimpleZones 2025-07-23 11:48:07 +02:00
Applevangelist
ada38fa3ea #AIRBOSS - SRS 2.2.x path in documentation 2025-07-22 13:08:46 +02:00
Applevangelist
2ee0597d48 #CTLD - added FSM event "CratesPacked"
#UTILS - more options for MASH building
2025-07-22 13:08:18 +02:00
Applevangelist
7ae4cdc8f1 #Documentation 2025-07-21 15:02:45 +02:00
Applevangelist
8c92a578ed #UTILS - added UTILS.SpawnMASHStatics() 2025-07-21 14:50:08 +02:00
Thomas
096f2caf9c Merge pull request #2341 from nasgroup94/master
Added VNAO Edits
2025-07-21 09:09:54 +02:00
frankiep95
0b37c909b3 Added VNAO Edits 2025-07-20 16:58:33 -04:00
Applevangelist
1b18ae1597 #MANTIS - Added SAMP/T, SA-17 data correction, HDS explanations expanded 2025-07-20 14:03:33 +02:00
Applevangelist
c9ac6d73e6 #MANTIS - Better documented use of SA-10B/C/12/23 naming usage with launcher differences. 2025-07-19 18:36:03 +02:00
Applevangelist
0e836973fd #Fix SRS TTS folder path in documentation and defaults 2025-07-19 16:04:49 +02:00
Applevangelist
be40d7be9a #SPAWNSTATIC - NewFromStatic now creates a new template in the database under the new name - if not already there. This allows #WAREHOUSE static warehouses spawned that way to be respawned eg on coalition change. 2025-07-18 18:09:57 +02:00
Thomas
f3b7740041 Merge pull request #2335 from shaji-Dev/master
[ADDED] GROUP.Attribute.GROUND_SHORAD
2025-07-15 11:19:41 +02:00
smiki
7d7488db6f [ADDED] GROUP.Attribute.GROUND_SHORAD 2025-07-15 11:05:03 +02:00
Thomas
4964cc2f2d Merge pull request #2332 from FlightControl-Master/Applevangelist-Vertical
Controllable - add option prefer vertical landing
2025-07-09 12:18:10 +02:00
Thomas
f0a4c5b008 Merge pull request #2331 from FlightControl-Master/Applevangelist-patch-2
Update Controllable.lua
2025-07-09 12:16:29 +02:00
Thomas
1b6412821b Update Controllable.lua 2025-07-09 12:15:34 +02:00
Thomas
926a0733e4 Controllable - add option prefer vertical landing
Addrd
2025-07-09 12:14:41 +02:00
Applevangelist
da70f4ce6c #DynamicSlots for dynamic FARPs 2025-07-05 18:56:59 +02:00
Applevangelist
727cb3276c #SET fix for table insert of GetAliveSet 2025-07-03 16:39:24 +02:00
Thomas
33e63a4819 Merge pull request #2330 from shaji-Dev/master
[FIXED] index `nil` at  `MARKEROPS_BASE:OnEventMark`
2025-07-03 15:14:11 +02:00
smiki
3543b2c79a [FIXED] index nil at MARKEROPS_BASE:OnEventMark 2025-07-03 14:59:07 +02:00
Applevangelist
4489efff94 #POSITIONABLE - make GetVec3/GetCoordinate a bit more robust 2025-07-03 14:57:48 +02:00
Applevangelist
6a4bddde99 #SET - do not create a new SET on GetAliveSet is we only send back the object table 2025-07-03 11:58:44 +02:00
Thomas
dc2511942c Merge pull request #2329 from shaji-Dev/master
[FIXED] Memory leaks
2025-07-03 10:52:40 +02:00
Thomas
f0c257c4a5 Merge branch 'master' into master 2025-07-03 10:52:29 +02:00
Applevangelist
068d21612f #MARKEROPS - do not crate a COORDINATE b4 you need it
#UTILS - added
* UTILS.ShowHelperGate(pos, heading)
* UTILS.ShellZone
* UTILS.RemoveObjects
* UTILS.DestroyScenery
2025-07-03 10:48:54 +02:00
smiki
773461aad9 [FIXED] Memory leaks 2025-07-03 09:54:07 +02:00
smiki
f9257b2b0d [FIXED] Memory leaks 2025-07-03 09:45:21 +02:00
smiki
9e0f03a3cd [FIXED] Memory leaks 2025-07-03 08:44:41 +02:00
Thomas
a467fabdc8 Merge pull request #2327 from leka1986/patch-1
Update CTLD.lua
2025-06-24 19:26:36 +02:00
leka1986
a2ab84c45a Update CTLD.lua
Added Herc fix when dropping from air.

Added CratesName in the OnAfterCratesBuildStarted parm
2025-06-24 19:24:00 +02:00
Thomas
9fd6729967 Merge pull request #2325 from FlightControl-Master/Applevangelist-patch-1-1
Update Airbase.lua
2025-06-24 18:22:18 +02:00
Thomas
f1d4f1753a Update Airbase.lua 2025-06-24 16:28:46 +02:00
Frank
6d9c3fd0aa Merge pull request #2324 from FlightControl-Master/FF/MasterDevel
AIRBOSS Essex+Corsair
2025-06-23 22:41:16 +02:00
Frank
28ae63bd8d Update Airboss.lua 2025-06-23 22:39:52 +02:00
Frank
42e7e3f94f Update Airboss.lua 2025-06-23 22:28:48 +02:00
Thomas
6466c5e95e Merge pull request #2322 from leka1986/master
Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE
2025-06-23 19:02:56 +02:00
leka1986
829f5af25f Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-06-23 18:28:08 +02:00
leka1986
0d1147bac4 Added the missing lines to check if the droped troop is engineer, then start the engineer instance. Added missing messages when dropping single crate type, ie truck for example. Added a call to refreshdropcratesmenu in the takeoff / land event. Drop and build is only created if fixedwing is on the ground. 2025-06-23 18:28:02 +02:00
Frank
24b47b02e0 AIRBOSS
- Essex
- Corsair
2025-06-22 22:29:52 +02:00
Thomas
3cabc07d58 Merge pull request #2320 from shaji-Dev/master
[ADDED] New Kola Airbases
2025-06-20 14:01:24 +02:00
shaji
b0546b1e60 [ADDED] New Kola Airbases 2025-06-20 12:58:50 +02:00
shaji
a988e67490 [ADDED] New Kola Airbases 2025-06-20 12:20:58 +02:00
Thomas
2594c5bbf0 Merge pull request #2318 from shaji-Dev/master
[FIXED] Error: attempt to index local 'Schedule' (a nil value)
2025-06-19 09:15:42 +02:00
shaji
db70fa341c Merge remote-tracking branch 'origin/master' 2025-06-19 07:42:52 +02:00
shaji
763e3852ac [FIXED] Error: attempt to index local 'Schedule' (a nil value) 2025-06-19 07:42:29 +02:00
Thomas
8ec86973c6 Update SpawnStatic.lua
Fix SpawnFromZone()
2025-06-18 14:29:34 +02:00
Thomas
eb2c6ac6f2 Update SRS.lua
#MSRS Voice mapping correction
2025-06-18 14:19:50 +02:00
Applevangelist
cbcc893ce5 #CTLD - avoid smoking runways on airbase zones 2025-06-15 17:01:58 +02:00
Applevangelist
382b049c5f #AIRBASE - Syria and Sinai few names corrected 2025-06-15 15:38:12 +02:00
Thomas
a53763221c Update Airbase.lua
Correct afb name gor Borg al arab on Sinai
2025-06-15 13:14:05 +02:00
Thomas
b7bac28113 Merge pull request #2313 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-06-15 10:18:01 +02:00
Thomas
a9edb16554 Update CSAR.lua
Make static and zone mash SETs dynamic
2025-06-15 10:17:32 +02:00
Applevangelist
0aeb1fc6af #UTILS - Small fix for GetReportingName to distinguish Shark from Mainstay 2025-06-10 18:05:02 +02:00
Applevangelist
eeeeda4e5e #POINT - Offset options for smoke 2025-06-08 18:43:01 +02:00
Applevangelist
f5881eda53 AIRBOSS - Remove useless E Messages for non-debug 2025-06-01 12:19:42 +02:00
Thomas
c1997d9f70 Merge pull request #2311 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-05-30 18:37:50 +02:00
Thomas
bb1caa6642 Update CSAR.lua 2025-05-30 18:37:38 +02:00
Applevangelist
dd5ca93f26 CSAR Small addition 2025-05-30 11:13:50 +02:00
Thomas
1889df4952 Merge pull request #2308 from shaji-Dev/master
[FIXED] Velocity is taking into account dead units for GROUP
2025-05-25 09:12:04 +02:00
shaji
7ca219748d [FIXED] Velocity is taking into account dead units for GROUP 2025-05-24 19:46:20 +02:00
Applevangelist
2fc16ba694 Runway text duplication 2025-05-24 15:53:43 +02:00
Applevangelist
a4feafab8e #POINT - improved IsDay() for Kola 2025-05-21 10:21:48 +02:00
Applevangelist
997baf21a0 #CSAR fix for ADF beacons 2025-05-21 10:04:58 +02:00
Applevangelist
b126cc00d0 xx 2025-05-16 13:43:03 +02:00
Applevangelist
09b7922b84 Small fixes 2025-05-16 11:58:40 +02:00
Applevangelist
7a5b9a75f3 #AIRBASE - added Syria Marka AFB 2025-05-15 17:07:55 +02:00
Applevangelist
4bab2ee1de Add deprecated banner 2025-05-15 13:19:42 +02:00
Applevangelist
d7defe6f7f xx 2025-05-15 11:42:05 +02:00
Applevangelist
db869bcb6d #MANTIS - Make DLINK caching (DEV version) configureable 2025-05-15 08:51:30 +02:00
Thomas
ea4a1f9ff9 Merge pull request #2305 from shaji-Dev/master
[FIXED] Kola Airbase name "Alakourtti" to "Alakurtti"
2025-05-15 06:42:07 +02:00
shaji
20406e40ca [FIXED] Kola Airbase name "Alakourtti" to "Alakurtti" 2025-05-15 01:17:55 +02:00
Applevangelist
3b50fee5a0 #CTLD - extract troops, check for groupname in task properties of PLAYERTASKs, so the right people rescue the correct group 2025-05-12 17:50:37 +02:00
Applevangelist
804004198b #MANTIS - Update docu 2025-05-12 17:49:25 +02:00
Thomas
5b8b8a5566 Merge pull request #2303 from leka1986/master
Fix Line 77390: attempt to index local 'zonecoord' (a nil value)
2025-05-12 07:00:19 +02:00
leka1986
0468bacc0b Fix Line 77390: attempt to index local 'zonecoord' (a nil value) 2025-05-11 21:15:31 +02:00
Thomas
7eba1349ae Merge pull request #2301 from leka1986/master
VS Code pointed out some errors, like duplicated values in tables. This is first time I do changes through VS Code, Hope for the best
2025-05-04 10:47:28 +02:00
leka1986
b6074a4795 VS Code pointed out some errors, like duplicated values in tables. This is first time I do changes through VS Code, Hope for the best 2025-05-04 10:38:44 +02:00
Thomas
36c9f551d9 Merge pull request #2299 from leka1986/patch-3
Update CTLD.lua
2025-05-03 20:32:40 +02:00
leka1986
89c3f7310b Update CTLD.lua
Changed the naming from Get only to Get

and the order is Get, Get and load
Instead of Get and load, and Get only.

Changed the order on Pack and load, Pack and remove, pack only to 
Pack, Pack and load, Pack and remove.

Same goes for Drop and build, Drop only to Drop, Drop and build.

It purely subjective what one would like, so I leave it up to you. If you like it this way or the first version, you decide, then disregard this change.
2025-05-03 19:22:59 +02:00
Applevangelist
a6b622ed31 #CTLD - Additional features by Lekaa to drop and build one/many in one go and pack/load or get/load in one go 2025-05-03 17:01:02 +02:00
Frank
f1af3a50b8 Update Unit.lua
- GetAmmo HE shells can also be named "HESH"
2025-05-02 21:36:03 +02:00
Applevangelist
0c90e90c18 #CSAR - fixed design issue that prevented usage of ZONE objects as MASHes 2025-05-02 10:53:02 +02:00
Frank
f97ef25104 Update Unit.lua 2025-05-01 22:11:43 +02:00
Thomas
069c0aa03f Merge pull request #2297 from FlightControl-Master/Applevangelist-patch-1
Update CTLD.lua
2025-04-28 09:20:58 +02:00
Thomas
b145588ed5 Update CTLD.lua
Fix an issue when a ship is used as loading zone and the ship is destroyed
2025-04-28 09:20:04 +02:00
Applevangelist
3ad60a95ce #MANTIS - Adde Gepard data, made Roland Short 2025-04-27 11:25:46 +02:00
Frank
ac4b620f16 COORDINATE
- Improved Smoke and Fire and Smoke functions by adding delay and duration parameters
2025-04-26 23:39:22 +02:00
Thomas
ccada18a6a Merge pull request #2295 from leka1986/patch-2
Update CTLD.lua
2025-04-26 07:52:01 +02:00
leka1986
1547d66327 Update CTLD.lua
Getting rid of this error,
bad argument #1 to 'find' (string expected, got nil)
2025-04-26 03:28:16 +02:00
Thomas
8042e8bfaf Merge pull request #2293 from shaji-Dev/master
[ADDED] AIRBOSS:SetMaxSectionDistance
2025-04-23 14:21:31 +02:00
shaji
dd7b87e9cd [ADDED] AIRBOSS:SetMaxSectionDistance 2025-04-23 13:39:55 +02:00
Thomas
460d2768ff Merge pull request #2291 from FlightControl-Master/Applevangelist-patch-1
Update Range.lua
2025-04-23 09:03:54 +02:00
Thomas
3c74272749 Update Range.lua
#RANGE log an error if os/os.date() are not available
2025-04-23 09:00:05 +02:00
Thomas
82c409d77a Merge pull request #2289 from shaji-Dev/master
[ADDED] IsAlive condition for Unit and Group out message
2025-04-23 06:28:13 +02:00
shaji
195aac4504 [ADDED] IsAlive condition for Unit and Group out message 2025-04-22 20:57:06 +02:00
Thomas
08d8f3e25f Merge pull request #2285 from shaji-Dev/master
[ADDED] New Kola airbases
2025-04-21 19:37:22 +02:00
shaji
6f72697e26 [ADDED] New Kola airbases
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
2025-04-21 19:11:22 +02:00
Applevangelist
0f6439cf9f #MANTIS - added C-RAM Point Defense 2025-04-20 17:49:25 +02:00
Frank
2c10943cb1 Update Airbase.lua
Germany map Umlaute
2025-04-18 17:50:01 +02:00
Frank
544db963ea Update Airbase.lua 2025-04-18 17:45:43 +02:00
Frank
207698a2dd Update Airbase.lua
- Germany map readded Umlaute in keys
2025-04-18 17:40:55 +02:00
Applevangelist
d1ae2c0f5e xx 2025-04-18 16:01:55 +02:00
Applevangelist
0392417189 Germany CW Bases 2025-04-18 14:46:13 +02:00
Frank
be4beea9d0 Update Airbase.lua
- Removed umlauts and ß in airbase names
2025-04-17 21:34:01 +02:00
Frank
5da899138b Merge pull request #2284 from FlightControl-Master/FF/MasterDevel
Germany CW map
2025-04-17 21:19:48 +02:00
Frank
1ec1e00bde Germany CW map
- ATIS Germany map
- UTILS magnetic declination
2025-04-17 21:19:01 +02:00
Thomas
5d93b33d42 Merge pull request #2282 from shaji-Dev/master
[FIXED] Returns nil for late activated templates we use to mark paths to use in our scripts
2025-04-17 08:44:38 +02:00
shaji
b2077bfc74 [FIXED] Returns nil for late activated templates we use to mark waypoint paths to use in the scripts. 2025-04-16 19:59:13 +02:00
Applevangelist
6fdf9a649f #AIRBASE rescribe umlauts 2025-04-14 12:23:12 +02:00
Applevangelist
d013bbc751 #STORAGE Enum, some additions 2025-04-14 12:11:27 +02:00
Applevangelist
e0092fdba0 #AIRBASE GermanCW Map airbases 2025-04-14 11:37:45 +02:00
Thomas
fbeada439f Merge pull request #2278 from leka1986/patch-5
Update Group.lua
2025-04-12 10:51:42 +02:00
Thomas
6c8858d2f5 Merge pull request #2280 from leka1986/patch-7
Update Set.lua
2025-04-12 10:51:00 +02:00
Thomas
e2b77878df Merge pull request #2279 from leka1986/patch-6
Update Event.lua
2025-04-12 10:50:39 +02:00
leka1986
53d7972858 Update Set.lua
Removed the Filter={},
2025-04-12 10:48:22 +02:00
leka1986
04a55e4104 Update Event.lua
Added nil checks which was causing nil. had this for a few weeks with no errors.
2025-04-12 10:44:29 +02:00
leka1986
d11acecdac Update Group.lua
Fix for the error attempt to index a nil value called from suppression
2025-04-12 10:26:34 +02:00
Applevangelist
49c11073e6 #MANTIS Mod data updates 2025-04-09 08:15:50 +02:00
Applevangelist
1a156e7e12 #CTLD - make menu build for CA a bit faster 2025-04-07 11:57:15 +02:00
Applevangelist
1856754614 #Smaller Changes 2025-04-07 10:40:30 +02:00
Thomas
6ac452ff15 Update docs-header.py 2025-04-06 16:28:19 +02:00
Applevangelist
d707a4775c xx 2025-04-06 16:19:12 +02:00
Thomas
ffccc31e38 Update CargoGroup.lua 2025-04-06 16:12:13 +02:00
Thomas
0405af2bde Update docs-header.py 2025-04-06 16:04:07 +02:00
Thomas
e50e572c78 Update classes-core.md 2025-04-06 15:43:09 +02:00
Applevangelist
3083599158 #CTLD - Allow CA Ground Transport 2025-04-06 15:38:26 +02:00
Applevangelist
b7b6c1ea19 #RADIOQUEUE - small tweak for a group when a unit dies. 2025-04-03 14:21:58 +02:00
Applevangelist
5b107ce2da #CONTROLLABLE:CommandSmokeOnOff(OnOff, Delay) added 2025-04-03 11:48:53 +02:00
Thomas
5c1e342a79 Update classes-core.md 2025-04-03 09:33:49 +02:00
Applevangelist
ddf33da787 #DYNAMICCARGO - Hover / Sling checks 2025-04-03 09:29:19 +02:00
Thomas
b0a192a767 Update DynamicCargo.lua
small fix
2025-04-02 16:12:06 +02:00
Thomas
986c340211 Merge pull request #2275 from FlightControl-Master/Applevangelist-patch-1
Update classes-core.md
2025-04-02 09:54:54 +02:00
Thomas
2109537f86 Update classes-core.md
fix
2025-04-02 09:54:20 +02:00
Thomas
690db7f12f Merge pull request #2273 from FlightControl-Master/Applevangelist-SpawnStatic-1
Update SpawnStatic.lua
2025-04-02 09:43:04 +02:00
Thomas
4f3fd06cc9 Update SpawnStatic.lua
Restored previous version as overwritten
2025-04-02 09:42:02 +02:00
Applevangelist
4074023ed3 #DYNAMICCARGO - enhance checks for unloading cargo from hovering Hooks 2025-04-01 15:27:23 +02:00
Applevangelist
6c00b0c7eb #POINT - some catches for POINT_VEC2 behaviour 2025-04-01 14:13:14 +02:00
Applevangelist
76dc0d690a #POINT - Removal of References to legacy POINT_VEC2/3 classes 2025-04-01 13:17:48 +02:00
Thomas
d783f7be99 Merge pull request #2270 from FlightControl-Master/Applevangelist-patch-1
Update DynamicCargo.lua
2025-03-31 12:31:52 +02:00
Thomas
b66e91b11f Update DynamicCargo.lua
#DYNAMICCARGO small fixes
2025-03-31 12:31:23 +02:00
Applevangelist
dc83af4d02 #SHORAD - fix typo for maxscootdist
#CTLD - slight refactoring of fixed wing support.
* Added `CTLD:AddAllowedFixedWingType(typename)` to add new types
* Renamed enabler flags into `enableFixedWing, FixedMinAngels, FixedMaxAngels, FixedMaxSpeed`
* Base support for Mosquito added
2025-03-30 16:50:43 +02:00
Applevangelist
0a38700edb #AI_Patrol - small enhancement 2025-03-28 15:05:30 +01:00
Applevangelist
659615114a xx 2025-03-28 15:04:42 +01:00
Frank
4955fe4d92 Update Spawn.lua
- Fix for problem that helos are not spawned on ships but at origin of the map
2025-03-23 14:11:21 +01:00
Applevangelist
792aa73832 #AIBRASE - Afghanistan new Airbases 2025-03-22 14:58:24 +01:00
Applevangelist
a915452e6e #COORDINATE - use magnetic for BRAA 2025-03-21 09:22:08 +01:00
Applevangelist
be8405b72b #MANTIS - fix for data table 2025-03-16 16:57:11 +01:00
Applevangelist
5ca3e3b2b8 #SHORAD tweak 2025-03-16 13:58:58 +01:00
Applevangelist
618a8744a2 #MANTIS - improve point defense behaviour if not SAM to defend is around 2025-03-16 13:06:53 +01:00
Frank
23aeef7a20 Airbase
- Airbase changes for helipads that are also airdromes
- Improved SpawnAtAirbase function
2025-03-15 22:49:43 +01:00
Applevangelist
9ac4f136aa #MANTIS - extend scaling for short/point systems to make them more reactive 2025-03-15 16:29:24 +01:00
Applevangelist
c9a09c2fc9 #SOUND/MSRS - small fix to delete the "--ssml" tag if google provider is used in conjunction with a file based sound output. 2025-03-15 10:56:13 +01:00
Applevangelist
6028c91f81 #NET small fix if PlayerSlot remains nil 2025-03-14 10:40:52 +01:00
Frank
3c57928f46 Update Airbase.lua
- Fixed bug in counting the number of parking spots per terminal type
2025-03-13 16:40:57 +01:00
Applevangelist
32f0bb33c3 #ZONE - Trigger added OnAfterZoneEmpty and OnAfterObjectDead 2025-03-13 10:50:15 +01:00
Applevangelist
31d0410284 #TEMPLATES remove files 2025-03-12 08:56:13 +01:00
Applevangelist
87c436ba34 #STTS - remove from tree 2025-03-12 08:42:38 +01:00
Applevangelist
6e9727e265 xx 2025-03-11 16:29:31 +01:00
Applevangelist
94ee76fe62 #CONTROLLABLE - Improved IR Markers 2025-03-11 10:52:16 +01:00
Frank
ea23162ca9 Update Spawn.lua
- Enabled explicit parking spots in SpawnAtAirbase
2025-03-10 19:53:24 +01:00
Thomas
683388faee Merge pull request #2266 from FlightControl-Master/Applevangelist-IR-1
Update Controllable.lua
2025-03-10 15:32:07 +01:00
Thomas
56ec3920c5 Update Controllable.lua
IR Strobe . some improvements
2025-03-10 13:12:00 +01:00
Thomas
f335ffc4ec Update CTLD.lua
Clarify hover min/max height is in meters
2025-03-10 10:55:01 +01:00
Applevangelist
4976cd86f2 ZONE_ELASTIC - function to remove vertices 2025-03-09 14:36:42 +01:00
Frank
c00eff8b23 AIRBASE
- AIRBASE: Workaround for DCS bug that helipads have category of airdrome
- SET_AIRBASE: Added FilterZones function
2025-03-08 21:37:43 +01:00
Applevangelist
3c710613a8 CONTROLLABLE added HasIRMarker 2025-03-06 14:51:49 +01:00
Applevangelist
45ebf9a3c7 #ZONE_ELASTIC - Fix zone filling 2025-03-06 12:25:57 +01:00
Frank
c808e4a4e2 Update Airbase.lua
- Added FighterAircraftSmall parking spot type
2025-03-05 20:48:15 +01:00
Thomas
e2612b97d7 Merge pull request #2262 from FlightControl-Master/Applevangelist-Atis-Kola
Update ATIS.lua
2025-03-03 14:19:45 +01:00
Thomas
70e9d91bb5 Update ATIS.lua 2025-03-03 14:19:11 +01:00
Thomas
0b8810f8b3 Update ATIS.lua
ATIS - Fix for Kola map when no sunset or sunrise arise and SRS is not used
2025-03-03 14:16:47 +01:00
Applevangelist
41b867a4ca #GROUP - ensure GROUP:GetCoordinate() returns a group heading data field 2025-03-02 12:40:00 +01:00
Applevangelist
1c0a8d9380 #SET_CLIENT - added option to handle CA slots
#CONTROLLABLE - fix typos
2025-02-23 16:10:32 +01:00
Thomas
2b0b9d44eb Merge pull request #2258 from leka1986/patch-3
Update Controllable.lua
2025-02-23 08:40:00 +01:00
leka1986
2fc7a3b542 Update Controllable.lua
Fixing this error
Line 26056: attempt to index local '_coord' (a nil value)
in this line,
local _tocoord=_coord:GetRandomCoordinateInRadius(_radius,100)
2025-02-23 02:34:04 +01:00
Applevangelist
12b596a47f #MANTIS - if no EWR system is left over, MANTIS will switch on a random SR/TR each cycle to detect incoming enemies. 2025-02-22 16:36:15 +01:00
Applevangelist
8ef781a9ac #SET_BASE - added GetThreatLevelMax() 2025-02-21 10:39:21 +01:00
Applevangelist
43eeaede65 #SET - Error output for Addif the ObjectName variable is empty
#UNIT - Return zero is SpeedMax is nil
2025-02-19 17:32:37 +01:00
Frank
749c5f87de Merge pull request #2257 from leka1986/patch-2
Update Range.lua
2025-02-18 21:37:37 +01:00
leka1986
a520daeb56 Update Range.lua
attempt to index local 'target' (a nil value)

