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99 Commits

Author SHA1 Message Date
Frank
1f20b830b7 Merge branch 'develop' into FF/OpsDev 2025-04-17 21:40:41 +02:00
Frank
0531b8f57e Merge branch 'FF/Ops' into FF/OpsDev 2025-04-09 22:47:34 +02:00
Frank
98e2997e26 Merge branch 'develop' into FF/OpsDev 2025-04-09 22:43:24 +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
Frank
bdec6eb82d Merge branch 'FF/Ops' into FF/OpsDev 2024-07-07 11:33:44 +02:00
Frank
9bdacfbcf7 Merge branch 'develop' into FF/OpsDev 2024-07-01 16:46:22 +02:00
Frank
be2eda25df Merge branch 'develop' into FF/OpsDev 2024-06-27 21:31:24 +02:00
Frank
fa8e1d2a56 Merge branch 'FF/Ops' into FF/OpsDev 2024-06-19 07:53:54 +02:00
Frank
5242754c60 Merge branch 'FF/Ops' into FF/OpsDev 2024-04-26 14:33:05 +02:00
Frank
3dbafd7a19 Update Astar.lua 2024-04-20 14:34:15 +02:00
Frank
56e751193a Merge branch 'FF/Ops' into FF/OpsDev 2024-04-04 09:35:53 +02:00
Frank
b2b258cff0 Merge branch 'FF/Ops' into FF/OpsDev 2024-03-30 22:32:42 +01:00
Frank
75068a2a26 Merge branch 'FF/Ops' into FF/OpsDev 2024-03-24 17:25:02 +01:00
Frank
d82df93eff Merge branch 'FF/Ops' into FF/OpsDev 2024-01-23 11:05:50 +01:00
Frank
5168380eac Update Modules.lua 2024-01-21 16:41:09 +01:00
Frank
a7ffbab850 Update Modules.lua 2024-01-16 19:44:08 +01:00
Frank
a238294079 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-16 17:37:41 +01:00
Frank
accb4b45fb Merge branch 'FF/Ops' into FF/OpsDev 2024-01-07 21:17:17 +01:00
Frank
ba4ff5c9e9 Update Procedure.lua 2024-01-07 10:29:31 +01:00
Frank
171c450576 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-04 15:14:25 +01:00
Frank
f35078b426 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-02 17:07:15 +01:00
Frank
8921007805 Update Point.lua 2024-01-02 17:04:04 +01:00
Frank
8fd3034503 Merge branch 'FF/Ops' into FF/OpsDev 2024-01-01 21:55:52 +01:00
Frank
a20b6e8a62 Merge branch 'FF/Ops' into FF/OpsDev 2023-12-03 21:10:24 +01:00
Frank
4ce6cc7776 Merge branch 'FF/Ops' into FF/OpsDev 2023-11-17 18:06:17 +01:00
Frank
434296ab11 Merge branch 'FF/Ops' into FF/OpsDev 2023-11-07 00:06:35 +01:00
Frank
a5232f49c0 Navigation 2023-11-06 21:35:20 +01:00
Frank
befc8207f5 Update Nav 2023-11-02 23:42:59 +01:00
Frank
23947b7c30 Merge branch 'FF/Ops' into FF/OpsDev 2023-11-02 20:33:53 +01:00
Frank
da91b710a9 Merge branch 'FF/Ops' into FF/OpsDev 2023-10-31 20:17:10 +01:00
Frank
d656bbc014 Update Vector.lua 2023-10-19 21:49:45 +02:00
Frank
ed23f11e4a Merge branch 'FF/Ops' into FF/OpsDev 2023-10-13 22:00:57 +02:00
Frank
068465a8f2 Merge branch 'FF/Ops' into FF/OpsDev 2023-10-13 21:33:33 +02:00
Frank
4e24a7bf80 Navigation 2023-10-08 21:49:15 +02:00
Frank
1ece7238dc NAv 2023-10-05 16:52:41 +02:00
Frank
db53f427e3 Update Point.lua 2023-10-02 17:02:21 +02:00
Frank
d2e2c51275 Update FlightPlan.lua 2023-09-29 13:27:59 +02:00
Frank
691748082b Merge branch 'FF/Ops' into FF/OpsDev 2023-09-27 22:29:38 +02:00
Frank
b294ef10c8 Update NavyGroup.lua 2023-09-27 10:54:37 +02:00
Frank
5d40091947 NAVYGROUP
- Improved heading into wind
2023-09-27 10:53:19 +02:00
Frank
7453a6c55d navygroup
- into wind
2023-09-26 17:02:13 +02:00
Frank
153ef7cd08 utils 2023-09-26 01:44:30 +02:00
Frank
b6a550a247 Update Vector.lua 2023-09-25 16:59:41 +02:00
Frank
3568f27150 Vector 2023-09-24 22:46:50 +02:00
Frank
c46061466c VECTOR
- Added functions
2023-09-24 22:09:49 +02:00
Frank
9c7b5e8506 VECTOR
**VECTOR**
- New core class for vector algebra
2023-09-23 01:15:08 +02:00
Frank
b11df6b523 Navigation
Refactored names etc.
2023-09-21 23:37:25 +02:00
Frank
66dcd44fb8 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-09-21 17:48:12 +02:00
Frank
f35237f86f Update FlightControl.lua 2023-09-21 17:48:04 +02:00
Frank
f19c877a11 Navigation 2023-09-21 17:01:32 +02:00
Frank
792a487eeb Merge branch 'FF/Ops' into FF/OpsDev 2023-09-20 22:32:16 +02:00
Frank
f5e8bd0ffc Merge branch 'FF/Ops' into FF/OpsDev 2023-09-20 14:39:41 +02:00
Frank
cbdbf36f32 FC
- Improved taxi phrases
2023-09-20 11:52:14 +02:00
Frank
1116b19b00 FC 2023-09-19 17:04:37 +02:00
Frank
edb490fa97 Update Pathline.lua
- json
2023-09-19 03:01:47 +02:00
Frank
9fa16c6385 Update FlightControl.lua 2023-09-18 16:52:13 +02:00
Frank
a0ee957493 Update FlightControl.lua 2023-09-17 23:07:59 +02:00
Frank
f32c303c0a pathline 2023-09-17 22:58:53 +02:00
Frank
6febbbc8e6 FC 2023-09-17 21:55:29 +02:00
Frank
d5aa9eaf0f Merge branch 'FF/Ops' into FF/OpsDev 2023-09-17 16:26:23 +02:00
Frank
321b2d761d FLIGHTCONTROL
- Improved Taxi comms
2023-09-17 16:10:59 +02:00
Frank
18581e4a78 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-09-14 17:40:11 +02:00
Frank
b03905154d ASTAR Pathlines 2023-09-14 17:40:02 +02:00
Frank
2fda1709bc Update FlightControl.lua 2023-09-14 16:46:08 +02:00
Frank
39f626390a Merge branch 'FF/Ops' into FF/OpsDev 2023-09-13 11:14:55 +02:00
Frank
aa1e12163d ASTAR/PATHLINE 2023-09-12 23:57:50 +02:00
Frank
abb7f860ae Update Astar.lua 2023-09-12 03:21:23 +02:00
Frank
cffada1a1e AIRBASE
- Taxiways
2023-09-11 16:54:10 +02:00
Frank
f8d91798e3 Update FlightControl.lua 2023-09-10 23:55:40 +02:00
Frank
548aa8d5a9 Merge branch 'FF/Ops' into FF/OpsDev 2023-09-10 22:43:13 +02:00
Frank
1e929d1d19 ASTAR Taxi 2023-09-10 22:38:00 +02:00
Frank
d5f215505e Merge branch 'FF/Ops' into FF/OpsDev 2023-09-09 00:32:29 +02:00
Frank
851660c793 NAV 2023-09-08 16:11:11 +02:00
Frank
ee57b46c14 Update Astar.lua 2023-09-07 23:32:07 +02:00
Frank
36eac9fccc PATH 2023-09-06 22:50:24 +02:00
Frank
1f630ab490 Astar Pathline 2023-09-05 23:29:27 +02:00
Frank
8f0c6948ac Merge branch 'FF/Ops' into FF/OpsDev 2023-09-05 20:53:45 +02:00
Frank
eb2380c3f6 Merge branch 'FF/Ops' into FF/OpsDev 2023-09-04 23:35:05 +02:00
Frank
df3e182de4 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-09-04 23:34:26 +02:00
Frank
bda7988118 Astar 2023-09-04 23:34:23 +02:00
Frank
72deb9ee17 Merge branch 'FF/OpsDev' of https://github.com/FlightControl-Master/MOOSE into FF/OpsDev 2023-08-30 15:53:49 +02:00
Frank
ced1f30f3f Update DCS.lua 2023-08-30 15:53:35 +02:00
Frank
47c0006537 ASTAR & PATHLINE 2023-08-29 22:43:36 +02:00
Frank
21e5c124c0 Astar 2023-08-28 22:38:37 +02:00
Frank
3ff374e1b9 Merge branch 'FF/Ops' into FF/OpsDev 2023-08-27 20:39:51 +02:00
Frank
02000be9af Merge branch 'FF/Ops' into FF/OpsDev 2023-08-17 19:15:12 +02:00
Frank
663c6cead0 Update FlightControl.lua 2023-08-16 20:46:53 +02:00
Frank
6867df58c4 Merge branch 'FF/Ops' into FF/OpsDev 2023-08-13 18:22:12 +02:00
Frank
639625d3d5 Update FlightControl.lua 2023-08-13 14:16:40 +02:00
Frank
0ace200e5a Nav
- Small stuff
2023-08-04 00:08:16 +02:00
Frank
e76c26ff59 FLIGHTPLAN 2023-08-03 00:41:34 +02:00
Frank
cb11de6f9c Navigation
- Added NavFix
2023-08-02 10:53:28 +02:00
Frank
cdd78e5163 Update FlightPlan.lua 2023-08-01 00:25:08 +02:00
Frank
a8da02774a Update FlightPlan.lua 2023-08-01 00:24:49 +02:00
Frank
04258a69c4 Navigation
- Init stuff
2023-07-31 21:58:01 +02:00
Frank
49882f03d9 Update FlightControl.lua 2023-07-26 16:05:15 +02:00
97 changed files with 6533 additions and 2713 deletions

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, nil, nil, nil
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
end
if CT[4] then -- Merge sibling attributes onto this type.

View File

@@ -17,9 +17,7 @@
--- 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

@@ -32,9 +32,7 @@
-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.

View File

@@ -19,8 +19,6 @@
--- 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.

View File

@@ -15,8 +15,6 @@
--- 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

@@ -15,9 +15,7 @@
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
--- 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

View File

@@ -18,8 +18,6 @@
--
-- # 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

@@ -36,8 +36,6 @@
--
-- # 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

@@ -19,8 +19,6 @@
--- 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

@@ -15,7 +15,6 @@
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--

View File

@@ -36,8 +36,6 @@
--
-- # 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

@@ -13,14 +13,12 @@
--- @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.

View File

@@ -15,8 +15,6 @@
--- 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.

View File

@@ -13,7 +13,7 @@
--- @type AI_AIR_SQUADRON
-- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
@@ -21,8 +21,6 @@
--
-- # 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

@@ -38,8 +38,6 @@
--- 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)

View File

@@ -33,9 +33,8 @@
-- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
--- 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.
--

View File

@@ -39,8 +39,6 @@
--- 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.

View File

@@ -38,9 +38,6 @@
-- @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)

View File

@@ -9,14 +9,12 @@
-- @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

@@ -15,8 +15,6 @@
--- 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

@@ -14,8 +14,6 @@
--- 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.
--

View File

@@ -22,8 +22,6 @@
--
-- ===
--
-- ![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

@@ -36,8 +36,6 @@
--- 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

@@ -30,8 +30,6 @@
--- 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

@@ -31,8 +31,6 @@
--- 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.
--
--

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@@ -29,8 +29,6 @@
--- 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.

View File

@@ -15,8 +15,6 @@
--- 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.

View File

@@ -14,8 +14,6 @@
--- 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

@@ -25,8 +25,6 @@
--
-- 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.

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@@ -23,8 +23,6 @@
--
-- # 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
--

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@@ -21,8 +21,6 @@
--- 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

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@@ -25,8 +25,6 @@
--
-- 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.

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@@ -40,8 +40,6 @@
--- 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!!!

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@@ -48,8 +48,6 @@
--- 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.

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@@ -1,6 +1,6 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
--
-- ===
--
@@ -8,11 +8,9 @@
-- @image MOOSE.JPG
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.
@@ -135,7 +133,7 @@ do -- ACT_ACCOUNT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
self:__NoMore( 1 )
end

View File

@@ -1,8 +1,6 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--

View File

@@ -1,6 +1,5 @@
--- (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.

View File

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

View File

@@ -2,8 +2,6 @@
--
-- ===
--
-- ![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.

View File

@@ -22,9 +22,6 @@ 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.
--

View File

@@ -26,8 +26,6 @@ do -- CARGO_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:

View File

@@ -32,8 +32,6 @@ 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
--

View File

@@ -30,8 +30,6 @@ 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
--

View File

@@ -157,6 +157,8 @@ ASTAR = {
-- @field #number surfacetype Surface type.
-- @field #table valid Cached valid/invalid nodes.
-- @field #table cost Cached cost.
-- @field Core.Pathline#PATHLINE pathline Pathline that node is part of.
-- @field Core.Pathline#PATHLINE.Point pathpoint Pathline point.
--- ASTAR infinity.
-- @field #number INF
@@ -164,7 +166,7 @@ ASTAR.INF=1/0
--- ASTAR class version.
-- @field #string version
ASTAR.version="0.4.0"
ASTAR.version="0.5.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -172,6 +174,7 @@ ASTAR.version="0.4.0"
-- TODO: Add more valid neighbour functions.
-- TODO: Write docs.
-- DONE: Add pathlines for seach/valid neighbours.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -244,7 +247,10 @@ end
function ASTAR:AddNode(Node)
self.nodes[Node.id]=Node
self.Nnodes=self.Nnodes+1
self.Nnodes=self.Nnodes+1
self:T3(self.lid..string.format("Adding node UID=%d", Node.id))
--Node.coordinate:MarkToAll(string.format("Node ID=%d", Node.id))
return self
end
@@ -262,6 +268,47 @@ function ASTAR:AddNodeFromCoordinate(Coordinate)
return node
end
--- Adds nodes to the table of grid nodes from a PATHLINE.
-- @param #ASTAR self
-- @param Core.Pathline#PATHLINE Pathline Pathline or name of pathline. Has to exist.
-- @return #ASTAR self
function ASTAR:AddNodeFromPathlineName(Pathline)
if type(Pathline)=="string" then
Pathline=PATHLINE:FindByName(Pathline)
end
if Pathline then
for i,_point in pairs(Pathline.points) do
local point=_point --Core.Pathline#PATHLINE.Point
-- Create node from point coordinate.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(point.vec3))
-- Add pathline parameters.
node.pathline=Pathline
node.pathpoint=point
-- Debug.
local name=node.pathline and node.pathline.name or "N/A"
local idx=node.pathline and node.pathline:_GetPointIndex(node.pathpoint) or "N/A"
-- Debug message.
self:T(self.lid..string.format("Adding node UID=%d pathline=%s [%s]", node.id, name, tostring(idx)))
-- Debug mark
--node.coordinate:MarkToAll(string.format("Node ID=%d\npathline=%s [%s]", node.id, name, tostring(idx)))
end
else
env.error("FF error pathline")
end
return self
end
--- Check if the coordinate of a node has is at a valid surface type.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
@@ -340,6 +387,18 @@ function ASTAR:SetValidNeighbourRoad(MaxDistance)
return self
end
--- Set valid neighbours to be on the same pathline or not further apart than 10 meters to jump from one pathline to another.
-- @param #ASTAR self
-- @param #number MaxDistance Max allowed distance between nodes of different pathlines in meters. Default is 10 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourPathline(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.Pathline, MaxDistance)
return self
end
--- Set the function which calculates the "cost" to go from one to another node.
-- The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments.
-- Very often the distance between nodes is a good measure for the cost.
@@ -384,7 +443,7 @@ end
-- @return #ASTAR self
function ASTAR:SetCostRoad()
self:SetCostFunction(ASTAR)
self:SetCostFunction(ASTAR.Road)
return self
end
@@ -544,6 +603,55 @@ function ASTAR.Road(nodeA, nodeB)
end
--- Function to check if two nodes are on the same pathline or if nodes are less than 10 meters apart.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number distmax Max distance in meters. Default is 10 m.
-- @return #boolean If true, two nodes are connected.
function ASTAR.Pathline(nodeA, nodeB, distmax)
distmax=distmax or 10
if nodeA.pathline.name==nodeB.pathline.name then
-- Nodes are on the same pathline. We use the index to check if they are neighbours.
local pathline=nodeA.pathline
local idxA=pathline:_GetPointIndex(nodeA.pathpoint)
local idxB=pathline:_GetPointIndex(nodeB.pathpoint)
if math.abs(idxA-idxB)<=1 then
return true
end
else
-- Check if nodeB is close to pathline of nodeA.
local c, dist, segA=nodeA.pathline:GetClosestPoint3D(nodeB.coordinate)
local seg=segA --Core.Pathline#PATHLINE.Segment
if dist<distmax and (nodeA.pathpoint.uid==seg.p1.uid or nodeA.pathpoint.uid==seg.p2.uid) then
--env.info(string.format("FF NodeB=%d [pathline=%s] is close to NodeA=%d [pathline=%s] ==> valid neighbour", nodeB.id, nodeB.pathline.name, nodeA.id, nodeA.pathline.name))
return true
end
-- Check if nodeA is close to pathline of nodeB.
local c, dist, segB=nodeB.pathline:GetClosestPoint3D(nodeA.coordinate)
local seg=segB --Core.Pathline#PATHLINE.Segment
if dist<distmax and (nodeB.pathpoint.uid==seg.p1.uid or nodeB.pathpoint.uid==seg.p2.uid) then
--env.info(string.format("FF NodeA=%d [pathline=%s] is close to NodeB=%d [pathline=%s] ==> valid neighbour", nodeA.id, nodeA.pathline.name, nodeB.id, nodeB.pathline.name))
return true
end
end
return false
end
--- Function to check if distance between two nodes is less than a threshold distance.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
@@ -567,7 +675,9 @@ end
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist2D(nodeA, nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB.coordinate)
--local text=string.format("FF Cost Dist2D NodeA=%d-->NodeB=%d = %.1f", nodeA.id, nodeB.id, dist)
--env.info(text)
return dist
end
@@ -594,7 +704,7 @@ function ASTAR.DistRoad(nodeA, nodeB)
local dist=0
for i=2,#path do
local b=path[i] --DCS#Vec2
local b=path[i] --DCS#Vec2
local a=path[i-1] --DCS#Vec2
dist=dist+UTILS.VecDist2D(a,b)
@@ -604,7 +714,6 @@ function ASTAR.DistRoad(nodeA, nodeB)
return dist
end
return math.huge
end
@@ -614,10 +723,11 @@ end
--- Find the closest node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate.
-- @return #ASTAR.Node Cloest node to the coordinate.
-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
-- @param #table ExcludeNodes Table of nodes that are excluded.
-- @return #ASTAR.Node Closest node to the coordinate.
-- @return #number Distance to closest node in meters.
function ASTAR:FindClosestNode(Coordinate)
function ASTAR:FindClosestNode(Coordinate, ExcludeNodes)
local distMin=math.huge
local closeNode=nil
@@ -625,11 +735,15 @@ function ASTAR:FindClosestNode(Coordinate)
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
local dist=node.coordinate:Get2DDistance(Coordinate)
if ExcludeNodes==nil or self:_IsNodeNotInTable(ExcludeNodes, node) then
if dist<distMin then
distMin=dist
closeNode=node
local dist=node.coordinate:Get2DDistance(Coordinate)
if dist<distMin then
distMin=dist
closeNode=node
end
end
end
@@ -637,38 +751,162 @@ function ASTAR:FindClosestNode(Coordinate)
return closeNode, distMin
end
--- Find the closest pathline to a given reference coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
-- @return Core.Pathline#PATHLINE Closest pathline
-- @return #number Distance in meters.
-- @return DCS#Vec3 Closest point on pathline to the ref coordinate.
-- @return Core.Pathline#PATHLINE.Segment Segment.
function ASTAR:FindClosestPathline(Coordinate)
local pathline=nil --Core.Pathline#PATHLINE
local dist=math.huge
local vec3=nil
local S=nil
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
if node.pathline then
local vec, d, s=node.pathline:GetClosestPoint3D(Coordinate)
if d<dist then
pathline=node.pathline
dist=d
vec3=vec
S=s
end
end
end
if pathline then
-- Debug info.
self:T(self.lid..string.format("Closest pathline %s: dist=%.1f", pathline.name, dist))
end
return pathline, dist, vec3, S
end
--- Find the closest node to the given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coord Reference coordinate.
-- @param #table ExcludeNodes Nodes that are excluded.
-- @return #ASTAR.Node The node that was fround
function ASTAR:_FindClosestTerminalNode(Coord, ExcludeNodes)
-- Find the closest pathline to the ref coordinate.
local pathline, dist, vec3, s=self:FindClosestPathline(Coord)
-- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(Coord)
if pathline and vec3 and dist and dist2>dist then
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
-- We also need the pathline point.
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
node.pathline=pathline
node.pathpoint=point
self:T2(self.lid..string.format("Added new node=%d, which is closest to start coord. dist=%.1f m", node.id, dist))
end
-- Find the closest node to the given start coordinate.
local Node, dist3=self:FindClosestNode(Coord, ExcludeNodes)
-- Debug info.
self:T(self.lid..string.format("CLOSEST node ID=%d, distance=%.1f", Node.id, dist3))
return Node, dist3
end
--- Find the start node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindStartNode()
-- Find the closest pathline to the
local pathline, dist, vec3, s=self:FindClosestPathline(self.startCoord)
local node, dist=self:FindClosestNode(self.startCoord)
-- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(self.startCoord)
self.startNode=node
if dist>1000 then
self:T(self.lid.."Adding start node to node grid!")
self:AddNode(node)
if pathline and vec3 and dist and dist2>dist then
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
-- We also need the pathline point.
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
node.pathline=pathline
node.pathpoint=point
self:T2(self.lid..string.format("Added new node=%d, which is closest to start coord. dist=%.1f m", node.id, dist))
end
-- Find the closest node to the given start coordinate.
self.startNode, dist2=self:FindClosestNode(self.startCoord)
--self.startNode.coordinate:MarkToAll("Start Node")
-- Debug info.
self:T(self.lid..string.format("START node ID=%d", self.startNode.id))
-- Not sure why I did this. The node does not need to be added again as it is already contained in self.nodes!
-- if dist>1000 then
-- self:T(self.lid.."Adding start node to node grid!")
-- self:AddNode(node)
-- end
return self
end
--- Add a node.
--- Find the end node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindEndNode()
local node, dist=self:FindClosestNode(self.endCoord)
self.endNode=node
if dist>1000 then
self:T(self.lid.."Adding end node to node grid!")
self:AddNode(node)
local pathline, dist, vec3, s=self:FindClosestPathline(self.endCoord)
-- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(self.endCoord)
if pathline and vec3 and dist and dist2>dist then
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
-- We also need the point.
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
-- Add pathline parameters to node.
node.pathline=pathline
node.pathpoint=point
self:T2(self.lid..string.format("Added new node=%d, which is closest to END coord: dist=%.1f m", node.id, dist))
end
-- Find closest node to the end coordinate (exclude the start coordinate.
self.endNode, dist=self:FindClosestNode(self.endCoord, {self.startNode})
--self.endNode.coordinate:MarkToAll("End Node")
-- Debug info.
self:T(self.lid..string.format("END node ID=%d", self.endNode.id))
-- Not sure why I did this. The node does not need to be added again as it is already contained in self.nodes!
-- if dist>1000 then
-- self:T(self.lid.."Adding end node to node grid!")
-- self:AddNode(node)
-- end
return self
end
@@ -684,12 +922,21 @@ end
-- @return #table Table of nodes from start to finish.
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
self:FindStartNode()
self:FindEndNode()
-- self:FindStartNode()
-- self:FindEndNode()
-- Find start Node (closest node to start coordinate).
self.startNode=self:_FindClosestTerminalNode(self.startCoord)
-- Find end node, which is not the start node (excluded).
self.endNode=self:_FindClosestTerminalNode(self.endCoord, {self.startNode})
local nodes=self.nodes
local start=self.startNode
local goal=self.endNode
-- Debug info.
self:T(self.lid..string.format("GetPath Start Node=%d, End Node=%d", start.id, goal.id))
-- Sets.
local openset = {}
@@ -746,7 +993,12 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
text=text..string.format(", OS Time %.6f sec", dT)
end
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
text=text..string.format("\nNodes:")
for i,_node in ipairs(path) do
local node=_node --#ASTAR.Node
text=text..string.format("\n[%d] Node ID=%d", i, node.id)
end
self:T(self.lid..text)
return path
@@ -759,13 +1011,16 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
-- Get neighbour nodes.
local neighbors=self:_NeighbourNodes(current, nodes)
-- Loop over neighbours.
for _,neighbor in pairs(neighbors) do
-- Node is not in closed set.
if self:_NotIn(closedset, neighbor.id) then
local tentative_g_score=g_score[current.id]+self:_DistNodes(current, neighbor)
-- Calculate tentative_g_score.
--local tentative_g_score=g_score[current.id] + self:_DistNodes(current, neighbor)
local tentative_g_score=g_score[current.id] + self:_HeuristicCost(current, neighbor)
if self:_NotIn(openset, neighbor.id) or tentative_g_score < g_score[neighbor.id] then
@@ -793,6 +1048,73 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
return nil -- no valid path
end
--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
-- It automatically creates a PATHLINE object that is returned in combination with the nodes of the optimal path.
-- @param #ASTAR self
-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
-- @return Core.Pathline#PATHLINE Pathline.
-- @return #table Nodes of path.
function ASTAR:GetPathline(ExcludeStartNode, ExcludeEndNode)
local nodes=self:GetPath(ExcludeStartNode, ExcludeEndNode)
local pathline=nil --Core.Pathline#PATHLINE
if nodes then
pathline=PATHLINE:New("Astar")
for _,_node in pairs(nodes) do
local node=_node --#ASTAR.Node
local point=pathline:AddPointFromVec3(node.coordinate)
point.name=node.pathline.name
end
end
return pathline, nodes
end
--- Get pathlines from nodes.
-- @param #ASTAR self
-- @param #table Nodes Given nodes.
-- @return #table Table of PATHLINES used in the path.
function ASTAR:GetPathlinesFromNodes(Nodes)
local pathlines={}
--for _,_node in pairs(Nodes or {}) do
for i=1,#Nodes do
local node=Nodes[i] --#ASTAR.Node
-- Pathline.
local pathline=node.pathline
if pathline and i>1 and i<#Nodes then
-- Previous and next nodes.
local n=Nodes[i-1] --#ASTAR.Node
local N=Nodes[i+1] --#ASTAR.Node
-- Check if previous and next nodes are on the same pathline.
-- If only one point in beteen is of another pathline, this is a junction and we dont actually switch to the other pathline.
if n.pathline and N.pathline and n.pathline.name==N.pathline.name and n.pathline.name~=pathline.name then
pathline=n.pathline
end
end
-- We do not want to add the same pathline two times in a row.
if #pathlines==0 or (#pathlines>0 and pathlines[#pathlines].name~=pathline.name) then
table.insert(pathlines, pathline)
end
end
return pathlines
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- A* pathfinding helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -811,16 +1133,18 @@ function ASTAR:_HeuristicCost(nodeA, nodeB)
local cost=nodeA.cost[nodeB.id]
if cost~=nil then
self.ncostcache=self.ncostcache+1
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f (Cashed!)", nodeA.id, nodeB.id, cost))
return cost
end
local cost=nil
if self.CostFunc then
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
else
cost=self:_DistNodes(nodeA, nodeB)
end
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f", nodeA.id, nodeB.id, cost))
nodeA.cost[nodeB.id]=cost
nodeB.cost[nodeA.id]=cost -- Symmetric problem.
@@ -834,9 +1158,10 @@ end
-- @return #boolean If true, transition between nodes is possible.
function ASTAR:_IsValidNeighbour(node, neighbor)
-- Counter.
-- Counter of function calls.
self.nvalid=self.nvalid+1
-- Check if neighbour is in cached set.
local valid=node.valid[neighbor.id]
if valid~=nil then
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id))
@@ -844,13 +1169,16 @@ function ASTAR:_IsValidNeighbour(node, neighbor)
return valid
end
-- Check if this is a valid neighbour.
local valid=nil
if self.ValidNeighbourFunc then
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
else
-- If no valid neighbour function is defined, we assume all nodes are valid neighbours.
valid=true
end
-- Cache valid neighbour.
node.valid[neighbor.id]=valid
neighbor.valid[node.id]=valid -- Symmetric problem.
@@ -884,6 +1212,9 @@ function ASTAR:_LowestFscore(set, f_score)
end
end
-- Debug info.
self:T(self.lid..string.format("Lowest Fscore=%.1f, Node=%s", lowest, tostring(bestNode)))
return self.nodes[bestNode]
end
@@ -928,16 +1259,46 @@ end
-- @param #table map Map.
-- @param #ASTAR.Node current_node The current node.
-- @return #table Unwinded path.
function ASTAR:_UnwindPath( flat_path, map, current_node )
function ASTAR:_UnwindPath(flat_path, map, current_node)
if map [current_node] then
table.insert (flat_path, 1, map[current_node])
return self:_UnwindPath(flat_path, map, map[current_node])
local previous_node=map[current_node]
if previous_node then
table.insert(flat_path, 1, previous_node)
return self:_UnwindPath(flat_path, map, previous_node)
else
-- No previous node ==> return path.
return flat_path
end
end
--- Function to check if a certain node is in a given table.
-- @param #ASTAR self
-- @param #table Nodes Nodes table.
-- @param #ASTAR.Node Node The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_IsNodeInTable(Nodes, Node)
for _,_node in pairs(Nodes) do
local node=_node --#ASTAR.Node
if node.id==Node.id then
return true
end
end
return false
end
--- Function to check if a certain node is **not** in a given table.
-- @param #ASTAR self
-- @param #table Nodes Nodes table.
-- @param #ASTAR.Node Node The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_IsNodeNotInTable(Nodes, Node)
local is=self:_IsNodeInTable(Nodes, Node)
return not is
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -974,7 +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 ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param #table ... 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, ... )

View File

@@ -872,8 +872,6 @@ 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

View File

@@ -206,7 +206,7 @@ end
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group and Group:IsAlive() then
if Group then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@@ -231,7 +231,7 @@ end
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit and Unit:IsAlive() then
if Unit then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS

View File

@@ -5,11 +5,13 @@
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
-- * Draw line or mark points on F10 map
-- * Find closest points to path
--
-- ===
--
-- ### Author: **funkyfranky**
--
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
@@ -21,6 +23,7 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @field #number counter Running number counting the point IDs.
-- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes
@@ -28,30 +31,30 @@
-- ===
--
-- # The PATHLINE Concept
--
--
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
-- and the water depth (if over sea).
--
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
--
-- # Constructor
--
--
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
--
--
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
--
--
-- # Line Drawings
--
--
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
-- you specify in the draw panel.
--
--
-- # Mark on F10 map
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
--
-- @field #PATHLINE
@@ -59,27 +62,39 @@ PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
counter = 0,
}
--- Point of line.
-- @type PATHLINE.Point
-- @field #number uid Unique ID of this point.
-- @field #string mother Name of the pathline this point belongs to.
-- @field #string name Name of this point.
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
-- @field #number lineID Marker of pathline ID.
--- Segment of line.
-- @type PATHLINE.Segment
-- @field #PATHLINE.Point p1 First point.
-- @field #PATHLINE.Point p2 Second point.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.1"
PATHLINE.version="0.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- TODO: Read/write to JSON file
-- TODO: Translate/rotate pathline
-- TODO: Add color.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -93,10 +108,10 @@ function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
self.lid=string.format("PATHLINE %s | ", self.name)
return self
end
@@ -151,41 +166,70 @@ end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
-- @param #PATHLINE.Point Point Add point after given point. Default is at the end or at given index.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
function PATHLINE:AddPointFromVec2(Vec2, Index, Point)
if Vec2 then
-- Create a new point.
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
if Index then
-- Add at given index.
table.insert(self.points, Index, point)
else
if Point then
-- Get index of given point.
local i=self:_GetPointIndex(Point)
-- Add new point after given point.
table.insert(self.points, i+1, point)
else
-- Add add the end.
table.insert(self.points, point)
end
end
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
-- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
-- @param #PATHLINE.Point Point Add point after given point. Default is at the end or at given index.
-- @return #PATHLINE.Point Point that was added.
function PATHLINE:AddPointFromVec3(Vec3, Index, Point)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
if Index then
-- Add add given index.
table.insert(self.points, Index, point)
else
if Point then
local i=self:_GetPointIndex(Point)
table.insert(self.points, i+1, point)
else
-- Add add the end.
table.insert(self.points, point)
end
end
return point
end
return self
return nil
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
function PATHLINE:GetName()
return self.name
end
@@ -199,18 +243,35 @@ end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
-- @return #list <Core.Pathline#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get segments of pathline.
-- @param #PATHLINE self
-- @return #list <Core.Pathline#PATHLINE.Segment> List of points.
function PATHLINE:GetSetments()
local segments={}
for i=1,#self.points-1 do
local segment={} --#PATHLINE.Segment
segment.p1=self.points[i]
segment.p2=self.points[i+1]
table.insert(segments, segment)
end
return segments
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
-- @return #list <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
@@ -221,11 +282,11 @@ end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
-- @return #list <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
@@ -240,11 +301,11 @@ end
function PATHLINE:GetCoordinates()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
table.insert(vecs, coord)
end
return vecs
@@ -257,11 +318,11 @@ end
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.points[n]
else
@@ -278,11 +339,11 @@ end
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
@@ -293,11 +354,11 @@ end
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
@@ -305,33 +366,314 @@ end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
local text=string.format("Pathline %s: Point #%d [UID=%d]\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.uid, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
return self
end
--- Draw line on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, draw pathline. If `false`, remove drawing.
-- @param #number Coalition Coalition side. Default -1 for all.
-- @param #table Color RGB color and alpha `{r, g, b, a}`. Default {0, 1, 0, 0.5}.
-- @param #number LineType Line type. Default 1=solid.
-- @return #PATHLINE self
function PATHLINE:Draw(Switch, Coalition, Color, LineType)
Coalition=Coalition or -1
Color=Color or {0, 1, 0, 0.5}
LineType=LineType or 1
if Switch==false then
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if point.lineID then
UTILS.RemoveMark(point.lineID)
end
end
else
for i=2,#self.points do
local p1=self.points[i-1] --#PATHLINE.Point
local p2=self.points[i] --#PATHLINE.Point
if p2.lineID then
UTILS.RemoveMark(p2.lineID)
end
p2.lineID=UTILS.GetMarkID()
trigger.action.lineToAll(Coalition, p2.lineID, p1.vec3, p2.vec3, Color, LineType)
end
end
return self
end
--- Get the closest point on the pathline for a given reference point.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 Reference Point in 2D.
-- @return DCS#Vec2 Cloest point on pathline.
-- @return #number Distance from closest point to ref point in meters.
-- @return #PATHLINE.Segment Closest segment of ref point.
function PATHLINE:GetClosestPoint2D(Vec2)
local P=nil --DCS#Vec2
local D=math.huge
local S={} --#PATHLINE.Segment
for i=2,#self.points do
local A=self.points[i-1] --#PATHLINE.Point
local B=self.points[i] --#PATHLINE.Point
local a=A.vec2
local b=B.vec2
local ab=UTILS.Vec2Substract(b, a)
local ap=UTILS.Vec2Substract(Vec2, a)
local proj=UTILS.Vec2Dot(ap, ab)
local lab=UTILS.Vec2Norm(ab)
local f=proj/lab/lab
-- Debug info.
local text=string.format("FF Proj=%.1f, |ab|=%.1f, f=%.1f", proj, lab, f)
self:T(self.lid..text)
-- Cases for finite segment.
local p=nil --DCS#Vec2
if f<0 then
p=a
elseif f>1 then
p=b
else
local r=UTILS.Vec2Mult(ab, f)
p=UTILS.Vec2Add(a, r)
end
-- Distance.
local d=UTILS.VecDist2D(p, Vec2)
if d<=D then
D=d
P=p
S.p1=A
S.p2=B
end
end
return P, D, S
end
--- Get the closest point on the pathline for a given reference point.
-- This point does not necessarily is a node of the pathline. In general it will be somewhere in between the nodes defining the pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 Reference Point in 3D. Can also be a `COORDINATE`.
-- @return DCS#Vec3 Closest point on pathline.
-- @return #number Distance from closest point to ref point in meters.
-- @return #PATHLINE.Segment Closest segment of ref point.
function PATHLINE:GetClosestPoint3D(Vec3)
local P=nil --DCS#Vec3
local D=math.huge
local S={} --#PATHLINE.Segment
if not Vec3 then
self:E(self.lid.."ERROR: input Vec3 is nil!")
return nil, nil, nil
end
for i=2,#self.points do
local A=self.points[i-1] --#PATHLINE.Point
local B=self.points[i] --#PATHLINE.Point
local a=A.vec3
local b=B.vec3
local ab=UTILS.VecSubstract(b, a)
local ap=UTILS.VecSubstract(Vec3, a)
local proj=UTILS.VecDot(ap, ab)
local lab=UTILS.VecNorm(ab)
local f=proj/lab/lab
-- Debug info.
self:T(self.lid..string.format("Proj=%.1f, |ab|=%.1f, f=%.1f", proj, lab, f))
-- Cases for finite segment.
local p=nil --DCS#Vec2
if f<0 then
p=a
elseif f>1 then
p=b
else
local r=UTILS.VecMult(ab, f)
p=UTILS.VecAdd(a, r)
end
-- Distance.
local d=UTILS.VecDist3D(p, Vec3)
if d<=D then
D=d
P=p
S.p1=A
S.p2=B
end
end
return P, D, S
end
--- Write PATHLINE to JSON file.
-- **NOTE**: Requires `io` and `lfs` to be de-sanitized!
-- @param #PATHLINE self
-- @param #string FileName Name of the file. Default is the name of the pathline.
-- @return #PATHLINE self
function PATHLINE:WriteJSON(FileName)
if io and lfs then
-- JSON script.
local json=loadfile("Scripts\\JSON.lua")()
local data={}
-- We store the name and the points.
data.name=self.name
data.points=self.points
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
--point.markerID=nil
end
-- Encode data to raw JSON. Encode converts a lua table into JSON string that can be written to file.
local raw_json=json:encode(data)
-- Debug data.
self:T(data)
-- Write in "User/Saved Games/" Folder.
local filepath=lfs.writedir() .. FileName
-- Open file for writing.
local f = io.open(filepath, "wb")
if f then
f:write(raw_json)
f:close()
self:T(self.lid .. string.format("Saving PATHLINE %s file %s", self.name, tostring(filepath)))
else
self:E(self.lid .. string.format( "ERROR: Could not save PATHLINE to file %s", tostring(filepath)))
end
else
self:E(self.lid .. string.format( "ERROR: Could not save results because IO and/or LFS are not de-sanitized!"))
end
end
--- Read PATHLINE from JSON file.
-- **NOTE**: Requires `io` and `lfs` to be de-sanitized!
-- @param #PATHLINE self
-- @param #string FileName Name of the file.
-- @return #PATHLINE self
function PATHLINE:NewFromJSON(FileName)
if io and lfs then
-- JSON script.
local json=loadfile("Scripts\\JSON.lua")()
local data={}
-- Write in "User/Saved Games/" Folder.
local filepath=lfs.writedir() .. FileName
--env.info(filepath)
-- Open file in binary mode for reading.
local f = io.open(filepath, "rb")
if f then
data = f:read("*all")
f:close()
else
env.info(string.format("WARNING: Could not load PATHLINE from file %s!", tostring(filepath)))
return nil
end
-- Decode JSON data to get a lua table.
local data=json:decode(data)
if data and data.name then
-- Create a new pathline instance.
local self=PATHLINE:New(data.name)
for i=1,#data.points do
local point=data.points[i] --#PATHLINE.Point
-- Create new point from data.
local p=self:AddPointFromVec3(point.vec3)
-- Set name.
p.name=point.name
-- Remove marker ID.
p.markerID=nil
end
return self
else
BASE:E("ERROR: Cannot find pathline name in data from JSON file. File may be corrupted!")
end
else
BASE:E("ERROR: IO and/or LFS not de-sanitized! Cannot read file.")
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -339,32 +681,56 @@ end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
-- @return #PATHLINE.Point Pathline Point.
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
self.counter=self.counter+1
point.uid=self.counter
point.mother=self.name
point.name=string.format("%s #%d", self.name, point.uid)
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
--- Get index of point in the lua table.
-- @param #PATHLINE self
-- @param #PATHLINE.Point Point Given point.
-- @return #number index
function PATHLINE:_GetPointIndex(Point)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if point.uid==Point.uid then
return i
end
end
return nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -25,7 +25,7 @@
do -- COORDINATE
--- Coordinate class
---
-- @type COORDINATE
-- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector.
@@ -59,10 +59,6 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green.
-- * @{#COORDINATE.SetSmokeOffsetDirection}(): To set an offset point direction for smoke.
-- * @{#COORDINATE.SetSmokeOffsetDistance}(): To set an offset point distance for smoke.
-- * @{#COORDINATE.SwitchSmokeOffsetOn}(): To set an offset point for smoke to on.
-- * @{#COORDINATE.SwitchSmokeOffsetOff}(): To set an offset point for smoke to off.
--
-- ## 2.2) Flare
--
@@ -457,6 +453,23 @@ do -- COORDINATE
end
--- Returns the coordinate from the latitude and longitude given in degrees, minutes and seconds (DMS).
-- @param #COORDINATE self
-- @param #string Latitude Latitude in DMS as string, e.g. "`42° 24' 14.3"`". Not that the characters `°`, `'` and `"` are important.
-- @param #string Longitude Longitude in DMS as string, e.g. "`42° 24' 14.3"`". Not that the characters `°`, `'` and `"` are important.
-- @param #number Altitude (Optional) Altitude in meters. Default is the land height at the coordinate.
-- @return #COORDINATE
function COORDINATE:NewFromLLDMS(Latitude, Longitude, Altitude)
local lat=UTILS.LLDMSstringToDD(Latitude)
local lon=UTILS.LLDMSstringToDD(Longitude)
self=COORDINATE:NewFromLLDD(lat, lon, Altitude)
return self
end
--- Returns if the 2 coordinates are at the same 2D position.
-- @param #COORDINATE self
-- @param #COORDINATE Coordinate
@@ -665,7 +678,7 @@ do -- COORDINATE
local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true)
local set={}
for _,_scenery in pairs(scenerys) do
local scenery=_scenery --DCS#Object
@@ -2122,112 +2135,14 @@ do -- COORDINATE
end
--- Create colored smoke the point. The smoke we last up to 5 min (DCS limitation) but you can optionally specify a shorter duration or stop it manually.
--- Smokes the point in a color.
-- @param #COORDINATE self
-- @param #number SmokeColor Color of smoke, e.g. `SMOKECOLOR.Green` for green smoke.
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
-- @param #boolean Offset (Optional) If true, offset the smokle a bit.
-- @param #number Direction (Optional) If Offset is true this is the direction of the offset, 1-359 (degrees). Default random.
-- @param #number Distance (Optional) If Offset is true this is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else
-- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke
if Offset or self.SmokeOffset then
local Angle = Direction or self:GetSmokeOffsetDirection()
local Distance = Distance or self:GetSmokeOffsetDistance()
local newpos = self:Translate(Distance,Angle,true,false)
local newvec3 = newpos:GetVec3()
trigger.action.smoke( newvec3, SmokeColor, self.firename )
else
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopSmoke, self, self.firename )
end
end
return self
end
--- Get the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Direction in degrees.
function COORDINATE:GetSmokeOffsetDirection()
local direction = self.SmokeOffsetDirection or math.random(1,359)
return direction
end
--- Set the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Direction (Optional) This is the direction of the offset, 1-359 (degrees). Default random.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDirection(Direction)
if self then
self.SmokeOffsetDirection = Direction or math.random(1,359)
return self
else
COORDINATE.SmokeOffsetDirection = Direction or math.random(1,359)
end
end
--- Get the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Distance Distance in meters.
function COORDINATE:GetSmokeOffsetDistance()
local distance = self.SmokeOffsetDistance or math.random(10,20)
return distance
end
--- Set the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Distance (Optional) This is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDistance(Distance)
if self then
self.SmokeOffsetDistance = Distance or math.random(10,20)
return self
else
COORDINATE.SmokeOffsetDistance = Distance or math.random(10,20)
end
end
--- Set the offset on when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOn()
if self then
self.SmokeOffset = true
return self
else
COORDINATE.SmokeOffset = true
end
end
--- Set the offset off when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOff()
if self then
self.SmokeOffset = false
return self
else
COORDINATE.SmokeOffset = false
end
-- @param Utilities.Utils#SMOKECOLOR SmokeColor
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
function COORDINATE:Smoke( SmokeColor, name )
self:F2( { SmokeColor } )
self.firename = name or "Smoke-"..math.random(1,100000)
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
--- Stops smoking the point in a color.
@@ -2239,83 +2154,49 @@ do -- COORDINATE
--- Smoke the COORDINATE Green.
-- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeGreen(Duration, Delay)
self:Smoke( SMOKECOLOR.Green, Duration, Delay )
return self
function COORDINATE:SmokeGreen()
self:F2()
self:Smoke( SMOKECOLOR.Green )
end
--- Smoke the COORDINATE Red.
-- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeRed(Duration, Delay)
self:Smoke( SMOKECOLOR.Red, Duration, Delay )
return self
function COORDINATE:SmokeRed()
self:F2()
self:Smoke( SMOKECOLOR.Red )
end
--- Smoke the COORDINATE White.
-- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeWhite(Duration, Delay)
self:Smoke( SMOKECOLOR.White, Duration, Delay )
return self
function COORDINATE:SmokeWhite()
self:F2()
self:Smoke( SMOKECOLOR.White )
end
--- Smoke the COORDINATE Orange.
-- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeOrange(Duration, Delay)
self:Smoke( SMOKECOLOR.Orange, Duration, Delay )
return self
function COORDINATE:SmokeOrange()
self:F2()
self:Smoke( SMOKECOLOR.Orange )
end
--- Smoke the COORDINATE Blue.
-- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeBlue(Duration, Delay)
self:Smoke( SMOKECOLOR.Blue, Duration, Delay )
return self
function COORDINATE:SmokeBlue()
self:F2()
self:Smoke( SMOKECOLOR.Blue )
end
--- Big smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number Preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number Density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFire( Preset, Density, Duration, Delay, Name )
self:F2( { preset=Preset, density=Density } )
Preset=Preset or BIGSMOKEPRESET.SmallSmokeAndFire
Density=Density or 0.5
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.BigSmokeAndFire, self, Preset, Density, Duration, 0, Name)
else
self.firename = Name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), Preset, Density, self.firename )
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopBigSmokeAndFire, self, self.firename )
end
end
return self
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFire( preset, density, name )
self:F2( { preset=preset, density=density } )
density=density or 0.5
self.firename = name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), preset, density, self.firename )
end
--- Stop big smoke and fire at the coordinate.
@@ -2328,98 +2209,82 @@ do -- COORDINATE
--- Small smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number Density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, Density, Duration, Delay, Name)
return self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireSmall( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density, name)
end
--- Medium smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireMedium( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeAndFireMedium( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density, name)
end
--- Large smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireLarge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeAndFireLarge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density, name)
end
--- Huge smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireHuge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeAndFireHuge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density, name)
end
--- Small smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeSmall( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density, name)
end
--- Medium smoke at the coordinate.
-- @param #COORDINATE self
-- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeMedium( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeMedium( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density, name)
end
--- Large smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeLarge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeLarge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density,name)
end
--- Huge smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeHuge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, Density, Duration, Delay, Name)
return self
function COORDINATE:BigSmokeHuge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density,name)
end
--- Flares the point in a color.
@@ -3073,10 +2938,8 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
local time=UTILS.ClockToSeconds(clock)
@@ -3094,11 +2957,6 @@ do -- COORDINATE
-- Todays sun set in sec.
local sunset=self:GetSunset(true)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
-- Seconds passed since midnight.
local time=UTILS.SecondsOfToday()

File diff suppressed because it is too large Load Diff

View File

@@ -305,6 +305,20 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
return self.Coordinate
end
--- Returns the @{Core.Vector#VECTOR} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height in meters to add to the land height where the center of the zone is located.
-- @return Core.Vector#VECTOR The vector of the zone.
function ZONE_BASE:GetVector( Height )
self:F2(self.ZoneName)
local Vec3 = self:GetVec3( Height )
local vector=VECTOR:NewFromVec(Vec3)
return vector
end
--- Get 2D distance to a coordinate.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Coordinate Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.

View File

@@ -198,7 +198,7 @@ end -- env
do -- radio
--@type radio
---@type radio
-- @field #radio.modulation modulation
---

View File

@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: May 2025
-- Last Update: Mar 2025
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -62,9 +62,7 @@
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes.
-- @field #number DLinkCacheTime Seconds after which cached contacts in DLink will decay.
-- @field #boolean logsamstatus Log SAM status in dcs.log every cycle if true
-- @field #number checkcounter Counter for SAM Table refreshes
-- @extends Core.Base#BASE
@@ -76,9 +74,10 @@
--
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default) will set-up your SAM site network automatically for you.
-- * Leverage evasiveness from SEAD, leverage attack range setting.
-- * Automatic setup of SHORAD based on groups of the class "short-range".
-- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before
-- * Leverage evasiveness from SEAD, leverage attack range setting
-- * Automatic setup of SHORAD based on groups of the class "short-range"
--
-- # 0. Base considerations and naming conventions
--
@@ -134,10 +133,10 @@
--
-- # 0.1 Set-up in the mission editor
--
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.
-- Set up your EWR system in the mission editor. Name the groups using a systematic approach like above. Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one unit ** per group (multiple groups) for the SAM location.
-- Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one** group per SAM location. SA-15 TOR systems offer a good missile defense.
--
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
--
@@ -189,7 +188,7 @@
--
-- ## 2.1 Auto mode features
--
-- ### 2.1.1 You can add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
-- ### 2.1.1 You can now add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
--
-- -- Parameters are tables of Core.Zone#ZONE objects!
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@@ -206,6 +205,9 @@
-- ### 2.1.3 SHORAD/Point defense will automatically be added from SAM sites of type "point" or if the range is less than 5km or if the type is AAA.
--
-- ### 2.1.4 Advanced features
--
-- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
-- mybluemantis.automode = false
--
-- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below.
@@ -218,12 +220,6 @@
--
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
--
-- ### 2.1.6 Shoot & Scoot
--
-- -- Option to make the (driveable) SHORAD units drive around and shuffle positions
-- -- We use a SET_ZONE for that, number of zones to consider defaults to three, Random is true for random coordinates and Formation is e.g. "Vee".
-- mybluemantis:AddScootZones(ZoneSet, Number, Random, Formation)
--
-- # 3. Default settings [both modes unless stated otherwise]
--
@@ -246,8 +242,26 @@
-- E.g. mymantis:SetAdvancedMode( true, 90 )
--
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
-- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup]
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- -- now set up MANTIS
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
--
-- # 5. Integrated SEAD
-- If you systematically name your SHORAD groups starting with "Blue SHORAD" you'll need exactly **one** SHORAD instance to manage all SHORAD groups.
--
-- (Optionally) you can remove the link later on with
--
-- mymantis:RemoveShorad()
--
-- # 6. Integrated SEAD
--
-- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up!
-- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
@@ -322,8 +336,6 @@ MANTIS = {
SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1,
DLinkCacheTime = 120,
logsamstatus = false,
}
--- Advanced state enumerator
@@ -362,7 +374,7 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot str" },
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
@@ -370,8 +382,7 @@ MANTIS.SamData = {
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=6, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Gepard"] = { Range=5, Blindspot=0, Height=4, Type="Point", Radar="Gepard" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@@ -382,7 +393,6 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["HEMTT_C-RAM_Phalanx"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
-- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" },
@@ -615,8 +625,7 @@ do
self.advAwacs = false
end
self:SetDLinkCacheTime()
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
@@ -649,8 +658,6 @@ do
table.insert(self.ewr_templates,awacs)
end
self.logsamstatus = false
self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
@@ -682,7 +689,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.9.30"
self.version="0.9.27"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -1032,16 +1039,6 @@ do
end
return self
end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #MANTIS self
-- @param #number seconds Remember this many seconds, at least 5 seconds.
-- @return #MANTIS self
function MANTIS:SetDLinkCacheTime(seconds)
self.DLinkCacheTime = math.abs(seconds or 120)
if self.DLinkCacheTime < 5 then self.DLinkCacheTime = 5 end
return self
end
--- Function to set the detection interval
-- @param #MANTIS self
@@ -1434,9 +1431,7 @@ do
--IntelTwo:SetClusterRadius(5000)
IntelTwo:Start()
local CacheTime = self.DLinkCacheTime or 120
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,CacheTime)
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,300)
IntelDlink:__Start(1)
self:SetUsingDLink(IntelDlink)
@@ -1498,7 +1493,7 @@ do
elseif chm then
SAMData = self.SamDataCH
end
--self:I("Looking to auto-match for "..grpname)
--self:T("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName())
@@ -1699,9 +1694,7 @@ do
local grpname = group:GetName()
local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
-- TODO the below might stop working at some point after some hours, needs testing
--local radaralive = group:IsSAM()
local radaralive = true
local radaralive = group:IsSAM()
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then
@@ -1863,7 +1856,7 @@ do
end --end alive
end --end check
end --for loop
if self.debug or self.verbose or self.logsamstatus then
if self.debug or self.verbose then
for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then
instatusgreen=instatusgreen+1
@@ -1884,9 +1877,8 @@ do
-- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object
-- @param #boolean dlink
-- @param #boolean reporttolog
-- @return #MANTIS self
function MANTIS:_Check(detection,dlink,reporttolog)
function MANTIS:_Check(detection,dlink)
self:T(self.lid .. "Check")
--get detected set
local detset = detection:GetDetectedItemCoordinates()
@@ -1913,8 +1905,7 @@ do
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end
local function GetReport()
if self.debug or self.verbose then
local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
@@ -1923,15 +1914,7 @@ do
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end
statusreport:Add("+-----------------------------+")
return statusreport
end
if self.debug or self.verbose then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
elseif reporttolog == true then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToLog()
end
return self
end
@@ -2039,7 +2022,7 @@ do
self:T({From, Event, To})
-- check detection
if not self.state2flag then
self:_Check(self.Detection,self.DLink,self.logsamstatus)
self:_Check(self.Detection,self.DLink)
end
local EWRAlive = self:_CheckAnyEWRAlive()

