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30 Commits

Author SHA1 Message Date
Frank
8d6d4b3765 Merge branch 'FF/MasterDevel' into FF/Ops 2025-06-23 22:29:30 +02:00
Frank
7ddb72885d Merge branch 'develop' into FF/Ops 2025-06-23 22:29:20 +02:00
Frank
42e7e3f94f Update Airboss.lua 2025-06-23 22:28:48 +02:00
Thomas
4a5204aecb Merge pull request #2323 from FlightControl-Master/master
Merge
2025-06-23 19:09:47 +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
10262fd30b Merge pull request #2321 from FlightControl-Master/master
Merge from master
2025-06-20 14:03:40 +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
fa951838d2 Merge pull request #2319 from FlightControl-Master/master
Merge from master
2025-06-19 09:16:30 +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
Frank
1d04f7c945 Merge branch 'develop' into FF/Ops 2025-06-10 21:58:38 +02:00
Frank
baa3f3234e Merge branch 'develop' into FF/Ops 2025-04-18 22:04:07 +02:00
Frank
ab5a4c43c3 Merge branch 'develop' into FF/Ops 2025-04-17 21:40:58 +02:00
Frank
ce61f454bf Update Beacons.lua
- Added excludelist to GetClosestBeacon function
2025-04-17 20:34:46 +02:00
Frank
4772dafe7f Update Beacons.lua
- Fixed bug in counting beacons
- Added option to mark certain beacon types
- Improved maker text
2025-04-15 22:06:53 +02:00
Frank
629925e2d8 Update Towns.lua 2025-04-14 22:42:29 +02:00
Frank
17f672dad4 Towns
- Added new Class for towns
2025-04-14 15:49:39 +02:00
Frank
0a9717a8c2 RADIOS
- Added new class RADIOS
2025-04-13 23:14:19 +02:00
Frank
e0049bea2b Update Beacons.lua
- Added channel
- Added scenery
2025-04-12 21:18:19 +02:00
Frank
73525feb68 Update Beacons.lua
- Added user functions
- Fixed bug with incorrect position
2025-04-12 11:14:01 +02:00
Frank
7d3bffcfef Naviation
- Added beacons class
- Added navpoints class
- Added vector class
2025-04-09 22:36:26 +02:00
Frank
5b76ec6b99 Merge branch 'develop' into FF/Ops 2025-04-09 21:17:49 +02:00
Frank
eeca95c77f Merge branch 'develop' into FF/Ops 2025-01-02 20:49:06 +01:00
Frank
e406fb0c88 Update Brigade.lua 2024-12-29 21:02:56 +01:00
14 changed files with 3055 additions and 24 deletions

View File

@@ -1699,7 +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

@@ -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 ) ) )

File diff suppressed because it is too large Load Diff

View File

@@ -32,6 +32,7 @@ __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/Core/Vector.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -186,4 +187,9 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Radios.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Towns.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )

View File

@@ -32,6 +32,7 @@ __Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Core\\Vector.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
@@ -178,4 +179,9 @@ __Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Navigation\\Point.lua' )
__Moose.Include( 'Navigation\\Beacons.lua' )
__Moose.Include( 'Navigation\\Radios.lua' )
__Moose.Include( 'Navigation\\Towns.lua' )
__Moose.Include( 'Globals.lua' )