Was using this build in another mission. Added a nilcheck.
env.info('*** MOOSE GITHUB Commit Hash ID: 2025-02-14T06:13:08+01:00-24b320077721d45774acd56b25086ef6bdfb2e5a ***')
2025-02-18 21:23:58 +01:00
Applevangelist
f9ba96f228 #MANTIS - New 4-Tier-Approach 2025-02-18 11:13:23 +01:00
Applevangelist
a49bd23a2a #ATC_GROUND 2025-02-17 08:35:30 +01:00
Thomas
cea2f18228 Merge pull request #2255 from leka1986/patch-1
Update CTLD.lua
2025-02-17 07:00:18 +01:00
leka1986
fd2d8a5119 Update CTLD.lua
Now in the listcargo, (cargo onboard) I will display CargoName and a number / number instead of listing each crate, 5 lines for 5 crates. 

Now 1 line for each CargoName and 2/2 or 3/3, etc.

"Rescan" have been moved to only show up if it detects lesser then what it's needed when loading.
2025-02-16 17:16:05 +01:00
Thomas
fa4e0447dd Merge pull request #2253 from leka1986/patch-1
Update CTLD.lua
2025-02-14 06:11:49 +01:00
leka1986
31aa604fc4 Update CTLD.lua
Added _LoadSingleCrateSet Function
Added _refreshLoadCratesMenu Function
Added Event for Takeoff, Land.

Changes to the RefreshF10menus function
the menus does not gets deleted, and rebuild, but only what is inside them. 
So they will remain at the same position. 

tested multiple times
2025-02-14 00:20:23 +01:00
Applevangelist
f44db27565 #ATC_GROUND_UNIVERSAL
* Correct usage of airbase names if given
* Exclude FARPs and Ships
2025-02-10 18:02:42 +01:00
Thomas
9b1abab73a Merge pull request #2250 from leka1986/master
Update CTLD.lua
2025-02-10 06:01:30 +01:00
leka1986
cad8f15b61 Update CTLD.lua
Reworked the logic of the menu.
Now it will Show be shown :
1. Ammo truck
2. Humvee
3. Ammo truck 1/2 -- 1/2 due to incomplete set.

And for the troops

Squad 8 (2) -- 2 set of squad 8, Selecting this will only deploy 1 set.
Squad 16

Changed so when loading troops, it will state 
Squad 8 boarded. same for the extraction.

I have tested it and it works
Heart8reaker also tested it and no issues so far.
2025-02-09 23:41:16 +01:00
Applevangelist
1d08bcf2e0 #CTLD docu 2025-02-09 12:24:16 +01:00
Applevangelist
9487a5ae91 #CTLD 2025-02-09 12:05:18 +01:00
Applevangelist
96337cc5df #CTLD 2025-02-09 11:48:22 +01:00
Thomas
bc9eee22b7 Merge pull request #2245 from FlightControl-Master/Applevangelist-patch-1
Update CTLD.lua
2025-02-08 14:29:59 +01:00
Thomas
f74d25b31c Update CTLD.lua
Option to unload single cargo items by @lekaa
2025-02-08 14:29:35 +01:00
Thomas
1156971d94 Merge pull request #2243 from shaji-Dev/master
[ADDED] `UNIT:IsEWR()`
2025-02-06 12:22:18 +01:00
Shafik
c79b5c37c4 [ADDED] UNIT:IsEWR() 2025-02-06 13:16:03 +02:00
Thomas
a2b650a9e3 Merge pull request #2241 from shaji-Dev/master
[FIXED] attempt to index field  (a nil value)
2025-02-03 12:03:04 +01:00
Shafik
905b442e9b [FIXED] attempt to index field (a nil value) 2025-02-03 09:03:43 +02:00
Thomas
18fe3112bd Merge pull request #2238 from shaji-Dev/master
[ADDED] Set AI On/Off for units
2025-02-02 12:53:37 +01:00
Shafik
cc057744ba [ADDED] UNIT:IsSAM() and UNIT:IsAAA() to use used in their respective GROUP functions. 2025-02-02 12:46:55 +02:00
Shafik
db1779e1db [ADDED] Set AI On/Off for units 2025-02-02 11:42:40 +02:00
Applevangelist
d25a723fc7 #MESSAGE - add parameter for SRS Backend 2025-02-01 18:39:51 +01:00
Applevangelist
f0fe1b431d #SPAWN - Add optional waiting time to InitRepeatOnLanding 2025-01-31 14:26:32 +01:00
Thomas
8e286edd25 Merge pull request #2237 from shaji-Dev/master
[FIXED] attempt to index a nil value
2025-01-31 10:04:01 +01:00
Shafik
74520b1359 [FIXED] attempt to index a nil value (AWACS:_CheckAwacsStatus -> OPSGROUP:GetCallsignName -> GROUP:IsPlayer) 2025-01-31 10:30:18 +02:00
Applevangelist
d06e44d37b #CTLD small additions 2025-01-30 18:32:39 +01:00
Applevangelist
35348d9b81 #UTILS - Added UTILS.Weather for fog stuff 2025-01-30 18:32:25 +01:00
Applevangelist
4b16e94eaf #CTLD - Added function for the game designer to get an overview of stock and alive groups, if they want to manage the stock: CTLD:_CountStockPlusInHeloPlusAliveGroups() 2025-01-30 13:19:11 +01:00
Thomas
d983676330 Merge pull request #2236 from Fedge7/fedge/enums-weapons
Fixes AH-64D FCR enum value, adds APKWS.
2025-01-30 06:56:44 +01:00
Fedge
03c30f3cce Adds the 2 primary APKWS rockets as entries in the ENUMS.Storage.weapons.missiles table.
I added them to `missiles`, rather than `nurs` because that's where they appear in the mission editor's storage window.
2025-01-29 18:48:34 -07:00
Fedge
99b93266ad Fixes the AH-64D's FCR enum weapon definition. 2025-01-29 18:47:44 -07:00
Thomas
e307b57e67 Merge pull request #2234 from shaji-Dev/master
nil fixes
2025-01-29 13:58:42 +01:00
Shafik
5ef9bb2acd [FIXED] attempt to get length of local 'parking' (a nil value) 2025-01-29 14:44:31 +02:00
Shafik
4aacdc1567 [FIXED] attempt to index local 'CleanUpUnit' (a nil value) 2025-01-29 14:43:43 +02:00
Thomas
57552f4300 Merge pull request #2233 from FlightControl-Master/Applevangelist-patch-3
Update CTLD.lua
2025-01-29 13:24:45 +01:00
Thomas
09d53f7d8c Update CTLD.lua
#CTLD - Added HelicopterLost Event
2025-01-29 13:24:04 +01:00
Frank
d9948d1a19 Update Group.lua 2025-01-28 20:29:35 +01:00
Frank
5f7a4f2bbb Update Group.lua
- Added way to get the coordinate of the group
2025-01-28 20:22:45 +01:00
Thomas
1b6945e0b0 Merge pull request #2230 from FlightControl-Master/Applevangelist-patch-2
Update Scenery.lua
2025-01-28 08:31:33 +01:00
Thomas
4fd55b1bd6 Update Scenery.lua
#SCENERY
2025-01-28 08:31:17 +01:00
Thomas
20b8deb6de Merge pull request #2228 from FlightControl-Master/Applevangelist-patch-2
Update CTLD.lua
2025-01-27 18:46:07 +01:00
Thomas
6af836c118 Update CTLD.lua 2025-01-27 18:45:39 +01:00
Thomas
f87b8a2c2a Merge pull request #2229 from FlightControl-Master/Applevangelist-patch-3
Update Base.lua
2025-01-27 18:44:50 +01:00
Thomas
daffd7412a Update Base.lua 2025-01-27 18:44:35 +01:00
Thomas
bfb60b318e Update CTLD.lua
update
2025-01-27 13:27:13 +01:00
Thomas
a55959dfbb Update Base.lua
Added property functions
2025-01-27 12:00:25 +01:00
Thomas
4d24eb82be Update CTLD.lua
#CTLD - Add the group name of the extracted group to TroopsExtracted FSM event
2025-01-27 08:51:17 +01:00
Applevangelist
e26caa2f74 smaller fixes 2025-01-26 17:34:22 +01:00
Applevangelist
b75fff60c8 xx 2025-01-26 14:54:19 +01:00
Applevangelist
4ac57fce7a #CTLD - Added CTLD:GetGenericCargoObjectFromGroupName(GroupName) to get the generic CTLD_CARGO entry from a group name. 2025-01-26 13:54:28 +01:00
Applevangelist
25a9a0120a #CTLD
- If stock is set, show stock number in menu entries
- Corrected table build for GetStockCrates/Troops/Statics
2025-01-26 13:29:18 +01:00
Applevangelist
66a1fa8af5 #CTLD - small fix for LoadesGroupsTable inserts 2025-01-25 15:54:29 +01:00
Applevangelist
1b4033cfce CTLD Small fix for PlayerTask ExtractTroops 2025-01-25 15:04:33 +01:00
Applevangelist
48bc41873a #STORAGE - Added small helper to get Syria "H" Helipad warehouses via a zone 2025-01-24 12:21:44 +01:00
Applevangelist
068a1ab99c #CTLD
- Added `OnAfterLoaded` which gives you access to the rebuild troops and vehicles in a table  of loaded groups, each entry is a table with three values: Group, TimeStamp and CargoType
2025-01-24 10:29:52 +01:00
Thomas
6551383070 Merge pull request #2225 from FlightControl-Master/Applevangelist-ZoneScaen-1
Update Zone.lua
2025-01-22 09:44:27 +01:00
Thomas
b03978cc3d Update Zone.lua
Correct radius sphere search in  ZONE_RADIUS:SearchZone()
2025-01-22 09:43:57 +01:00
Frank
82f4c5790a Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-01-19 19:18:01 +01:00
Frank
5957124e9e ARTY v1.3.3
- Added missing/new arty units to DB (min/max firing range)
- Adjusted immobile speed check because some DCS units report a speed of 1 m/s
2025-01-19 19:17:59 +01:00
Applevangelist
92a05ca74a #CTLD - If troops or vehicles have a stock set, you can only inject as many as there are in stock. Specifically, when using persistence, the load function will restrict to inject more objects than are in stock, each inject draws on the stock. 2025-01-19 18:22:25 +01:00
Frank
d02b5db6dd Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-01-18 22:34:25 +01:00
Frank
bd074728fe Update Artillery.lua
- Update Arty DB
2025-01-18 22:34:21 +01:00
Applevangelist
61b7b3ead6 Smaller fixes 2025-01-18 15:30:03 +01:00
Applevangelist
7f7999e3e5 #CSAR - Make the list of downed pilots' coordinate dependent on _SETTINGS global or pilot 2025-01-17 09:54:41 +01:00
Applevangelist
b522b38d31 #SCENERY - Some fixes for kissing getLife function on some objects, and life points being zero on some objects 2025-01-17 09:21:48 +01:00
Frank
b2dc7bc232 ARTY v1.3.2
- Fixed bug that MLRS does not fire (ammo count if weapon type is auto)
2025-01-14 10:36:12 +01:00
Applevangelist
def622a02c #CTLD - InjectTroops - if precision coords is true, do also not randomize unit positions. 2025-01-12 17:09:31 +01:00
Thomas
30bedb39f1 Merge pull request #2219 from FlightControl-Master/Applevangelist-patch-1
Update Unit.lua
2025-01-11 10:14:44 +01:00
Thomas
fbcc4ee32b Update Unit.lua
GetSTN fix if template os nil
2025-01-11 10:14:03 +01:00
Applevangelist
63c68d729b #SET_GROUP - fix for lost event if IniDCSGroup isn't filled 2025-01-08 13:04:30 +01:00
Applevangelist
04f8f6d512 xx 2025-01-06 17:32:29 +01:00
Thomas
b74d46f762 Merge pull request #2211 from FlightControl-Master/Applevangelist-spawn-1
Update Spawn.lua
2025-01-06 14:20:23 +01:00
Thomas
02decc3901 Merge pull request #2212 from Rolln-dev/rolln/range
#RANGE - Changed parameter naming to fix docs
2025-01-06 14:19:02 +01:00
Rolln
dcdea16624 #RANGE - Changed parameter naming to fix docs 2025-01-06 06:15:35 -07:00
Thomas
2635cf6345 Update Spawn.lua
#SPAWN Added option to use the center of the zone rather than a random postion when using InitRandomizeZone
2025-01-06 14:08:05 +01:00
Applevangelist
e86069d39c Smaller updates 2025-01-05 17:43:12 +01:00
Thomas
fdcf153b0b Merge pull request #2209 from shaji-Dev/master
[FIXED] `attempt to call method 'GetPlayerName' (a nil value)`
2025-01-05 10:20:23 +01:00
Shafik
8523b7e20a [FIXED] attempt to call method 'GetPlayerName' (a nil value) 2025-01-05 10:47:14 +02:00
Frank
29b992bf81 Merge pull request #2208 from Rolln-dev/rolln/range
ENHANCEMENT: Adds a ceiling to the range.
2025-01-04 19:15:33 +01:00
Rolln
4c52509d6d ENHANCEMENT: Adds a ceiling to the range. 2025-01-04 11:06:39 -07:00
Applevangelist
9bc067f2e8 #STORAGE - Switched saving items from the storage inventory to using the enumerator (+~120 items), better handling of table IDs. 2025-01-04 18:25:32 +01:00
Applevangelist
5fbe0d9a70 #ENUMS - Added items to the storage enumerator, some number corrections 2025-01-04 18:23:24 +01:00
Applevangelist
474f767e56 #CTLD - Clarify doc for Hook loadable stuff 2025-01-04 13:24:51 +01:00
Applevangelist
f9030be843 xx 2025-01-02 17:06:53 +01:00
Applevangelist
538e35d8f0 xx 2025-01-02 13:20:18 +01:00
Applevangelist
203f0c8abc #docu 2025-01-02 11:18:44 +01:00
Applevangelist
d0736b0b56 #SHORAD - Switch shorad group back to green&no emissions&scoot if it's directly attacked by a missile 2025-01-01 17:55:55 +01:00
Applevangelist
15b1ed028e #MANTIS - better handling of stats, verbose dist calc in km, coord in MGRS0 now 2025-01-01 14:38:07 +01:00
Applevangelist
008617a35c #MANTIS - Fix for Checkloop if no Sharad instance is alive 2025-01-01 09:14:07 +01:00
Thomas
6144a61a2e Update Mantis.lua
Fix for zones count on possible empty variables
2025-01-01 08:31:06 +01:00
Applevangelist
5d192abd25 #SEAD - Add AGM_65 2024-12-31 15:34:46 +01:00
Applevangelist
62337f445a #CTLD - Save and load special static shapes, if they are set 2024-12-31 14:04:46 +01:00
Applevangelist
b38c1c5827 xx 2024-12-30 14:42:03 +01:00
Applevangelist
c08cee2317 #STORAGE Documentation for persistence 2024-12-30 11:45:31 +01:00
Applevangelist
0f7759d070 #STORAGE - Added StartAutoSave and StopAutoSave() 2024-12-29 18:04:42 +01:00
Applevangelist
4a0842bea6 #STORAGE - Added persistence options 2024-12-29 12:52:51 +01:00
Applevangelist
3b3666c5f7 #AIRBASE add 2 Kola bases, correct #ENUM for OH-58D weps in STORAGE 2024-12-28 14:52:09 +01:00
Applevangelist
45912911ee #MSRS Google 2025 voice catalog 2024-12-27 14:40:32 +01:00
Applevangelist
9916afaa49 #COORDINATE Adding names to smoke to be able to switch them off earlier 2024-12-27 12:25:25 +01:00
Applevangelist
55c5a23616 #CTLD Bugfix in selecting correct helo distance when hover/ground for the Chinook 2024-12-27 12:25:00 +01:00
Applevangelist
6bee1cc88e Small additions 2024-12-26 17:16:43 +01:00
Frank
43ab4d5f38 Update Warehouse.lua
- Removed trace output of qitem and queue because it stalls the game when written to log file
2024-12-18 22:04:38 +01:00
Applevangelist
0427c0d3a7 #CTLD - Added GetLoadedCargo(Unit) 2024-12-18 12:34:30 +01:00
Applevangelist
014750ea7f #SET - Documentation fixes 2024-12-18 11:35:13 +01:00
Applevangelist
e4bbfce314 #MANTIS
- Better status overview
- Some fixes for SHORAD setup
2024-12-17 12:45:45 +01:00
Applevangelist
359429b17e #GROUP added Teleport(Coordinate) function leveraging Respawn(). Now also translate routes if there are any. 2024-12-15 13:34:13 +01:00
Applevangelist
6001f6abda #EVENT - another fix for scenery without getName function 2024-12-15 11:41:24 +01:00
Applevangelist
fd9b5d8d16 #AIRBASE type fix for single Helipad 2024-12-15 11:33:01 +01:00
Frank
b6f184388a ATIS
- Fixed length of niner sound file
2024-12-15 10:00:59 +01:00
Frank
d8471698ab Merge pull request #2197 from FlightControl-Master/FF/MasterDevel
SPAWNSTATIC
2024-12-14 16:54:50 +01:00
Frank
6204cecbbd SPAWNSTATIC
- moved AddStatic to after static spawn fixing registration of spawned static
2024-12-14 16:54:39 +01:00
Frank
ddeca49916 Merge pull request #2196 from FlightControl-Master/FF/MasterDevel
DATABASE (fix for SPAWNSTATIC)
2024-12-14 13:48:40 +01:00
Frank
d8dcf37886 DATABASE
- Fixed error that static was not returned in `DATABASE:AddStatic()` (leads to issues if a static object with the same name is spawned)
- Other minor changes
2024-12-14 13:48:04 +01:00
Frank
5ae41a208b Merge branch 'master' into FF/MasterDevel 2024-12-14 11:29:57 +01:00
Applevangelist
0462d900e6 xx 2024-12-13 12:08:54 +01:00
Frank
0f962461e1 DCS Iraq update
- `AIRBASE`: Added Iraq airports to enums
- `ATIS`: Added missing maps to enums
- `UTILS`: Added missing maps to enums
2024-12-12 00:22:44 +01:00
Applevangelist
aadc03c38d #CTLD Added option/value for my_ctld.TroopUnloadDistHoverHook 2024-12-11 14:17:58 +01:00
Applevangelist
683fa13bb2 #WEAPON - fix for name not available on target 2024-12-11 13:57:55 +01:00
Applevangelist
e4408a964d #MANTIS - update CHM assets 2024-12-11 13:54:01 +01:00
Frank
f97f33ab59 ATIS v1.1.0
- Added dynamic fog
2024-12-06 00:09:15 +01:00
Frank
f59102ee09 Merge branch 'master' into FF/MasterDevel 2024-12-05 21:06:06 +01:00
Frank
e42e4e1ddf Merge branch 'master' into FF/MasterDevel 2024-12-03 21:15:46 +01:00
Thomas
a30079c45b Update Mantis.lua
Less noise
2024-12-03 18:07:38 +01:00
Applevangelist
50ffd9aba6 #MANTIS - Correct detail data check is run even if automode isn't defined 2024-11-30 16:19:51 +01:00
Frank
936fec1f49 Update Range.lua 2024-11-26 23:06:31 +01:00
Applevangelist
9625d87dd5 #NET - fix for net.force_player_slot(PlayerID, SideID, SlotID ) not working at all - destroy blocked client instead 2024-11-26 10:43:20 +01:00
Frank
802139205c Update Unit.lua
- Fixed bug in `UNIT:GetDCSObject()` when DCS unit does not exist.
2024-11-24 21:54:05 +01:00
Frank
fb918cb2a4 Update DCS.lua 2024-11-21 23:43:58 +01:00
Frank
abb4de46d7 Controllable Detection Improvements/Fixes
- Fixed bug in detection functions for optical detection (enum incorrect)
- Fixed bug in order of return values of `CONTROLLABLE:IsTargetDetected` (both hoggit and DCS are WRONG and MOOSE adopted it).
2024-11-21 23:13:05 +01:00
Frank
dce9631399 Update Event.lua
- Set `Event.IniGroupName` from db in case group does not exist any more
2024-11-15 23:21:50 +01:00
Thomas
6c773786d2 Merge pull request #2186 from FlightControl-Master/Applevangelist-patch-2
Update Enums.lua
2024-11-10 13:46:00 +01:00
Thomas
8939963187 Update Enums.lua
OH58d weapons
2024-11-10 13:45:44 +01:00
Thomas
f9747d1c4c Merge pull request #2184 from FlightControl-Master/Applevangelist-pwsh-1
Update SRS.lua
2024-11-04 14:49:56 +01:00
Thomas
60a3d3409e Update SRS.lua
#MSRS Test to get the pwsh window to minimize
2024-11-04 14:49:26 +01:00
Applevangelist
b72124c0d9 #CONTROLLABLE Corrected parameter omissions 2024-10-31 18:16:02 +01:00
Applevangelist
d51e761b26 #CONTROLLABLE - Rollback changes for EPLRS command 2024-10-31 16:05:24 +01:00
Applevangelist
1445ef61a0 #AIRBASE - added bases from 2.9.9.2280 2024-10-30 17:09:38 +01:00
Applevangelist
dfe2ed2a98 #EVENT - Fix for TgtUnit Name being unobtainable 2024-10-29 13:57:21 +01:00
Applevangelist
be87103b53 #CTLD - fixed a collision when extracting on a possible distance key duplication 2024-10-29 13:18:55 +01:00
Applevangelist
2fb460c4bb #ATC_Ground - stop kicking players immediately for speeding 2024-10-29 11:37:06 +01:00
Applevangelist
216ea230a8 #BASE - Roll back to "old" serialize method for Trace 2024-10-27 13:25:13 +01:00
Applevangelist
90096163ee EPLRS - give group ID only if ground 2024-10-26 18:45:01 +02:00
Thomas
cd178d6a8c Merge pull request #2182 from FlightControl-Master/Applevangelist-patch-1
Update MarkerOps_Base.lua
2024-10-21 11:33:14 +02:00
Thomas
2aa0b5ddfb Update MarkerOps_Base.lua
Added data to FSM events
2024-10-21 11:32:47 +02:00
Applevangelist
37f819458a #AIRBOSS - Change event Land to event RunwayTouch 2024-10-11 08:06:05 +02:00
Applevangelist
168f4301d2 #GROUP - extended options to create callsigns for TTS with own function 2024-10-08 10:05:31 +02:00
Applevangelist
d5a406c60f #MSRS experimental - option to use PowerShell to execute SRS-TTS - set MSRS.UsePowerShell = true to test it. Known issue - PS window does not close until everything is executed. 2024-10-03 14:05:51 +02:00
Applevangelist
cb16210577 #SEAD - better event management of weapons, return earlier if no (H)ARM, return if SEAD Plane is nil 2024-10-03 14:03:06 +02:00
Applevangelist
8c0e0de45f xx 2024-10-01 12:10:21 +02:00
Applevangelist
3524cba4ef xx 2024-10-01 12:08:51 +02:00
Frank
5f8d1cf5b0 Update Warehouse.lua
- Added check for incorrect plane attribute
2024-10-01 09:07:51 +02:00
Applevangelist
846aa823d4 fixes for #SEAD and #SPAWN 2024-09-30 11:35:25 +02:00
Applevangelist
68298fc585 #EVENT Fix for scenery sometimes nit having a getName() function 2024-09-27 11:57:40 +02:00
Applevangelist
e9d75f6d94 #CSAR Beacon Name Fix 2024-09-26 09:06:57 +02:00
Thomas
8fa5277417 Merge pull request #2178 from brykeller/patch-2
Kiowa rescues sit on the skids, no doors need to be opened
2024-09-26 06:55:02 +02:00
Thomas
231f1f236d Merge pull request #2180 from brykeller/patch-3
Update CTLD.lua to update the correct Kiowa typename to OH58D
2024-09-26 06:53:21 +02:00
Bryan Keller
ece0a46f97 Update CTLD.lua to update the correct Kiowa typename to OH58D
Update CTLD.lua to update the correct Kiowa typename to OH58D
2024-09-25 18:59:26 -07:00
Bryan Keller
2c9b0b8376 Kiowa rescues sit on the skids, no doors need to be opened
Kiowa rescues sit on the skids, no doors need to be opened
2024-09-25 18:51:31 -07:00
Applevangelist
a798f2d61c Small fixes 2024-09-23 12:43:39 +02:00
Applevangelist
ae08c87822 #CTLD 2024-09-15 19:24:24 +02:00
Thomas
ae880e9d1c Merge pull request #2176 from Maintenance-Partnership-Systems/Minor-Doco-Fixes
Minor doco fixes
2024-09-15 11:16:08 +02:00
Michael Barnes
101d2e1de5 More incorrect AIRBASE constants in examples. 2024-09-15 18:48:42 +10:00
Michael Barnes
f6b7708567 Fixed some outdated references to AIRBASE constants in examples. 2024-09-15 18:34:18 +10:00
Applevangelist
051286acd1 #SPAWN - Tuning measures from DEVELOP encorporated 2024-09-08 13:24:09 +02:00
171 changed files with 11913 additions and 88614 deletions