View File

@@ -53,8 +53,6 @@
--
-- # 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.
--

View File

@@ -603,7 +603,7 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.8.1"
RANGE.version = "2.8.0"
-- TODO list:
-- TODO: Verbosity level for messages.
@@ -2032,10 +2032,10 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Smoke impact point of bomb.
if playerData and playerData.smokebombimpact and insidezone then
if playerData.delaysmoke then
impactcoord:Smoke(playerData.smokecolor, 30, self.TdelaySmoke)
if playerData and playerData.delaysmoke then
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
else
impactcoord:Smoke(playerData.smokecolor, 30)
impactcoord:Smoke( playerData.smokecolor )
end
end
@@ -2102,12 +2102,7 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackHdg = attackHdg
result.attackVel = attackVel
result.attackAlt = attackAlt
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
result.date=os and os.date() or "n/a"
-- Add to table.
table.insert( _results, result )
@@ -2640,6 +2635,13 @@ end
-- Display Messages
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start smoking a coordinate with a delay.
-- @param #table _args Argements passed.
function RANGE._DelayedSmoke( _args )
_args.coord:Smoke(_args.color)
--trigger.action.smoke( _args.coord:GetVec3(), _args.color )
end
--- Display top 10 stafing results of a specific player.
-- @param #RANGE self
-- @param #string _unitName Name of the player unit.

View File

@@ -7,8 +7,6 @@
--
-- # 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

@@ -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/Beacons.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Procedure.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/FlightPlan.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 +179,7 @@ __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( 'Globals.lua' )

View File

@@ -0,0 +1,139 @@
--- **NAVIGATION** - Beacons of the map/theatre.
--
-- **Main Features:**
--
-- * Beacons of the map
--
-- ===
--
-- ## 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
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The BEACONS Concept
--
-- The NAVFIX class has a great concept!
--
-- Bla, bla...
--
-- # Basic Setup
--
-- A new `BEACONS` object can be created with the @{#BEACONS.New}() function.
--
-- local beacons=BEACONS:New("G:\Games\DCS World Testing\Mods\terrains\GermanyColdWar\beacons.lua")
--
-- This is how it works.
--
-- @field #BEACONS
BEACONS = {
ClassName = "BEACONS",
verbose = 0,
beacons = {},
}
--- BEACONS class version.
-- @field #string version
BEACONS.version="0.0.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- 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
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add marker all beacons on the F10 map.
-- @param #BEACONS self
-- @return #BEACONS self
function BEACONS:MarkerShow()
return self
end
--- Remove markers of all beacons from the F10 map.
-- @param #BEACONS self
-- @return #BEACONS self
function BEACONS:MarkerRemove()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #BEACONS self
-- @return #string Marker text.
function BEACONS:_GetMarkerText(beacon)
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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,481 @@
--- **NAVIGATION** - Flight Plan.
--
-- **Main Features:**
--
-- * Manage navigation aids
-- * VOR, NDB
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops%20-%20FlightPlan).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.FlightPlan
-- @image NAVIGATION_FlightPlan.png
--- FLIGHTPLAN class.
-- @type FLIGHTPLAN
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table fixes Navigation fixes.
-- @field Core.Pathline#PATHLINE pathline Pathline of the plan.
-- @field Wrapper.Airbase#AIRBASE departureAirbase Departure airbase.
-- @field Wrapper.Airbase#AIRBASE destinationAirbase Destination airbase.
-- @field #number altitudeCruiseMin Minimum cruise altitude in feet MSL.
-- @field #number altitudeCruiseMax Maximum cruise altitude in feet MSL.
-- @extends Core.Pathline#PATHLINE
--- *Life is what happens to us while we are making other plans.* -- Allen Saunders
--
-- ===
--
-- # The FLIGHTPLAN Concept
--
-- This class has a great concept!
--
-- # Basic Setup
--
-- A new `FLIGHTPLAN` object can be created with the @{#FLIGHTPLAN.New}() function.
--
-- myFlightplan=FLIGHTPLAN:New("Plan A")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLIGHTPLAN.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 @{#FLIGHTPLAN.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #FLIGHTPLAN
FLIGHTPLAN = {
ClassName = "FLIGHTPLAN",
verbose = 0,
fixes = {}
}
--- Type of flightplan.
-- @type FLIGHTPLAN.Type
-- @field #string IFRH Instrument Flying Rules High Altitude.
-- @field #string IFRL Instrument Flying Rules Low Altitude.
-- @field #string VFR Visual Flight Rules.
FLIGHTPLAN.Type={
IFRH = "IFR High",
IFRL = "IFR Low",
VFR = "VFR",
}
--- FLIGHTPLAN class version.
-- @field #string version
FLIGHTPLAN.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: How to connect SID, STAR, ENROUTE, TRANSITION, APPROACH. Typical flightplan SID --> ENROUTE --> STAR --> APPROACH
-- TODO: Add approach.
-- DONE: How to handle the FLIGHTGROUP:_LandAtAirBase
-- TODO: Do we always need a holding pattern? https://www.faa.gov/air_traffic/publications/atpubs/aip_html/part2_enr_section_1.5.html#:~:text=If%20no%20holding%20pattern%20is,than%20that%20desired%20by%20ATC.
-- DOEN: Read from MSFS file.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLIGHTPLAN instance.
-- @param #FLIGHTPLAN self
-- @param #string Name Name of this flight plan.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:New(Name)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, PATHLINE:New(Name)) -- #FLIGHTPLAN
-- Set alias.
self.alias=tostring(Name)
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTPLAN %s | ", self.alias)
--self.pathline=PATHLINE:New(Name)
-- Debug info.
self:I(self.lid..string.format("Created FLIGHTPLAN!"))
return self
end
--- Create a new FLIGHTPLAN instance from another FLIGHTPLAN acting as blue print.
-- The newly created flight plan is deep copied from the given one.
-- @param #FLIGHTPLAN self
-- @param #FLIGHTPLAN FlightPlan Blue print of the flight plan to copy.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:NewFromFlightPlan(FlightPlan)
self=UTILS.DeepCopy(FlightPlan)
return self
end
--- Create a new FLIGHTPLAN instance from a given file.
-- Currently, the file has to be an MSFS 2020 .pln file as, *e.g.*, exported from [Navigraph](https://navigraph.com/).
--
-- **Note** that the flight plan does only cover the departure, enroute and arrival portions but **not the approach** part!
-- @param #FLIGHTPLAN self
-- @param #string FileName Full path to file.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:NewFromFile(FileName)
if UTILS.FileExists(FileName) then
self=FLIGHTPLAN._ReadFileMSFS(FileName)
else
error(string.format("ERROR: File not found! File name=%s", tostring(FileName)))
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add navigation fix to the flight plan.
-- @param #FLIGHTPLAN self
-- @param Navigation.Point#NAVPOINT NavFix The nav fix.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:AddNavFix(NavFix)
table.insert(self.fixes, NavFix)
local point=self:AddPointFromVec3(NavFix.vector:GetVec3(true))
point.navpoint=NavFix
return self
end
--- Set departure airbase.
-- @param #FLIGHTPLAN self
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetDepartureAirbase(AirbaseName)
self.departureAirbase=AIRBASE:FindByName(AirbaseName)
return self
end
--- Set destination airbase.
-- @param #FLIGHTPLAN self
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetDestinationAirbase(AirbaseName)
self.destinationAirbase=AIRBASE:FindByName(AirbaseName)
return self
end
--- Set cruise altitude.
-- @param #FLIGHTPLAN self
-- @param #number AltMin Minimum altitude in feet MSL.
-- @param #number AltMax Maximum altitude in feet MSL. Default is `AltMin`.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetCruiseAltitude(AltMin, AltMax)
self.altitudeCruiseMin=AltMin
self.altitudeCruiseMax=AltMax or self.altitudeCruiseMin
return self
end
--- Set cruise speed.
-- @param #FLIGHTPLAN self
-- @param #number SpeedMin Minimum speed in knots.
-- @param #number SpeedMax Maximum speed in knots. Default is `SpeedMin`.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetCruiseSpeed(SpeedMin, SpeedMax)
self.speedCruiseMin=SpeedMin
self.speedCruiseMax=SpeedMax or self.speedCruiseMin
return self
end
--- Get the name of this flight plan.
-- @param #FLIGHTPLAN self
-- @return #string The name.
function FLIGHTPLAN:GetName()
return self.alias
end
--- Get cruise altitude. This returns a random altitude between the set min/max cruise altitudes.
-- @param #FLIGHTPLAN self
-- @return #number Cruise altitude in feet MSL.
function FLIGHTPLAN:GetCruiseAltitude()
local alt=10000
if self.altitudeCruiseMin and self.altitudeCruiseMax then
alt=math.random(self.altitudeCruiseMin, self.altitudeCruiseMax)
elseif self.altitudeCruiseMin then
alt=self.altitudeCruiseMin
elseif self.altitudeCruiseMax then
alt=self.altitudeCruiseMax
end
return alt
end
--- Get cruise speed. This returns a random speed between the set min/max cruise speeds.
-- @param #FLIGHTPLAN self
-- @return #number Cruise speed in knots.
function FLIGHTPLAN:GetCruiseSpeed()
local speed=250
if self.speedCruiseMin and self.speedCruiseMax then
speed=math.random(self.speedCruiseMin, self.speedCruiseMax)
elseif self.speedCruiseMin then
speed=self.speedCruiseMin
elseif self.altitudeCruiseMax then
speed=self.speedCruiseMax
end
return speed
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Read flight plan from a given MSFS 2020 .plt file.
-- @param #string FileName Name of the file.
-- @return #FLIGHTPLAN The flight plan.
function FLIGHTPLAN._ReadFileMSFS(FileName)
local function readfile(filename)
local lines = {}
-- Open file in read binary mode.
local file=assert(io.open(filename, "rb"), string.format("File not found! File name = %s", tostring(filename)))
for line in file:lines() do
lines[#lines+1] = line
end
-- Close file.
file:close()
-- Return data
return lines
end
--- This function returns an XML element, i.e. the string between <...> and </...>.
local function getXMLelement(line)
local element=string.match(line, ">(.+)<")
return element
end
--- This function returns Latitude and Longitude
local function getLatLong(line)
local latlong=getXMLelement(line)
-- The format is "N41° 38' 20.00",E41° 33' 19.00",+000000.00" so we still need to process that.
local lat,long=string.match(latlong, "(.+),(.+),")
return lat,long
end
-- Read data from file.
local data=readfile(FileName)
local flightplan={}
local waypoints={}
local wp=nil
local gotwaypoint=false
for i,line in pairs(data) do
--print(line)
-- Title
if string.find(line, "<Title>") then
flightplan.title=getXMLelement(line)
end
-- Departure ICAO
if string.find(line, "<DepartureID>") then
flightplan.departureICAO=getXMLelement(line)
end
-- Destination ICAO
if string.find(line, "<DestinationID>") then
flightplan.destinationICAO=getXMLelement(line)
end
-- FPType
if string.find(line, "<FPType>") then
flightplan.plantype=getXMLelement(line)
end
-- Route type
if string.find(line, "<RouteType>") then
flightplan.routetype=getXMLelement(line)
end
-- Cruise alt in feet
if string.find(line, "<CruisingAlt>") then
flightplan.altCruise=getXMLelement(line)
end
-- Departure LLA
if string.find(line, "<DepartureLLA>") then
local lat,long=getLatLong(line)
end
-- Destination LLA
if string.find(line, "<DestinationLLA>") then
local lat,long=getLatLong(line)
end
-- Departure Name
if string.find(line, "<DepartureName>") then
local DepartureName=getXMLelement(line)
end
-- DestinationName
if string.find(line, "<DestinationName>") then
local DestinationName=getXMLelement(line)
end
---
-- Waypoint stuff
---
-- New waypoint starts.
if string.find(line, "ATCWaypoint id") then
--Get string inside quotes " and ".
local wpid=string.match(line, [["(.+)"]])
-- Create a new wp table.
wp={}
-- Set waypoint name.
wp.name=wpid
end
-- Waypoint info ends.
if string.find(line, "</ATCWaypoint>") then
-- This is the end of the waypoint.
-- Add info to waypoints table.
table.insert(waypoints, wp)
-- Set waypoint to nil. We create an empty table if the next wp starts.
wp=nil
end
-- Waypoint type (Airport, Intersection, NDB, VORTAC)
if string.find(line, "<ATCWaypointType>") then
local wptype=getXMLelement(line)
wp.type=wptype
end
-- Waypoint position.
if string.find(line, "<WorldPosition>") then
wp.lat, wp.long=getLatLong(line)
end
-- Runway should exist for initial and final WP if it is an airport.
if string.find(line, "RunwayNumberFP") then
wp.runway=getXMLelement(line)
end
-- Runway designator: LEFT, RIGHT, CENTER
if string.find(line, "RunwayDesignatorFP") then
wp.runwayDesignator=getXMLelement(line)
end
-- Segment is Departure
if string.find(line, "<DepartureFP>") then
wp.segment="Departure"
end
-- Segment is Arrival
if string.find(line, "<ArrivalFP>") then
wp.segment="Arrival"
end
-- Segment is Enroute
if string.find(line, "<ATCAirway>") then
wp.segment="Enroute"
end
-- Approach type: VORDME, LOCALIZER
if string.find(line, "ApproachTypeFP") then
flightplan.approachtype=getXMLelement(line)
end
-- Approach type suffic: Z
if string.find(line, "SuffixFP") then
local SuffixFP=getXMLelement(line)
end
end
for key, value in pairs(flightplan) do
env.info(string.format("Flightplan %s=%s", key, tostring(value)))
end
env.info(string.format("Number of waypoints=%d", #waypoints))
for i,wp in pairs(waypoints) do
env.info(string.format("Waypoint name=%s type=%s segment=%s runway=%s lat=%s long=%s", wp.name, wp.type, tostring(wp.segment), tostring(wp.runway)..tostring(wp.runwayDesignator or ""), wp.lat, wp.long))
end
-- Create a new flightplan.
local fp=FLIGHTPLAN:New(flightplan.title)
-- Set cruise altitude.
fp:SetCruiseAltitude(flightplan.altCruise)
-- Set departure and destination airports.
fp:SetDepartureAirbase(flightplan.departureICAO)
fp:SetDestinationAirbase(flightplan.destinationICAO)
--TODO: Remove first and last waypoint if they are identical to the departure/destination airport!
for i,wp in pairs(waypoints) do
-- Create a navpoint.
local navpoint=NAVPOINT:NewFromLLDMS(wp.name, wp.type, wp.lat, wp.long)
navpoint:SetAltMin(flightplan.altCruise)
-- Add point to flightplan.
-- TODO: section departure, enroute, arrival.
fp:AddNavFix(navpoint)
end
return fp
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.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,333 @@
--- **NAVIGATION** - Prodedures for Departure (*e.g.* SID), Enroute, Arrival (*e.g.* STAR) and Approach.
--
-- **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-%20Template).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Procedure
-- @image NAVIGATION_Procedure.png
--- APPROACH class.
-- @type APPROACH
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string apptype Approach type (ILS, VOR, LOC).
-- @field Wrapper.Airbase#AIRBASE airbase Airbase of this approach.
-- @field Wrapper.Airbase#AIRBASE.Runway runway Runway of this approach.
-- @field Navigation.Point#NAVAID navaid Primary navigation aid.
-- @field #number wpcounter Running number counting the waypoints to generate its UID.
-- @list <#APPROACH.Waypoint> path Path of approach consisting of waypoints.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The APPROACH Concept
--
-- A typical approach has (up to) four segments. It starts with the initial approach segment, followed by the intermediate approach segment, followed
-- by the final approach segment. In case something goes wrong during the final approach, the missed approach segment kicks in.
--
-- The initial approach segment starts at the initial approach fix (IAF). The segment can contain multiple other fixes, that need to be passed.
-- Note, that an approach procedure can have more than one intitial approach segment and IAF.
--
-- The intermediate approach segment starts at the intermediate fix (IF). The intermediate approach segment blends the initial approach segment into the final approach segment.
-- It is the segment in which aircraft configuration, speed, and positioning adjustments are made for entry into the final approach segment.
--
--
-- https://en.wikipedia.org/wiki/Visual_approach
-- https://en.wikipedia.org/wiki/Instrument_approach
--
-- # Basic Setup
--
-- A new `APPROACH` object can be created with the @{#APPROACH.New}() function.
--
-- myTemplate=APPROACH:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #APPROACH
APPROACH = {
ClassName = "APPROACH",
verbose = 0,
wpcounter = 0,
}
--- Type of approach.
-- @type APPROACH.Type
-- @field #string VFR Visual Flight Rules.
-- @field #string VOR VOR
-- @field #string NDB NDB
APPROACH.Type={
VFR="VFR",
VOR="VOR",
ILS="ILS",
}
--- Setments of approach.
-- @type APPROACH.Segment
-- @field #string INITIAL Initial approach segment.
-- @field #string INTERMEDIATE Intermediate approach segment.
-- @field #string FINAL Final approach segment.
-- @field #string MISSED Missed approach segment.
APPROACH.Segment={
INITIAL="Initial",
INTERMEDIATE="Intermediate",
FINAL="Final",
MISSED="Missed",
}
--- Waypoint of the approach.
-- @type APPROACH.Waypoint
-- @field #number uid Unique ID of the point.
-- @field #string segment The segment this point belongs to.
-- @field Navigation.Point#NAVFIX navfix The navigation fix that determines the coordinates of this point.
--- APPROACH class version.
-- @field #string version
APPROACH.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- Initial approach segment --> Intermediate approach segment: starts at IF --> Final approach segment
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new APPROACH class instance.
-- @param #APPROACH self
-- @param #string Type Type of approach (ILS, VOR, LOC).
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase or name of the airbase.
-- @param Wrapper.Airbase#AIRBASE.Runway Runway The runway or name of the runway.
-- @return #APPROACH self
function APPROACH:New(Type, Airbase, Runway)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #APPROACH
-- Set approach type.
-- TODO: Check if this is a valid/known approach type.
self.apptype=Type
if type(Airbase)=="string" then
self.airbase=AIRBASE:FindByName(Airbase)
else
self.airbase=Airbase
end
if type(Runway)=="string" then
self.runway=self.airbase:GetRunwayByName(Runway)
else
self.runway=Runway
end
-- Debug info.
self:I("Created new approach for airbase %s: type=%s, runway=%s", self.airbase:GetName(), self.apptype, self.runway.name)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the primary navigation aid used in the approach.
-- @param #APPROACH self
-- @param Navigation.Point#NAVAID NavAid The NAVAID.
-- @return #APPROACH self
function APPROACH:SetNavAid(NavAid)
self.navaid=NavAid
return self
end
--- Add a waypoint to the path of the approach.
-- @param #APPROACH self
-- @param Navigation.Point#NAVFIX NavFix The navigation fix.
-- @param #string Segment The approach segment this fix belongs to.
-- @return #APPROACH.Waypoint The waypoint data table.
function APPROACH:AddNavFix(NavFix, Segment)
self.wpcounter=self.wpcounter+1
local point={} --#APPROACH.Waypoint
point.uid=self.wpcounter
point.segment=Segment
point.navfix=NavFix
table.insert(self.path, point)
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add private functions here.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- DEPARTURE class.
-- @type DEPARTURE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string apptype DEPARTURE type (ILS, VOR, LOC).
-- @field Wrapper.Airbase#AIRBASE airbase Airbase of this DEPARTURE.
-- @field Wrapper.Airbase#AIRBASE.Runway runway Runway of this DEPARTURE.
-- @field Navigation.Point#NAVAID navaid Primary navigation aid.
-- @field #number wpcounter Running number counting the waypoints to generate its UID.
-- @list <#DEPARTURE.Waypoint> path Path of DEPARTURE consisting of waypoints.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The DEPARTURE Concept
--
-- Bla.
--
-- @field #DEPARTURE
DEPARTURE = {
ClassName = "DEPARTURE",
verbose = 0,
wpcounter = 0,
}
--- Type of DEPARTURE.
-- @type DEPARTURE.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
DEPARTURE.Type={
VOR="VOR",
ILS="ILS",
}
--- Setments of DEPARTURE.
-- @type DEPARTURE.Segment
-- @field #string INITIAL Initial DEPARTURE segment.
-- @field #string INTERMEDIATE Intermediate DEPARTURE segment.
-- @field #string FINAL Final DEPARTURE segment.
-- @field #string MISSED Missed DEPARTURE segment.
DEPARTURE.Segment={
INITIAL="Initial",
INTERMEDIATE="Intermediate",
FINAL="Final",
MISSED="Missed",
}
--- Waypoint of the DEPARTURE.
-- @type DEPARTURE.Waypoint
-- @field #number uid Unique ID of the point.
-- @field #string segment The segment this point belongs to.
-- @field Navigation.Point#NAVFIX navfix The navigation fix that determines the coordinates of this point.
--- DEPARTURE class version.
-- @field #string version
DEPARTURE.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- Initial DEPARTURE segment --> Intermediate DEPARTURE segment: starts at IF --> Final DEPARTURE segment
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new DEPARTURE class instance.
-- @param #DEPARTURE self
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase or name of the airbase.
-- @param Wrapper.Airbase#AIRBASE.Runway Runway The runway or name of the runway.
-- @param #string Type Type of DEPARTURE (ILS, VOR, LOC).
-- @return #DEPARTURE self
function DEPARTURE:New(Airbase, Runway)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #DEPARTURE
if type(Airbase)=="string" then
self.airbase=AIRBASE:FindByName(Airbase)
else
self.airbase=Airbase
end
if type(Runway)=="string" then
self.runway=self.airbase:GetRunwayByName(Runway)
else
self.runway=Runway
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the primary navigation aid used in the DEPARTURE.
-- @param #DEPARTURE self
-- @param Navigation.Point#NAVAID NavAid The NAVAID.
-- @return #DEPARTURE self
function DEPARTURE:SetNavAid(NavAid)
self.navaid=NavAid
return self
end
--- Add a waypoint to the path of the DEPARTURE.
-- @param #DEPARTURE self
-- @param Navigation.Point#NAVFIX NavFix The navigation fix.
-- @param #string Segment The DEPARTURE segment this fix belongs to.
-- @return #DEPARTURE.Waypoint The waypoint data.
function DEPARTURE:AddWaypoint(NavFix, Segment)
self.wpcounter=self.wpcounter+1
local point={} --#DEPARTURE.Waypoint
point.uid=self.wpcounter
point.segment=Segment
point.navfix=NavFix
table.insert(self.path, point)
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add DEPARTURE private functions here.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,108 @@
--- **NAVIGATION** - Template.
--
-- **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-%20Template).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Template
-- @image NAVIGATION_Template.png
--- TEMPLATE class.
-- @type TEMPLATE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The TEMPLATE Concept
--
-- The TEMPLATE class has a great concept!
--
-- # Basic Setup
--
-- A new `TEMPLATE` object can be created with the @{#TEMPLATE.New}() function.
--
-- myTemplate=TEMPLATE:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #TEMPLATE
TEMPLATE = {
ClassName = "TEMPLATE",
verbose = 0,
}
--- Type of navaid
-- @type TEMPLATE.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
TEMPLATE.TYPE={
VOR="VOR",
NDB="NDB",
}
--- TEMPLATE class version.
-- @field #string version
TEMPLATE.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TEMPLATE class instance.
-- @param #TEMPLATE self
-- @return #TEMPLATE self
function TEMPLATE:New()
-- Inherit everything from SCENERY class.
self=BASE:Inherit(self, BASE:New()) -- #TEMPLATE
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set frequency.
-- @param #TEMPLATE self
-- @param #number Frequency Frequency in Hz.
-- @return #TEMPLATE self
function TEMPLATE:SetFrequency(Frequency)
self.frequency=Frequency
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -2798,7 +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