View File

@@ -0,0 +1,395 @@
--- **NAVIGATION** - Beacons of the map/theatre.
--
-- **Main Features:**
--
-- * Access beacons of the map
-- * Find closest beacon
-- * Get frequencies and channels
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Beacons).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Beacons
-- @image NAVIGATION_Beacons.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- BEACONS class.
-- @type BEACONS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table beacons Beacons.
--
-- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.*
--
-- ===
--
-- # The BEACONS Concept
--
-- This class is desinged to make information about beacons of a map/theatre easier accessible. The information contains location, type and frequencies of all or specific beacons of the map.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `beacons.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
--
-- # Basic Setup
--
-- A new `BEACONS` object can be created with the @{#BEACONS.NewFromFile}(*beacons_lua_file*) function.
--
-- local beacons=BEACONS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\beacons.lua")
-- beacons:MarkerShow()
--
-- This will load the beacons from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant beacons are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Beacon
--
--
-- @field #BEACONS
BEACONS = {
ClassName = "BEACONS",
verbose = 1,
beacons = {},
}
--- Mission capability.
-- @type BEACONS.Beacon
-- @field #function display_name Function that returns the localized name.
-- @field #number type Beacon type.
-- @field #string beaconId Beacon ID.
-- @field #string callsign Call sign.
-- @field #number frequency Frequency in Hz.
-- @field #number channel TACAN, RSBN or PRMG channel depending on type.
-- @field #table position Position table.
-- @field #number direction Direction in degrees.
-- @field #table positionGeo Table with latitude and longitude.
-- @field #table sceneObjects Table with scenery objects, e.g. `{t:393396742}`.
-- @field #number chartOffsetX No idea what this offset is?!
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field #number markerID ID for the F10 marker.
-- @field #string typeName Name of becon type.
-- @field Wrapper.Scenery#SCENERY scenery The scenery object.
--- BEACONS class version.
-- @field #string version
BEACONS.version="0.0.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- DONE: TACAN channel from frequency (was already in beacon.lua as channel)
-- DONE: Scenery object
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BECAONS class instance from a given table.
-- @param #BEACONS self
-- @param #table BeaconTable Table with beacon info.
-- @return #BEACONS self
function BEACONS:NewFromTable(BeaconTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
for _,_beacon in pairs(BeaconTable) do
local beacon=_beacon --#BEACONS.Beacon
-- Get 3D vector
beacon.vec3={x=beacon.position[1], y=beacon.position[2], z=beacon.position[3]}
-- Get coordinate
beacon.coordinate=COORDINATE:NewFromVec3(beacon.vec3)
-- Get type name
beacon.typeName=self:_GetTypeName(beacon.type)
-- Find closest scenery object from scan
beacon.scenery=beacon.coordinate:FindClosestScenery(20)
-- Debug stuff for scenery object
if false then
if beacon.scenery then
env.info(string.format("FF Beacon %s %s %s got scenery object %s, %s", beacon.callsign, beacon.beaconId, beacon.typeName, beacon.scenery:GetName(), beacon.scenery:GetTypeName() ))
UTILS.PrintTableToLog(beacon.scenery.SceneryObject)
UTILS.PrintTableToLog(beacon.sceneObjects)
else
env.info(string.format("FF NO scenery object %s %s %s ", beacon.callsign, beacon.beaconId, beacon.typeName))
end
end
-- Add to table
table.insert(self.beacons, beacon)
end
-- Debug output
self:I(string.format("Added %d beacons", #self.beacons))
if self.verbose > 0 then
local text="Beacon types:"
for typeName,typeID in pairs(BEACON.Type) do
local n=self:CountBeacons(typeID)
text=text..string.format("\n%s = %d", typeName, n)
end
self:I(text)
end
return self
end
--- Create a new BECAONS class instance from a given file.
-- @param #BEACONS self
-- @param #string FileName Full path to the file containing the map beacons.
-- @return #BEACONS self
function BEACONS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with beacon info does not exist!"))
return nil
end
-- This will create a global table `beacons`
dofile(FileName)
-- Get beacons from table.
self=self:NewFromTable(beacons)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return DCS#Vec3 Position vector.
function BEACONS:GetVec3(beacon)
return beacon.vec3
end
--- Get COORDINATE of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return Core.Point#COORDINATE The coordinate.
function BEACONS:GetCoordinate(beacon)
local coordinate=COORDINATE:NewFromVec3(beacon.vec3)
return coordinate
end
--- Find closest beacon to a given coordinate.
-- @param #BEACONS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number TypeID (Optional) Only search for specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @param #table ExcludeList (Optional) List of beacons to exclude.
-- @return #BEACONS.Beacon The closest beacon.
function BEACONS:GetClosestBeacon(Coordinate, TypeID, DistMax, ExcludeList)
local beacon=nil --#BEACONS.Beacon
local distmin=math.huge
ExcludeList=ExcludeList or {}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if (TypeID==nil or TypeID==bc.type) and (not UTILS.IsInTable(ExcludeList, bc, "beaconId")) then
local dist=Coordinate:Get2DDistance(bc.vec3)
if dist<distmin and (DistMax==nil or dist<=DistMax) then
distmin=dist
beacon=bc
end
end
end
return beacon
end
--- Get table of all beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only return specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #table Table of beacons. Each element is of type #BEACON.Beacon.
function BEACONS:GetBeacons(TypeID)
local beacons={}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==nil or TypeID==bc.type then
table.insert(beacons, bc)
end
end
return beacons
end
--- Count beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only count specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #number Number of beacons.
function BEACONS:CountBeacons(TypeID)
local n=0
if TypeID then
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==bc.type then
n=n+1
end
end
else
n=#self.beacons
end
return n
end
--- Add markers for all beacons on the F10 map. Optionally, only a specific beacon or a certain beacon type can be marked.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self
function BEACONS:MarkerShow(Beacon, TypeID)
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
local text=self:_GetMarkerText(beacon)
local coord=COORDINATE:NewFromVec3(beacon.vec3)
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
end
beacon.markerID=coord:MarkToAll(text)
end
end
end
return self
end
--- Remove markers of all beacons from the F10 map. Optionally, remove only marker of a specific beacon or a certain beacon type.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self
function BEACONS:MarkerRemove(Beacon, TypeID)