View File

@@ -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

7
.gitignore vendored
View File

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

View File

@@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
unsigned = refct.unsigned,
size = bit.band(bit.rshift(ctype.info, 16), 127),
}
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
end
if CT[4] then -- Merge sibling attributes onto this type.

View File

@@ -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",

View File

@@ -11,13 +11,15 @@
-- @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
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.

View File

@@ -33,6 +33,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.

View File

@@ -13,12 +13,14 @@
-- @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.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
@@ -39,8 +41,6 @@
--
-- ## 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

@@ -10,11 +10,13 @@
-- @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}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.

View File

@@ -11,11 +11,14 @@
-- @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.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
@@ -46,7 +49,7 @@ 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

@@ -11,13 +11,16 @@
-- @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.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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
--
@@ -46,7 +49,7 @@ 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

@@ -36,6 +36,8 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an A2G defense system.
--
-- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.

View File

@@ -13,12 +13,15 @@
-- @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.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

View File

@@ -15,6 +15,7 @@
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--
@@ -657,8 +658,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
@@ -666,8 +667,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
@@ -761,10 +762,10 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )

View File

@@ -36,6 +36,8 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system.
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

View File

@@ -13,12 +13,14 @@
-- @type AI_AIR_ENGAGE
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
@@ -453,7 +455,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
@@ -462,7 +464,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
@@ -536,7 +538,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
@@ -544,7 +546,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!

View File

@@ -9,12 +9,14 @@
-- @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}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
@@ -309,7 +311,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
@@ -359,7 +361,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}

View File

@@ -13,7 +13,7 @@
-- @type AI_AIR_SQUADRON
--- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
@@ -21,6 +21,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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
--

View File

@@ -38,6 +38,8 @@
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
@@ -175,7 +177,6 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
@@ -408,7 +409,7 @@ 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 +418,7 @@ 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 +430,7 @@ 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 +479,7 @@ 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 +489,7 @@ 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.
@@ -522,12 +523,12 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -578,13 +579,13 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -612,7 +613,7 @@ 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 +624,7 @@ 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 +638,7 @@ 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

@@ -27,14 +27,15 @@
-- @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
-- @extends Core.Fsm#FSM_SET
--- Monitors and manages as many replacement AI groups as there are
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
@@ -220,16 +221,9 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
--TODO: i need to rework the POINT_VEC2 thing.
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
--[[
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
]]
AIGroup:RouteRTB(ClosestAirbase)
end

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
@@ -39,6 +39,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
@@ -344,7 +346,7 @@ 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 +357,7 @@ 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 +369,7 @@ 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 +397,7 @@ 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 +407,7 @@ 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.
@@ -423,12 +425,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
@@ -445,13 +447,13 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
@@ -505,7 +507,7 @@ 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 +517,7 @@ 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 +530,7 @@ 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

@@ -38,6 +38,9 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
@@ -363,7 +366,7 @@ 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 +378,7 @@ 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 +390,7 @@ 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 +423,7 @@ 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 +433,7 @@ 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.
@@ -466,12 +469,12 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -508,13 +511,13 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -530,7 +533,7 @@ 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 +544,7 @@ 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 +558,7 @@ 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

@@ -9,12 +9,14 @@
-- @module AI.AI_Cargo
-- @image Cargo.JPG
-- @type AI_CARGO
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.

View File

@@ -9,12 +9,14 @@
-- @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
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

View File

@@ -9,12 +9,14 @@
-- @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
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
@@ -440,7 +442,7 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true

View File

@@ -22,6 +22,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # The dispatcher concept.
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.

View File

@@ -30,12 +30,14 @@
-- @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
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.

View File

@@ -24,12 +24,14 @@
-- @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
--- Brings a dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.

View File

@@ -25,12 +25,14 @@
-- @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
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--

View File

@@ -23,12 +23,14 @@
-- @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
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
@@ -160,7 +162,7 @@ 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

@@ -9,12 +9,14 @@
-- @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
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
@@ -287,7 +289,7 @@ 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 +328,7 @@ 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
@@ -367,8 +369,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- COORDINATE.WaypointType.TurningPoint,
-- COORDINATE.WaypointAction.TurningPoint,
-- Speed,
-- true
-- )
@@ -380,8 +382,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
50,
true
)
@@ -409,7 +411,7 @@ 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
@@ -427,7 +429,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
@@ -496,14 +498,14 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
local CoordinateFrom = Helicopter:GetCoordinate()
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
@@ -563,7 +565,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
@@ -573,7 +575,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
@@ -631,7 +633,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
@@ -639,7 +641,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo

View File

@@ -9,11 +9,13 @@
-- @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.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.

View File

@@ -25,6 +25,8 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

View File

@@ -23,6 +23,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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
--

View File

@@ -15,12 +15,14 @@
-- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER_REQUEST
--- @type AI_ESCORT_DISPATCHER_REQUEST
-- @extends Core.Fsm#FSM
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
@@ -33,7 +35,7 @@ AI_ESCORT_DISPATCHER_REQUEST = {
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
}
-- @field #list
--- @field #list
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
@@ -80,7 +82,7 @@ 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 +99,7 @@ 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

@@ -25,6 +25,8 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
@@ -153,7 +155,7 @@
-- @type AI_ESCORT_REQUEST
--- @type AI_ESCORT_REQUEST
-- @extends AI.AI_Escort#AI_ESCORT
--- AI_ESCORT_REQUEST class
@@ -228,7 +230,7 @@ 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 +255,7 @@ 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 +270,7 @@ 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 +292,14 @@ 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

@@ -34,13 +34,15 @@
-- @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.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to:
@@ -117,7 +119,7 @@ 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 +144,7 @@ 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 +154,12 @@ 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 = "A",
GroundRadar = "R",
Ground = "G",
@@ -725,7 +726,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
PointVec3:SetX( XStart + i * XSpace )
PointVec3:SetY( YStart + i * YSpace )
PointVec3:SetZ( ZStart + i * ZSpace )
@@ -877,7 +878,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
local Side = ( i % 2 == 0 ) and 1 or -1
local Row = i / 2 + 1
@@ -936,7 +937,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
local ZIndex = i % ZLevels
local XIndex = math.floor( i / ZLevels )
@@ -996,7 +997,7 @@ 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 +1021,7 @@ 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 +1045,7 @@ 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 +1223,6 @@ 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,
z = CV2.z + CS * 10 * math.cos(Ca),
}

View File

@@ -48,6 +48,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
@@ -751,12 +753,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea,
COORDINATE.WaypointType.TakeOffParking,
COORDINATE.WaypointAction.FromParkingArea,
ToPatrolZoneSpeed,
true
)
@@ -767,12 +769,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
@@ -792,13 +794,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
@@ -846,7 +848,6 @@ function AI_PATROL_ZONE:onafterStatus()
OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true
else
end
-- TODO: Check GROUP damage function.
@@ -856,6 +857,16 @@ function AI_PATROL_ZONE:onafterStatus()
RTB = true
end
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
local arelevant = rockets+bombs
if arelevant == 0 or missiles == 0 then
RTB = true
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
end
end
if RTB == true then
self:RTB()
else
@@ -881,12 +892,12 @@ function AI_PATROL_ZONE:onafterRTB()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)

View File

@@ -1,6 +1,6 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- ===
--
@@ -11,6 +11,8 @@ do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@@ -133,7 +135,7 @@ do -- ACT_ACCOUNT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 )
end
@@ -274,7 +276,7 @@ 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 +287,7 @@ 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 +299,7 @@ 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

@@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIGN state machine:

View File

@@ -1,5 +1,6 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@@ -200,7 +201,7 @@ 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

@@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:

View File

@@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) MOOSE Cargo System.
--
-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.
@@ -275,14 +277,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnBoard
-- @param #CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnBoard
-- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- Load
@@ -307,14 +309,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnLoad
-- @param #CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnLoad
-- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- State Transition Functions
@@ -467,7 +469,7 @@ do -- CARGO
self.Type = Type
self.Name = Name
self.Weight = Weight or 0
self.CargoObject = nil
self.CargoObject = nil -- Wrapper.Group#GROUP
self.CargoCarrier = nil -- Wrapper.Client#CLIENT
self.Representable = false
self.Slingloadable = false
@@ -897,7 +899,7 @@ do -- CARGO
--- Get the current PointVec2 of the cargo.
-- @param #CARGO self
-- @return Core.Point#POINT_VEC2
-- @return Core.Point#COORDINATE
function CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2()
end
@@ -1094,7 +1096,7 @@ do -- CARGO_REPRESENTABLE
--- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number Speed
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )

View File

@@ -22,6 +22,9 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
---
-- ![Banner Image](..\Images\deprecated.png)
--
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
@@ -78,7 +81,7 @@ do -- CARGO_CRATE
return self
end
-- @param #CARGO_CRATE self
--- @param #CARGO_CRATE self
-- @param Core.Event#EVENTDATA EventData
function CARGO_CRATE:OnEventCargoDead( EventData )
@@ -114,7 +117,7 @@ do -- CARGO_CRATE
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#COORDINATE
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:T( { ToPointVec2, From, Event, To } )

View File

@@ -22,9 +22,12 @@ do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup.
-- @field Wrapper.Group#GROUÜ CargoCarrier The carrier group.
-- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--
-- ![Banner Image](..\Images\deprecated.png)
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
@@ -410,7 +413,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:T( {From, Event, To, ToPointVec2, NearRadius } )
@@ -453,7 +456,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -491,7 +494,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:T( { From, Event, To, ToPointVec2 } )
@@ -598,7 +601,7 @@ 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 )
@@ -771,3 +774,4 @@ do -- CARGO_GROUP
end -- CARGO_GROUP

View File

@@ -32,6 +32,8 @@ do -- CARGO_SLINGLOAD
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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
--
@@ -72,7 +74,7 @@ do -- CARGO_SLINGLOAD
end
-- @param #CARGO_SLINGLOAD self
--- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )

View File

@@ -30,6 +30,8 @@ do -- CARGO_UNIT
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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
--
@@ -72,7 +74,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -145,7 +147,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -171,7 +173,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -197,7 +199,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#COORDINATE
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:T( { ToPointVec2, From, Event, To } )

View File

@@ -34,11 +34,12 @@ local _TraceClassMethod = {}
local _ClassID = 0
---
--- Base class of everything
-- @type BASE
-- @field ClassName The name of the class.
-- @field ClassID The ID number of the class.
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
-- @field #string ClassName The name of the class.
-- @field #number ClassID The ID number of the class.
-- @field #string ClassNameAndID The name of the class concatenated with the ID number of the class.
-- @field Core.Scheduler#SCHEDULER Scheduler The scheduler object.
--- BASE class
--
@@ -200,6 +201,7 @@ BASE = {
States = {},
Debug = debug,
Scheduler = nil,
Properties = {},
}
-- @field #BASE.__
@@ -210,14 +212,6 @@ BASE._ = {
Schedules = {}, --- Contains the Schedulers Active
}
--- The Formation Class
-- @type FORMATION
-- @field Cone A cone formation.
FORMATION = {
Cone = "Cone",
Vee = "Vee",
}
--- BASE constructor.
--
-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
@@ -980,7 +974,7 @@ do -- Scheduling
-- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... )
@@ -1116,6 +1110,31 @@ function BASE:ClearState( Object, StateName )
end
end
--- Set one property of an object.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @param Value The value that is stored. Note that the value can be a #string, but it can also be any other type!
function BASE:SetProperty(Key,Value)
self.Properties = self.Properties or {}
self.Properties[Key] = Value
end
--- Get one property of an object by the key.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @return Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
function BASE:GetProperty(Key)
self.Properties = self.Properties or {}
return self.Properties[Key]
end
--- Get all of the properties of an object in a table.
-- @param #BASE self
-- @return #table of values, indexed by keys.
function BASE:GetProperties()
return self.Properties
end
-- Trace section
-- Log a trace (only shown when trace is on)
@@ -1416,7 +1435,7 @@ 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
@@ -1443,8 +1462,7 @@ 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

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

@@ -211,10 +211,9 @@ function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
return self.STATICS[DCSStaticName]
end
return nil
return self.STATICS[DCSStaticName]
end
@@ -226,10 +225,9 @@ end
--- Finds a STATIC based on the Static Name.
-- @param #DATABASE self
-- @param #string StaticName
-- @param #string StaticName Name of the static object.
-- @return Wrapper.Static#STATIC The found STATIC.
function DATABASE:FindStatic( StaticName )
local StaticFound = self.STATICS[StaticName]
return StaticFound
end
@@ -241,9 +239,8 @@ end
function DATABASE:AddDynamicCargo( Name )
if not self.DYNAMICCARGO[Name] then
self.DYNAMICCARGO[Name] = DYNAMICCARGO:Register(Name)
return self.DYNAMICCARGO[Name]
end
return nil
return self.DYNAMICCARGO[Name]
end
--- Finds a DYNAMICCARGO based on the Dynamic Cargo Name.
@@ -875,6 +872,8 @@ end
-- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
@@ -1113,7 +1112,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
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)
self:T("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
@@ -1122,7 +1121,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
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)
self:T("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
@@ -1383,7 +1382,7 @@ function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1395,7 +1394,7 @@ function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1407,7 +1406,7 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1583,11 +1582,28 @@ end
-- @return #DATABASE self
function DATABASE:_RegisterAirbase(airbase)
local IsSyria = UTILS.GetDCSMap() == "Syria" and true or false
local countHSyria = 0
if airbase then
-- Get the airbase name.
local DCSAirbaseName = airbase:getName()
-- DCS 2.9.8.1107 added 143 helipads all named H with the same object ID ..
if IsSyria and DCSAirbaseName == "H" and countHSyria > 0 then
--[[
local p = airbase:getPosition().p
local mgrs = COORDINATE:New(p.x,p.z,p.y):ToStringMGRS()
self:I("Airbase on Syria map named H @ "..mgrs)
countHSyria = countHSyria + 1
if countHSyria > 1 then return self end
--]]
return self
elseif IsSyria and DCSAirbaseName == "H" and countHSyria == 0 then
countHSyria = countHSyria + 1
end
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=airbase:getID()
@@ -1683,7 +1699,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
self:I(string.format("Player '%s' joined unit '%s' (%s) of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniTypeName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then