View File

@@ -1731,10 +1731,10 @@ AIRBOSS.Difficulty = {
-- @field #table trapsheet Groove data table recorded every 0.5 seconds.
-- @field #boolean trapon If true, save trap sheets.
-- @field #string debriefschedulerID Debrief scheduler ID.
--
--
-- @field Sound.SRS#MSRS SRS
-- @field Sound.SRS#MSRSQUEUE SRSQ
--
--
-- @extends #AIRBOSS.FlightGroup
--- Main group level radio menu: F10 Other/Airboss.
@@ -1912,9 +1912,6 @@ function AIRBOSS:New( carriername, alias )
-- Set max section members. Default 2.
self:SetMaxSectionSize()
-- Set max section distance. Default 100 meters.
self:SetMaxSectionDistance()
-- Set max flights per stack. Default is 2.
self:SetMaxFlightsPerStack()
@@ -2542,7 +2539,7 @@ function AIRBOSS:AddRecoveryWindow( starttime, stoptime, case, holdingoffset, tu
return self
end
if Tstop <= Tnow then
string.format( "WARNING: Recovery stop time %s already over. Tnow=%s! Recovery window rejected.", UTILS.SecondsToClock( Tstop ), UTILS.SecondsToClock( Tnow ) )
string.format( "WARNING: Recovery stop time %s already over. Tnow=%s! Recovery window rejected.", UTILS.SecondsToClock( Tstop ), UTILS.SecondsToClock( Tnow ) )
return self
end
@@ -3069,7 +3066,7 @@ end
-- @param #number Port Port of the SRS server, defaults to 5002.
-- @param #string Culture (Optional, Airboss Culture) Culture, defaults to "en-US".
-- @param #string Gender (Optional, Airboss Gender) Gender, e.g. "male" or "female". Defaults to "male".
-- @param #string Voice (Optional, Airboss Voice) Set to use a specific voice. Will **override gender and culture** settings.
-- @param #string Voice (Optional, Airboss Voice) Set to use a specific voice. Will **override gender and culture** settings.
-- @param #string GoogleCreds (Optional) Path to Google credentials, e.g. "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourgooglekey.json".
-- @param #number Volume (Optional) E.g. 0.75. Defaults to 1.0 (loudest).
-- @param #table AltBackend (Optional) See MSRS for details.
@@ -3091,7 +3088,8 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations)
if GoogleCreds then
self.SRS:SetGoogle(GoogleCreds)
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
end
if Voice then
self.SRS:SetVoice(Voice)
@@ -3100,10 +3098,10 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
-- SRSQUEUE
self.SRSQ = MSRSQUEUE:New("AIRBOSS")
self.SRSQ:SetTransmitOnlyWithPlayers(true)
if not self.PilotRadio then
if not self.PilotRadio then
self:SetSRSPilotVoice()
end
return self
return self
end
--- Set LSO radio frequency and modulation. Default frequency is 264 MHz AM.
@@ -3346,22 +3344,6 @@ function AIRBOSS:SetMaxSectionSize( nmax )
return self
end
--- Set maximum distance up to which section members are allowed (default: 100 meters).
-- @param #AIRBOSS self
-- @param #number dmax Max distance in meters (default 100 m). Minimum is 10 m, maximum is 5000 m.
-- @return #AIRBOSS self
function AIRBOSS:SetMaxSectionDistance( dmax )
if dmax then
if dmax < 10 then
dmax = 10
elseif dmax > 5000 then
dmax = 5000
end
end
self.maxsectiondistance = dmax or 100
return self
end
--- Set max number of flights per stack. All members of a section count as one "flight".
-- @param #AIRBOSS self
-- @param #number nmax Number of max allowed flights per stack. Default is two. Minimum is one, maximum is 4.
@@ -3641,6 +3623,7 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@@ -8741,13 +8724,13 @@ function AIRBOSS:OnEventRemoveUnit( EventData )
-- Nil checks.
if EventData == nil then
self:T( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" )
self:T( EventData )
self:E( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" )
self:E( EventData )
return
end
if EventData.IniUnit == nil then
self:T( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" )
self:T( EventData )
self:E( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" )
self:E( EventData )
return
end
@@ -11615,7 +11598,7 @@ function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0
-- the windspeeds are in m/s
-- +0 degrees at 15m/s = 37kts
-- +0 degrees at 14m/s = 35kts
-- +0 degrees at 13m/s = 33kts
@@ -11630,7 +11613,7 @@ function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
-- +20 degrees at 4m/s = 26kts
-- +20 degrees at 3m/s = 26kts
-- +30 degrees at 2m/s = 26kts 1s
if windSpeed > 0 and windSpeed < 3 then
degreesAdjustment = 30
elseif windSpeed >= 3 and windSpeed < 5 then
@@ -11642,7 +11625,7 @@ function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
elseif windSpeed >= 13 then
degreesAdjustment = 0
end
return degreesAdjustment
end
@@ -11701,60 +11684,60 @@ function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
local h=self:GetHeading(magnetic)
return h, math.min(vdeck, Vmax)
end
-- Convert wind speed to knots.
vwind=UTILS.MpsToKnots(vwind)
-- Wind to in knots.
local windto=(windfrom+180)%360
-- Offset angle in rad. We also define the rotation to be clock-wise, which requires a minus sign.
local alpha=math.rad(-Offset)
-- Constant.
local C = math.sqrt(math.cos(alpha)^2 / math.sin(alpha)^2 + 1)
-- Upper limit of desired speed due to max boat speed.
local vdeckMax=vwind + math.cos(alpha) * Vmax
-- Lower limit of desired speed due to min boat speed.
local vdeckMin=vwind + math.cos(alpha) * Vmin
-- Speed of ship so it matches the desired speed.
local v=0
-- Angle wrt. to wind TO-direction
-- Angle wrt. to wind TO-direction
local theta=0
if vdeck>vdeckMax then
-- Boat cannot go fast enough
-- Set max speed.
v=Vmax
-- Calculate theta.
theta = math.asin(v/(vwind*C)) - math.asin(-1/C)
elseif vdeck<vdeckMin then
-- Boat cannot go slow enought
-- Set min speed.
v=Vmin
-- Calculatge theta.
theta = math.asin(v/(vwind*C)) - math.asin(-1/C)
elseif vdeck*math.sin(alpha)>vwind then
-- Too little wind
-- Set theta to 90°
theta=math.pi/2
-- Set speed.
v = math.sqrt(vdeck^2 - vwind^2)
else
-- Normal case
theta = math.asin(vdeck * math.sin(alpha) / vwind)
@@ -11763,9 +11746,9 @@ function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
-- Magnetic heading.
local magvar= magnetic and self.magvar or 0
-- Ship heading so cross wind is min for the given wind.
local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360
local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360
return intowind, v
end
@@ -12223,7 +12206,7 @@ function AIRBOSS:_LSOgrade( playerData )
-- Normal laning part at the beginning
local Gb = GXX .. " " .. GIM
-- Number of deviations that occurred at the the beginning of the landing (XX or IM). These are graded like in non-VTOL landings, i.e. on deviations is
-- Number of deviations that occurred at the the beginning of the landing (XX or IM). These are graded like in non-VTOL landings, i.e. on deviations is
local N=nXX+nIM
local nL=count(Gb, '_')/2
local nS=count(Gb, '%(')
@@ -12241,7 +12224,7 @@ function AIRBOSS:_LSOgrade( playerData )
if nL>0 or nLv>1 then
-- Larger deviations at XX or IM or at least one larger deviation IC or AR==> "No grade" 2.0 points.
-- In other words, we allow one larger deviation at IC+AR
-- In other words, we allow one larger deviation at IC+AR
grade="--"
points=2.0
elseif nN>0 or nNv>1 or nLv==1 then
@@ -13737,7 +13720,7 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
local deltaH = self:_GetDeltaHeading( hdg, hiw )
-- Debug output
self:I( self.lid .. string.format( "Carrier steaming into the wind (%.1f kts). Heading=%03d-->%03d (Delta=%.1f), Speed=%.1f knots, Distance=%.1f NM, Time=%d sec",
self:I( self.lid .. string.format( "Carrier steaming into the wind (%.1f kts). Heading=%03d-->%03d (Delta=%.1f), Speed=%.1f knots, Distance=%.1f NM, Time=%d sec",
UTILS.MpsToKnots( vwind ), hdg, hiw, deltaH, speedknots, distNM, speedknots, time ) )
-- Current coordinate.
@@ -14949,12 +14932,12 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
if radio == nil or call == nil then
return
end
if not self.SRS then
-- Create a new radio transmission item.
local transmission = {} -- #AIRBOSS.Radioitem
transmission.radio = radio
transmission.call = call
transmission.Tplay = timer.getAbsTime() + (delay or 0)
@@ -14962,49 +14945,49 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
transmission.isplaying = false
transmission.Tstarted = nil
transmission.loud = loud and call.loud
-- Player onboard number if sender has one.
if self:_IsOnboard( call.modexsender ) then
self:_Number2Radio( radio, call.modexsender, delay, 0.3, pilotcall )
end
-- Play onboard number if receiver has one.
if self:_IsOnboard( call.modexreceiver ) then
self:_Number2Radio( radio, call.modexreceiver, delay, 0.3, pilotcall )
end
-- Add transmission to the right queue.
local caller = ""
if radio.alias == "LSO" then
table.insert( self.RQLSO, transmission )
caller = "LSOCall"
-- Schedule radio queue checks.
if not self.RQLid then
self:T( self.lid .. string.format( "Starting LSO radio queue." ) )
self.RQLid = self.radiotimer:Schedule( nil, AIRBOSS._CheckRadioQueue, { self, self.RQLSO, "LSO" }, 0.02, 0.05 )
end
elseif radio.alias == "MARSHAL" then
table.insert( self.RQMarshal, transmission )
caller = "MarshalCall"
if not self.RQMid then
self:T( self.lid .. string.format( "Starting Marhal radio queue." ) )
self.RQMid = self.radiotimer:Schedule( nil, AIRBOSS._CheckRadioQueue, { self, self.RQMarshal, "MARSHAL" }, 0.02, 0.05 )
end
end
-- Append radio click sound at the end of the transmission.
if click then
self:RadioTransmission( radio, self[caller].CLICK, false, delay )
end
else
-- SRS transmission
@@ -15015,7 +14998,7 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
local voice = nil
local gender = nil
local culture = nil
if radio.alias == "AIRBOSS" then
frequency = self.AirbossRadio.frequency
modulation = self.AirbossRadio.modulation
@@ -15023,13 +15006,13 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
gender = self.AirbossRadio.gender
culture = self.AirbossRadio.culture
end
if radio.alias == "MARSHAL" then
voice = self.MarshalRadio.voice
gender = self.MarshalRadio.gender
culture = self.MarshalRadio.culture
end
if radio.alias == "LSO" then
frequency = self.LSORadio.frequency
modulation = self.LSORadio.modulation
@@ -15037,7 +15020,7 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
gender = self.LSORadio.gender
culture = self.LSORadio.culture
end
if pilotcall then
voice = self.PilotRadio.voice
gender = self.PilotRadio.gender
@@ -15051,16 +15034,16 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
modulation = self.AirbossRadio.modulation
radio.alias = "AIRBOSS"
end
local volume = nil
if loud then
volume = 1.0
end
--local text = tostring(call.modexreceiver).."; "..radio.alias.."; "..call.subtitle
local text = call.subtitle
self:T(self.lid..text)
self:T(self.lid..text)
local srstext = self:_GetNiceSRSText(text)
self.SRSQ:NewTransmission(srstext, call.duration, self.SRS, nil, 0.1, nil, call.subtitle, call.subduration, frequency, modulation, gender, culture, voice, volume, radio.alias)
end
@@ -15080,11 +15063,11 @@ function AIRBOSS:SetSRSPilotVoice( Voice, Gender, Culture )
self.PilotRadio.voice = Voice or MSRS.Voices.Microsoft.David
self.PilotRadio.gender = Gender or "male"
self.PilotRadio.culture = Culture or "en-US"
if (not Voice) and self.SRS and self.SRS:GetProvider() == MSRS.Provider.GOOGLE then
self.PilotRadio.voice = MSRS.Voices.Google.Standard.en_US_Standard_J
end
return self
end
@@ -15398,44 +15381,44 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
-- SCHEDULER:New(nil, self.MessageToPlayer, {self, playerData, message, sender, receiver, duration, clear}, delay)
self:ScheduleOnce( delay, self.MessageToPlayer, self, playerData, message, sender, receiver, duration, clear )
else
if not self.SRS then
-- Wait until previous sound finished.
local wait = 0
-- Onboard number to get the attention.
if receiver == playerData.onboard then
-- Which voice over number to use.
if sender and (sender == "LSO" or sender == "MARSHAL" or sender == "AIRBOSS") then
-- User sound of board number.
wait = wait + self:_Number2Sound( playerData, sender, receiver )
end
end
-- Negative.
if string.find( text:lower(), "negative" ) then
local filename = self:_RadioFilename( self.MarshalCall.NEGATIVE, false, "MARSHAL" )
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
wait = wait + self.MarshalCall.NEGATIVE.duration
end
-- Affirm.
if string.find( text:lower(), "affirm" ) then
local filename = self:_RadioFilename( self.MarshalCall.AFFIRMATIVE, false, "MARSHAL" )
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
wait = wait + self.MarshalCall.AFFIRMATIVE.duration
end
-- Roger.
if string.find( text:lower(), "roger" ) then
local filename = self:_RadioFilename( self.MarshalCall.ROGER, false, "MARSHAL" )
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
wait = wait + self.MarshalCall.ROGER.duration
end
-- Play click sound to end message.
if wait > 0 then
local filename = self:_RadioFilename( self.MarshalCall.CLICK )
@@ -15448,7 +15431,7 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
local voice = self.MarshalRadio.voice
local gender = self.MarshalRadio.gender
local culture = self.MarshalRadio.culture
if not sender then sender = "AIRBOSS" end
if string.find(sender,"AIRBOSS" ) then
@@ -17066,7 +17049,7 @@ function AIRBOSS:_RemoveSectionMember( playerData, sectionmember )
return false
end
--- Set all flights within maxsectiondistance meters to be part of my section (default: 100 meters).
--- Set all flights within 100 meters to be part of my section.
-- @param #AIRBOSS self
-- @param #string _unitName Name of the player unit.
function AIRBOSS:_SetSection( _unitName )
@@ -17084,7 +17067,7 @@ function AIRBOSS:_SetSection( _unitName )
local mycoord = _unit:GetCoordinate()
-- Max distance up to which section members are allowed.
local dmax = self.maxsectiondistance
local dmax = 100
-- Check if player is in Marshal or pattern queue already.
local text