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
beacon.markerID=nil
end
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return #string Marker text.
function BEACONS:_GetMarkerText(beacon)
local frequency, funit=self:_GetFrequency(beacon.frequency)
local direction=beacon.direction~=nil and beacon.direction or -1
local text=string.format("Beacon %s [ID=%s]", tostring(beacon.typeName), tostring(beacon.beaconId))
text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
if UTILS.IsInTable({BEACON.Type.TACAN, BEACON.Type.RSBN, BEACON.Type.PRMG_GLIDESLOPE, BEACON.Type.PRMG_LOCALIZER}, beacon.type) then
text=text..string.format("\nChannel: %s", tostring(beacon.channel))
end
text=text..string.format("\nFrequency: %.3f %s", frequency, funit)
text=text..string.format("\nDirection: %.1f°", direction)
return text
end
--- Get converted frequency.
-- @param #BEACONS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function BEACONS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of beacon type.
-- @param #BEACONS self
-- @param #number typeID Beacon type number.
-- @return #string Type name.
function BEACONS:_GetTypeName(typeID)
if typeID~=nil then
for typeName,_typeID in pairs(BEACON.Type) do
if _typeID==typeID then
return typeName
end
end
end
return "Unknown"
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,587 @@
--- **NAVIGATION** - Navigation Airspace Points, Fixes and Aids.
--
-- **Main Features:**
--
-- * Stuff
-- * More Stuff
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20NavFix).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Point
-- @image NAVIGATION_Point.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- NAVFIX class.
-- @type NAVFIX
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string name Name of the point.
-- @field #string typePoint Type of the point, *e.g. "Intersection", "VOR", "Airport".
-- @field Core.Vector#VECTOR vector Position vector of the fix.
-- @field Wrapper.Marker#MARKER marker Marker on F10 map.
-- @field #number altMin Minimum altitude in meters.
-- @field #number altMax Maximum altitude in meters.
-- @field #number speedMin Minimum speed in knots.
-- @field #number speedMax Maximum speed in knots.
--
-- @field #boolean isCompulsory Is this a compulsory fix.
-- @field #boolean isFlyover Is this a flyover fix (`true`) or turning point otherwise.
-- @field #boolean isFAF Is this a final approach fix.
-- @field #boolean isIAF Is this an initial approach fix.
-- @field #boolean isIF Is this an initial fix.
-- @field #boolean isMAF Is this an initial fix.
--
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVFIX Concept
--
-- The NAVFIX class has a great concept!
--
-- A NAVFIX describes a geo position and can, *e.g.*, be part of a FLIGHTPLAN. It has a unique name and is of a certain type, *e.g.* "Intersection", "VOR", "Airbase" etc.
-- It can also have further properties as min/max altitudes and speeds that aircraft need to obey when they pass the point.
--
-- # Basic Setup
--
-- A new `NAVFIX` object can be created with the @{#NAVFIX.New}() function.
--
-- myNavPoint=NAVFIX:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #NAVFIX
NAVFIX = {
ClassName = "NAVFIX",
verbose = 0,
}
--- Type of point.
-- @type NAVFIX.Type
-- @field #string POINT Waypoint.
-- @field #string INTERSECTION Intersection of airway.
-- @field #string AIRPORT Airport.
-- @field #string VOR Very High Frequency Omnidirectional Range Station.
-- @field #string DME Distance Measuring Equipment.
-- @field #string NDB Non-Directional Beacon.
-- @field #string VORDME Combined VHF omnidirectional range (VOR) with a distance-measuring equipment (DME).
-- @field #string LOC Localizer.
-- @field #string ILS Instrument Landing System.
-- @field #string TACAN TACtical Air Navigation System (TACAN).
NAVFIX.Type={
POINT="Point",
INTERSECTION="Intersection",
AIRPORT="Airport",
NDB="NDB",
VOR="VOR",
DME="DME",
VORDME="VOR/DME",
LOC="Localizer",
ILS="ILS",
TACAN="TACAN"
}
--- NAVFIX class version.
-- @field #string version
NAVFIX.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVFIX class instance from a given VECTOR.
-- @param #NAVFIX self
-- @param #string Name Name/ident of the point. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param Core.Vector#VECTOR Vector Position vector of the navpoint.
-- @return #NAVFIX self
function NAVFIX:NewFromVector(Name, Type, Vector)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #NAVFIX
-- Vector of point.
self.vector=Vector
-- Name of point.
self.name=Name
-- Type of the point.
self.typePoint=Type or NAVFIX.Type.POINT
local coord=COORDINATE:NewFromVec3(self.vector)
-- Marker on F10.
self.marker=MARKER:New(coord, self:_GetMarkerText())
-- Log ID string.
self.lid=string.format("NAVFIX %s [%s] | ", tostring(self.name), tostring(self.typePoint))
-- Debug info.
self:I(self.lid..string.format("Created NAVFIX"))
return self
end
--- Create a new NAVFIX class instance from a given COORDINATE.
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the point.
-- @return #NAVFIX self
function NAVFIX:NewFromCoordinate(Name, Type, Coordinate)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromVec(Coordinate)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS).
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #string Latitude Latitude in DMS as string.
-- @param #string Longitude Longitude in DMS as string.
-- @return #NAVFIX self
function NAVFIX:NewFromLLDMS(Name, Type, Latitude, Longitude)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromLLDMS(Latitude, Longitude)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD).
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #number Latitude Latitude in DD.
-- @param #number Longitude Longitude in DD.
-- @return #NAVFIX self
function NAVFIX:NewFromLLDD(Name, Type, Latitude, Longitude)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromLLDD(Latitude, Longitude)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX class instance relative to a given other NAVFIX.
-- You have to specify the distance and bearing from the new point to the given point. *E.g.*, for a distance of 5 NM and a bearing of 090° (West), the
-- new nav point is created 5 NM East of the given nav point. The reason is that this corresponts to convention used in most maps.
-- You can, however, use the `Reciprocal` switch to create the new point in the direction you specify.
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of navfix.
-- @param #NAVFIX NavFix The given/existing navigation fix relative to which the new fix is created.
-- @param #number Distance Distance from the given to the new point in nautical miles.
-- @param #number Bearing Bearing [Deg] from the new point to the given one.
-- @param #boolean Reciprocal If `true` the reciprocal `Bearing` is taken so it specifies the direction from the given point to the new one.
-- @return #NAVFIX self
function NAVFIX:NewFromNavFix(Name, Type, NavFix, Distance, Bearing, Reciprocal)
-- Convert magnetic to true bearing by adding magnetic declination, e.g. mag. bearing 10°M ==> true bearing 16°M (for 6° variation on Caucasus map)