View File

@@ -1329,6 +1329,7 @@ function EVENT:onEvent( Event )
end
Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or ""
Event.IniGroupName=Event.IniDCSGroupName --At least set the group name because group might not exist any more
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
@@ -1371,11 +1372,12 @@ function EVENT:onEvent( Event )
-- Scenery
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniDCSUnitName = ( Event.IniDCSUnit and Event.IniDCSUnit.getName ) and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
Event.IniCategory = (Event.IniDCSUnit and Event.IniDCSUnit.getDesc ) and Event.IniDCSUnit:getDesc().category
Event.IniTypeName = (Event.initiator and Event.initiator.isExist
and Event.initiator:isExist() and Event.IniDCSUnit and Event.IniDCSUnit.getTypeName) and Event.IniDCSUnit:getTypeName() or "SCENERY"
elseif Event.IniObjectCategory == Object.Category.BASE then
---
@@ -1473,13 +1475,15 @@ function EVENT:onEvent( Event )
-- SCENERY
---
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit.getName() or nil
if Event.TgtDCSUnitName~=nil then
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end
end
-- Weapon.
if Event.weapon and type(Event.weapon) == "table" and Event.weapon.isExist and Event.weapon:isExist() then

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

@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.3",
version = "0.1.4",
debug = false,
Casesensitive = true,
}
@@ -108,26 +108,30 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @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 #string From The From state.
-- @param #string Event The Event called.
-- @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 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 MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table.
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @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 #string From The From state.
-- @param #string Event The Event called.
-- @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 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 MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -150,14 +154,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
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
@@ -166,8 +163,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
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 matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
@@ -176,8 +179,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark changed at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then

View File

@@ -105,6 +105,7 @@ function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end
---
-- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group )
@@ -118,9 +119,11 @@ end
function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path]
end
function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu
end
function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil
end
@@ -128,9 +131,11 @@ end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path]
end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu
end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil
end
@@ -138,19 +143,24 @@ end
function MENU_INDEX:HasGroupMenu( Group, Path )
if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName()
if self.Group[MenuGroupName] and self.Group[MenuGroupName].Menus and self.Group[MenuGroupName].Menus[Path] then
return self.Group[MenuGroupName].Menus[Path]
end
end
return nil
end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName()
Group:F({MenuGroupName=MenuGroupName,Path=Path})
--Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu
end
function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil
end
function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh()

View File

@@ -75,11 +75,11 @@ MESSAGE.Type = {
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #string Text is the text of the Message.
-- @param #number Duration Duration in seconds how long the message text is shown.
-- @param #string Category (Optional) String expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE
-- @return #MESSAGE self
-- @usage
--
-- -- Create a series of new Messages.
@@ -92,18 +92,20 @@ MESSAGE.Type = {
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
function MESSAGE:New( Text, Duration, Category, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
self:F( { Text, Duration, Category } )
self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": "
if Category and Category ~= "" then
if Category:sub( -1 ) ~= "\n" then
self.MessageCategory = Category .. ": "
else
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
self.MessageCategory = Category:sub( 1, -2 ) .. ":\n"
end
else
self.MessageCategory = ""
@@ -114,9 +116,9 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen
self.ClearScreen = ClearScreen
end
self.MessageDuration = MessageDuration or 5
self.MessageDuration = Duration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageText = Text:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageSent = false
self.MessageGroup = false
@@ -204,7 +206,7 @@ end
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if Group and Group:IsAlive() then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@@ -229,7 +231,7 @@ end
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if Unit and Unit:IsAlive() then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
@@ -450,7 +452,7 @@ end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #string PathToSRS (optional) Path to SRS TTS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
@@ -462,16 +464,17 @@ _MESSAGESRS = {}
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
@@ -487,6 +490,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end
if Backend then
_MESSAGESRS.MSRS:SetBackend(Backend)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture)
@@ -528,7 +535,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
@@ -560,7 +567,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
@@ -582,7 +589,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
@@ -604,7 +611,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--

File diff suppressed because it is too large Load Diff

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.
--
-- ===
--
@@ -175,7 +175,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Name = Info.name or "?"
local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg )
env.info( "Error in timer function: " .. errmsg or "" )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
@@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
if Schedule and Schedule.ScheduleID then
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )

View File

@@ -290,6 +290,13 @@ do -- SET_BASE
-- Debug info.
--self:T2( { ObjectName = ObjectName, Object = Object } )
-- Error ahndling
if not ObjectName or ObjectName == "" then
self:E("SET_BASE:Add - Invalid ObjectName handed")
self:E({ObjectName=ObjectName, Object=Object})
return self
end
-- Ensure that the existing element is removed from the Set before a new one is inserted to the Set
if self.Set[ObjectName] then
self:Remove( ObjectName, true )
@@ -525,6 +532,21 @@ do -- SET_BASE
return self.SomeIteratorLimit or self:Count()
end
--- Get max threat level of all objects in the SET.
-- @param #SET_BASE self
-- @return #number Max threat level found.
function SET_BASE:GetThreatLevelMax()
local ThreatMax = 0
for _,_unit in pairs(self.Set or {}) do
local unit = _unit -- Wrapper.Unit#UNIT
local threat = unit.GetThreatLevel and unit:GetThreatLevel() or 0
if threat > ThreatMax then
ThreatMax = threat
end
end
return ThreatMax
end
--- Filters for the defined collection.
-- @param #SET_BASE self
-- @return #SET_BASE self
@@ -607,14 +629,14 @@ do -- SET_BASE
return self
end
--- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#POINT_VEC2}.
--- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#COORDINATE}.
-- @param #SET_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#COORDINATE} or @{Core.Point#POINT_VEC2} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @return Core.Base#BASE The closest object.
-- @usage
-- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
--self:F2( PointVec2 )
function SET_BASE:FindNearestObjectFromPointVec2( Coordinate )
--self:F2( Coordinate )
local NearestObject = nil
local ClosestDistance = nil
@@ -622,9 +644,9 @@ do -- SET_BASE
for ObjectID, ObjectData in pairs( self.Set ) do
if NearestObject == nil then
NearestObject = ObjectData
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
ClosestDistance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
else
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
local Distance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
if Distance < ClosestDistance then
NearestObject = ObjectData
ClosestDistance = Distance
@@ -937,6 +959,25 @@ do -- SET_BASE
return ObjectNames
end
--- Get a *new* set table that only contains alive objects.
-- @param #SET_BASE self
-- @return #table Set table of alive objects.
function SET_BASE:GetAliveSet()
--self:F2()
local AliveSet = {}
-- Clean the Set before returning with only the alive Objects.
for ObjectName, Object in pairs( self.Set ) do
if Object then
if Object:IsAlive() then
AliveSet[#AliveSet+1] = Object
end
end
end
return AliveSet or {}
end
end
do
@@ -1103,25 +1144,25 @@ do
end
--- Get a *new* set that only contains alive groups.
--- Get a *new* set table that only contains alive groups.
-- @param #SET_GROUP self
-- @return #SET_GROUP Set of alive groups.
-- @return #table Set of alive groups.
function SET_GROUP:GetAliveSet()
--self:F2()
local AliveSet = SET_GROUP:New()
--local AliveSet = SET_GROUP:New()
local AliveSet = {}
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs( self.Set ) do
local GroupObject = GroupObject -- Wrapper.Group#GROUP
if GroupObject then
if GroupObject:IsAlive() then
AliveSet:Add( GroupName, GroupObject )
AliveSet[GroupName] = GroupObject
end
end
end
return AliveSet.Set or {}
return AliveSet or {}
end
--- Returns a report of of unit types.
@@ -1220,12 +1261,12 @@ do
return GroupFound
end
--- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#POINT_VEC2}.
--- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#COORDINATE}.
-- @param #SET_GROUP self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest object in the set.
-- @return Wrapper.Group#GROUP The closest group.
function SET_GROUP:FindNearestGroupFromPointVec2( PointVec2 )
--self:F2( PointVec2 )
function SET_GROUP:FindNearestGroupFromPointVec2( Coordinate )
--self:F2( Coordinate )
local NearestGroup = nil -- Wrapper.Group#GROUP
local ClosestDistance = nil
@@ -1235,9 +1276,9 @@ do
for ObjectID, ObjectData in pairs( Set ) do
if NearestGroup == nil then
NearestGroup = ObjectData
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
ClosestDistance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
else
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
local Distance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
if Distance < ClosestDistance then
NearestGroup = ObjectData
ClosestDistance = Distance
@@ -1538,6 +1579,13 @@ do
local size = 1
if Event.IniDCSGroup then
size = Event.IniDCSGroup:getSize()
elseif Event.IniDCSGroupName then
local grp = Group.getByName(Event.IniDCSGroupName)
if grp then
size = grp:getSize()
end
elseif Object:IsAlive() then
size = Object:CountAliveUnits()
end
if size == 1 then -- Only remove if the last unit of the group was destroyed.
self:Remove( ObjectName )
@@ -1709,7 +1757,7 @@ do
--- Iterate the SET_GROUP and return true if all the @{Wrapper.Group#GROUP} are completely in the @{Core.Zone#ZONE}
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean true if all the @{Wrapper.Group#GROUP} are completely in the @{Core.Zone#ZONE}, false otherwise
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -1756,7 +1804,7 @@ do
--- Iterate the SET_GROUP and return true if at least one of the @{Wrapper.Group#GROUP} is completely inside the @{Core.Zone#ZONE}
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is completely inside the @{Core.Zone#ZONE}, false otherwise.
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -1781,7 +1829,7 @@ do
--- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -1807,7 +1855,7 @@ do
--- Iterate the SET_GROUP and return true if at least one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is partly in @{Core.Zone}.
-- Will return false if a @{Wrapper.Group#GROUP} is fully in the @{Core.Zone}
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -1842,7 +1890,7 @@ do
-- This could also be achieved with `not SET_GROUP:AnyPartlyInZone(Zone)`, but it's easier for the
-- mission designer to add a dedicated method
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean true if no @{Wrapper.Group#GROUP} is inside the @{Core.Zone#ZONE} in any way, false otherwise.
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -1869,7 +1917,7 @@ do
-- That could easily be done with SET_GROUP:ForEachGroupCompletelyInZone(), but this function
-- provides an easy to use shortcut...
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #number the number of GROUPs completely in the Zone
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -1891,7 +1939,7 @@ do
--- Iterate the SET_GROUP and count how many UNITs are completely in the Zone
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #number the number of GROUPs completely in the Zone
-- @usage
-- local MyZone = ZONE:New("Zone1")
@@ -2491,6 +2539,35 @@ do -- SET_UNIT
return self
end
--- Builds a set of units which belong to groups with certain **group names**.
-- @param #SET_UNIT self
-- @param #string Prefixes The (partial) group names to look for. Can be a single string or a table of strings.
-- @return #SET_UNIT self
function SET_UNIT:FilterGroupPrefixes(Prefixes)
if type(Prefixes) == "string" then
Prefixes = {Prefixes}
end
self:FilterFunction(
function(unit,prefixes)
local outcome = false
if unit then
local grp = unit:GetGroup()
local gname = grp ~= nil and grp:GetName() or "none"
for _,_fix in pairs(prefixes or {}) do
if string.find(gname,_fix) then
outcome = true
break
end
end
else
return false
end
return outcome
end, Prefixes
)
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.
-- @param #SET_UNIT self
@@ -2537,7 +2614,7 @@ do -- SET_UNIT
--- Gets the alive set.
-- @param #SET_UNIT self
-- @return #table Table of SET objects
-- @return #table Table of alive UNIT objects
-- @return #SET_UNIT AliveSet
function SET_UNIT:GetAliveSet()
@@ -2545,10 +2622,8 @@ do -- SET_UNIT
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject)
AliveSet[GroupName] = GroupObject
end
end
@@ -2706,7 +2781,7 @@ do -- SET_UNIT
--- Check if no element of the SET_UNIT is in the Zone.
-- @param #SET_UNIT self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean
function SET_UNIT:IsNotInZone( Zone )
@@ -3746,7 +3821,7 @@ do -- SET_STATIC
--- Check if no element of the SET_STATIC is in the Zone.
-- @param #SET_STATIC self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean
function SET_STATIC:IsNotInZone( Zone )
@@ -4406,6 +4481,35 @@ do -- SET_CLIENT
return self
end
--- Builds a set of clients which belong to groups with certain **group names**.
-- @param #SET_CLIENT self
-- @param #string Prefixes The (partial) group names to look for. Can be anywhere in the group name. Can be a single string or a table of strings.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterGroupPrefixes(Prefixes)
if type(Prefixes) == "string" then
Prefixes = {Prefixes}
end
self:FilterFunction(
function(unit,prefixes)
local outcome = false
if unit then
local grp = unit:GetGroup()
local gname = grp ~= nil and grp:GetName() or "none"
for _,_fix in pairs(prefixes or {}) do
if string.find(gname,_fix) then
outcome = true
break
end
end
else
return false
end
return outcome
end, Prefixes
)
return self
end
--- Builds a set of clients that are only active.
-- Only the clients that are active will be included within the set.
-- @param #SET_CLIENT self
@@ -4583,6 +4687,16 @@ do -- SET_CLIENT
return self
end
--- Make the SET handle CA slots **only** (GROUND units used by any player). Needs active filtering with `FilterStart()`
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:HandleCASlots()
self:HandleEvent(EVENTS.PlayerEnterUnit,SET_CLIENT._EventPlayerEnterUnit)
self:HandleEvent(EVENTS.PlayerLeaveUnit,SET_CLIENT._EventPlayerLeaveUnit)
self:FilterFunction(function(client) if client and client:IsAlive() and client:IsGround() then return true else return false end end)
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_CLIENT self
@@ -4687,18 +4801,16 @@ do -- SET_CLIENT
-- @return #table Table of SET objects
function SET_CLIENT:GetAliveSet()
local AliveSet = SET_CLIENT:New()
local AliveSet = {}
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject)
AliveSet[GroupName] = GroupObject
end
end
return AliveSet.Set or {}
return AliveSet or {}
end
--- [User] Add a custom condition function.
@@ -5364,6 +5476,7 @@ do -- SET_AIRBASE
Airbases = {},
Filter = {
Coalitions = nil,
Zones = nil,
},
FilterMeta = {
Coalitions = {
@@ -5516,6 +5629,31 @@ do -- SET_AIRBASE
return self
end
--- Builds a set of airbase objects in zones.
-- @param #SET_AIRBASE self
-- @param #table Zones Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
-- @return #SET_AIRBASE self
function SET_AIRBASE:FilterZones( Zones )
if not self.Filter.Zones then
self.Filter.Zones = {}
end
local zones = {}
if Zones.ClassName and Zones.ClassName == "SET_ZONE" then
zones = Zones.Set
elseif type( Zones ) ~= "table" or (type( Zones ) == "table" and Zones.ClassName ) then
self:E("***** FilterZones needs either a table of ZONE Objects or a SET_ZONE as parameter!")
return self
else
zones = Zones
end
for _,Zone in pairs( zones ) do
local zonename = Zone:GetName()
--self:T((zonename)
self.Filter.Zones[zonename] = Zone
end
return self
end
--- Starts the filtering.
-- @param #SET_AIRBASE self
-- @return #SET_AIRBASE self
@@ -5605,14 +5743,14 @@ do -- SET_AIRBASE
return self
end
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}.
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#COORDINATE}.
-- @param #SET_AIRBASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
-- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}.
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
--self:F2( PointVec2 )
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( Coordinate )
--self:F2( Coordinate )
local NearestAirbase = self:FindNearestObjectFromPointVec2( PointVec2 )
local NearestAirbase = self:FindNearestObjectFromPointVec2( Coordinate )
return NearestAirbase
end
@@ -5653,6 +5791,20 @@ do -- SET_AIRBASE
--self:T(( { "Evaluated Category", MAirbaseCategory } )
MAirbaseInclude = MAirbaseInclude and MAirbaseCategory
end
if self.Filter.Zones and MAirbaseInclude then
local MAirbaseZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do
--self:T(( "Zone:", ZoneName )
local coord = MAirbase:GetCoordinate()
if coord and Zone:IsCoordinateInZone(coord) then
MAirbaseZone = true
end
--self:T(( { "Evaluated Zone", MSceneryZone } )
end
MAirbaseInclude = MAirbaseInclude and MAirbaseZone
end
end
if self.Filter.Functions and MAirbaseInclude then
@@ -5928,17 +6080,19 @@ do -- SET_CARGO
return self
end
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#COORDINATE}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
--self:F2( PointVec2 )
function SET_CARGO:FindNearestCargoFromPointVec2( Coordinate ) -- R2.1
--self:F2( Coordinate )
local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 )
local NearestCargo = self:FindNearestObjectFromPointVec2( Coordinate )
return NearestCargo
end
---
-- @param #SET_CARGO self
function SET_CARGO:FirstCargoWithState( State )
local FirstCargo = nil
@@ -5953,6 +6107,8 @@ do -- SET_CARGO
return FirstCargo
end
---
-- @param #SET_CARGO self
function SET_CARGO:FirstCargoWithStateAndNotDeployed( State )
local FirstCargo = nil
@@ -6535,6 +6691,8 @@ do -- SET_ZONE
--
-- -- Stop watching after 1 hour
-- zoneset:__TriggerStop(3600)
-- -- Call :SetPartlyInside() on any zone (or SET_ZONE) if you want GROUPs to count as inside when any of their units enters even if they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!.
function SET_ZONE:Trigger(Objects)
--self:I("Added Set_Zone Trigger")
self:AddTransition("*","TriggerStart","TriggerRunning")
@@ -6585,6 +6743,20 @@ do -- SET_ZONE
-- @param Core.Zone#ZONE_BASE Zone The zone left.
end
--- Toggle “partly-inside” handling for every zone in the set when those zones are used with :Trigger().
-- * Call with no argument or **true** → enable for all.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #SET_ZONE self
-- @return #SET_ZONE self
function SET_ZONE:SetPartlyInside(state)
for _,Zone in pairs(self.Set) do
if Zone.SetPartlyInside then
Zone:SetPartlyInside(state)
end
end
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone
-- @param #SET_ZONE self
-- @param #boolean fromstart If true, do the init of the objects
@@ -6620,8 +6792,13 @@ do -- SET_ZONE
-- has not been tagged previously - wasn't in set!
obj.TriggerInZone[_zone.ZoneName] = false
end
-- is obj in zone?
local inzone = _zone:IsCoordinateInZone(obj:GetCoordinate())
-- is obj in this zone?
local inzone
if _zone.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(_zone) -- TRUE as soon as any unit is inside
else
inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) -- original centroid test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and not obj.TriggerInZone[_zone.ZoneName] then
-- wasn't in zone before
@@ -7942,11 +8119,20 @@ do -- SET_OPSGROUP
if Event.IniDCSUnit and Event.IniDCSGroup then
local DCSgroup = Event.IniDCSGroup --DCS#Group
if DCSgroup:getInitialSize() == DCSgroup:getSize() then -- This seems to be not a good check as even for the first birth event, getSize returns the total number of units in the group.
-- group:CountAliveUnits() alternative as this fails for Respawn/Teleport
local CountAliveActive = 0
for index, data in pairs(DCSgroup:getUnits()) do
if data:isExist() and data:isActive() then
CountAliveActive = CountAliveActive + 1
end
end
if DCSgroup:getInitialSize() == DCSgroup:getSize() then
local groupname, group = self:AddInDatabase(Event)
if group and group:CountAliveUnits()==DCSgroup:getInitialSize() then
-- group:CountAliveUnits() alternative
if group and CountAliveActive == DCSgroup:getInitialSize() then
if group and self:IsIncludeObject(group) then
self:Add(groupname, group)
end
@@ -7962,7 +8148,7 @@ do -- SET_OPSGROUP
function SET_OPSGROUP:_EventOnDeadOrCrash( Event )
--self:F( { Event } )
if Event.IniDCSUnit then
if Event.IniDCSGroup then
local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName then
if Event.IniDCSGroup:getSize() == 1 then -- Only remove if the last unit of the group was destroyed.
@@ -8355,7 +8541,7 @@ do -- SET_SCENERY
-- @param #SET_SCENERY self
-- @return Core.Point#COORDINATE The center coordinate of all the objects in the set.
function SET_SCENERY:GetCoordinate()
--[[
local Coordinate = COORDINATE:New({0,0,0})
local Item = self:GetRandomSurely()
@@ -8363,6 +8549,9 @@ do -- SET_SCENERY
if Item then
Coordinate:GetCoordinate()
end
--]]
local Coordinate = self:GetFirst():GetCoordinate()
local x1 = Coordinate.x
local x2 = Coordinate.x
@@ -8602,7 +8791,6 @@ do -- SET_DYNAMICCARGO
-- @field #SET_DYNAMICCARGO SET_DYNAMICCARGO
SET_DYNAMICCARGO = {
ClassName = "SET_DYNAMICCARGO",
Filter = {},
Set = {},
List = {},
Index = {},

View File

@@ -494,7 +494,7 @@ 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
@@ -948,49 +948,49 @@ 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 +1001,7 @@ 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 +1011,7 @@ 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 +1021,7 @@ 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 +1031,7 @@ 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 +1041,7 @@ 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