View File

@@ -1403,8 +1403,6 @@ function AUFTRAG:NewINTERCEPT(Target)
end
--- **[AIR]** Create a CAP mission.
-- Assinged groups are tasked to execute a CAP mission. This consists of a DCS orbit task combined with an enroute "search and engage in zone" task.
-- **Note** that currently DCS only supports *circular* zones for the task.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft.
@@ -1719,7 +1717,7 @@ end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self
@@ -1751,7 +1749,7 @@ end
--- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing).
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self
@@ -6110,13 +6108,10 @@ function AUFTRAG:GetDCSMissionTask()
-- BOMBING Mission --
---------------------
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
end
local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.STRAFING then
----------------------
@@ -6316,12 +6311,9 @@ function AUFTRAG:GetDCSMissionTask()
-- STRIKE Mission --
--------------------
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
end
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then

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

@@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg
---
-- Last Update May 2025
-- Last Update Jan 2025
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -263,7 +263,6 @@ CSAR = {
rescuedpilots = 0,
limitmaxdownedpilots = true,
maxdownedpilots = 10,
useFIFOLimitReplacement = false, -- If true, it will remove the oldest downed pilot when a new one is added, if the limit is reached.
allheligroupset = nil,
topmenuname = "CSAR",
ADFRadioPwr = 1000,
@@ -314,7 +313,7 @@ CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.33"
CSAR.version="1.0.30"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -469,7 +468,7 @@ function CSAR:New(Coalition, Template, Alias)
-- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
self.ADFRadioPwr = 500
self.ADFRadioPwr = 1000
-- added 1.0.16
self.PilotWeight = 80
@@ -1145,38 +1144,7 @@ function CSAR:_EventHandler(EventData)
self:T("Double Ejection!")
return self
end
local initdcscoord = nil
local initcoord = nil
if _event.id == EVENTS.Ejection then
initdcscoord = _event.TgtDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
else
initdcscoord = _event.IniDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
end
-- Remove downed pilot if already exists to replace with new one.
if _event.IniPlayerName then
local PilotTable = self.downedPilots --#CSAR.DownedPilot
local _foundPilot = nil
for _,_pilot in pairs(PilotTable) do
if _pilot.player == _event.IniPlayerName and _pilot.alive == true then
_foundPilot = _pilot
break
end
end
if _foundPilot then
self:T("Downed pilot already exists!")
_foundPilot.group:Destroy(false)
self:_RemoveNameFromDownedPilots(_foundPilot.name)
self:_CheckDownedPilotTable()
end
end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
@@ -1189,6 +1157,18 @@ function CSAR:_EventHandler(EventData)
local wetfeet = false
local initdcscoord = nil
local initcoord = nil
if _event.id == EVENTS.Ejection then
initdcscoord = _event.TgtDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
else
initdcscoord = _event.IniDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
end
--local surface = _unit:GetCoordinate():GetSurfaceType()
local surface = initcoord:GetSurfaceType()
@@ -2136,50 +2116,56 @@ end
--- (Internal) Determine distance to closest MASH.
-- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #number Distance in meters
-- @return #string MASH Name as string
-- @return #CSAR self
function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP
local MashSets = {}
--local _mashes = _mashset.Set-- #table
table.insert(MashSets,_mashset.Set)
table.insert(MashSets,self.zonemashes.Set)
table.insert(MashSets,self.staticmashes.Set)
local _mashes = _mashset:GetSetObjects() -- #table
local _shortestDistance = -1
local _distance = 0
local _helicoord = _heli:GetCoordinate()
local MashName = nil
local function GetCloseAirbase(coordinate,Coalition,Category)
local a=coordinate:GetVec3()
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return distmin
end
if self.allowFARPRescue then
local position = _heli:GetCoordinate()
local afb,distance = position:GetClosestAirbase(nil,self.coalition)
_shortestDistance = distance
MashName = (afb ~= nil) and afb:GetName() or "Unknown"
end
for _,_mashes in pairs(MashSets) do
for _, _mashUnit in pairs(_mashes or {}) do
local _mashcoord
if _mashUnit and (not _mashUnit:IsInstanceOf("ZONE_BASE")) and _mashUnit:IsAlive() then
_mashcoord = _mashUnit:GetCoordinate()
elseif _mashUnit and _mashUnit:IsInstanceOf("ZONE_BASE") then
_mashcoord = _mashUnit:GetCoordinate()
end
_distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance
MashName = _mashUnit:GetName() or "Unknown"
end
end
for _, _mashUnit in pairs(_mashes) do
if _mashUnit and _mashUnit:IsAlive() then
local _mashcoord = _mashUnit:GetCoordinate()
_distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance
end
end
end
if _shortestDistance ~= -1 then
return _shortestDistance, MashName
return _shortestDistance
else
return -1
end
end
--- (Internal) Display onboarded rescued pilots.
@@ -2337,9 +2323,9 @@ end
-- @param #CSAR self
-- @param Wrapper.Group#GROUP _group Group #GROUP object.
-- @param #number _freq Frequency to use
-- @param #string BeaconName Beacon Name to use
-- @param #string _name Beacon Name to use
-- @return #CSAR self
function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
function CSAR:_AddBeaconToGroup(_group, _freq, _name)
self:T(self.lid .. " _AddBeaconToGroup")
if self.CreateRadioBeacons == false then return end
local _group = _group
@@ -2360,11 +2346,10 @@ function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
if _radioUnit then
local name = _radioUnit:GetName()
local Frequency = _freq -- Freq in Hertz
--local name = _radioUnit:GetName()
local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0}
self:I(self.lid..string.format("Added Radio Beacon %d Hertz | Name %s | Position {%d,%d,%d}",Frequency,BeaconName,vec3.x,vec3.y,vec3.z))
trigger.action.radioTransmission(Sound, vec3, 0, true, Frequency, self.ADFRadioPwr or 500,BeaconName) -- Beacon in MP only runs for exactly 30secs straight
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,_name) -- Beacon in MP only runs for exactly 30secs straight
end
end
@@ -2385,13 +2370,9 @@ function CSAR:_RefreshRadioBeacons()
local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud
local bname = pilot.BeaconName or pilot.name..math.random(1,100000)
--trigger.action.stopRadioTransmission(bname)
trigger.action.stopRadioTransmission(bname)
if group and group:IsAlive() and frequency > 0 then
--self:_AddBeaconToGroup(group,frequency,bname)
else
if frequency > 0 then
trigger.action.stopRadioTransmission(bname)
end
self:_AddBeaconToGroup(group,frequency,bname)
end
end
end
@@ -2421,26 +2402,11 @@ function CSAR:_ReachedPilotLimit()
local limit = self.maxdownedpilots
local islimited = self.limitmaxdownedpilots
local count = self:_CountActiveDownedPilots()
if islimited and (count >= limit) then
if self.useFIFOLimitReplacement then
local oldIndex = -1
local oldDownedPilot = nil
for _index, _downedpilot in pairs(self.downedPilots) do
oldIndex = _index
oldDownedPilot = _downedpilot
break
end
if oldDownedPilot then
oldDownedPilot.group:Destroy(false)
oldDownedPilot.alive = false
self:_CheckDownedPilotTable()
return false
end
end
return true
else
return false
end
if islimited and (count >= limit) then
return true
else
return false
end
end
--- User - Function to add onw SET_GROUP Set-up for pilot filtering and assignment.
@@ -2488,10 +2454,9 @@ function CSAR:onafterStart(From, Event, To)
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
self.staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
self.zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterStart()
local staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce()
local zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce()
--[[
if staticmashes:Count() > 0 then
for _,_mash in pairs(staticmashes.Set) do
self.mash:AddObject(_mash)
@@ -2499,13 +2464,10 @@ function CSAR:onafterStart(From, Event, To)
end
if zonemashes:Count() > 0 then
self:T("Adding zones to self.mash SET")
for _,_mash in pairs(zonemashes.Set) do
self.mash:AddObject(_mash)
end
self:T("Objects in SET: "..self.mash:Count())
end
--]]
if not self.coordinate then
local csarhq = self.mash:GetRandom()

File diff suppressed because it is too large Load Diff

View File

@@ -70,7 +70,6 @@
-- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
@@ -224,8 +223,7 @@ EASYGCICAP = {
ReadyFlightGroups = {},
DespawnAfterLanding = false,
DespawnAfterHolding = true,
ListOfAuftrag = {},
defaulttakeofftype = "hot",
ListOfAuftrag = {}
}
--- Internal Squadron data type
@@ -261,7 +259,7 @@ EASYGCICAP = {
--- EASYGCICAP class version.
-- @field #string version
EASYGCICAP.version="0.1.23"
EASYGCICAP.version="0.1.18"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -314,7 +312,6 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self.DespawnAfterLanding = false
self.DespawnAfterHolding = true
self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias)
@@ -403,16 +400,6 @@ function EASYGCICAP:SetDefaultRepeatOnFailure(Retries)
return self
end
--- Add default take off type for the airwings.
-- @param #EASYGCICAP self
-- @param #string Takeoff Can be "hot", "cold", or "air" - default is "hot".
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultTakeOffType(Takeoff)
self:T(self.lid.."SetDefaultTakeOffType")
self.defaulttakeofftype = Takeoff or "hot"
return self
end
--- Set default CAP Speed in knots
-- @param #EASYGCICAP self
-- @param #number Speed Speed defaults to 300
@@ -582,13 +569,6 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local DespawnAfterLanding = self.DespawnAfterLanding
local DespawnAfterHolding = self.DespawnAfterHolding
-- Check STATIC name
local check = STATIC:FindByName(Airbasename,false)
if check == nil then
MESSAGE:New(self.lid.."There's no warehouse static on the map (wrong naming?) for airbase "..tostring(Airbasename).."!",30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
-- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetVerbosityLevel(0)
@@ -616,8 +596,9 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
if #self.ManagedREC > 0 then
CAP_Wing:SetNumberRecon(1)
end
CAP_Wing:SetTakeoffType(self.defaulttakeofftype)
--local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate()
--CAP_Wing:AddPatrolPointCAP(PatrolCoordinateKutaisi,self.capalt,UTILS.KnotsToAltKIAS(self.capspeed,self.capalt),self.capdir,self.capleg)
CAP_Wing:SetTakeoffHot()
CAP_Wing:SetLowFuelThreshold(0.3)
CAP_Wing.RandomAssetScore = math.random(50,100)
CAP_Wing:Start()
@@ -625,9 +606,6 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local Intel = self.Intel
local TankerInvisible = self.TankerInvisible
local engagerange = self.engagerange
local GoZoneSet = self.GoZoneSet
local NoGoZoneSet = self.NoGoZoneSet
function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
@@ -641,7 +619,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch()
if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then
flightgroup:SetDetection(true)
flightgroup:SetEngageDetectedOn(engagerange,{"Air"},GoZoneSet,NoGoZoneSet)
flightgroup:SetEngageDetectedOn(self.engagerange,{"Air"},self.GoZoneSet,self.NoGoZoneSet)
flightgroup:SetOutOfAAMRTB()
if CapFormation then
flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation)
@@ -785,11 +763,6 @@ function EASYGCICAP:_SetTankerPatrolPoints()
self:T(self.lid.."_SetTankerPatrolPoints")
for _,_data in pairs(self.ManagedTK) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a TANKER point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
@@ -809,11 +782,6 @@ function EASYGCICAP:_SetAwacsPatrolPoints()
self:T(self.lid.."_SetAwacsPatrolPoints")
for _,_data in pairs(self.ManagedEWR) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create an AWACS point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
@@ -833,11 +801,6 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a CAP point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
@@ -857,11 +820,6 @@ function EASYGCICAP:_SetReconPatrolPoints()
self:T(self.lid.."_SetReconPatrolPoints")
for _,_data in pairs(self.ManagedREC) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a RECON point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude

File diff suppressed because it is too large Load Diff

View File

@@ -259,7 +259,7 @@ function FLIGHTGROUP:New(group)
local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname or "N/A")
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname)
-- Defaults
self:SetDefaultROE()
@@ -2002,9 +2002,6 @@ function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name))
-- Set parking spot to free. Also for FC. This is usually done after taxiing but doing it here in case the group is teleported.
self:_SetElementParkingFree(Element)
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)

View File

@@ -2324,7 +2324,7 @@ INTEL_DLINK = {
verbose = 0,
lid = nil,
alias = nil,
cachetime = 120,
cachetime = 300,
interval = 20,
contacts = {},
clusters = {},
@@ -2333,7 +2333,7 @@ INTEL_DLINK = {
--- Version string
-- @field #string version
INTEL_DLINK.version = "0.0.2"
INTEL_DLINK.version = "0.0.1"
--- Function to instantiate a new object
-- @param #INTEL_DLINK self
@@ -2384,15 +2384,15 @@ function INTEL_DLINK:New(Intels, Alias, Interval, Cachetime)
self.alias="SPECTRE"
end
-- Cache time
self.cachetime = Cachetime or 300
-- Interval
self.interval = Interval or 20
-- Set some string id for output to DCS.log file.
self.lid=string.format("INTEL_DLINK %s | ", self.alias)
-- Cache time
self:SetDLinkCacheTime(Cachetime or 120)
-- Start State.
self:SetStartState("Stopped")
@@ -2477,16 +2477,6 @@ function INTEL_DLINK:onafterStart(From, Event, To)
return self
end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #INTEL_DLINK self
-- @param #number seconds Remember this many seconds. Defaults to 180.
-- @return #INTEL_DLINK self
function INTEL_DLINK:SetDLinkCacheTime(seconds)
self.cachetime = math.abs(seconds or 120)
self:I(self.lid.."Caching for "..self.cachetime.." seconds.")
return self
end
--- Function to collect data from the various #INTEL
-- @param #INTEL_DLINK self
-- @param #string From The From state