Bearing=Bearing+UTILS.GetMagneticDeclination()
if Reciprocal then
Bearing=Bearing-180
end
-- Translate.
local Vector=NavFix.vector:Translate(UTILS.NMToMeters(Distance), Bearing, true)
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set whether this is the intermediate fix (IF).
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:SetIntermediateFix(IntermediateFix)
self.isIF=IntermediateFix
return self
end
--- Set whether this is an initial approach fix (IAF).
-- The IAF is the point where the initial approach segment of an instrument approach begins.
-- It is usually a designated intersection, VHF omidirectional range (VOR) non-directional beacon (NDB)
-- or distance measuring equipment (DME) fix.
-- The IAF may be collocated with the intermediate fix (IF) of the instrument apprach an in such case they designate the
-- beginning of the intermediate segment of the approach. When the IAF and the IF are combined, there is no inital approach segment.
-- @param #NAVFIX self
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
-- @return #NAVFIX self
function NAVFIX:SetInitialApproachFix(IntermediateFix)
self.isIAF=IntermediateFix
return self
end
--- Set whether this is the final approach fix (FAF).
-- @param #NAVFIX self
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
-- @return #NAVFIX self
function NAVFIX:SetFinalApproachFix(FinalApproachFix)
self.isFAF=FinalApproachFix
return self
end
--- Set whether this is the final approach fix (FAF).
-- @param #NAVFIX self
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
-- @return #NAVFIX self
function NAVFIX:SetMissedApproachFix(MissedApproachFix)
self.isMAF=MissedApproachFix
return self
end
--- Set minimum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Min altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMin(Altitude)
self.altMin=Altitude
return self
end
--- Set maximum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Max altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMax(Altitude)
self.altMax=Altitude
return self
end
--- Set mandatory altitude (min alt = max alt).
-- @param #NAVFIX self
-- @param #number Altitude Altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMandatory(Altitude)
self.altMin=Altitude
self.altMax=Altitude
return self
end
--- Set minimum allowed speed at this fix.
-- @param #NAVFIX self
-- @param #number Speed Min speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMin(Speed)
self.speedMin=Speed
return self
end
--- Set maximum allowed speed at this fix.
-- @param #NAVFIX self
-- @param #number Speed Max speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMax(Speed)
self.speedMax=Speed
return self
end
--- Set mandatory speed (min speed = max speed) at this fix.
-- @param #NAVFIX self
-- @param #number Speed Mandatory speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMandatory(Speed)
self.speedMin=Speed
self.speedMax=Speed
return self
end
--- Set whether this fix is compulsory.
-- @param #NAVFIX self
-- @param #boolean Compulsory If `true`, this is a compusory fix. If `false` or nil, it is non-compulsory.
-- @return #NAVFIX self
function NAVFIX:SetCompulsory(Compulsory)
self.isCompulsory=Compulsory
return self
end
--- Set whether this is a fly-over fix fix.
-- @param #NAVFIX self
-- @param #boolean FlyOver If `true`, this is a fly over fix. If `false` or nil, it is not.
-- @return #NAVFIX self
function NAVFIX:SetFlyOver(FlyOver)
self.isFlyover=FlyOver
return self
end
--- Get the altitude in feet MSL. If min and max altitudes are set, it will return a random altitude between min and max.
-- @param #NAVFIX self
-- @return #number Altitude in feet MSL. Can be `nil`, if neither min nor max altitudes have beeen set.
function NAVFIX:GetAltitude()
local alt=nil
if self.altMin and self.altMax and self.altMin~=self.altMax then
alt=math.random(self.altMin, self.altMax)
elseif self.altMin then
alt=self.altMin
elseif self.altMax then
alt=self.altMax
end
return alt
end
--- Get the speed. If min and max speeds are set, it will return a random speed between min and max.
-- @param #NAVFIX self
-- @return #number Speed in knots. Can be `nil`, if neither min nor max speeds have beeen set.
function NAVFIX:GetSpeed()
local speed=nil
if self.speedMin and self.speedMax and self.speedMin~=self.speedMax then
speed=math.random(self.speedMin, self.speedMax)
elseif self.speedMin then
speed=self.speedMin
elseif self.speedMax then
speed=self.speedMax
end
return speed
end
--- Add marker the NAVFIX on the F10 map.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:MarkerShow()
self.marker:ToAll()
return self
end
--- Remove marker of the NAVFIX from the F10 map.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:MarkerRemove()
self.marker:Remove()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #NAVFIX self
-- @return #string Marker text.
function NAVFIX:_GetMarkerText()
local altmin=self.altMin and tostring(self.altMin) or ""
local altmax=self.altMax and tostring(self.altMax) or ""
local speedmin=self.speedMin and tostring(self.speedMin) or ""
local speedmax=self.speedMax and tostring(self.speedMax) or ""
local text=string.format("NAVFIX %s", self.name)
if self.isIAF then
text=text..string.format(" (IAF)")
end
if self.isIF then
text=text..string.format(" (IF)")
end
text=text..string.format("\nAltitude [ft]: %s - %s", altmin, altmax)
text=text..string.format("\nSpeed [knots]: %s - %s", speedmin, speedmax)
text=text..string.format("\nCompulsory: %s", tostring(self.isCompulsory))
text=text..string.format("\nFly Over: %s", tostring(self.isFlyover))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- NAVAID class.
-- @type NAVAID
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @extends Navigation.Point#NAVFIX
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVAID Concept
--
-- A NAVAID consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `NAVAID` object can be created with the @{#NAVAID.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#NAVAID.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#NAVAID.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #NAVAID
NAVAID = {
ClassName = "NAVAID",
verbose = 0,
}
--- NAVAID class version.
-- @field #string version
NAVAID.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add frequencies. Which unit MHz, kHz, Hz?
-- TODO: Add radial function
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVAID class instance.
-- @param #NAVAID self
-- @param #string Name Name/ident of this navaid.
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #string ZoneName Name of the zone to scan the scenery.
-- @param #string SceneryName Name of the scenery object.
-- @return #NAVAID self
function NAVAID:NewFromScenery(Name, Type, ZoneName, SceneryName)
-- Get the zone.
local zone=ZONE:FindByName(ZoneName)
-- Get coordinate.
local Coordinate=zone:GetCoordinate()
-- Inherit everything from NAVFIX class.
self=BASE:Inherit(self, NAVFIX:NewFromCoordinate(Name, Type, Coordinate)) -- #NAVAID
-- Set zone.
self.zone=ZONE:FindByName(ZoneName)
-- Try to get the scenery object. Note not all can be found unfortunately.