@@ -1081,7 +1081,7 @@ function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
self.SpawnRandomizeTemplate = true
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeTemplate( SpawnGroupID )
self:_RandomizeTemplate( SpawnGroupID, RandomizePositionInZone )
end
return self
@@ -1093,6 +1093,7 @@ end
-- 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 Core.Set#SET_GROUP SpawnTemplateSet A SET_GROUP object set, that contains the groups that are possible unit representatives of the group to be spawned.
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN
-- @usage
--
@@ -1111,11 +1112,11 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
--
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet )
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet,RandomizePositionInZone )
--self:F( { self.SpawnTemplatePrefix } )
local setnames = SpawnTemplateSet:GetSetNames()
self:InitRandomizeTemplate(setnames)
self:InitRandomizeTemplate(setnames,RandomizePositionInZone)
return self
end
@@ -1126,6 +1127,7 @@ end
-- 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 #string SpawnTemplatePrefixes A string or a list of string that contains the prefixes of the groups that are possible unit representatives of the group to be spawned.
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN
-- @usage
--
@@ -1141,12 +1143,12 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
--
function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes ) -- R2.3
function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes, RandomizePositionInZone ) -- R2.3
--self:F( { self.SpawnTemplatePrefix } )
local SpawnTemplateSet = SET_GROUP:New():FilterPrefixes( SpawnTemplatePrefixes ):FilterOnce()
self:InitRandomizeTemplateSet( SpawnTemplateSet )
self:InitRandomizeTemplateSet( SpawnTemplateSet, RandomizePositionInZone )
return self
end
@@ -1166,6 +1168,7 @@ end
--- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types.
-- @param #SPAWN self
-- @param #table SpawnZoneTable A table with @{Core.Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Core.Zone}s objects.
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN self
-- @usage
--
@@ -1178,7 +1181,7 @@ end
-- :InitRandomizeZones( ZoneTable )
-- :SpawnScheduled( 5, .5 )
--
function SPAWN:InitRandomizeZones( SpawnZoneTable )
function SPAWN:InitRandomizeZones( SpawnZoneTable, RandomizePositionInZone )
--self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } )
local temptable = {}
@@ -1190,7 +1193,7 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
self.SpawnRandomizeZones = true
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeZones( SpawnGroupID )
self:_RandomizeZones( SpawnGroupID, RandomizePositionInZone )
end
return self
@@ -1275,6 +1278,7 @@ end
--- Respawn group after landing.
-- @param #SPAWN self
-- @param #number WaitingTime Wait this many seconds before despawning the alive group after landing. Defaults to 3 .
-- @return #SPAWN self
-- @usage
--
@@ -1282,15 +1286,16 @@ end
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN:New( 'Su-34' )
-- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnLanding()
-- :InitRepeatOnLanding(20)
-- :Spawn()
--
function SPAWN:InitRepeatOnLanding()
function SPAWN:InitRepeatOnLanding(WaitingTime)
--self:F( { self.SpawnTemplatePrefix } )
self:InitRepeat()
self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = true
self.RepeatOnLandingTime = (WaitingTime and WaitingTime > 3) and WaitingTime or 3
return self
end
@@ -1626,7 +1631,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if SpawnTemplate then
local PointVec3 = POINT_VEC3:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y )
local PointVec3 = COORDINATE:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y )
--self:T2( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } )
-- If RandomizePosition, then Randomize the formation in the zone band, keeping the template.
@@ -2028,12 +2033,10 @@ end
--
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold, nil, AIRBASE.TerminalType.OpenBig )
--
function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType, EmergencyAirSpawn, Parkingdata ) -- R2.2, R2.4
--self:F( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType } )
function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType, EmergencyAirSpawn, Parkingdata )
-- Get position of airbase.
local PointVec3 = SpawnAirbase:GetCoordinate()
--self:T2( PointVec3 )
-- Set take off type. Default is hot.
Takeoff = Takeoff or SPAWN.Takeoff.Hot
@@ -2043,39 +2046,24 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
EmergencyAirSpawn = true
end
--self:F( { SpawnIndex = self.SpawnIndex } )
if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then
-- Get group template.
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
--self:F( { SpawnTemplate = SpawnTemplate } )
if SpawnTemplate then
-- Check if the aircraft with the specified SpawnIndex is already spawned.
-- If yes, ensure that the aircraft is spawned at the same aircraft spot.
local GroupAlive = self:GetGroupFromIndex( self.SpawnIndex )
--self:F( { GroupAlive = GroupAlive } )
-- Debug output
--self:T2( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
-- Template group, unit and its attributes.
local TemplateGroup = GROUP:FindByName( self.SpawnTemplatePrefix )
local TemplateUnit = TemplateGroup:GetUnit( 1 )
local group = GROUP:FindByName( self.SpawnTemplatePrefix )
local unit = group:GetUnit( 1 )
-- General category of spawned group.
local group = TemplateGroup
local istransport = group:HasAttribute( "Transports" ) and group:HasAttribute( "Planes" )
local isawacs = group:HasAttribute( "AWACS" )
local isfighter = group:HasAttribute( "Fighters" ) or group:HasAttribute( "Interceptors" ) or group:HasAttribute( "Multirole fighters" ) or (group:HasAttribute( "Bombers" ) and not group:HasAttribute( "Strategic bombers" ))
local isbomber = group:HasAttribute( "Strategic bombers" )
local istanker = group:HasAttribute( "Tankers" )
local ishelo = TemplateUnit:HasAttribute( "Helicopters" )
local ishelo = unit:HasAttribute( "Helicopters" )
-- Number of units in the group. With grouping this can actually differ from the template group size!
local nunits = #SpawnTemplate.units
@@ -2093,14 +2081,15 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
local AirbaseCategory = SpawnAirbase:GetAirbaseCategory()
--self:F( { AirbaseCategory = AirbaseCategory } )
-- Set airdromeId.
-- Set airdrome ID. For helipads and ships we need to add the helipad ID and linked unit.
-- Note, it is important not to set the airdrome ID for at least ships, because spawn will happen at origin of the map
if AirbaseCategory == Airbase.Category.SHIP then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.HELIPAD then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.AIRDROME then
else
SpawnPoint.airdromeId = AirbaseID
end
@@ -2111,22 +2100,13 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- Check if we spawn on ground.
local spawnonground = not (Takeoff == SPAWN.Takeoff.Air)
--self:T2( { spawnonground = spawnonground, TOtype = Takeoff, TOair = Takeoff == SPAWN.Takeoff.Air } )
-- Check where we actually spawn if we spawn on ground.
local spawnonship = false
local spawnonfarp = false
local spawnonrunway = false
local spawnonairport = false
if spawnonground then
if AirbaseCategory == Airbase.Category.SHIP then
spawnonship = true
elseif AirbaseCategory == Airbase.Category.HELIPAD then
spawnonfarp = true
elseif AirbaseCategory == Airbase.Category.AIRDROME then
spawnonairport = true
end
spawnonrunway = Takeoff == SPAWN.Takeoff.Runway
local autoparking=false
if SpawnAirbase.isAirdrome then
autoparking=false
else
autoparking=true
end
-- Array with parking spots coordinates.
@@ -2142,8 +2122,8 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- Set terminal type.
local termtype = TerminalType
if spawnonrunway then
if spawnonship then
if Takeoff==SPAWN.Takeoff.Runway then
if SpawnAirbase.isShip then
-- Looks like there are no runway spawn spots on the stennis!
if ishelo then
termtype = AIRBASE.TerminalType.HelicopterUsable
@@ -2163,34 +2143,31 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
local verysafe = false
-- Number of free parking spots at the airbase.
if spawnonship or spawnonfarp or spawnonrunway then
if autoparking then
-- These places work procedural and have some kind of build in queue ==> Less effort.
--self:T2( string.format( "Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
nfree = SpawnAirbase:GetFreeParkingSpotsNumber( termtype, true )
spots = SpawnAirbase:GetFreeParkingSpotsTable( termtype, true )
--[[
elseif Parkingdata~=nil then
-- Parking data explicitly set by user as input parameter.
-- Parking data explicitly set by user as input parameter. (This was commented out for some unknown reason. But I need it this way.)
nfree=#Parkingdata
spots=Parkingdata
]]
else
if ishelo then
if termtype == nil then
-- Helo is spawned. Try exclusive helo spots first.
--self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
if nfree < nunits then
-- Not enough helo ports. Let's try also other terminal types.
--self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
end
else
-- No terminal type specified. We try all spots except shelters.
--self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
end
else
@@ -2199,44 +2176,33 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if isbomber or istransport or istanker or isawacs then
-- First we fill the potentially bigger spots.
--self:T2( string.format( "Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
if nfree < nunits then
-- Now we try the smaller ones.
--self:T2( string.format( "Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
end
else
--self:T2( string.format( "Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
end
else
-- Terminal type explicitly given.
--self:T2( string.format( "Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring( termtype ) ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots
end
end
end
-- Debug: Get parking data.
--[[
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
--self:T2(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
for _,_spot in pairs(parkingdata) do
--self:T2(string.format("%s, Termin Index = %3d, Term Type = %03d, Free = %5s, TOAC = %5s, Term ID0 = %3d, Dist2Rwy = %4d",
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
end
--self:T2(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
]]
-- Set this to true if not enough spots are available for emergency air start.
local _notenough = false
-- Need to differentiate some cases again.
if spawnonship or spawnonfarp or spawnonrunway then
if autoparking then
-- On free spot required in these cases.
if nfree >= 1 then
@@ -2254,7 +2220,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
_notenough = true
end
elseif spawnonairport then
else
if nfree >= nunits then
@@ -2276,10 +2242,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
self:E( string.format( "WARNING: Group %s has no parking spots at %s ==> air start!", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
-- Not enough parking spots at the airport ==> Spawn in air.
spawnonground = false
spawnonship = false
spawnonfarp = false
spawnonrunway = false
autoparking=false
-- Set waypoint type/action to turning point.
SpawnPoint.type = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][1] -- type = Turning Point
@@ -2324,7 +2287,6 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
SpawnTemplate.parked = true
for UnitID = 1, nunits do
--self:T2( 'Before Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
-- Template of the current unit.
local UnitTemplate = SpawnTemplate.units[UnitID]
@@ -2340,9 +2302,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if spawnonground then
-- Ships and FARPS seem to have a build in queue.
if spawnonship or spawnonfarp or spawnonrunway then
--self:T2( string.format( "Group %s spawning at farp, ship or runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
if autoparking then
-- Spawn on ship. We take only the position of the ship.
SpawnTemplate.units[UnitID].x = PointVec3.x -- TX
@@ -2351,20 +2311,15 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
else
--self:T2( string.format( "Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID] ) )
-- Get coordinates of parking spot.
SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x
SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z
SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y
-- parkingspots[UnitID]:MarkToAll(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID]))
end
else
--self:T2( string.format( "Group %s spawning in air at %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
-- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set.
SpawnTemplate.units[UnitID].x = TX
SpawnTemplate.units[UnitID].y = TY
@@ -2378,11 +2333,6 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if parkingindex[UnitID] then
UnitTemplate.parking = parkingindex[UnitID]
end
-- Debug output.
--self:T2( string.format( "Group %s unit number %d: Parking = %s", self.SpawnTemplatePrefix, UnitID, tostring( UnitTemplate.parking ) ) )
--self:T2( string.format( "Group %s unit number %d: Parking ID = %s", self.SpawnTemplatePrefix, UnitID, tostring( UnitTemplate.parking_id ) ) )
--self:T2( 'After Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
end
end
@@ -2402,14 +2352,15 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- When spawned in the air, we need to generate a Takeoff Event.
if Takeoff == GROUP.Takeoff.Air then
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() }, 5 )
--SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() }, 5 ) --No need to create a new SCHEDULER instance every time!
self:ScheduleOnce(5, BASE.CreateEventTakeoff, {GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject()})
end
end
-- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive.
if Takeoff ~= SPAWN.Takeoff.Runway and Takeoff ~= SPAWN.Takeoff.Air and spawnonairport then
SCHEDULER:New( nil, AIRBASE.CheckOnRunWay, { SpawnAirbase, GroupSpawned, 75, true }, 1.0 )
end
--if Takeoff ~= SPAWN.Takeoff.Runway and Takeoff ~= SPAWN.Takeoff.Air and spawnonairport then
-- SCHEDULER:New( nil, AIRBASE.CheckOnRunWay, { SpawnAirbase, GroupSpawned, 75, true }, 1.0 )
--end
return GroupSpawned
end
@@ -2879,7 +2830,7 @@ end
function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
--self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
--self:T2( PointVec3 )
if SpawnIndex then
@@ -2955,7 +2906,7 @@ end
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group.
-- @param Core.Point#COORDINATE PointVec3 The COORDINATE coordinates where to spawn the group.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
@@ -3003,12 +2954,12 @@ function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex )
return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air.
end
--- Will spawn a group from a POINT_VEC2 in 3D space.
--- Will spawn a group from a COORDINATE in 3D space.
-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group.
-- @param Core.Point#COORDINATE PointVec2 The coordinates where to spawn the group.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
@@ -3814,8 +3765,9 @@ end
--- Private method that randomizes the @{Core.Zone}s where the Group will be spawned.
-- @param #SPAWN self
-- @param #number SpawnIndex
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN self
function SPAWN:_RandomizeZones( SpawnIndex )
function SPAWN:_RandomizeZones( SpawnIndex, RandomizePositionInZone)
--self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } )
if self.SpawnRandomizeZones then
@@ -3829,7 +3781,11 @@ function SPAWN:_RandomizeZones( SpawnIndex )
--self:T2( "Preparing Spawn in Zone", SpawnZone:GetName() )
local SpawnVec2 = SpawnZone:GetRandomVec2()
local SpawnVec2 = SpawnZone:GetVec2()
if RandomizePositionInZone ~= false then
SpawnVec2 = SpawnZone:GetRandomVec2()
end
--self:T2( { SpawnVec2 = SpawnVec2 } )
@@ -3956,12 +3912,17 @@ end
-- @return #number count
function SPAWN:_CountAliveUnits()
local count = 0
--self:I("self.SpawnAliasPrefix="..tostring(self.SpawnAliasPrefix).." | self.SpawnTemplatePrefix="..tostring(self.SpawnTemplatePrefix))
if self.SpawnAliasPrefix then
if not self.SpawnAliasPrefixEscaped then self.SpawnAliasPrefixEscaped = string.gsub(self.SpawnAliasPrefix,"[%p%s]",".") end
--self:I("self.SpawnAliasPrefixEscaped="..tostring(self.SpawnAliasPrefixEscaped))
local SpawnAliasPrefix = self.SpawnAliasPrefixEscaped
local agroups = GROUP:FindAllByMatching(SpawnAliasPrefix)
for _,_grp in pairs(agroups) do
--self:I("Group Name = " .. _grp:GetName())
local game = self:_GetPrefixFromGroupName(_grp.GroupName)
--self:I("Game = "..game)
--self:I("Count = ".._grp:CountAliveUnits())
if game and game == self.SpawnAliasPrefix then
count = count + _grp:CountAliveUnits()
end
@@ -3977,15 +3938,16 @@ function SPAWN:_CountAliveUnits()
end
end
end
return count
self.AliveUnits = count
return self
end
---
-- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData )
--self:T2( "Dead or crash event ID "..tostring(EventData.id or 0))
--self:T2( "Dead or crash event for "..tostring(EventData.IniUnitName or "none") )
--self:I( "Dead or crash event ID "..tostring(EventData.id or 0))
--self:I( "Dead or crash event for "..tostring(EventData.IniUnitName or "none") )
--if EventData.id == EVENTS.Dead then return end
@@ -3997,11 +3959,12 @@ function SPAWN:_OnDeadOrCrash( EventData )
local EventPrefix = self:_GetPrefixFromGroupName(unit.GroupName)
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
--self:T2(string.format("EventPrefix = %s | SpawnAliasPrefix = %s | Old AliveUnits = %d",EventPrefix or "",self.SpawnAliasPrefix or "",self.AliveUnits or 0))
--self:I(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:I( { "Dead event: " .. EventPrefix } )
--self.AliveUnits = self.AliveUnits - 1
self.AliveUnits = self:_CountAliveUnits()
self:ScheduleOnce(1,self._CountAliveUnits,self)
--self.AliveUnits = self:_CountAliveUnits()
--self:I( "New Alive Units: " .. self.AliveUnits )
end
end
@@ -4049,7 +4012,7 @@ function SPAWN:_OnLand( EventData )
-- self:ReSpawn( SpawnGroupIndex )
-- Delay respawn by three seconds due to DCS 2.5.4.26368 OB bug https://github.com/FlightControl-Master/MOOSE/issues/1076
-- Bug was initially only for engine shutdown event but after ED "fixed" it, it now happens on landing events.
SCHEDULER:New( nil, self.ReSpawn, { self, SpawnGroupIndex }, 3 )
SCHEDULER:New( nil, self.ReSpawn, { self, SpawnGroupIndex }, self.RepeatOnLandingTime or 3 )
end
end
end

View File

@@ -105,7 +105,7 @@
--
-- * @{#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.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a COORDINATE 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
@@ -149,6 +149,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
self.StaticCopyFrom = SpawnTemplateName
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
@@ -302,12 +303,16 @@ end
-- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM.
-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns
-- @param #boolean DynamicHotStarts If true, and DynamicSpawns is true, then allow Dynamic Spawns with hot starts.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation, DynamicSpawns,DynamicHotStarts)
self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0
self.InitFarpDynamicSpawns = DynamicSpawns
self.InitFarpDynamicHotStarts = (DynamicSpawns == true and DynamicHotStarts == true) and true or nil
return self
end
@@ -411,9 +416,9 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
end
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
--- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param Core.Point#COORDINATE PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
@@ -459,7 +464,8 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
--local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
local Static = self:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
return Static
end
@@ -535,12 +541,6 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- 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
@@ -556,12 +556,20 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
if self.InitFarpDynamicSpawns == true then
TemplateGroup.units[1].dynamicSpawn = true
if self.InitFarpDynamicHotStarts == true then
TemplateGroup.units[1].allowHotStart = true
end
end
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)
--Static=coalition.addStaticObject(CountryID, Template)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event
@@ -577,7 +585,23 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
if Static then
self:T(string.format("Succesfully spawned static object \"%s\" ID=%d", Static:getName(), Static:getID()))
--[[
local static=StaticObject.getByName(Static:getName())
if static then
env.info(string.format("FF got static from StaticObject.getByName"))
else
env.error(string.format("FF error did NOT get static from StaticObject.getByName"))
end ]]
else
self:E(string.format("ERROR: DCS static object \"%s\" is nil!", tostring(Template.name)))
end
end
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
@@ -585,5 +609,18 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end
if self.StaticCopyFrom ~= nil then
mystatic.StaticCopyFrom = self.StaticCopyFrom
if not _DATABASE.Templates.Statics[Template.name] then
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
_DATABASE:_RegisterStaticTemplate( TemplateGroup, self.CoalitionID, self.CategoryID, CountryID )
end
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