View File

@@ -445,6 +445,7 @@ OPSGROUP.TaskType={
-- @field Wrapper.Marker#MARKER marker Marker on the F10 map.
-- @field #string formation Ground formation. Similar to action but on/off road.
-- @field #number missionUID Mission UID (Auftragsnr) this waypoint belongs to.
-- @field Navigation.FlightPlan#FLIGHTPLAN flightplan Flightplan this waypoint belongs to.
--- Cargo Carrier status.
-- @type OPSGROUP.CarrierStatus
@@ -573,6 +574,11 @@ function OPSGROUP:New(group)
-- Set DCS group and controller.
self.dcsgroup=self:GetDCSGroup()
if not self.dcsgroup then
return
end
self.controller=self.dcsgroup:getController()
-- Category.
@@ -5589,13 +5595,10 @@ function OPSGROUP:onafterUnpauseMission(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType()))
-- Set state of mission, e.g. for not teleporting again
mission.unpaused=true
-- Start mission.
self:MissionStart(mission)
-- Remove mission from pausedmissions queue
-- Remove mission from
for i,mid in pairs(self.pausedmissions) do
--self:T(self.lid..string.format("Checking paused mission", mid))
if mid==mission.auftragsnummer then
@@ -6235,7 +6238,7 @@ function OPSGROUP:RouteToMission(mission, delay)
end
-- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h.
if (self.speedMax<=3.6 or mission.teleport) and not mission.unpaused then
if self.speedMax<=3.6 or mission.teleport then
-- Teleport to waypoint coordinate. Mission will not be paused.
self:Teleport(waypointcoord, nil, true)
@@ -11352,9 +11355,9 @@ function OPSGROUP:_SimpleTaskFunction(Function, uid)
return DCSTask
end
--- Enhance waypoint table.
--- Enhanced waypoint table.
-- @param #OPSGROUP self
-- @param #OPSGROUP.Waypoint Waypoint data.
-- @param #OPSGROUP.Waypoint waypoint Waypoint data.
-- @return #OPSGROUP.Waypoint Modified waypoint data.
function OPSGROUP:_CreateWaypoint(waypoint)
@@ -12782,7 +12785,7 @@ function OPSGROUP:_UpdatePosition()
self.positionLast=self.position or self:GetVec3()
self.headingLast=self.heading or self:GetHeading()
self.orientXLast=self.orientX or self:GetOrientationX()
self.velocityLast=self.velocity or self.group:GetVelocityMPS()
self.velocityLast=self.velocity or self.group:GetVelocityMPS()
-- Current state.
self.position=self:GetVec3()
@@ -13610,20 +13613,24 @@ end
-- @return Core.Point#COORDINATE The coordinate of the object.
function OPSGROUP:_CoordinateFromObject(Object)
env.info("FF coordfrom object")
if Object then
if Object:IsInstanceOf("COORDINATE") then
if VECTOR._IsVector(Object) then
env.info("FF VECTOR")
return Object:GetCoordinate()
elseif Object:IsInstanceOf("COORDINATE") then
return Object
else
if Object:IsInstanceOf("POSITIONABLE") or Object:IsInstanceOf("ZONE_BASE") then
self:T(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate")
self:E(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate")
local coord=Object:GetCoordinate()
return coord
else
self:T(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!")
self:E(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!")
end
end
else
self:T(self.lid.."ERROR: Object passed is nil!")
self:E(self.lid.."ERROR: Object passed is nil!")
end
return nil

View File

@@ -53,8 +53,7 @@
-- @field #number threatlevelCapture Threat level necessary to capture a zone.
-- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units.
-- @field Core.Set#SET_GROUP ScanGroupSet Set of scanned groups.
-- @field #number UpdateSeconds Run status every this many seconds.
-- @extends Core.Fsm#FSM
-- @extends Core.Fsm#FSM
--- *Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon.* --- Horation Nelson
--
@@ -78,7 +77,6 @@ OPSZONE = {
Tnut = 0,
chiefs = {},
Missions = {},
UpdateSeconds = 120,
}
--- OPSZONE.MISSION
@@ -99,7 +97,7 @@ OPSZONE.ZoneType={
--- OPSZONE class version.
-- @field #string version
OPSZONE.version="0.6.2"
OPSZONE.version="0.6.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -735,8 +733,7 @@ function OPSZONE:onafterStart(From, Event, To)
self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self)
-- Status update.
local EveryUpdateIn = self.UpdateSeconds or 120
self.timerStatus:Start(1, EveryUpdateIn)
self.timerStatus:Start(1, 120)
-- Handle base captured event.
if self.airbase then

View File

@@ -21,7 +21,7 @@
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg
-- @date Last Update May 2025
-- @date Last Update Jan 2025
do
@@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASK.version="0.1.27"
PLAYERTASK.version="0.1.25"
--- Generic task condition.
-- @type PLAYERTASK.Condition
@@ -556,7 +556,6 @@ end
-- @param #PLAYERTASK self
-- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone.
-- @param #number Coalition The coalition that needs to capture the zone.
-- @param #boolean CheckClientInZone If true, a CLIENT assigned to this task also needs to be in the zone for the task to be successful.
-- @return #PLAYERTASK self
-- @usage
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects.
@@ -571,20 +570,20 @@ end
--
-- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad,
-- -- and set the capturing Coalition in order to trigger a successful task.
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE, false)
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE)
--
-- playerTaskManager:AddPlayerTaskToQueue(mytask)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition)
local task = self
task:AddConditionSuccess(
function(target)
if target:IsInstanceOf("OPSZONE") then
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true)
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, true)
elseif target:IsInstanceOf("SET_OPSZONE") then
local successes = 0
local isClientInZone = false
target:ForEachZone(function(opszone)
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true) then
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition) then
successes = successes + 1
end
@@ -980,12 +979,6 @@ function PLAYERTASK:onafterStatus(From, Event, To)
if status == "Stopped" then return self end
-- update marker in case target is moving
if self.TargetMarker then
local coordinate = self.Target:GetCoordinate()
self.TargetMarker:UpdateCoordinate(coordinate,0.5)
end
-- Check Target status
local targetdead = false
@@ -1909,7 +1902,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.1.70"
PLAYERTASKCONTROLLER.version="0.1.69"
--- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self
@@ -1951,7 +1944,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.taskinfomenu = false
self.activehasinfomenu = false
self.MenuName = nil
self.menuitemlimit = 6
self.menuitemlimit = 5
self.holdmenutime = 30
self.MarkerReadOnly = false
@@ -2422,7 +2415,7 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,Holdi
end
)
else
self:E(self.lid.."No OPSGROUP/SET_OPSGROUP object passed or object is not alive!")
self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!")
end
else
self.autolase = nil
@@ -2581,7 +2574,7 @@ function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
if self.activehasinfomenu then
self:EnableTaskInfoMenu()
end
self.menuitemlimit = ItemLimit+1 or 6
self.menuitemlimit = ItemLimit or 5
self.holdmenutime = HoldTime or 30
return self
end
@@ -3486,7 +3479,7 @@ end
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement
-- @param #boolean TaskFilter If true, apply the white/black-list task filters here, also
-- @param #boolen TaskFilter If true, apply the white/black-list task filters here, also
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete:
@@ -3710,7 +3703,6 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
end
--self:I("CoordText = "..CoordText)
-- Threat Level
local ThreatLevel = task.Target:GetThreatLevelMax()
--local ThreatLevelText = "high"
@@ -3845,8 +3837,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
Text = string.gsub(Text,"9","niner")
CoordText = "MGRS;"..Text
if self.PathToGoogleKey then
--CoordText = string.format("<say-as interpret-as=\'characters\'>%s</say-as>",CoordText)
--doesn't seem to work any longer
CoordText = string.format("<say-as interpret-as='characters'>%s</say-as>",CoordText)
end
--self:I(self.lid.." | ".. CoordText)
end
@@ -3864,12 +3855,10 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ")
end
elseif task:HasFreetext() then
-- add tts freetext
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS()
end
--self:I("**** TTS Text ****\n"..ttstext.."\n*****")
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2)
end
else
@@ -4368,7 +4357,7 @@ function PLAYERTASKCONTROLLER:SwitchDetectStatics(OnOff)
return self
end
--- [User] Add an accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
@@ -4382,7 +4371,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
return self
end
--- [User] Add an accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
@@ -4396,7 +4385,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZoneSet(AcceptZoneSet)
return self
end
--- [User] Add a reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
@@ -4410,7 +4399,7 @@ function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
return self
end
--- [User] Add a reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
@@ -4424,37 +4413,9 @@ function PLAYERTASKCONTROLLER:AddRejectZoneSet(RejectZoneSet)
return self
end
--- [User] Add a conflict zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Remove accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE ConflictZone Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZone(ConflictZone)
self:T(self.lid.."AddConflictZone")
if self.Intel then
self.Intel:AddConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add a conflict SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE ConflictZoneSet Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZoneSet(ConflictZoneSet)
self:T(self.lid.."AddConflictZoneSet")
if self.Intel then
self.Intel.conflictzoneset:AddSet(ConflictZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove an accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Remove this zone from the accept zone set.
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
self:T(self.lid.."RemoveAcceptZone")
@@ -4466,11 +4427,11 @@ function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
return self
end
--- [User] Remove a reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Remove reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Remove this zone from the reject zone set.
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
self:T(self.lid.."RemoveRejectZone")
if self.Intel then
self.Intel:RemoveRejectZone(RejectZone)
@@ -4480,20 +4441,6 @@ function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
return self
end
--- [User] Remove a conflict zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE ConflictZone Remove this zone from the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveConflictZone(ConflictZone)
self:T(self.lid.."RemoveConflictZone")
if self.Intel then
self.Intel:RemoveConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation.

View File

@@ -1715,26 +1715,6 @@ function TARGET:GetAverageCoordinate()
return nil
end
--- Get coordinates of all targets. (e.g. for a SET_STATIC)
-- @param #TARGET self
-- @return #table Table with coordinates of all targets.
function TARGET:GetCoordinates()
local coordinates={}
for _,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
local coordinate=self:GetTargetCoordinate(target)
if coordinate then
table.insert(coordinates, coordinate)
end
end
return coordinates
end
--- Get heading of target.
-- @param #TARGET self
-- @return #number Heading of the target in degrees.
@@ -1988,21 +1968,6 @@ function TARGET:GetObject(RefCoordinate, Coalitions)
return nil
end
--- Get all target objects.
-- @param #TARGET self
-- @return #table List of target objects.
function TARGET:GetObjects()
local objects={}
for _,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
table.insert(objects, target.Object)
end
return objects
end
--- Count alive objects.
-- @param #TARGET self
-- @param #TARGET.Object Target Target objective.

View File

@@ -29,8 +29,6 @@
--- Governs multiple missions, the tasking and the reporting.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow.
-- It can assign a random task to a player when requested.

View File

@@ -5,8 +5,6 @@
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1.1) DETECTION_MANAGER constructor:
-- -----------------------------------
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.

View File

@@ -28,8 +28,6 @@
--- Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- A mission contains multiple tasks and can be of different task types.
-- These tasks need to be assigned to human players to be executed.
--

View File

@@ -12,8 +12,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) Tasking from a player perspective.
--
-- Tasking can be controlled by using the "other" menu in the radio menu of the player group.

View File

@@ -18,8 +18,6 @@
---
-- # TASKINFO class, extends @{Core.Base#BASE}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## The TASKINFO class implements the methods to contain information and display information of a task.
--
-- # Developer Note

View File

@@ -20,9 +20,6 @@ do -- TASK_A2A
--- Defines Air To Air tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process

View File

@@ -30,8 +30,6 @@ do -- TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--

View File

@@ -20,9 +20,6 @@ do -- TASK_A2G
--- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process

View File

@@ -33,8 +33,6 @@ do -- TASK_A2G_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,

View File

@@ -10,8 +10,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
@@ -1178,7 +1176,7 @@ do -- TASK_CARGO
end
--@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
function TASK_CARGO:SetSmokeColor(SmokeColor)
-- Makes sure Coloe is set
if SmokeColor == nil then

View File

@@ -76,8 +76,6 @@ do -- TASK_CAPTURE_DISPATCHER
--- Implements the dynamic dispatching of capture zone tasks.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
-- players capture zones in a co-operation effort.
--

View File

@@ -20,8 +20,6 @@ do -- TASK_ZONE_GOAL
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
-- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--

View File

@@ -44,8 +44,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling.
--
-- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to

View File

@@ -2,8 +2,6 @@
--
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
--

View File

@@ -1,7 +1,5 @@
--- **Tasking** - Models tasks for players to transport cargo.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- **Specific features:**
--
-- * Creates a task to transport #Cargo.Cargo to and between deployment zones.

View File

@@ -2,8 +2,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM}
-- ===
-- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.

View File

@@ -12,35 +12,27 @@
-- @module Utilities.Utils
-- @image MOOSE.JPG
--- Smoke color enum `trigger.smokeColor`.
---
-- @type SMOKECOLOR
-- @field #number Green Green smoke (0)
-- @field #number Red Red smoke (1)
-- @field #number White White smoke (2)
-- @field #number Orange Orange smoke (3)
-- @field #number Blue Blue smoke (4)
-- @field Green
-- @field Red
-- @field White
-- @field Orange
-- @field Blue
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
--- Flare colur enum `trigger.flareColor`.
---
-- @type FLARECOLOR
-- @field #number Green (0)
-- @field #number Red Red flare (1)
-- @field #number White White flare (2)
-- @field #number Yellow Yellow flare (3)
-- @field Green
-- @field Red
-- @field White
-- @field Yellow
FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Big smoke preset enum.
-- @type BIGSMOKEPRESET
-- @field #number SmallSmokeAndFire Small moke and fire (1)
-- @field #number MediumSmokeAndFire Medium smoke and fire (2)
-- @field #number LargeSmokeAndFire Large smoke and fire (3)
-- @field #number HugeSmokeAndFire Huge smoke and fire (4)
-- @field #number SmallSmoke Small smoke (5)
-- @field #number MediumSmoke Medium smoke (6)
-- @field #number LargeSmoke Large smoke (7)
-- @field #number HugeSmoke Huge smoke (8)
BIGSMOKEPRESET = {
SmallSmokeAndFire=1,
MediumSmokeAndFire=2,
@@ -498,7 +490,7 @@ end
--- Counts the number of elements in a table.
-- @param #table T Table to count
-- @return #number Number of elements in the table
-- @return #int Number of elements in the table
function UTILS.TableLength(T)
local count = 0
for _ in pairs(T or {}) do count = count + 1 end
@@ -805,6 +797,33 @@ UTILS.kg2lbs = function( kg )
return kg * 2.20462
end
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) to decimal degrees (DD).
-- @param #number Degrees Degrees in grad.
-- @param #number Minutes Minutes.
-- @param #number Seconds Seconds.
-- @return #number Latitude or Longitude in decimal degrees.
UTILS.LLDMSToDD = function(Degrees, Minutes, Seconds)
local dd=tonumber(Degrees or 0) + tonumber(Minutes or 0)/60 + tonumber(Seconds or 0)/3600
return dd
end
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) given in text form to decimal degrees (DD).
-- @param #string LatOrLongString Latitude or longitude passed as ttring in format `DD°MM'SS.SS"`.
-- @return #number Latitude or Longitude in decimal degrees.
UTILS.LLDMSstringToDD = function(LatOrLongString)
local hem=string.match(LatOrLongString, "(%a)")
local Degrees=string.match(LatOrLongString, "(%d+)°")
local Minutes=string.match(LatOrLongString, "(%d+)'")
local Seconds=string.match(LatOrLongString, "([%d\.]+)\"")
local dd=UTILS.LLDMSToDD(Degrees, Minutes, Seconds)
return dd
end
--[[acc:
in DM: decimal point of minutes.
In DMS: decimal point of seconds.
@@ -1525,6 +1544,22 @@ function UTILS.Vec2Add(a, b)
return {x=a.x+b.x, y=a.y+b.y}
end
--- Multiply 2D vector by a scalar value.
-- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param #number c Scalar value.
-- @return DCS#Vec2 Vector
function UTILS.Vec2Mult(a, c)
return {x=c*a.x, y=c*a.y}
end
--- Multiply 3D vector by a scalar value.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param #number c Scalar value.
-- @return DCS#Vec3 Vector
function UTILS.VecMult(a, c)
return {x=c*a.x, y=c*a.y, z=c*a.z}
end
--- Calculate the angle between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
@@ -1545,6 +1580,24 @@ function UTILS.VecAngle(a, b)
return math.deg(alpha)
end
--- Calculate the angle between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
-- @return #number Angle alpha between and b in degrees.
function UTILS.VecAngleSigned(a, b)
local a=UTILS.VecSubstract(s1.p2.vec3, s1.p1.vec3)
local b=UTILS.VecSubstract(s2.p2.vec3, s2.p1.vec3)
local h1=UTILS.VecHdg(a)
local h2=UTILS.VecHdg(b)
local angle=h1-h2 --UTILS.VecAngle(a, b)
end
--- Calculate "heading" of a 3D vector in the X-Z plane.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @return #number Heading in degrees in [0,360).
@@ -1567,6 +1620,20 @@ function UTILS.Vec2Hdg(a)
return h
end
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param DCS#Vec3 a Vector a.
-- @param DCS#Vec3 a Vector b.
-- @return #number Heading difference in degrees.
function UTILS.VecHdgDiff(a, b)
local ha=math.deg(math.atan2(a.z, a.x))
local hb=math.deg(math.atan2(b.z, b.x))
local angle=ha-hb
return angle
end
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param #number h1 Heading one.
-- @param #number h2 Heading two.
@@ -1913,13 +1980,6 @@ end
function UTILS.GetReportingName(Typename)
local typename = string.lower(Typename)
-- special cases - Shark and Manstay have "A-50" in the name
if string.find(typename,"ka-50",1,true) then
return "Shark"
elseif string.find(typename,"a-50",1,true) then
return "Mainstay"
end
for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value)
@@ -2152,9 +2212,9 @@ function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then
return "N/R" -- The sun never rises on this location on the specified date
return "N/S" -- The sun never rises on this location on the specified date
elseif cosH < -1 then
return "N/S" -- The sun never sets on this location on the specified date
return "N/R" -- The sun never sets on this location on the specified date
end
-- Finish calculating H and convert into hours
@@ -3217,6 +3277,62 @@ function UTILS.BearingToCardinal(Heading)
end
end
--- Adjust given heading so that is is in [0, 360).
-- @param #number Heading The heading in degrees.
-- @return #number Adjust heading in [0,360).
function UTILS.AdjustHeading360(Heading)
if Heading>=360 then
Heading=Heading-360
elseif Heading<0 then
Heading=Heading+360
end
return Heading
end
--- Transfroms a given 2D vector 3D.
-- This takes care of ED's different conventions for 2D and 3D coordinate systems.
-- @param DCS#Vec2 Vec Vector to be transformed. Can be any table/object that has at least x and y and optionally a z component.
-- @param #boolean OnSurface If `true`, new vector's y-component (alt) is at surface height. Otherwise, it is set to 0.
-- @return DCS#Vec3 Vector in 3D with x-, y- and z-components.
function UTILS.VecTo3D(Vec, OnSurface)
local vec={x=0, y=0, z=0} --DCS#Vec3
if Vec.z then
-- Vector is 3D already ==> Nothing to do.
vec.x=Vec.x
vec.y=Vec.y
vec.z=Vec.z
else
-- Vector is 2D
vec.x=Vec.x
vec.y=OnSurface and land.getHeight({x=Vec.x, y=Vec.y}) or 0
vec.z=Vec.y
end
return vec
end
--- Transfroms a given 3D (or 2D) vector to 2D.
-- This takes care of ED's different conventions for 2D and 3D coordinate systems.
-- @param DCS#Vec3 Vec Vector to be transformed. Can be any table/object that has at least x and y and optionally a z component.
-- @return DCS#Vec2 Vector in 2D with x- and y-components.
function UTILS.VecTo2D(Vec)
local vec={x=0, y=0} --DCS#Vec2
if Vec.z then
vec.x=Vec.x
vec.y=Vec.z
else
vec.x=Vec.x
vec.y=Vec.y
end
return vec
end
--- Create a BRAA NATO call string BRAA between two GROUP objects
-- @param Wrapper.Group#GROUP FromGrp GROUP object
-- @param Wrapper.Group#GROUP ToGrp GROUP object