if SceneryName then
self.scenery=SCENERY:FindByNameInZone(SceneryName, ZoneName)
if not self.scenery then
self:E(string.format("ERROR: Could not find scenery object %s in zone %s", SceneryName, ZoneName))
end
end
-- Alias.
self.alias=string.format("%s %s %s", tostring(ZoneName), tostring(SceneryName), tostring(Type))
-- Set some string id for output to DCS.log file.
self.lid=string.format("NAVAID %s | ", self.alias)
-- Debug info.
self:I(self.lid..string.format("Created NAVAID!"))
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set frequency the beacon transmits on.
-- @param #NAVAID self
-- @param #number Frequency Frequency in Hz.
-- @return #NAVAID self
function NAVAID:SetFrequency(Frequency)
self.frequency=Frequency
return self
end
--- Set channel of, *e.g.*, TACAN beacons.
-- @param #NAVAID self
-- @param #number Channel The channel.
-- @param #string Band The band either `"X"` (default) or `"Y"`.
-- @return #NAVAID self
function NAVAID:SetChannel(Channel, Band)
self.channel=Channel
self.band=Band or "X"
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add private CLASS functions here.
-- No private NAVAID functions yet.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -0,0 +1,324 @@
--- **NAVIGATION** - Airbase radios.
--
-- **Main Features:**
--
-- * Get radio frequencies of airbases
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Radios).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Radios
-- @image NAVIGATION_Radios.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RADIOS class.
-- @type RADIOS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table radios Radios.
--
-- @extends Core.Base#BASE
--- *It's not true I had nothing on, I had the radio on.* -- *Marilyn Monroe*
--
-- ===
--
-- # The RADIOS Concept
--
-- This class is desinged to make information about radios of a map/theatre easier accessible. The information contains mostly the frequencies of airbases of the map.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `radio.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
--
-- # Basic Setup
--
-- A new `RADIOS` object can be created with the @{#RADIOS.NewFromFile}(*radio_lua_file*) function.
--
-- local radios=RADIOS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\radios.lua")
-- radios:MarkerShow()
--
-- This will load the radios from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant radios are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Closest Radio
--
--
-- @field #RADIOS
RADIOS = {
ClassName = "RADIOS",
verbose = 0,
radios = {},
}
--- Radio item data structure.
-- @type RADIOS.Radio
-- @field #string radioId Radio ID.
-- @field #table role Roles of the radio (usually {"ground", "tower", "approach"}).
-- @field #table callsign Callsigns of the radio (usually the airbase name).
-- @field #table frequency Frequencies of the radios.
-- @field #table position Position table.
-- @field #table sceneObjects Scenery objects.
-- @field #string name Name of the airbase.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase.
--- Radio item data structure.
-- @type RADIOS.Frequency
-- @field #number modu Modulation type.
-- @field #number freq Frequency in Hz.
--- RADIOS class version.
-- @field #string version
RADIOS.version="0.0.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new RADIOS class instance from a given table.
-- @param #RADIOS self
-- @param #table RadioTable Table with radios info.
-- @return #RADIOS self
function RADIOS:NewFromTable(RadioTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
local airbasenames=AIRBASE.GetAllAirbaseNames()
for _,_radio in pairs(RadioTable) do
local radio=_radio --#RADIOS.Radio
--UTILS.PrintTableToLog(radio)
--UTILS.PrintTableToLog(radio.callsign)
-- The table structure of callsign is a bit awkward. We need to get the airbase name.
local cs=radio.callsign[1]
if cs and cs.common then
radio.name=cs.common[1]
elseif cs and cs.nato then
radio.name=cs.nato[1]
else
radio.name="Unknown"
end
--UTILS.PrintTableToLog(radio.callsign)
radio.name=self:_GetAirbaseName(airbasenames, radio.name)
radio.airbase=AIRBASE:FindByName(radio.name)
if radio.airbase then
radio.coordinate=radio.airbase:GetCoordinate()
end
-- Add to table
table.insert(self.radios, radio)
end
-- Debug output
self:I(string.format("Added %d radios", #self.radios))
return self
end
--- Create a new RADIOS class instance from a given file.
-- @param #RADIOS self
-- @param #string FileName Full path to the file containing the map radios.
-- @return #RADIOS self
function RADIOS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with radios info does not exist! File=%s", tostring(FileName)))
return nil
end
-- This will create a global table `radio`
dofile(FileName)
-- Get radios from table.
self=self:NewFromTable(radio)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific radio.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return DCS#Vec3 Position vector.
function RADIOS:GetVec3(radio)
return radio.vec3
end
--- Get COORDINATE of a specific radio.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return Core.Point#COORDINATE The coordinate.
function RADIOS:GetCoordinate(radio)
return radio.coordinate
end
--- Add markers for all radios on the F10 map.
-- @param #RADIOS self
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
-- @return #RADIOS self
function RADIOS:MarkerShow(Radio)
for _,_radio in pairs(self.radios) do
local radio=_radio --#RADIOS.Radio
if Radio==nil or Radio.radioId==radio.radioId then
local coord=self:GetCoordinate(radio)
if coord then
local text=self:_GetMarkerText(radio)
if radio.markerID then
UTILS.RemoveMark(radio.markerID)
end
radio.markerID=coord:MarkToAll(text)
end
end
end
return self
end
--- Remove markers of all radios from the F10 map.
-- @param #RADIOS self
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
-- @return #RADIOS self
function RADIOS:MarkerRemove(Radio)
for _,_radio in pairs(self.radios) do
local radio=_radio --#RADIOS.Radio
if Radio==nil or Radio.radioId==radio.radioId then
if radio.markerID then
UTILS.RemoveMark(radio.markerID)
radio.markerID=nil
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return #string Marker text.
function RADIOS:_GetMarkerText(radio)
local text=string.format("Radio %s", tostring(radio.name))
for b,f in pairs(radio.frequency) do
local frequency=f --#RADIOS.Frequency
local mod=frequency[1]
local fre=frequency[2]
local freq, funit=self:_GetFrequency(fre)
--UTILS.PrintTableToLog(frequency)
local band=self:_GetBandName(b)
text=text..string.format("\n%s: %.3f %s", band, freq, funit)
end
return text
end
--- Get converted frequency.
-- @param #RADIOS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function RADIOS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #number BandNumber Band as number.
-- @return #string Band name.
function RADIOS:_GetBandName(BandNumber)
if BandNumber~=nil then
for bandName,bandNumber in pairs(ENUMS.FrequencyBand) do
if bandNumber==BandNumber then
return bandName
end
end
end
return "Unknown"
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #table airbasenames Names of all airbases.