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

@@ -70,6 +70,7 @@
-- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.
-- @field #number Surface Type of surface. Only determined at the center of the zone!
-- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger()
-- @field #boolean PartlyInside When called, a GROUP is considered inside as soon as any of its units enters the zone even if they are far apart.
-- @extends Core.Fsm#FSM
@@ -213,7 +214,7 @@ end
--- Returns if a PointVec3 is within the zone.
-- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
-- @param Core.Point#COORDINATE PointVec3 The PointVec3 to test.
-- @return #boolean true if the PointVec3 is within the zone.
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
local InZone = self:IsPointVec2InZone( PointVec3 )
@@ -227,16 +228,16 @@ function ZONE_BASE:GetVec2()
return nil
end
--- Returns a @{Core.Point#POINT_VEC2} of the zone.
--- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone.
-- @return Core.Point#COORDINATE The COORDINATE of the zone.
function ZONE_BASE:GetPointVec2()
--self:F2( self.ZoneName )
local Vec2 = self:GetVec2()
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
local PointVec2 = COORDINATE:NewFromVec2( Vec2 )
--self:T2( { PointVec2 } )
@@ -261,16 +262,16 @@ function ZONE_BASE:GetVec3( Height )
return Vec3
end
--- Returns a @{Core.Point#POINT_VEC3} of the zone.
--- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone.
-- @return Core.Point#COORDINATE The PointVec3 of the zone.
function ZONE_BASE:GetPointVec3( Height )
--self:F2( self.ZoneName )
local Vec3 = self:GetVec3( Height )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
--self:T2( { PointVec3 } )
@@ -330,16 +331,16 @@ 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#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE 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#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_BASE:GetRandomPointVec3()
return nil
end
@@ -534,6 +535,19 @@ function ZONE_BASE:GetZoneProbability()
return self.ZoneProbability
end
--- Get the coordinate on the radius of the zone nearest to Outsidecoordinate. Useto e.g. find an ingress point.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Outsidecoordinate The coordinate outside of the zone from where to look.
-- @return Core.Point#COORDINATE CoordinateOnRadius
function ZONE_BASE:FindNearestCoordinateOnRadius(Outsidecoordinate)
local Vec1 = self:GetVec2()
local Radius = self:GetRadius()
local Vec2 = Outsidecoordinate:GetVec2()
local Point = UTILS.FindNearestPointOnCircle(Vec1,Radius,Vec2)
local rc = COORDINATE:NewFromVec2(Point)
return rc
end
--- Get the zone taking into account the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
@@ -599,16 +613,21 @@ end
--
-- -- Stop watching the zone after 1 hour
-- triggerzone:__TriggerStop(3600)
-- -- Call :SetPartlyInside() if you use SET_GROUP to count as inside when any of their units enters even when they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!
function ZONE_BASE:Trigger(Objects)
--self:I("Added Zone Trigger")
self:SetStartState("TriggerStopped")
self:AddTransition("TriggerStopped","TriggerStart","TriggerRunning")
self:AddTransition("*","EnteredZone","*")
self:AddTransition("*","LeftZone","*")
self:AddTransition("*","ZoneEmpty","*")
self:AddTransition("*","ObjectDead","*")
self:AddTransition("*","TriggerRunCheck","*")
self:AddTransition("*","TriggerStop","TriggerStopped")
self:TriggerStart()
self.checkobjects = Objects
self.ObjectsInZone = false
if UTILS.IsInstanceOf(Objects,"SET_BASE") then
self.objectset = Objects.Set
else
@@ -646,8 +665,34 @@ function ZONE_BASE:Trigger(Objects)
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable leaving the zone.
--- On After "ObjectDead" event. An observed object has left the zone.
-- @function [parent=#ZONE_BASE] OnAfterObjectDead
-- @param #ZONE_BASE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable which died. Might be nil.
--- On After "ZoneEmpty" event. All observed objects have left the zone or are dead.
-- @function [parent=#ZONE_BASE] OnAfterZoneEmpty
-- @param #ZONE_BASE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
end
--- Toggle “partly-inside” handling for this zone. To be used before :Trigger().
-- * Default:* flag is **false** until you call the method.
-- * Call with no argument or with **true** → enable.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #ZONE_BASE self
-- @return #ZONE_BASE self
function ZONE_BASE:SetPartlyInside(state)
self.PartlyInside = state or not ( state == false )
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone
-- @param #ZONE_BASE self
-- @param #boolean fromstart If true, do the init of the objects
@@ -659,9 +704,13 @@ function ZONE_BASE:_TriggerCheck(fromstart)
-- just earmark everyone in/out
for _,_object in pairs(objectset) do
local obj = _object -- Wrapper.Controllable#CONTROLLABLE
if not obj.TriggerInZone then obj.TriggerInZone = {} end
if not obj.TriggerInZone then
obj.TriggerInZone = {}
obj.TriggerZoneDeadNotification = false
end
if obj and obj:IsAlive() and self:IsCoordinateInZone(obj:GetCoordinate()) then
obj.TriggerInZone[self.ZoneName] = true
self.ObjectsInZone = true
else
obj.TriggerInZone[self.ZoneName] = false
end
@@ -669,6 +718,7 @@ function ZONE_BASE:_TriggerCheck(fromstart)
end
else
-- Check for changes
local objcount = 0
for _,_object in pairs(objectset) do
local obj = _object -- Wrapper.Controllable#CONTROLLABLE
if obj and obj:IsAlive() then
@@ -681,13 +731,27 @@ function ZONE_BASE:_TriggerCheck(fromstart)
obj.TriggerInZone[self.ZoneName] = false
end
-- is obj in zone?
local inzone = self:IsCoordinateInZone(obj:GetCoordinate())
local inzone
if self.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(self) -- TRUE if any unit is inside
else
inzone = self:IsCoordinateInZone(obj:GetCoordinate()) -- original barycentre test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and obj.TriggerInZone[self.ZoneName] then
-- just count
objcount = objcount + 1
self.ObjectsInZone = true
obj.TriggerZoneDeadNotification = false
end
if inzone and not obj.TriggerInZone[self.ZoneName] then
-- wasn't in zone before
--self:I("Newly entered")
self:__EnteredZone(0.5,obj)
obj.TriggerInZone[self.ZoneName] = true
objcount = objcount + 1
self.ObjectsInZone = true
obj.TriggerZoneDeadNotification = false
elseif (not inzone) and obj.TriggerInZone[self.ZoneName] then
-- has left the zone
--self:I("Newly left")
@@ -696,9 +760,22 @@ function ZONE_BASE:_TriggerCheck(fromstart)
else
--self:I("Not left or not entered, or something went wrong!")
end
else
-- object dead
if not obj.TriggerZoneDeadNotification == true then
obj.TriggerInZone = nil
self:__ObjectDead(0.5,obj)
obj.TriggerZoneDeadNotification = true
end
end
end
-- zone empty?
if objcount == 0 and self.ObjectsInZone == true then
-- zone was not but is now empty
self.ObjectsInZone = false
self:__ZoneEmpty(0.5)
end
end
return self
end
@@ -768,8 +845,8 @@ end
-- Various functions exist to find random points within the zone.
--
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#COORDINATE} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#COORDINATE} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
--
-- ## Draw zone
--
@@ -964,7 +1041,7 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
COORDINATE:New( Point.x, AddHeight, Point.y ):Smoke( SmokeColor )
end
return self
@@ -994,7 +1071,7 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end
return self
@@ -1415,7 +1492,7 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
id = world.VolumeType.SPHERE,
params = {
point = ZoneCoord:GetVec3(),
radius = ZoneRadius / 2,
radius = ZoneRadius,
}
}
@@ -1463,6 +1540,26 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
return InZone
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.
@@ -1475,6 +1572,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
local _inner = inner or 0
local _outer = outer or self:GetRadius()
math.random()
math.random()
math.random()
if surfacetypes and type(surfacetypes)~="table" then
surfacetypes={surfacetypes}
end
@@ -1515,15 +1616,15 @@ 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#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2( inner, outer ) )
--self:T3( { PointVec2 } )
@@ -1546,15 +1647,15 @@ 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#COORDINATE} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) )
local PointVec3 = COORDINATE:NewFromVec2( self:GetRandomVec2( inner, outer ) )
--self:T3( { PointVec3 } )
@@ -1990,15 +2091,15 @@ 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#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_GROUP:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T3( { PointVec2 } )
@@ -2054,7 +2155,7 @@ end
-- @param #_ZONE_TRIANGLE self
-- @param #table pt The point to check
-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #bool True if the point is contained, false otherwise
-- @return #boolean True if the point is contained, false otherwise
function _ZONE_TRIANGLE:ContainsPoint(pt, points)
points = points or self.Points
@@ -2146,8 +2247,8 @@ end
-- Various functions exist to find random points within the zone.
--
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#COORDINATE} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone.
--
-- ## Draw zone
--
@@ -2441,6 +2542,26 @@ function ZONE_POLYGON_BASE:Flush()
return self
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param #boolean UnBound If true, the tyres will be destroyed.
@@ -2723,7 +2844,7 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
COORDINATE:New( PointX, 0, PointY ):Smoke( SmokeColor )
end
j = i
i = i + 1
@@ -2758,7 +2879,7 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY, AddHeight ):Flare(FlareColor, Azimuth)
COORDINATE:New( PointX, AddHeight, PointY ):Flare(FlareColor, Azimuth)
end
j = i
i = i + 1
@@ -2819,6 +2940,11 @@ end
function ZONE_POLYGON_BASE:GetRandomVec2()
-- make sure we assign weights to the triangles based on their surface area, otherwise
-- we'll be more likely to generate random points in smaller triangles
math.random()
math.random()
math.random()
local weights = {}
for _, triangle in pairs(self._Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
@@ -2834,26 +2960,26 @@ 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#COORDINATE} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2}
-- @return @{Core.Point#COORDINATE}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
--self:F2()
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T2( PointVec2 )
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#COORDINATE} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3}
-- @return @{Core.Point#COORDINATE}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
--self:F2()
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
local PointVec3 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T2( PointVec3 )
@@ -3158,12 +3284,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local vectors = self:GetBoundingSquare()
local minVec3 = {x=vectors.x1, y=0, z=vectors.y1}
local maxVec3 = {x=vectors.x2, y=0, z=vectors.y2}
local minmarkcoord = COORDINATE:NewFromVec3(minVec3)
local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3)
local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2
local ZoneRadius = UTILS.VecDist2D({x=vectors.x1, y=vectors.y1}, {x=vectors.x2, y=vectors.y2})/2
-- self:I("Scan Radius:" ..ZoneRadius)
local CenterVec3 = self:GetCoordinate():GetVec3()
@@ -3537,6 +3658,36 @@ do -- ZONE_ELASTIC
return self
end
--- Remove a vertex (point) from the polygon.
-- @param #ZONE_ELASTIC self
-- @param DCS#Vec2 Vec2 Point in 2D (with x and y coordinates).
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:RemoveVertex2D(Vec2)
local found = false
local findex = 0
for _id,_vec2 in pairs(self.points) do
if _vec2.x == Vec2.x and _vec2.y == Vec2.y then
found = true
findex = _id
break
end
end
if found == true and findex > 0 then
table.remove(self.points,findex)
end
return self
end
--- Remove a vertex (point) from the polygon.
-- @param #ZONE_ELASTIC self
-- @param DCS#Vec3 Vec3 Point in 3D (with x, y and z coordinates). Only the x and z coordinates are used.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:RemoveVertex3D(Vec3)
return self:RemoveVertex2D({x=Vec3.x, y=Vec3.z})
end
--- Add a vertex (point) to the polygon.
-- @param #ZONE_ELASTIC self
@@ -3593,6 +3744,9 @@ do -- ZONE_ELASTIC
-- Update polygon verticies from points.
self._.Polygon=self:_ConvexHull(points)
self._Triangles = self:_Triangulate()
self.SurfaceArea = self:_CalculateSurfaceArea()
if Draw~=false then
if self.DrawID or Draw==true then
self:UndrawZone()
@@ -3790,7 +3944,7 @@ end
--- Checks if a point is contained within the oval.
-- @param #ZONE_OVAL self
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
-- @return #boolean True if the point is contained, false otherwise
function ZONE_OVAL:IsVec2InZone(vec2)
local cos, sin = math.cos, math.sin
local dx = vec2.x - self.CenterVec2.x
@@ -3852,18 +4006,18 @@ 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#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
return COORDINATE: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#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC3:NewFromVec3(self:GetRandomVec2())
return COORDINATE:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
@@ -4003,15 +4157,15 @@ 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#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_AIRBASE:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T3( { PointVec2 } )

View File

@@ -107,7 +107,7 @@ function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
COORDINATE:New( Point.x, AddHeight, Point.y):Smoke( SmokeColor )
end
return self
@@ -138,7 +138,7 @@ function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end
return self
@@ -202,4 +202,3 @@ function ZONE_DETECTION:IsVec3InZone( Vec3 )
return InZone
end

View File

@@ -14,6 +14,7 @@ do -- world
-- @field #world.event event [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @field #world.BirthPlace BirthPlace The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @field #world.VolumeType VolumeType The volumeType enumerator defines the types of 3d geometery used within the [world.searchObjects](https://wiki.hoggitworld.com/view/DCS_func_searchObjects) function.
-- @field #world.weather weather Weather functions for fog etc.
--- The world singleton contains functions centered around two different but extremely useful functions.
-- * Events and event handlers are all governed within world.
@@ -133,6 +134,36 @@ do -- world
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
-- @return #table Table of DCS airbase objects.
--- Weather functions.
-- @type world.weather
--- Fog animation data structure.
-- @type world.FogAnimation
-- @field #number time
-- @field #number visibility
-- @field #number thickness
--- Returns the current fog thickness.
-- @function [parent=#world.weather] getFogThickness Returns the fog thickness.
-- @return #number Fog thickness in meters. If there is no fog, zero is returned.
--- Sets the fog thickness instantly. Any current fog animation is discarded.
-- @function [parent=#world.weather] setFogThickness
-- @param #number thickness Fog thickness in meters. Set to zero to disable fog.
--- Returns the current fog visibility distance.
-- @function [parent=#world.weather] getFogVisibilityDistance Returns the current maximum visibility distance in meters. Returns zero if fog is not present.
--- Instantly sets the maximum visibility distance of fog at sea level when looking at the horizon. Any current fog animation is discarded. Set zero to disable the fog.
-- @function [parent=#world.weather] setFogVisibilityDistance
-- @param #number visibility Max fog visibility in meters. Set to zero to disable fog.
--- Sets fog animation keys. Time is set in seconds and relative to the current simulation time, where time=0 is the current moment.
-- Time must be increasing. Previous animation is always discarded despite the data being correct.
-- @function [parent=#world.weather] setFogAnimation
-- @param #world.FogAnimation animation List of fog animations
end -- world
@@ -167,7 +198,7 @@ end -- env
do -- radio
---@type radio
--@type radio
-- @field #radio.modulation modulation
---
@@ -407,7 +438,7 @@ do -- coalition
-- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addStaticObject)
-- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country.
-- @param #table groupData Group data table.
@@ -420,6 +451,7 @@ end -- coalition
do -- Types
--- Descriptors.
-- @type Desc
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg.
@@ -598,9 +630,13 @@ do -- Object
--- @function [parent=#Object] destroy
-- @param #Object self
--- @function [parent=#Object] getCategory
--- Returns an enumerator of the category for the specific object.
-- The enumerator returned is dependent on the category of the object and how the function is called.
-- As of DCS 2.9.2 when this function is called on an Object, Unit, Weapon, or Airbase a 2nd value will be returned which details the object sub-category value.
-- @function [parent=#Object] getCategory
-- @param #Object self
-- @return #Object.Category
-- @return #Object.Category The object category (1=UNIT, 2=WEAPON, 3=STATIC, 4=BASE, 5=SCENERY, 6=Cargo)
-- @return #number The subcategory of the passed object, e.g. Unit.Category if a unit object was passed.
--- Returns type name of the Object.
-- @function [parent=#Object] getTypeName
@@ -1013,12 +1049,14 @@ do -- Spot
end -- Spot
do -- Controller
--- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--
-- This class has 2 types of functions:
--
-- * Tasks
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
--
-- @type Controller
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
@@ -1079,18 +1117,18 @@ do -- Controller
-- Detection
--- Enum contains identifiers of surface types.
--- Enum containing detection types.
-- @type Controller.Detection
-- @field VISUAL
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
-- @field DLINK
-- @field #number VISUAL Visual detection. Numeric value 1.
-- @field #number OPTIC Optical detection. Numeric value 2.
-- @field #number RADAR Radar detection. Numeric value 4.
-- @field #number IRST Infra-red search and track detection. Numeric value 8.
-- @field #number RWR Radar Warning Receiver detection. Numeric value 16.
-- @field #number DLINK Data link detection. Numeric value 32.
--- Detected target.
-- @type DetectedTarget
-- @field Wrapper.Object#Object object The target
-- @type Controller.DetectedTarget
-- @field DCS#Object object The target
-- @field #boolean visible The target is visible
-- @field #boolean type The target type is known
-- @field #boolean distance Distance to the target is known
@@ -1103,9 +1141,9 @@ do -- Controller
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #boolean detected True if the target is detected.
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
@@ -1131,6 +1169,7 @@ end -- Controller
do -- Unit
--- Unit.
-- @type Unit
-- @extends #CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.

File diff suppressed because it is too large Load Diff

View File

@@ -18,7 +18,7 @@
-- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022
-- Last Update Nov 2023
-- Last Update Feb 2025
--
-- ===
--
@@ -416,7 +416,7 @@ end
-- @field #ATC_GROUND_UNIVERSAL
ATC_GROUND_UNIVERSAL = {
ClassName = "ATC_GROUND_UNIVERSAL",
Version = "0.0.1",
Version = "0.0.2",
SetClient = nil,
Airbases = nil,
AirbaseList = nil,
@@ -442,16 +442,24 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.Airbases = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.Airbases[_name]={}
end
self.AirbaseList = AirbaseList
if not self.AirbaseList then
self.AirbaseList = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
for _name,_base in pairs(_DATABASE.AIRBASES) do
-- DONE exclude FARPS and Ships
if _base and _base.isAirdrome == true then
self.AirbaseList[_name]=_name
self.Airbases[_name]={}
end
end
else
for _,_name in pairs(AirbaseList) do
-- DONE exclude FARPS and Ships
local airbase = _DATABASE:FindAirbase(_name)
if airbase and (airbase.isAirdrome == true) then
self.Airbases[_name]={}
end
end
end
@@ -721,14 +729,18 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
if NotInRunwayZone then
if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
if IsOnGround then
self:T( Taxi )
if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
Velocity:ToString() , 20, "ATC" )
Client:SetState( self, "Taxi", true )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
end
-- TODO: GetVelocityKMH function usage
@@ -737,7 +749,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
local IsAboveRunway = Client:IsAboveRunway()
self:T( {IsAboveRunway, IsOnGround, Velocity:Get() })
if IsOnGround then
if IsOnGround and not Taxi then
local Speeding = false
if AirbaseMeta.MaximumKickSpeed then
if Velocity:Get() > AirbaseMeta.MaximumKickSpeed then
@@ -749,15 +761,17 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
end
end
if Speeding == true then
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() ..
" has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
Client:Destroy()
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
--MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() ..
-- " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--Client:Destroy()
Client:SetState( self, "Speeding", true )
local SpeedingWarnings = Client:GetState( self, "Warnings" )
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
Client:Message( "Warning " .. SpeedingWarnings .. "/3! Airbase traffic rule violation! Slow down now! Your speed is " ..
Velocity:ToString(), 5, "ATC" )
end
end
if IsOnGround then
local Speeding = false
@@ -1035,23 +1049,23 @@ end
-- The following airbases are monitored at the Nevada region.
-- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Nevada.Beatty_Airport`
-- * `AIRBASE.Nevada.Boulder_City_Airport`
-- * `AIRBASE.Nevada.Creech_AFB`
-- * `AIRBASE.Nevada.Beatty`
-- * `AIRBASE.Nevada.Boulder_City`
-- * `AIRBASE.Nevada.Creech`
-- * `AIRBASE.Nevada.Echo_Bay`
-- * `AIRBASE.Nevada.Groom_Lake_AFB`
-- * `AIRBASE.Nevada.Henderson_Executive_Airport`
-- * `AIRBASE.Nevada.Jean_Airport`
-- * `AIRBASE.Nevada.Laughlin_Airport`
-- * `AIRBASE.Nevada.Groom_Lake`
-- * `AIRBASE.Nevada.Henderson_Executive`
-- * `AIRBASE.Nevada.Jean`
-- * `AIRBASE.Nevada.Laughlin`
-- * `AIRBASE.Nevada.Lincoln_County`
-- * `AIRBASE.Nevada.McCarran_International_Airport`
-- * `AIRBASE.Nevada.McCarran_International`
-- * `AIRBASE.Nevada.Mesquite`
-- * `AIRBASE.Nevada.Mina_Airport`
-- * `AIRBASE.Nevada.Nellis_AFB`
-- * `AIRBASE.Nevada.Mina`
-- * `AIRBASE.Nevada.Nellis`
-- * `AIRBASE.Nevada.North_Las_Vegas`
-- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip`
-- * `AIRBASE.Nevada.Tonopah_Airport`
-- * `AIRBASE.Nevada.Tonopah_Test_Range_Airfield`
-- * `AIRBASE.Nevada.Pahute_Mesa`
-- * `AIRBASE.Nevada.Tonopah`
-- * `AIRBASE.Nevada.Tonopah_Test_Range`
--
-- # Installation
--
@@ -1088,10 +1102,10 @@ end
--
-- -- Monitor specific airbases.
-- ATC_Ground = ATC_GROUND_NEVADA:New(
-- { AIRBASE.Nevada.Laughlin_Airport,
-- { AIRBASE.Nevada.Laughlin,
-- AIRBASE.Nevada.Lincoln_County,
-- AIRBASE.Nevada.North_Las_Vegas,
-- AIRBASE.Nevada.McCarran_International_Airport
-- AIRBASE.Nevada.McCarran_International
-- }
-- )
--
@@ -1330,33 +1344,33 @@ end
-- The following airbases are monitored at the PersianGulf region.
-- Use the @{Wrapper.Airbase#AIRBASE.PersianGulf} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.PersianGulf.Abu_Musa_Island_Airport`
-- * `AIRBASE.PersianGulf.Al_Dhafra_AB`
-- * `AIRBASE.PersianGulf.Abu_Musa_Island`
-- * `AIRBASE.PersianGulf.Al_Dhafra_AFB`
-- * `AIRBASE.PersianGulf.Al_Maktoum_Intl`
-- * `AIRBASE.PersianGulf.Al_Minhad_AB`
-- * `AIRBASE.PersianGulf.Al_Minhad_AFB`
-- * `AIRBASE.PersianGulf.Bandar_Abbas_Intl`
-- * `AIRBASE.PersianGulf.Bandar_Lengeh`
-- * `AIRBASE.PersianGulf.Dubai_Intl`
-- * `AIRBASE.PersianGulf.Fujairah_Intl`
-- * `AIRBASE.PersianGulf.Havadarya`
-- * `AIRBASE.PersianGulf.Kerman_Airport`
-- * `AIRBASE.PersianGulf.Kerman`
-- * `AIRBASE.PersianGulf.Khasab`
-- * `AIRBASE.PersianGulf.Lar_Airbase`
-- * `AIRBASE.PersianGulf.Lar`
-- * `AIRBASE.PersianGulf.Qeshm_Island`
-- * `AIRBASE.PersianGulf.Sharjah_Intl`
-- * `AIRBASE.PersianGulf.Shiraz_International_Airport`
-- * `AIRBASE.PersianGulf.Shiraz_Intl`
-- * `AIRBASE.PersianGulf.Sir_Abu_Nuayr`
-- * `AIRBASE.PersianGulf.Sirri_Island`
-- * `AIRBASE.PersianGulf.Tunb_Island_AFB`
-- * `AIRBASE.PersianGulf.Tunb_Kochak`
-- * `AIRBASE.PersianGulf.Sas_Al_Nakheel_Airport`
-- * `AIRBASE.PersianGulf.Bandar_e_Jask_airfield`
-- * `AIRBASE.PersianGulf.Abu_Dhabi_International_Airport`
-- * `AIRBASE.PersianGulf.Al_Bateen_Airport`
-- * `AIRBASE.PersianGulf.Kish_International_Airport`
-- * `AIRBASE.PersianGulf.Al_Ain_International_Airport`
-- * `AIRBASE.PersianGulf.Lavan_Island_Airport`
-- * `AIRBASE.PersianGulf.Jiroft_Airport`
-- * `AIRBASE.PersianGulf.Sas_Al_Nakheel`
-- * `AIRBASE.PersianGulf.Bandar_e_Jask`
-- * `AIRBASE.PersianGulf.Abu_Dhabi_Intl`
-- * `AIRBASE.PersianGulf.Al_Bateen`
-- * `AIRBASE.PersianGulf.Kish_Intl`
-- * `AIRBASE.PersianGulf.Al_Ain_Intl`
-- * `AIRBASE.PersianGulf.Lavan_Island`
-- * `AIRBASE.PersianGulf.Jiroft`
--
-- # Installation
--
@@ -1391,8 +1405,8 @@ end
-- AirbasePoliceCaucasus = ATC_GROUND_PERSIANGULF:New()
--
-- ATC_Ground = ATC_GROUND_PERSIANGULF:New(
-- { AIRBASE.PersianGulf.Kerman_Airport,
-- AIRBASE.PersianGulf.Al_Minhad_AB
-- { AIRBASE.PersianGulf.Kerman,
-- AIRBASE.PersianGulf.Al_Minhad_AFB
-- }
-- )
--
@@ -1441,12 +1455,11 @@ function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end
---
-- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND
--- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND}
--
-- The ATC\_GROUND\_MARIANA class monitors the speed of the airplanes at the airbase during taxi.

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

@@ -619,62 +619,147 @@ ARTY.WeaponType={
}
--- Database of common artillery unit properties.
-- @type ARTY.dbitem
-- @field #string displayname Name displayed in ME.
-- @field #number minrange Minimum firing range in meters.
-- @field #number maxrange Maximum firing range in meters.
-- @field #number reloadtime Reload time in seconds.
--- Database of common artillery unit properties.
-- Table key is the "type name" and table value is and `ARTY.dbitem`.
-- @type ARTY.db
ARTY.db={
["2B11 mortar"] = { -- type "2B11 mortar"
minrange = 500, -- correct?
maxrange = 7000, -- 7 km
reloadtime = 30, -- 30 sec
["LeFH_18-40-105"] = {
displayname = "FH LeFH-18 105mm", -- name displayed in the ME
minrange = 500, -- min range (green circle) in meters
maxrange = 10500, -- max range (red circle) in meters
reloadtime = nil, -- reload time in seconds
},
["SPH 2S1 Gvozdika"] = { -- type "SAU Gvozdika"
minrange = 300, -- correct?
maxrange = 15000, -- 15 km
reloadtime = nil, -- unknown
["M2A1-105"] = {
displayname = "FH M2A1 105mm",
minrange = 500,
maxrange = 11500,
reloadtime = nil,
},
["SPH 2S19 Msta"] = { --type "SAU Msta", alias "2S19 Msta"
minrange = 300, -- correct?
maxrange = 23500, -- 23.5 km
reloadtime = nil, -- unknown
["Pak40"] = {
displayname = "FH Pak 40 75mm",
minrange = 500,
maxrange = 3000,
reloadtime = nil,
},
["SPH 2S3 Akatsia"] = { -- type "SAU Akatsia", alias "2S3 Akatsia"
minrange = 300, -- correct?
maxrange = 17000, -- 17 km
reloadtime = nil, -- unknown
["L118_Unit"] = {
displayname = "L118 Light Artillery Gun",
minrange = 500,
maxrange = 17500,
reloadtime = nil,
},
["SPH 2S9 Nona"] = { --type "SAU 2-C9"
minrange = 500, -- correct?
maxrange = 7000, -- 7 km
reloadtime = nil, -- unknown
["Smerch"] = {
displayname = "MLRS 9A52 Smerch CM 300mm",
minrange = 20000,
maxrange = 70000,
reloadtime = 2160,
},
["SPH M109 Paladin"] = { -- type "M-109", alias "M109"
minrange = 300, -- correct?
maxrange = 22000, -- 22 km
reloadtime = nil, -- unknown
["Smerch_HE"] = {
displayname = "MLRS 9A52 Smerch HE 300mm",
minrange = 20000,
maxrange = 70000,
reloadtime = 2160,
},
["SpGH Dana"] = { -- type "SpGH_Dana"
minrange = 300, -- correct?
maxrange = 18700, -- 18.7 km
reloadtime = nil, -- unknown
["Uragan_BM-27"] = {
displayname = "MLRS 9K57 Uragan BM-27 220mm",
minrange = 11500,
maxrange = 35800,
reloadtime = 840,
},
["MLRS BM-21 Grad"] = { --type "Grad-URAL", alias "MLRS BM-21 Grad"
minrange = 5000, -- 5 km
maxrange = 19000, -- 19 km
reloadtime = 420, -- 7 min
["Grad-URAL"] = {
displayname = "MLRS BM-21 Grad 122mm",
minrange = 5000,
maxrange = 19000,
reloadtime = 420,
},
["MLRS 9K57 Uragan BM-27"] = { -- type "Uragan_BM-27"
minrange = 11500, -- 11.5 km
maxrange = 35800, -- 35.8 km
reloadtime = 840, -- 14 min
["HL_B8M1"] = {
displayname = "MLRS HL with B8M1 80mm",
minrange = 500,
maxrange = 5000,
reloadtime = nil,
},
["MLRS 9A52 Smerch"] = { -- type "Smerch"
minrange = 20000, -- 20 km
maxrange = 70000, -- 70 km
reloadtime = 2160, -- 36 min
["tt_B8M1"] = {
displayname = "MLRS LC with B8M1 80mm",
minrange = 500,
maxrange = 5000,
reloadtime = nil,
},
["MLRS M270"] = { --type "MRLS", alias "M270 MRLS"
minrange = 10000, -- 10 km
maxrange = 32000, -- 32 km
reloadtime = 540, -- 9 min
["MLRS"] = {
displayname = "MLRS M270 227mm",
minrange = 10000,
maxrange = 32000,
reloadtime = 540,
},
["2B11 mortar"] = {
displayname = "Mortar 2B11 120mm",
minrange = 500,
maxrange = 7000,
reloadtime = 30,
},
["PLZ05"] = {
displayname = "PLZ-05",
minrange = 500,
maxrange = 23500,
reloadtime = nil,
},
["SAU Gvozdika"] = {
displayname = "SPH 2S1 Gvozdika 122mm",
minrange = 300,
maxrange = 15000,
reloadtime = nil,
},
["SAU Msta"] = {
displayname = "SPH 2S19 Msta 152mm",
minrange = 300,
maxrange = 23500,
reloadtime = nil,
},
["SAU Akatsia"] = {
displayname = "SPH 2S3 Akatsia 152mm",
minrange = 300,
maxrange = 17000,
reloadtime = nil,
},
["SpGH_Dana"] = {
displayname = "SPH Dana vz77 152mm",
minrange = 300,
maxrange = 18700,
reloadtime = nil,
},
["M-109"] = {
displayname = "SPH M109 Paladin 155mm",
minrange = 300,
maxrange = 22000,
reloadtime = nil,
},
["M12_GMC"] = {
displayname = "SPH M12 GMC 155mm",
minrange = 300,
maxrange = 18200,
reloadtime = nil,
},
["Wespe124"] = {
displayname = "SPH Sd.Kfz.124 Wespe 105mm",
minrange = 300,
maxrange = 7000,
reloadtime = nil,
},
["T155_Firtina"] = {
displayname = "SPH T155 Firtina 155mm",
minrange = 300,
maxrange = 41000,
reloadtime = nil,
},
["SAU 2-C9"] = {
displayname = "SPM 2S9 Nona 120mm M",
minrange = 500,
maxrange = 7000,
reloadtime = nil,
},
}
@@ -695,7 +780,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.3.1"
ARTY.version="1.3.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -797,8 +882,8 @@ function ARTY:New(group, alias)
-- Maximum speed in km/h.
self.SpeedMax=group:GetSpeedMax()
-- Group is mobile or not (e.g. mortars).
if self.SpeedMax>1 then
-- Group is mobile or not (e.g. mortars). Some immobile units have a speed of 1 m/s = 3.6 km/h. So we check this number.
if self.SpeedMax>3.6 then
self.ismobile=true
else
self.ismobile=false
@@ -1923,7 +2008,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
end
-- Check if we have and arty type that is in the DB.
local _dbproperties=self:_CheckDB(self.DisplayName)
local _dbproperties=self:_CheckDB(self.Type)
self:T({dbproperties=_dbproperties})
if _dbproperties~=nil then
for property,value in pairs(_dbproperties) do
@@ -1969,8 +2054,8 @@ function ARTY:onafterStart(Controllable, From, Event, To)
text=text..string.format("Type = %s\n", self.Type)
text=text..string.format("Display Name = %s\n", self.DisplayName)
text=text..string.format("Number of units = %d\n", self.IniGroupStrength)
text=text..string.format("Speed max = %d km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %d km/h\n", self.Speed)
text=text..string.format("Speed max = %.1f km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %.1f km/h\n", self.Speed)
text=text..string.format("Is mobile = %s\n", tostring(self.ismobile))
text=text..string.format("Is cargo = %s\n", tostring(self.iscargo))
text=text..string.format("Min range = %.1f km\n", self.minrange/1000)
@@ -2301,12 +2386,12 @@ function ARTY:OnEventShot(EventData)
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
@@ -3049,7 +3134,7 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local nfire=Narty
local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Narty
nfire=Nammo -- We take everything that is available
_type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty
@@ -3071,6 +3156,8 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
_type="cruise missiles"
end
--env.info(string.format("FF type=%s, Nrockets=%d, Nfire=%d target.nshells=%d", _type, Nrockets, nfire, target.nshells))
-- Adjust if less than requested ammo is left.
target.nshells=math.min(target.nshells, nfire)
@@ -3717,6 +3804,51 @@ 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.

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 } )
@@ -357,7 +354,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
self:F({Event})
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if Event.IniDCSUnit and Event.IniUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
@@ -365,7 +362,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
end
end
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if Event.TgtDCSUnit and Event.TgtUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
@@ -387,7 +384,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit:IsAlive() ~= nil then
if CleanUpUnit and CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
@@ -414,7 +411,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
end
end
-- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
if CleanUpUnit and (CleanUpUnit.GetPlayerName == nil or not CleanUpUnit:GetPlayerName()) then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then
if CleanUpListData.CleanUpMoved then

View File

@@ -652,7 +652,7 @@ do -- DETECTION_BASE
if DetectedObject:isExist() then
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
local TargetIsDetected, TargetIsVisible, TargetKnowType, TargetKnowDistance, TargetLastTime, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
DetectedObject,
self.DetectVisual,
self.DetectOptical,

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.

View File

@@ -1154,8 +1154,6 @@ function ESCORT:_ReportTargetsScheduler()
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
if true then
local EscortGroupName = self.EscortGroup:GetName()
self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
@@ -1226,177 +1224,6 @@ function ESCORT:_ReportTargetsScheduler()
end
return true
else
-- local EscortGroupName = self.EscortGroup:GetName()
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
--
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
--
-- local EscortTargetMessages = ""
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
-- local EscortObject = EscortTarget.object
-- self:T( EscortObject )
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
--
-- local EscortTargetUnit = UNIT:Find( EscortObject )
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
--
--
--
-- -- local EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
-- --
-- -- self:T( { EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity } )
--
--
-- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
--
-- if Distance <= 15 then
--
-- if not ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = {}
-- end
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
-- else
-- if ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = nil
-- end
-- end
-- end
-- end
--
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
--
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
--
-- if self.EscortMenuTargetAssistance then
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
-- end
--
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
-- --end
--
--
-- if ClientEscortTargets then
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
--
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
--
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
--
-- local EscortTargetMessage = ""
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
-- if ClientEscortTargetData.type then
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
-- else
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
-- end
--
-- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
-- if ClientEscortTargetData.visible == false then
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
-- else
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
-- end
--
-- if ClientEscortTargetData.visible then
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
-- end
--
-- if ClientEscortGroupName == EscortGroupName then
--
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- self.EscortMenuAttackNearbyTargets,
-- ESCORT._AttackTarget,
-- { ParamSelf = self,
-- ParamUnit = ClientEscortTargetData.AttackUnit
-- }
-- )
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
-- else
-- if self.EscortMenuTargetAssistance then
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- MenuTargetAssistance,
-- ESCORT._AssistTarget,
-- self,
-- EscortGroupData.EscortGroup,
-- ClientEscortTargetData.AttackUnit
-- )
-- end
-- end
-- else
-- ClientEscortTargetData = nil
-- end
-- end
-- end
--
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
-- else
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
-- end
-- end
--
-- if self.EscortMenuResumeMission then
-- self.EscortMenuResumeMission:RemoveSubMenus()
--
-- -- if self.EscortMenuResumeWayPoints then
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
-- -- end
-- -- end
--
-- local TaskPoints = self:RegisterRoute()
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
-- ( WayPoint.y - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
-- end
-- end
--
-- return true
end
end
return false

View File

@@ -141,7 +141,6 @@ FOX = {
explosiondist = 200,
explosiondist2 = 500,
bigmissilemass = 50,
--destroy = nil,
dt50 = 5,
dt10 = 1,
dt05 = 0.5,
@@ -1060,7 +1059,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
-- Tracking info and init of last bomb position.
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
self:I(FOX.lid..text)
self:T(FOX.lid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Loop over players.

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@@ -53,6 +53,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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 and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--

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@@ -107,6 +107,9 @@
-- @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.
-- @field #number ceilingaltitude Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.
-- @field #boolean ceilingenabled Range has a ceiling and is not unlimited. Default is false.
-- @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
@@ -273,6 +276,10 @@
-- -- Create a range object.
-- GoldwaterRange=RANGE:New("Goldwater Range")
--
-- -- Set and enable the range ceiling altitude in feet MSL. If aircraft are above this altitude they are not considered to be in the range.
-- GoldwaterRange:SetRangeCeiling(20000)
-- GoldwaterRange:EnableRangeCeiling(true)
--
-- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects.
-- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME.
-- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left")
@@ -358,6 +365,8 @@ RANGE = {
targetpath = nil,
targetprefix = nil,
Coalition = nil,
ceilingaltitude = 20000,
ceilingenabled = false,
}
--- Default range parameters.
@@ -1085,6 +1094,37 @@ function RANGE:SetRangeZone( zone )
return self
end
--- Set range ceiling altitude in feet MSL.
-- @param #RANGE self
-- @param #number altitude (optional) Ceiling altitude of the range in ft MSL. Default 20000ft MSL
-- @return #RANGE self
function RANGE:SetRangeCeiling( altitude )
self:T(self.lid.."SetRangeCeiling")
if altitude and type(altitude) == "number" then
self.ceilingaltitude=altitude
else
self:E(self.lid.."Altitude either not provided or is not a number, using default setting (20000).")
self.ceilingaltitude=20000
end
return self
end
--- Enable range ceiling. Aircraft must be below the ceiling altitude to be considered in the range zone.
-- @param #RANGE self
-- @param #boolean enabled True if you would like to enable the ceiling check. If no value give, will Default to false.
-- @return #RANGE self
function RANGE:EnableRangeCeiling( enabled )
self:T(self.lid.."EnableRangeCeiling")
if enabled and type(enabled) == "boolean" then
self.ceilingenabled=enabled
else
self:E(self.lid.."Enabled either not provide or is not a boolean, using default setting (false).")
self.ceilingenabled=false
end
return self
end
--- Set smoke color for marking bomb targets. By default bomb targets are marked by red smoke.
-- @param #RANGE self
-- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default `SMOKECOLOR.Red`.
@@ -1893,7 +1933,7 @@ function RANGE:OnEventHit( EventData )
local _currentTarget = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
-- Player has rolled in on a strafing target.
if _currentTarget and target:IsAlive() then
if _currentTarget and target and target:IsAlive() then
local playerPos = _unit:GetCoordinate()
local targetPos = target:GetCoordinate()
@@ -2062,7 +2102,12 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackHdg = attackHdg
result.attackVel = attackVel
result.attackAlt = attackAlt
result.date=os and os.date() or "n/a"
if os and os.date then
result.date=os.date()
else
self:E(self.lid.."os or os.date() not available")
result.date = "n/a"
end
-- Add to table.
table.insert( _results, result )
@@ -2987,7 +3032,7 @@ function RANGE:_DisplayBombTargets( _unitname )
end
end
self:_DisplayMessageToGroup( _unit, _text, 120, true, true, _multiplayer )
self:_DisplayMessageToGroup( _unit, _text, 150, true, true, _multiplayer )
end
end
@@ -3112,7 +3157,10 @@ function RANGE:_CheckPlayers()
if unit and unit:IsAlive() then
if unit:IsInZone( self.rangezone ) then
local unitalt = unit:GetAltitude(false)
local unitaltinfeet = UTILS.MetersToFeet(unitalt)
if unit:IsInZone(self.rangezone) and (not self.ceilingenabled or unitaltinfeet < self.ceilingaltitude) then
------------------------------
-- Player INSIDE Range Zone --
@@ -3453,10 +3501,10 @@ function RANGE:_AddF10Commands( _unitName )
-- 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 )
local _settingsPath = MENU_GROUP:New( group, "My Settings", _rangePath )
local _infoPath = MENU_GROUP:New( group, "Range Info", _rangePath )
local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath )
local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath )
local _settingsPath = MENU_GROUP:New( group, "My Settings", _rangePath )
-- F10/On the Range/<Range Name>/My Settings/
local _mysmokePath = MENU_GROUP:New( group, "Smoke Color", _settingsPath )

View File

@@ -985,6 +985,7 @@ function SCORING:_EventOnHit( Event )
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
local TargetIsScenery = false
if Event.IniDCSUnit then
@@ -1025,6 +1026,12 @@ function SCORING:_EventOnHit( Event )
TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName
-- Scenery hit
if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then
TargetCategory = Unit.Category.STRUCTURE
TargetIsScenery = true
end
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType
@@ -1117,17 +1124,22 @@ function SCORING:_EventOnHit( Event )
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
elseif TargetIsScenery ~= true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
elseif TargetIsScenery == true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object." .. " Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end
else -- A scenery object was hit.
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit nothing special.",
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )

View File

@@ -19,7 +19,7 @@
--
-- ### Authors: **applevangelist**, **FlightControl**
--
-- Last Update: Dec 2023
-- Last Update: Dec 2024
--
-- ===
--
@@ -28,6 +28,16 @@
---
-- @type SEAD
-- @field #string ClassName The Class Name.
-- @field #table TargetSkill Table of target skills.
-- @field #table SEADGroupPrefixes Table of SEAD prefixes.
-- @field #table SuppressedGroups Table of currently suppressed groups.
-- @field #number EngagementRange Engagement Range.
-- @field #number Padding Padding in seconds.
-- @field #function CallBack Callback function for suppression plans.
-- @field #boolean UseCallBack Switch for callback function to be used.
-- @field #boolean debug Debug switch.
-- @field #boolen WeaponTrack Track switch, if true track weapon speed for 30 secs.
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
@@ -56,10 +66,11 @@ SEAD = {
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 10,
Padding = 15,
CallBack = nil,
UseCallBack = false,
debug = false,
WeaponTrack = false,
}
--- Missile enumerators
@@ -69,6 +80,7 @@ SEAD = {
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["AGM_65"] = "AGM_65",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
@@ -88,6 +100,7 @@ SEAD = {
-- km and mach
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_65"] = { 16, 0.9},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2},
@@ -144,7 +157,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.6")
self:I("*** SEAD - Started Version 0.4.9")
return self
end
@@ -371,7 +384,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
reach = wpndata[1] * 1.1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
if Weapon then
if Weapon and Weapon:GetSpeed() > 0 then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
@@ -452,29 +465,38 @@ end
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } )
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName or "None" -- return weapon type
if self:_CheckHarms(SEADWeaponName) then
--UTILS.PrintTableToLog(EventData)
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
if not SEADPlane then return self end -- case IniUnit is empty
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
local WeaponWrapper = WEAPON:New(EventData.Weapon) -- Wrapper.Weapon#WEAPON
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
if self.WeaponTrack == true then
WeaponWrapper:SetFuncTrack(function(weapon) env.info(string.format("*** Weapon Speed: %d m/s",weapon:GetSpeed() or -1)) end)
WeaponWrapper:StartTrack(0.1)
WeaponWrapper:StopTrack(30)
end
local _targetskill = "Random"
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
if not _target or self.debug then -- AGM-88 or 154 w/o target data
self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
self:I("**** Tracking AGM-88/154 with no target data.")
self:T("**** Tracking AGM-88/154 with no target data.")
local pos0 = SEADPlane:GetCoordinate()
local fheight = SEADPlane:GetHeight()
self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
@@ -520,7 +542,7 @@ function SEAD:HandleEventShot( EventData )
end
if SEADGroupFound == true then -- yes we are being attacked
if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,2,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end

View File

@@ -21,7 +21,7 @@
-- @image Functional.Shorad.jpg
--
-- Date: Nov 2021
-- Last Update: Nov 2023
-- Last Update: Jan 2025
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
@@ -113,7 +113,7 @@ SHORAD = {
SkateNumber = 3,
SkateZones = nil,
minscootdist = 100,
minscootdist = 3000,
maxscootdist = 3000,
scootrandomcoord = false,
}
@@ -443,9 +443,11 @@ do
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then
if _groups:IsSAM() then
returnname = true
end
end
end
return returnname
end
@@ -470,6 +472,7 @@ do
-- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @param #boolean ShotAt If true, function is called after a shot
-- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example
--
@@ -479,7 +482,7 @@ do
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat)
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat, ShotAt)
self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT
@@ -521,7 +524,27 @@ do
-- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then
local groupname = _group:GetName()
if groupname == TargetGroup and ShotAt==true then
-- Shot at a SHORAD group
if self.UseEmOnOff then
_group:EnableEmission(false)
end
_group:OptionAlarmStateGreen()
self.ActiveGroups[groupname] = nil
local text = string.format("Shot at SHORAD %s! Evading!", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,_group)
end
elseif _group:IsAnyInZone(targetzone) or groupname == TargetGroup then
-- shot at a group we protect
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
@@ -529,7 +552,6 @@ do
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
local groupname = _group:GetName()
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
@@ -607,7 +629,7 @@ do
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT,true)
end
end
end
@@ -736,7 +758,7 @@ do
-- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat, true)
end
end
end

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@@ -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

@@ -3153,7 +3153,7 @@ end
-- @param #WAREHOUSE self
-- @return Core.Point#COORDINATE The coordinate of the warehouse.
function WAREHOUSE:GetCoordinate()
return self.warehouse:GetCoordinate()
return self.warehouse:GetCoord()
end
--- Get 3D vector of warehouse static.
@@ -6047,7 +6047,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
else
if #parking<#template.units and not airstart then
if parking and #parking<#template.units and not airstart then
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
self:_DebugMessage(text)
return nil
@@ -6089,7 +6089,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
terminal=parking[i].TerminalID
end
if self.Debug then
if self.Debug and terminal then
local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
coord:MarkToAll(text)
env.info(text)
@@ -6893,7 +6893,7 @@ function WAREHOUSE:_CheckConquered()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local distance=coord:Get2DDistance(unit:GetCoordinate())
local distance=coord:Get2DDistance(unit:GetCoord())
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
if unit:IsGround() and unit:IsAlive() and distance <= radius then
@@ -8122,9 +8122,11 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
-- Debug output for occupied spots.
if self.Debug then
local coord=problem.coord --Core.Point#COORDINATE
if coord then
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
self:I(self.lid..text)
coord:MarkToAll(string.format(text))
coord:MarkToAll(text)
end
else
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
end
@@ -8434,11 +8436,13 @@ function WAREHOUSE:_GetAttribute(group)
if group then
local groupCat=group:GetCategory()
-----------
--- Air ---
-----------
-- Planes
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes") and groupCat==Group.Category.AIRPLANE
local awacs=group:HasAttribute("AWACS")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers"))
local bomber=group:HasAttribute("Strategic bombers")
@@ -8593,7 +8597,6 @@ end
-- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed.
-- @param #table queue The queue from which the item should be deleted.
function WAREHOUSE:_DeleteQueueItem(qitem, queue)
self:F({qitem=qitem, queue=queue})
for i=1,#queue do
local _item=queue[i] --#WAREHOUSE.Queueitem

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

@@ -7,6 +7,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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
--
@@ -21,7 +23,7 @@
do -- ZoneGoal
-- @type ZONE_GOAL_CARGO
--- @type ZONE_GOAL_CARGO
-- @extends Functional.ZoneGoal#ZONE_GOAL
@@ -55,7 +57,7 @@ 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

@@ -10,7 +10,7 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDU
_DATABASE = DATABASE:New() -- Core.Database#DATABASE
--- Settings
_SETTINGS = SETTINGS:Set()
_SETTINGS = SETTINGS:Set() -- Core.Settings#SETTINGS
_SETTINGS:SetPlayerMenuOn()
--- Register cargos.