-- @param #string name Name of airbase.
-- @return #string Name of airbase
function RADIOS:_GetAirbaseName(airbasenames, name)
local airbase=AIRBASE:FindByName(name)
if airbase then
return name
else
for _,airbasename in pairs(airbasenames) do
if string.find(airbasename, name) then
return airbasename
end
end
end
return "Unknown"
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,296 @@
--- **NAVIGATION** - Beacons of the map/theatre.
--
-- **Main Features:**
--
-- * Find towns of map
-- * Road and rail connections
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Towns).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Towns
-- @image NAVIGATION_Towns.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- TOWNS class.
-- @type TOWNS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table towns Towns.
--
-- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.*
--
-- ===
--
-- # The TOWNS Concept
--
-- This class is desinged to make information about towns of a map/theatre easier accessible. The information contains location and road/rail connections of the towns.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `towns.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
--
-- # Basic Setup
--
-- A new `TOWNS` object can be created with the @{#TOWNS.NewFromFile}(*towns_lua_file*) function.
--
-- local towns=TOWNS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\towns.lua")
-- towns:MarkerShow()
--
-- This will load the towns from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant towns are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Town
--
--
-- @field #TOWNS
TOWNS = {
ClassName = "TOWNS",
verbose = 0,
towns = {},
}
--- Town data.
-- @type TOWNS.Town
-- @field #string display_name Displayed name.
-- @field #string name Name of the town.
-- @field #number latitude Latitude.
-- @field #number longitude Longitude
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field Core.Point#COORDINATE coordinate The coordinate.
-- @field Core.Point#COORDINATE coordRoad The coordinate of the closest road.
-- @field Core.Point#COORDINATE coordRail The coordinate of the closest railway.
-- @field #number markerID ID for the F10 marker.
--- TOWNS class version.
-- @field #string version
TOWNS.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- TODO: Road connection
-- TODO: Rail connection
-- TODO: Connection between towns
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TOWNS class instance from a given table.
-- @param #TOWNS self
-- @param #table TownTable Table with all towns data.
-- @return #TOWNS self
function TOWNS:NewFromTable(TownTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
for TownName,_town in pairs(TownTable) do
local town=_town --#TOWNS.Town
town.name=TownName
-- Get coordinate
town.coordinate=COORDINATE:NewFromLLDD(town.latitude, town.longitude)
-- Get coordinate of closest road
town.coordRoad=town.coordinate:GetClosestPointToRoad()
-- Get coordinate of closest rail
town.coordRail=town.coordinate:GetClosestPointToRoad(true)
-- Add to table
table.insert(self.towns, town)
end
-- Debug output
self:I(string.format("Added %d towns", #self.towns))
return self
end
--- Create a new TOWNS class instance from a given file.
-- @param #TOWNS self
-- @param #string FileName Full path to the file containing the towns data.
-- @return #TOWNS self
function TOWNS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with towns info does not exist!"))
return nil
end
-- This will create a global table `towns`
dofile(FileName)
-- Get towns from table.
self=self:NewFromTable(towns)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return DCS#Vec3 Position vector.
function TOWNS:GetVec3(town)
return town.vec3
end
--- Get COORDINATE of a specific town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The coordinate.
function TOWNS:GetCoordinate(town)
return town.coordinate
end
--- Get closest road coordinate of a town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The closest road coordinate.
function TOWNS:GetCoordRoad(town)
return town.coordRoad
end
--- Get closest rail coordinate of a town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The closest rail coordinate.
function TOWNS:GetCoordRail(town)
return town.coordRail
end
--- Get road connection between two towns.
-- @param #TOWNS self
-- @param #TOWNS.Town townA The town data structure.
-- @param #TOWNS.Town townB The town data structure.
-- @return #table Table containing path coordinates.
function TOWNS:GetConnectionRoad(townA, townB)
local path=townA.coordRoad:GetPathOnRoad(townB.coordRoad)
return path
end
--- Find closest town to a given coordinate.
-- @param #TOWNS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @return #TOWNS.Town The closest town.
function TOWNS:GetClosestTown(Coordinate)
local Town=nil --#TOWNS.Town
local distmin=math.huge
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
local dist=Coordinate:Get2DDistance(town.coordinate)
if dist<distmin then
distmin=dist
Town=town
end
end
return Town
end
--- Get table of all towns, optionally of a given type.
-- @param #TOWNS self
-- @return #table Table of towns. Each element is of type #TOWN.Town.
function TOWNS:GetTowns()
return self.towns
end
--- Add markers for all towns on the F10 map.
-- @param #TOWNS self
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
-- @return #TOWNS self
function TOWNS:MarkerShow(Town)
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if Town==nil or Town.name==town.name then
local text=self:_GetMarkerText(town)
local coord=town.coordinate
if town.markerID then
UTILS.RemoveMark(town.markerID)
end
town.markerID=coord:MarkToAll(text)
end
end
return self
end
--- Remove markers of all towns from the F10 map.
-- @param #TOWNS self
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
-- @return #TOWNS self
function TOWNS:MarkerRemove(Town)
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if Town==nil or Town.name==town.name then
if town.markerID then
UTILS.RemoveMark(town.markerID)
town.markerID=nil
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return #string Marker text.
function TOWNS:_GetMarkerText(town)
local text=string.format("Town %s", town.name)
--text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -1283,6 +1283,8 @@ AIRBOSS = {
-- @field #string RHINOE F/A-18E Superhornet (mod).
-- @field #string RHINOF F/A-18F Superhornet (mod).
-- @field #string GROWLER FEA-18G Superhornet (mod).
-- @field #string CORSAIR F4U-1D Corsair.
-- @field #string CORSAIR_CW F4U-1D Corsair Mk.4 (clipped wing).
AIRBOSS.AircraftCarrier={
AV8B="AV8BNA",
HORNET="FA-18C_hornet",
@@ -1299,6 +1301,8 @@ AIRBOSS.AircraftCarrier={
RHINOE="FA-18E",
RHINOF="FA-18F",
GROWLER="EA-18G",
CORSAIR="F4U-1D",
CORSAIR_CW="F4U-1D CW",
}
--- Carrier types.
@@ -1310,6 +1314,7 @@ AIRBOSS.AircraftCarrier={
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Deprecated!]
-- @field #string ESSEX Essex class carrier (e.g. USS Yorktown (CV-10)) [Magnitude 3 Carrier Module]
-- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier]