View File

@@ -1,8 +1,6 @@
__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/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
@@ -33,7 +31,6 @@ __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' )
@@ -79,12 +76,6 @@ __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' )
@@ -93,31 +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' )

View File

@@ -1,181 +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( 'Wrapper\\DynamicCargo.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( 'Functional\\ClientWatch.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

@@ -19,7 +19,7 @@
-- * Option to present information in imperial or metric units
-- * Runway length and airfield elevation (optional)
-- * Frequencies/channels of nav aids (ILS, VOR, NDB, TACAN, PRMG, RSBN) (optional)
-- * SRS Simple-Text-To-Speech (STTS) integration (no sound files necessary)
-- * SRS Simple-Text-To-Speech (MSRS) integration (no sound files necessary)
--
-- ===
--
@@ -291,7 +291,7 @@
-- ## Nevada: Nellis AFB
--
-- -- ATIS Nellis AFB on 270.10 MHz AM.
-- atisNellis=ATIS:New(AIRBASE.Nevada.Nellis_AFB, 270.1)
-- atisNellis=ATIS:New(AIRBASE.Nevada.Nellis, 270.1)
-- atisNellis:SetRadioRelayUnitName("Radio Relay Nellis")
-- atisNellis:SetActiveRunway("21L")
-- atisNellis:SetTowerFrequencies({327.000, 132.550})
@@ -302,7 +302,7 @@
-- ## Persian Gulf: Abu Dhabi International Airport
--
-- -- ATIS Abu Dhabi International on 125.1 MHz AM.
-- atisAbuDhabi=ATIS:New(AIRBASE.PersianGulf.Abu_Dhabi_International_Airport, 125.1)
-- atisAbuDhabi=ATIS:New(AIRBASE.PersianGulf.Abu_Dhabi_Intl, 125.1)
-- atisAbuDhabi:SetRadioRelayUnitName("Radio Relay Abu Dhabi International Airport")
-- atisAbuDhabi:SetMetricUnits()
-- atisAbuDhabi:SetActiveRunway("L")
@@ -498,6 +498,10 @@ ATIS.Alphabet = {
-- @field #number Syria +5° (East).
-- @field #number MarianaIslands +2° (East).
-- @field #number SinaiMap +5° (East).
-- @field #number Kola +15° (East).
-- @field #number Afghanistan +3° (East).
-- @field #number Iraq +4.4° (East).
-- @field #number GermanyCW +0.1° (East).
ATIS.RunwayM2T = {
Caucasus = 0,
Nevada = 12,
@@ -508,6 +512,10 @@ ATIS.RunwayM2T = {
MarianaIslands = 2,
Falklands = 12,
SinaiMap = 5,
Kola = 15,
Afghanistan = 3,
Iraq=4.4,
GermanyCW=0.1,
}
--- Whether ICAO phraseology is used for ATIS broadcasts.
@@ -521,6 +529,10 @@ ATIS.RunwayM2T = {
-- @field #boolean MarianaIslands true.
-- @field #boolean Falklands true.
-- @field #boolean SinaiMap true.
-- @field #boolean Kola true.
-- @field #boolean Afghanistan true.
-- @field #boolean Iraq true.
-- @field #boolean GermanyCW true.
ATIS.ICAOPhraseology = {
Caucasus = true,
Nevada = false,
@@ -531,6 +543,10 @@ ATIS.ICAOPhraseology = {
MarianaIslands = true,
Falklands = true,
SinaiMap = true,
Kola = true,
Afghanistan = true,
Iraq = true,
GermanyCW = true,
}
--- Nav point data.
@@ -619,83 +635,83 @@ ATIS.ICAOPhraseology = {
-- @field #ATIS.Soundfile TACANChannel
-- @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 },
At = { filename = "At.ogg", duration = 0.41 },
CloudBase = { filename = "CloudBase.ogg", duration = 0.82 },
CloudCeiling = { filename = "CloudCeiling.ogg", duration = 0.61 },
CloudsBroken = { filename = "CloudsBroken.ogg", duration = 1.07 },
CloudsFew = { filename = "CloudsFew.ogg", duration = 0.99 },
CloudsNo = { filename = "CloudsNo.ogg", duration = 1.01 },
CloudsNotAvailable = { filename = "CloudsNotAvailable.ogg", duration = 2.35 },
CloudsOvercast = { filename = "CloudsOvercast.ogg", duration = 0.83 },
CloudsScattered = { filename = "CloudsScattered.ogg", duration = 1.18 },
Decimal = { filename = "Decimal.ogg", duration = 0.54 },
DegreesCelsius = { filename = "DegreesCelsius.ogg", duration = 1.27 },
DegreesFahrenheit = { filename = "DegreesFahrenheit.ogg", duration = 1.23 },
DewPoint = { filename = "DewPoint.ogg", duration = 0.65 },
Dust = { filename = "Dust.ogg", duration = 0.54 },
Elevation = { filename = "Elevation.ogg", duration = 0.78 },
EndOfInformation = { filename = "EndOfInformation.ogg", duration = 1.15 },
Feet = { filename = "Feet.ogg", duration = 0.45 },
Fog = { filename = "Fog.ogg", duration = 0.47 },
Gusting = { filename = "Gusting.ogg", duration = 0.55 },
HectoPascal = { filename = "HectoPascal.ogg", duration = 1.15 },
Hundred = { filename = "Hundred.ogg", duration = 0.47 },
InchesOfMercury = { filename = "InchesOfMercury.ogg", duration = 1.16 },
Information = { filename = "Information.ogg", duration = 0.85 },
Kilometers = { filename = "Kilometers.ogg", duration = 0.78 },
Knots = { filename = "Knots.ogg", duration = 0.59 },
Left = { filename = "Left.ogg", duration = 0.54 },
MegaHertz = { filename = "MegaHertz.ogg", duration = 0.87 },
Meters = { filename = "Meters.ogg", duration = 0.59 },
MetersPerSecond = { filename = "MetersPerSecond.ogg", duration = 1.14 },
Miles = { filename = "Miles.ogg", duration = 0.60 },
MillimetersOfMercury = { filename = "MillimetersOfMercury.ogg", duration = 1.53 },
Minus = { filename = "Minus.ogg", duration = 0.64 },
N0 = { filename = "N-0.ogg", duration = 0.55 },
N1 = { filename = "N-1.ogg", duration = 0.41 },
N2 = { filename = "N-2.ogg", duration = 0.37 },
N3 = { filename = "N-3.ogg", duration = 0.41 },
N4 = { filename = "N-4.ogg", duration = 0.37 },
N5 = { filename = "N-5.ogg", duration = 0.43 },
N6 = { filename = "N-6.ogg", duration = 0.55 },
N7 = { filename = "N-7.ogg", duration = 0.43 },
N8 = { filename = "N-8.ogg", duration = 0.38 },
N9 = { filename = "N-9.ogg", duration = 0.55 },
NauticalMiles = { filename = "NauticalMiles.ogg", duration = 1.04 },
None = { filename = "None.ogg", duration = 0.43 },
QFE = { filename = "QFE.ogg", duration = 0.63 },
QNH = { filename = "QNH.ogg", duration = 0.71 },
Rain = { filename = "Rain.ogg", duration = 0.41 },
Right = { filename = "Right.ogg", duration = 0.44 },
Snow = { filename = "Snow.ogg", duration = 0.48 },
SnowStorm = { filename = "SnowStorm.ogg", duration = 0.82 },
StatuteMiles = { filename = "StatuteMiles.ogg", duration = 1.15 },
SunriseAt = { filename = "SunriseAt.ogg", duration = 0.92 },
SunsetAt = { filename = "SunsetAt.ogg", duration = 0.95 },
Temperature = { filename = "Temperature.ogg", duration = 0.64 },
Thousand = { filename = "Thousand.ogg", duration = 0.55 },
ThunderStorm = { filename = "ThunderStorm.ogg", duration = 0.81 },
TimeLocal = { filename = "TimeLocal.ogg", duration = 0.90 },
TimeZulu = { filename = "TimeZulu.ogg", duration = 0.86 },
TowerFrequency = { filename = "TowerFrequency.ogg", duration = 1.19 },
Visibilty = { filename = "Visibility.ogg", duration = 0.79 },
WeatherPhenomena = { filename = "WeatherPhenomena.ogg", duration = 1.07 },
WindFrom = { filename = "WindFrom.ogg", duration = 0.60 },
ActiveRunway = { filename = "ActiveRunway.ogg", duration = 0.85 },
ActiveRunwayDeparture = { filename = "ActiveRunwayDeparture.ogg", duration = 1.50 },
ActiveRunwayArrival = { filename = "ActiveRunwayArrival.ogg", duration = 1.38 },
AdviceOnInitial = { filename = "AdviceOnInitial.ogg", duration = 2.98 },
Airport = { filename = "Airport.ogg", duration = 0.55 },
Altimeter = { filename = "Altimeter.ogg", duration = 0.91 },
At = { filename = "At.ogg", duration = 0.32 },
CloudBase = { filename = "CloudBase.ogg", duration = 0.69 },
CloudCeiling = { filename = "CloudCeiling.ogg", duration = 0.53 },
CloudsBroken = { filename = "CloudsBroken.ogg", duration = 0.81 },
CloudsFew = { filename = "CloudsFew.ogg", duration = 0.74 },
CloudsNo = { filename = "CloudsNo.ogg", duration = 0.69},
CloudsNotAvailable = { filename = "CloudsNotAvailable.ogg", duration = 2.64 },
CloudsOvercast = { filename = "CloudsOvercast.ogg", duration = 0.82 },
CloudsScattered = { filename = "CloudsScattered.ogg", duration = 0.89 },
Decimal = { filename = "Decimal.ogg", duration = 0.71 },
DegreesCelsius = { filename = "DegreesCelsius.ogg", duration = 1.08 },
DegreesFahrenheit = { filename = "DegreesFahrenheit.ogg", duration = 1.07 },
DewPoint = { filename = "DewPoint.ogg", duration = 0.59 },
Dust = { filename = "Dust.ogg", duration = 0.37 },
Elevation = { filename = "Elevation.ogg", duration = 0.92 },
EndOfInformation = { filename = "EndOfInformation.ogg", duration = 1.24 },
Feet = { filename = "Feet.ogg", duration = 0.34 },
Fog = { filename = "Fog.ogg", duration = 0.41 },
Gusting = { filename = "Gusting.ogg", duration = 0.58 },
HectoPascal = { filename = "HectoPascal.ogg", duration = 0.92 },
Hundred = { filename = "Hundred.ogg", duration = 0.53 },
ILSFrequency = { filename = "ILSFrequency.ogg", duration = 1.30 },
InnerNDBFrequency = { filename = "InnerNDBFrequency.ogg", duration = 1.56 },
OuterNDBFrequency = { filename = "OuterNDBFrequency.ogg", duration = 1.59 },
RunwayLength = { filename = "RunwayLength.ogg", duration = 0.91 },
VORFrequency = { filename = "VORFrequency.ogg", duration = 1.38 },
TACANChannel = { filename = "TACANChannel.ogg", duration = 0.88 },
PRMGChannel = { filename = "PRMGChannel.ogg", duration = 1.18 },
RSBNChannel = { filename = "RSBNChannel.ogg", duration = 1.14 },
Zulu = { filename = "Zulu.ogg", duration = 0.62 },
InchesOfMercury = { filename = "InchesOfMercury.ogg", duration = 1.26 },
Information = { filename = "Information.ogg", duration = 0.99 },
InnerNDBFrequency = { filename = "InnerNDBFrequency.ogg", duration = 1.69 },
Kilometers = { filename = "Kilometers.ogg", duration = 0.93 },
Knots = { filename = "Knots.ogg", duration = 0.46 },
Left = { filename = "Left.ogg", duration = 0.41 },
MegaHertz = { filename = "MegaHertz.ogg", duration = 0.83 },
Meters = { filename = "Meters.ogg", duration = 0.55 },
MetersPerSecond = { filename = "MetersPerSecond.ogg", duration = 1.03 },
Miles = { filename = "Miles.ogg", duration = 0.44 },
MillimetersOfMercury = { filename = "MillimetersOfMercury.ogg", duration = 1.59 },
Minus = { filename = "Minus.ogg", duration = 0.55 },
N0 = { filename = "N-0.ogg", duration = 0.52 },
N1 = { filename = "N-1.ogg", duration = 0.35 },
N2 = { filename = "N-2.ogg", duration = 0.41 },
N3 = { filename = "N-3.ogg", duration = 0.34 },
N4 = { filename = "N-4.ogg", duration = 0.37 },
N5 = { filename = "N-5.ogg", duration = 0.40 },
N6 = { filename = "N-6.ogg", duration = 0.46 },
N7 = { filename = "N-7.ogg", duration = 0.52 },
N8 = { filename = "N-8.ogg", duration = 0.36 },
N9 = { filename = "N-9.ogg", duration = 0.51 },
NauticalMiles = { filename = "NauticalMiles.ogg", duration = 0.93 },
None = { filename = "None.ogg", duration = 0.33 },
OuterNDBFrequency = { filename = "OuterNDBFrequency.ogg", duration = 1.70 },
PRMGChannel = { filename = "PRMGChannel.ogg", duration = 1.27 },
QFE = { filename = "QFE.ogg", duration = 0.90 },
QNH = { filename = "QNH.ogg", duration = 0.94 },
Rain = { filename = "Rain.ogg", duration = 0.35 },
Right = { filename = "Right.ogg", duration = 0.31 },
RSBNChannel = { filename = "RSBNChannel.ogg", duration = 1.26 },
RunwayLength = { filename = "RunwayLength.ogg", duration = 0.81 },
Snow = { filename = "Snow.ogg", duration = 0.40 },
SnowStorm = { filename = "SnowStorm.ogg", duration = 0.73 },
StatuteMiles = { filename = "StatuteMiles.ogg", duration = 0.90 },
SunriseAt = { filename = "SunriseAt.ogg", duration = 0.82 },
SunsetAt = { filename = "SunsetAt.ogg", duration = 0.87 },
TACANChannel = { filename = "TACANChannel.ogg", duration = 0.81 },
Temperature = { filename = "Temperature.ogg", duration = 0.70 },
Thousand = { filename = "Thousand.ogg", duration = 0.58 },
ThunderStorm = { filename = "ThunderStorm.ogg", duration = 0.79 },
TimeLocal = { filename = "TimeLocal.ogg", duration = 0.83 },
TimeZulu = { filename = "TimeZulu.ogg", duration = 0.83 },
TowerFrequency = { filename = "TowerFrequency.ogg", duration = 1.05 },
Visibilty = { filename = "Visibility.ogg", duration = 1.16 },
VORFrequency = { filename = "VORFrequency.ogg", duration = 1.28 },
WeatherPhenomena = { filename = "WeatherPhenomena.ogg", duration = 1.09 },
WindFrom = { filename = "WindFrom.ogg", duration = 0.63 },
Zulu = { filename = "Zulu.ogg", duration = 0.51 },
}
---
@@ -954,7 +970,7 @@ _ATIS = {}
--- ATIS class version.
-- @field #string version
ATIS.version = "1.0.0"
ATIS.version = "1.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -2037,12 +2053,14 @@ function ATIS:onafterBroadcast( From, Event, To )
local sunrise = coord:GetSunrise()
--self:I(sunrise)
local SUNRISE = "no time"
local NorthPolar = true
if tostring(sunrise) ~= "N/S" and tostring(sunrise) ~= "N/R" then
sunrise = UTILS.Split( sunrise, ":" )
SUNRISE = string.format( "%s%s", sunrise[1], sunrise[2] )
if self.useSRS then
SUNRISE = string.format( "%s %s %s", sunrise[1], sunrise[2], hours )
end
NorthPolar = false
end
local sunset = coord:GetSunset()
@@ -2054,6 +2072,7 @@ function ATIS:onafterBroadcast( From, Event, To )
if self.useSRS then
SUNSET = string.format( "%s %s %s", sunset[1], sunset[2], hours )
end
NorthPolar = false
end
---------------------------------
@@ -2080,34 +2099,32 @@ function ATIS:onafterBroadcast( From, Event, To )
---------------
-- Get mission weather info. Most of this is static.
local clouds, visibility, turbulence, fog, dust, static = self:GetMissionWeather()
local clouds, visibility, turbulence, dustdens, static = self:GetMissionWeather()
-- Check that fog is actually "thick" enough to reach the airport. If an airport is in the mountains, fog might not affect it as it is measured from sea level.
if fog and fog.thickness < height + 25 then
fog = nil
end
-- Dust only up to 1500 ft = 457 m ASL.
if dust and height + 25 > UTILS.FeetToMeters( 1500 ) then
dust = nil
end
local dust=false
local fog=false
------------------
--- Visibility ---
------------------
-- Get min visibility.
local visibilitymin = visibility
if dustdens then
if fog then
if fog.visibility < visibilitymin then
visibilitymin = fog.visibility
end
-- Dust only up to 1500 ft = 457 m ASL.
if UTILS.FeetToMeters( 1500 )> height+25 then
dust=true
visibility=math.min(visibility, dustdens)
end
if dust then
if dust < visibilitymin then
visibilitymin = dust
else -- As of DCS 2.9.10.3948 (December 2024), fog and dust are mutually exclusive!
-- Get current fog visibility and thickness
local fvis=world.weather.getFogVisibilityDistance()
local fheight=world.weather.getFogThickness()
if fvis>0 and fheight>height+25 then
fog=true
visibility=math.min(visibility, fvis)
end
end
@@ -2115,7 +2132,7 @@ function ATIS:onafterBroadcast( From, Event, To )
if self.metric then
-- Visibility in km.
local reportedviz = UTILS.Round( visibilitymin / 1000 )
local reportedviz = UTILS.Round( visibility / 1000 )
-- max reported visibility 9999 m
if reportedviz > 10 then
reportedviz = 10
@@ -2123,7 +2140,7 @@ function ATIS:onafterBroadcast( From, Event, To )
VISIBILITY = string.format( "%d", reportedviz )
else
-- max reported visibility 10 NM
local reportedviz = UTILS.Round( UTILS.MetersToSM( visibilitymin ) )
local reportedviz = UTILS.Round( UTILS.MetersToSM( visibility ) )
if reportedviz > 10 then
reportedviz = 10
end
@@ -2395,7 +2412,7 @@ function ATIS:onafterBroadcast( From, Event, To )
local sunrise = self.gettext:GetEntry("SUNRISEAT",self.locale)
--subtitle = string.format( "Sunrise at %s local time", SUNRISE )
subtitle = string.format( sunrise, SUNRISE )
if not self.useSRS then
if not self.useSRS and NorthPolar == false then
self:Transmission( self.Sound.SunriseAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNRISE, nil, 0.2 )
self:Transmission( self.Sound.TimeLocal, 0.2 )
@@ -2406,7 +2423,7 @@ function ATIS:onafterBroadcast( From, Event, To )
local sunset = self.gettext:GetEntry("SUNSETAT",self.locale)
--subtitle = string.format( "Sunset at %s local time", SUNSET )
subtitle = string.format( sunset, SUNSET )
if not self.useSRS then
if not self.useSRS and NorthPolar == false then
self:Transmission( self.Sound.SunsetAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNSET, nil, 0.5 )
self:Transmission( self.Sound.TimeLocal, 0.2 )
@@ -2781,7 +2798,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end
_RUNACT = subtitle
alltext = alltext .. ";\n" .. subtitle
--alltext = alltext .. ";\n" .. subtitle
-- Runway length.
if self.rwylength then
@@ -3350,28 +3367,13 @@ function ATIS:GetMissionWeather()
dust = weather.dust_density
end
-- Fog
--[[
["enable_fog"] = false,
["fog"] =
{
["thickness"] = 0,
["visibility"] = 25,
}, -- end of ["fog"]
]]
local fog = nil
if weather.enable_fog == true then
fog = weather.fog
end
self:T( "FF weather:" )
self:T( { clouds = clouds } )
self:T( { visibility = visibility } )
self:T( { turbulence = turbulence } )
self:T( { fog = fog } )
self:T( { dust = dust } )
self:T( { static = static } )
return clouds, visibility, turbulence, fog, dust, static
return clouds, visibility, turbulence, dust, static
end
--- Get thousands of a number.

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