-- @field #string INVINCIBLE HMS Invincible (R05) [V/STOL Carrier]
-- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier]
@@ -1325,6 +1330,7 @@ AIRBOSS.CarrierType = {
STENNIS = "Stennis",
FORRESTAL = "Forrestal",
VINSON = "VINSON",
ESSEX = "Essex",
HERMES = "HERMES81",
INVINCIBLE = "hms_invincible",
TARAWA = "LHA_Tarawa",
@@ -2013,6 +2019,8 @@ function AIRBOSS:New( carriername, alias )
elseif self.carriertype == AIRBOSS.CarrierType.VINSON then
-- Carl Vinson is legacy now.
self:_InitStennis()
elseif self.carriertype == AIRBOSS.CarrierType.ESSEX then
self:_InitEssex()
elseif self.carriertype == AIRBOSS.CarrierType.HERMES then
-- Hermes parameters.
self:_InitHermes()
@@ -2866,23 +2874,28 @@ end
function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
--Check if V/STOL Carrier
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or
self.carriertype == AIRBOSS.CarrierType.HERMES or
self.carriertype == AIRBOSS.CarrierType.TARAWA or
self.carriertype == AIRBOSS.CarrierType.AMERICA or
self.carriertype == AIRBOSS.CarrierType.JCARLOS or
self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- allow a larger GSE for V/STOL operations --Pene Testing
self.gle._max=_max or 0.7
self.gle.High=High or 1.4
self.gle.HIGH=HIGH or 1.9
self.gle._min=_min or -0.5
self.gle.Low=Low or -1.2
self.gle.LOW=LOW or -1.5
-- CVN values
-- allow a larger GSE for V/STOL operations --Pene Testing
self.gle._max=_max or 0.7
self.gle.High=High or 1.4
self.gle.HIGH=HIGH or 1.9
self.gle._min=_min or -0.5
self.gle.Low=Low or -1.2
self.gle.LOW=LOW or -1.5
else
self.gle._max=_max or 0.4
self.gle.High=High or 0.8
self.gle.HIGH=HIGH or 1.5
self.gle._min=_min or -0.3
self.gle.Low=Low or -0.6
self.gle.LOW=LOW or -0.9
-- CVN values
self.gle._max=_max or 0.4
self.gle.High=High or 0.8
self.gle.HIGH=HIGH or 1.5
self.gle._min=_min or -0.3
self.gle.Low=Low or -0.6
self.gle.LOW=LOW or -0.9
end
return self
@@ -4627,6 +4640,51 @@ function AIRBOSS:_InitForrestal()
end
--- Init parameters for Essec class carriers.
-- @param #AIRBOSS self
function AIRBOSS:_InitEssex()
-- Init Nimitz as default.
self:_InitNimitz()
-- Carrier Parameters.
self.carrierparam.sterndist = -126
self.carrierparam.deckheight = 19.27 --DCS World\CoreMods\tech\M3 WWII PTO units\Database\Essex_Class_Carrier_1944.lua
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength = 268
self.carrierparam.totwidthport = 23
self.carrierparam.totwidthstarboard = 23
-- Landing runway.
self.carrierparam.rwyangle = 0.0
self.carrierparam.rwylength = 265
self.carrierparam.rwywidth = 20
-- Wires.
self.carrierparam.wire1 = 21.9
self.carrierparam.wire2 = 28.3
self.carrierparam.wire3 = 34.7
self.carrierparam.wire4 = 41.1
self.carrierparam.wire5 = 47.4
self.carrierparam.wire6 = 53.7
self.carrierparam.wire7 = 59.0
self.carrierparam.wire8 = 64.1
self.carrierparam.wire9 = 72.7
self.carrierparam.wire10 = 78.0
self.carrierparam.wire11 = 85.5
self.carrierparam.wire12 = 105.9
self.carrierparam.wire13 = 113.3
self.carrierparam.wire14 = 121.0
self.carrierparam.wire15 = 128.5
-- Landing distance.
self.carrierparam.landingdist = self.carrierparam.sterndist+self.carrierparam.wire3
end
--- Init parameters for R12 HMS Hermes carrier.
-- @param #AIRBOSS self
function AIRBOSS:_InitHermes()
@@ -5329,7 +5387,8 @@ function AIRBOSS:_GetAircraftAoA( playerData )
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
-- Table with AoA values.
local aoa = {} -- #AIRBOSS.AircraftAoA
@@ -5374,7 +5433,6 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.Fast = 8.25 -- =17.5/2
aoa.FAST = 8.00 -- =16.5/2
elseif harrier then
-- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 55. Pene testing
aoa.SLOW = 16.0
aoa.Slow = 13.5
@@ -5383,7 +5441,15 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0
aoa.FAST = 7.5
elseif corsair then
-- F4U-1D Corsair parameters.
aoa.SLOW = 16.0
aoa.Slow = 13.5
aoa.OnSpeedMax = 12.5
aoa.OnSpeed = 10.0
aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0
aoa.FAST = 7.5
end
return aoa
@@ -5496,6 +5562,7 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
-- Return values.
local alt
@@ -5555,6 +5622,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif goshawk then
alt = UTILS.FeetToMeters( 800 )
speed = UTILS.KnotsToMps( 300 )
elseif corsair then
alt = UTILS.FeetToMeters( 300 )
speed = UTILS.KnotsToMps( 120 )
end
elseif step == AIRBOSS.PatternStep.BREAKENTRY then
@@ -5568,6 +5638,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif goshawk then
alt = UTILS.FeetToMeters( 800 )
speed = UTILS.KnotsToMps( 300 )
elseif corsair then
alt = UTILS.FeetToMeters( 200 )
speed = UTILS.KnotsToMps( 110 )
end
elseif step == AIRBOSS.PatternStep.EARLYBREAK then
@@ -5576,6 +5649,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 800 )
elseif skyhawk then
alt = UTILS.FeetToMeters( 600 )
elseif corsair then
alt = UTILS.FeetToMeters( 200 )
speed = UTILS.KnotsToMps( 100 )
end
elseif step == AIRBOSS.PatternStep.LATEBREAK then
@@ -5584,6 +5660,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 800 )
elseif skyhawk then
alt = UTILS.FeetToMeters( 600 )
elseif corsair then
alt = UTILS.FeetToMeters( 150 )
speed = UTILS.KnotsToMps( 100 )
end
elseif step == AIRBOSS.PatternStep.ABEAM then
@@ -5592,6 +5671,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 600 )
elseif skyhawk then
alt = UTILS.FeetToMeters( 500 )
elseif corsair then
alt = UTILS.FeetToMeters( 150 )
speed = UTILS.KnotsToMps( 90 )
end
aoa = aoaac.OnSpeed
@@ -5616,6 +5698,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 500 )
elseif harrier then
alt = UTILS.FeetToMeters( 425 )
elseif corsair then
alt = UTILS.FeetToMeters( 90 )
speed = UTILS.KnotsToMps( 90 )
end
aoa = aoaac.OnSpeed
@@ -5628,6 +5713,8 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 430 ) -- Tomcat should be a bit higher as it intercepts the GS a bit higher.
elseif skyhawk then
alt = UTILS.FeetToMeters( 370 ) -- ?
elseif corsair then
alt = UTILS.FeetToMeters( 80 )
end
-- Harrier wont get into wake pos. Runway is not angled and it stays port.
@@ -5643,6 +5730,8 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 300 ) -- ?
elseif harrier then
alt=UTILS.FeetToMeters(312)-- 300-325 ft
elseif corsair then
alt = UTILS.FeetToMeters( 80 )
end
aoa = aoaac.OnSpeed
@@ -6519,6 +6608,8 @@ function AIRBOSS:_LandAI( flight )
Speed = UTILS.KnotsToKmph( 175 )
elseif flight.actype == AIRBOSS.AircraftCarrier.S3B or flight.actype == AIRBOSS.AircraftCarrier.S3BTANKER then
Speed = UTILS.KnotsToKmph( 140 )
elseif flight.actype == AIRBOSS.AircraftCarrier.CORSAIR or flight.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW then
Speed = UTILS.KnotsToKmph( 100 )
end
-- Carrier position.
@@ -10314,6 +10405,9 @@ function AIRBOSS:_GetSternCoord()
elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then
-- Forrestal
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7.5, FB + 90, true, true )
elseif self.carriertype == AIRBOSS.CarrierType.ESSEX then
-- Forrestal
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( -1, FB + 90, true, true )
else
-- Nimitz SC: translate 8 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 9.5, FB + 90, true, true )

View File

@@ -599,7 +599,80 @@ function BRIGADE:onafterStatus(From, Event, To)
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
if self.verbose>=3 then
-- Count numbers
local Ntotal=0
local Nspawned=0
local Nrequested=0
local Nreserved=0
local Nstock=0
local text="\n===========================================\n"
text=text.."Assets:"
local legion=self --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
local state="In Stock"
if asset.flightgroup then
state=asset.flightgroup:GetState()
local mission=legion:GetAssetCurrentMission(asset)
if mission then
state=state..string.format(", Mission \"%s\" [%s]", mission:GetName(), mission:GetType())
end
else
if asset.spawned then
env.info("FF ERROR: asset has opsgroup but is NOT spawned!")
end
if asset.requested and asset.isReserved then
env.info("FF ERROR: asset is requested and reserved. Should not be both!")
state="Reserved+Requested!"
elseif asset.isReserved then
state="Reserved"
elseif asset.requested then
state="Requested"
end
end
-- Text.
text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]",
asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid))
if asset.spawned then
Nspawned=Nspawned+1
end
if asset.requested then
Nrequested=Nrequested+1
end
if asset.isReserved then
Nreserved=Nreserved+1
end
if not (asset.spawned or asset.requested or asset.isReserved) then
Nstock=Nstock+1
end
Ntotal=Ntotal+1
end
end
text=text.."\n-------------------------------------------"
text=text..string.format("\nNstock = %d", Nstock)
text=text..string.format("\nNreserved = %d", Nreserved)
text=text..string.format("\nNrequested = %d", Nrequested)
text=text..string.format("\nNspawned = %d", Nspawned)
text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved)
text=text.."\n==========================================="
self:I(self.lid..text)
end
end

View File

@@ -2075,6 +2075,9 @@ function CTLD:_EventHandler(EventData)
local _group = event.IniGroup
local _unit = event.IniUnit
self:_RefreshLoadCratesMenu(_group, _unit)
if self:IsFixedWing(_unit) and self.enableFixedWing then
self:_RefreshDropCratesMenu(_group, _unit)
end
end
elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then
-- remove from pilot table
@@ -4888,7 +4891,17 @@ function CTLD:_UnloadSingleCrateSet(Group, Unit, setIndex)
cObj:SetWasDropped(true)
cObj:SetHasMoved(true)
end
local cname = crateObj:GetName() or "Unknown"
local count = #chunk
if needed > 1 then
if count == needed then
self:_SendMessage(string.format("Dropped %d %s.", 1, cname), 10, false, Group)
else
self:_SendMessage(string.format("Dropped %d/%d crate(s) of %s.", count, needed, cname), 15, false, Group)
end
else
self:_SendMessage(string.format("Dropped %d %s(s).", count, cname), 10, false, Group)
end
-- Rebuild the cargo list to remove the dropped crates
local loadedData = self.Loaded_Cargo[unitName]
if loadedData and loadedData.Cargo then
@@ -5007,8 +5020,10 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
--------------------------------------------------------------------
local mAll=MENU_GROUP:New(Group,"Drop ALL crates",dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mAll,self._UnloadCrates,self,Group,Unit)
MENU_GROUP_COMMAND:New(Group,"Drop and build",mAll,self._DropAndBuild,self,Group,Unit)
if not ( self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) ) then
MENU_GROUP_COMMAND:New(Group,"Drop and build",mAll,self._DropAndBuild,self,Group,Unit)
end
self.CrateGroupList=self.CrateGroupList or{}
self.CrateGroupList[Unit:GetName()]={}
@@ -5029,7 +5044,9 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
local setIndex=#self.CrateGroupList[Unit:GetName()]
local mSet=MENU_GROUP:New(Group,label,dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mSet,self._UnloadSingleCrateSet,self,Group,Unit,setIndex)
if not ( self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) ) then
MENU_GROUP_COMMAND:New(Group,"Drop and build",mSet,self._DropSingleAndBuild,self,Group,Unit,setIndex)
end
i=i+needed
else
local chunk={}
@@ -5156,6 +5173,8 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
foundCargo:SetWasDropped(true)
if cType == CTLD_CARGO.Enum.ENGINEERS then
self.Engineers = self.Engineers + 1
local grpname = self.DroppedTroops[self.TroopCounter]:GetName()
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
self:_SendMessage(string.format("Dropped Engineers %s into action!", name), 10, false, Group)
else
self:_SendMessage(string.format("Dropped Troops %s into action!", name), 10, false, Group)

View File

@@ -1365,3 +1365,28 @@ ENUMS.FARPObjectTypeNamesAndShape ={
[ENUMS.FARPType.PADSINGLE] = { TypeName="FARP_SINGLE_01", ShapeName="FARP_SINGLE_01"},
}
--- Radio frequency bands (HF, VHF, UHF)
-- @type ENUMS.FrequencyBand
-- @field #number HF High frequency
-- @field #number VHF_LOW Very high frequency
-- @field #number VHF_HI Very high frequency
-- @field #number UHF Ultra high frequency
ENUMS.FrequencyBand = {
HF = 0,
VHF_LOW = 1,
VHF_HI = 2,
UHF = 3,
}
--- Radio modulation types (AM, FM)
-- @type ENUMS.ModulationType
-- @field #number AM Amplitude modulation
-- @field #number FM Frequency modulation
-- @field #number AMFM Amplitude and frequency modulation
-- @field #number DISCARD Discard modulation
ENUMS.ModulationType = {
AM = 0,
FM = 1,
AMFM = 2,
DISCARD = -1,
}

View File

@@ -828,6 +828,12 @@ AIRBASE.Kola = {
["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes",
["Hosio"] = "Hosio",
["Kilpyavr"] = "Kilpyavr",
["Afrikanda"] = "Afrikanda",
["Kalevala"] = "Kalevala",
["Koshka_Yavr"] = "Koshka Yavr",
["Poduzhemye"] = "Poduzhemye",
["Luostari_Pechenga"] = "Luostari Pechenga",
}
--- Airbases of the Afghanistan map