View File

@@ -31,6 +31,7 @@
-- @field #AIRBASE.Runway runwayLanding Runway used for landing.
-- @field #AIRBASE.Runway runwayTakeoff Runway used for takeoff.
-- @field Wrapper.Storage#STORAGE storage The DCS warehouse storage.
-- @field #table taxiways Taxiways stored as PATHLINEs.
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle the DCS Airbase objects:
@@ -78,6 +79,7 @@ AIRBASE = {
[Airbase.Category.SHIP] = "Ship",
},
activerwyno = nil,
taxiways = {},
}
--- Enumeration to identify the airbases in the Caucasus region.
@@ -513,7 +515,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Hatzor
-- * AIRBASE.Syria.Palmashim
-- * AIRBASE.Syria.Tel_Nof
-- * AIRBASE.Syria.Marka
--
--@field Syria
AIRBASE.Syria={
@@ -587,7 +588,6 @@ AIRBASE.Syria={
["Hatzor"] = "Hatzor",
["Palmashim"] = "Palmashim",
["Tel_Nof"] = "Tel Nof",
["Marka"] = "Marka",
}
--- Airbases of the Mariana Islands map:
@@ -691,7 +691,7 @@ AIRBASE.SouthAtlantic={
-- * AIRBASE.Sinai.Bilbeis_Air_Base
-- * AIRBASE.Sinai.Bir_Hasanah
-- * AIRBASE.Sinai.Birma_Air_Base
-- * AIRBASE.Sinai.Borg_El_Arab_International_Airport
-- * AIRBASE.Sinai.Borj_El_Arab_International_Airport
-- * AIRBASE.Sinai.Cairo_International_Airport
-- * AIRBASE.Sinai.Cairo_West
-- * AIRBASE.Sinai.Difarsuwar_Airfield
@@ -739,7 +739,7 @@ AIRBASE.Sinai = {
["Bilbeis_Air_Base"] = "Bilbeis Air Base",
["Bir_Hasanah"] = "Bir Hasanah",
["Birma_Air_Base"] = "Birma Air Base",
["Borg_El_Arab_International_Airport"] = "Borg El Arab International Airport",
["Borj_El_Arab_International_Airport"] = "Borj El Arab International Airport",
["Cairo_International_Airport"] = "Cairo International Airport",
["Cairo_West"] = "Cairo West",
["Difarsuwar_Airfield"] = "Difarsuwar Airfield",
@@ -792,14 +792,9 @@ AIRBASE.Sinai = {
-- * AIRBASE.Kola.Vidsel
-- * AIRBASE.Kola.Vuojarvi
-- * AIRBASE.Kola.Andoya
-- * AIRBASE.Kola.Alakurtti
-- * AIRBASE.Kola.Alakourtti
-- * AIRBASE.Kola.Kittila
-- * AIRBASE.Kola.Bardufoss
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
--
-- @field Kola
AIRBASE.Kola = {
@@ -822,14 +817,9 @@ AIRBASE.Kola = {
["Vidsel"] = "Vidsel",
["Vuojarvi"] = "Vuojarvi",
["Andoya"] = "Andoya",
["Alakurtti"] = "Alakurtti",
["Alakourtti"] = "Alakourtti",
["Kittila"] = "Kittila",
["Bardufoss"] = "Bardufoss",
["Alta"] = "Alta",
["Sodankyla"] = "Sodankyla",
["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes",
["Hosio"] = "Hosio",
}
--- Airbases of the Afghanistan map
@@ -923,10 +913,10 @@ AIRBASE.Iraq = {
--- Airbases of the Germany Cold War map
-- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Koblenz
-- * AIRBASE.GermanyCW.Airracing_Luebeck
-- * AIRBASE.GermanyCW.Allstedt
-- * AIRBASE.GermanyCW.Alt_Daber
-- * AIRBASE.GermanyCW.Altes_Lager
-- * AIRBASE.GermanyCW.Bad_Duerkheim
-- * AIRBASE.GermanyCW.Barth
@@ -949,13 +939,14 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Fritzlar
-- * AIRBASE.GermanyCW.Fulda
-- * AIRBASE.GermanyCW.Gardelegen
-- * AIRBASE.GermanyCW.Garz
-- * AIRBASE.GermanyCW.Gatow
-- * AIRBASE.GermanyCW.Gelnhausen
-- * AIRBASE.GermanyCW.Giebelstadt
-- * AIRBASE.GermanyCW.Glindbruchkippe
-- * AIRBASE.GermanyCW.Glindbruchkippe
-- * AIRBASE.GermanyCW.Gross_Doelln
-- * AIRBASE.GermanyCW.Gross_Mohrdorf
-- * AIRBASE.GermanyCW.Grosse_Wiese
-- * AIRBASE.GermanyCW.Gaerz
-- * AIRBASE.GermanyCW.Guetersloh
-- * AIRBASE.GermanyCW.H_FRG_01
-- * AIRBASE.GermanyCW.H_FRG_02
@@ -1005,7 +996,7 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.H_GDR_04
-- * AIRBASE.GermanyCW.H_GDR_05
-- * AIRBASE.GermanyCW.H_GDR_06
-- * AIRBASE.GermanyCW.H_GDR_07
-- * AIRBASE.GermanyCW.H_GDR_07
-- * AIRBASE.GermanyCW.H_GDR_08
-- * AIRBASE.GermanyCW.H_GDR_09
-- * AIRBASE.GermanyCW.H_GDR_10
@@ -1027,11 +1018,10 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.H_GDR_31
-- * AIRBASE.GermanyCW.H_GDR_32
-- * AIRBASE.GermanyCW.H_GDR_33
-- * AIRBASE.GermanyCW.H_GDR_34
-- * AIRBASE.GermanyCW.H_Med_FRG_01
-- * AIRBASE.GermanyCW.H_Med_FRG_02
-- * AIRBASE.GermanyCW.H_Med_FRG_04
-- * AIRBASE.GermanyCW.H_Med_FRG_06
-- * AIRBASE.GermanyCW.H_Med_FRG_09
-- * AIRBASE.GermanyCW.H_Med_FRG_11
-- * AIRBASE.GermanyCW.H_Med_FRG_12
-- * AIRBASE.GermanyCW.H_Med_FRG_13
@@ -1079,9 +1069,9 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Koethen
-- * AIRBASE.GermanyCW.Laage
-- * AIRBASE.GermanyCW.Langenselbold
-- * AIRBASE.GermanyCW.Laerz
-- * AIRBASE.GermanyCW.Leipzig_Halle
-- * AIRBASE.GermanyCW.Leipzig_Mockau
-- * AIRBASE.GermanyCW.Laerz
-- * AIRBASE.GermanyCW.Luebeck
-- * AIRBASE.GermanyCW.Lueneburg
-- * AIRBASE.GermanyCW.Mahlwinkel
@@ -1099,15 +1089,14 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Pottschutthoehe
-- * AIRBASE.GermanyCW.Ramstein
-- * AIRBASE.GermanyCW.Rinteln
-- * AIRBASE.GermanyCW.Schoenefeld
-- * AIRBASE.GermanyCW.Schweinfurt
-- * AIRBASE.GermanyCW.Schoenefeld
-- * AIRBASE.GermanyCW.Sembach
-- * AIRBASE.GermanyCW.Spangdahlem
-- * AIRBASE.GermanyCW.Sperenberg
-- * AIRBASE.GermanyCW.Stendal
-- * AIRBASE.GermanyCW.Tegel
-- * AIRBASE.GermanyCW.Tempelhof
-- * AIRBASE.GermanyCW.Templin
-- * AIRBASE.GermanyCW.Tutow
-- * AIRBASE.GermanyCW.Uelzen
-- * AIRBASE.GermanyCW.Uetersen
@@ -1119,7 +1108,6 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Weser_Wuemme
-- * AIRBASE.GermanyCW.Wiesbaden
-- * AIRBASE.GermanyCW.Wismar
-- * AIRBASE.GermanyCW.Wittstock
-- * AIRBASE.GermanyCW.Worms
-- * AIRBASE.GermanyCW.Wunstorf
-- * AIRBASE.GermanyCW.Zerbst
@@ -1131,6 +1119,7 @@ AIRBASE.GermanyCW = {
["Airracing_Koblenz"] = "Airracing Koblenz",
["Airracing_Luebeck"] = "Airracing Lubeck",
["Allstedt"] = "Allstedt",
["Alt_Daber"] = "Alt Daber",
["Altes_Lager"] = "Altes Lager",
["Bad_Duerkheim"] = "Bad Durkheim",
["Barth"] = "Barth",
@@ -1153,13 +1142,14 @@ AIRBASE.GermanyCW = {
["Fritzlar"] = "Fritzlar",
["Fulda"] = "Fulda",
["Gardelegen"] = "Gardelegen",
["Garz"] = "Garz",
["Gatow"] = "Gatow",
["Gelnhausen"] = "Gelnhausen",
["Giebelstadt"] = "Giebelstadt",
["Glindbruchkippe"] = "Glindbruchkippe ",
["Glindbruchkippe_"] = "Glindbruchkippe ",
["Gross_Doelln"] = "Gross Dolln",
["Gross_Mohrdorf"] = "Gross Mohrdorf",
["Grosse_Wiese"] = "Grosse Wiese",
["Gaerz"] = "Garz",
["Guetersloh"] = "Gutersloh",
["H_FRG_01"] = "H FRG 01",
["H_FRG_02"] = "H FRG 02",
@@ -1231,11 +1221,10 @@ AIRBASE.GermanyCW = {
["H_GDR_31"] = "H GDR 31",
["H_GDR_32"] = "H GDR 32",
["H_GDR_33"] = "H GDR 33",
["H_GDR_34"] = "H GDR 34",
["H_Med_FRG_01"] = "H Med FRG 01",
["H_Med_FRG_02"] = "H Med FRG 02",
["H_Med_FRG_04"] = "H Med FRG 04",
["H_Med_FRG_06"] = "H Med FRG 06",
["H_Med_FRG_09"] = "H Med FRG 09",
["H_Med_FRG_11"] = "H Med FRG 11",
["H_Med_FRG_12"] = "H Med FRG 12",
["H_Med_FRG_13"] = "H Med FRG 13",
@@ -1283,9 +1272,9 @@ AIRBASE.GermanyCW = {
["Koethen"] = "Kothen",
["Laage"] = "Laage",
["Langenselbold"] = "Langenselbold",
["Laerz"] = "Larz",
["Leipzig_Halle"] = "Leipzig Halle",
["Leipzig_Mockau"] = "Leipzig Mockau",
["Laerz"] = "Larz",
["Luebeck"] = "Lubeck",
["Lueneburg"] = "Luneburg",
["Mahlwinkel"] = "Mahlwinkel",
@@ -1303,15 +1292,14 @@ AIRBASE.GermanyCW = {
["Pottschutthoehe"] = "Pottschutthohe",
["Ramstein"] = "Ramstein",
["Rinteln"] = "Rinteln",
["Schoenefeld"] = "Schonefeld",
["Schweinfurt"] = "Schweinfurt",
["Schoenefeld"] = "Schonefeld",
["Sembach"] = "Sembach",
["Spangdahlem"] = "Spangdahlem",
["Sperenberg"] = "Sperenberg",
["Stendal"] = "Stendal",
["Tegel"] = "Tegel",
["Tempelhof"] = "Tempelhof",
["Templin"] = "Templin",
["Tutow"] = "Tutow",
["Uelzen"] = "Uelzen",
["Uetersen"] = "Uetersen",
@@ -1323,7 +1311,6 @@ AIRBASE.GermanyCW = {
["Weser_Wuemme"] = "Weser Wumme",
["Wiesbaden"] = "Wiesbaden",
["Wismar"] = "Wismar",
["Wittstock"] = "Wittstock",
["Worms"] = "Worms",
["Wunstorf"] = "Wunstorf",
["Zerbst"] = "Zerbst",
@@ -1397,6 +1384,32 @@ AIRBASE.SpotStatus = {
RESERVED="Reserved",
}
--- ICAO Codes.
-- @type AIRBASE.ICAO
AIRBASE.ICAO = {
UGTB=AIRBASE.Caucasus.Tbilisi_Lochini,
UGKO=AIRBASE.Caucasus.Kutaisi,
UG5X=AIRBASE.Caucasus.Kobuleti,
UG24=AIRBASE.Caucasus.Soganlug,
UG27=AIRBASE.Caucasus.Vaziani,
UGSS=AIRBASE.Caucasus.Sukhumi_Babushara,
UG23=AIRBASE.Caucasus.Gudauta,
URSS=AIRBASE.Caucasus.Sochi_Adler,
URMO=AIRBASE.Caucasus.Beslan,
URMN=AIRBASE.Caucasus.Nalchik,
XRMF=AIRBASE.Caucasus.Mozdok,
URMM=AIRBASE.Caucasus.Mineralnye_Vody,
URKH=AIRBASE.Caucasus.Maykop_Khanskaya,
URKK=AIRBASE.Caucasus.Krasnodar_Pashkovsky,
URKL=AIRBASE.Caucasus.Krasnodar_Center,
URKG=AIRBASE.Caucasus.Gelendzhik,
URKN=AIRBASE.Caucasus.Novorossiysk,
URKW=AIRBASE.Caucasus.Krymsk,
URKA=AIRBASE.Caucasus.Anapa_Vityazevo,
}
--- Runway data.
-- @type AIRBASE.Runway
-- @field #string name Runway name.
@@ -1574,14 +1587,47 @@ end
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
-- @param #AIRBASE self
-- @param #string AirbaseName The Airbase Name.
-- @param #string AirbaseName The name of the airbase. Can also be the ICAO code or the airbase ID.
-- @return #AIRBASE self
function AIRBASE:FindByName( AirbaseName )
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )
if not AirbaseFound then
AirbaseFound=self:FindByICAO(AirbaseName)
end
if not AirbaseFound then
AirbaseFound=self:FindByID(AirbaseName)
end
return AirbaseFound
end
--- Find an AIRBASE in the _DATABASE using the [International Civil Aviation Organization](https://en.wikipedia.org/wiki/ICAO_airport_code) (ICAO) airport code.
-- The code consists of four characters. Typically, the first one or two letters of the ICAO code indicate the country and the remaining letters identify the airport.
--
-- **NOTE** that the ICAO code cannot be retrieved via the DCS API and has to be hard coded into the MOOSE code. Therefore, it is a rare occasion where
-- @param #AIRBASE self
-- @param #string AirbaseICAO The Airbase ICAO code.
-- @return #AIRBASE self
function AIRBASE:FindByICAO( AirbaseICAO )
if AirbaseICAO then
local name=AIRBASE.ICAO[AirbaseICAO]
env.info(string.format("FF ICAO=%s, Name=%s", tostring(AirbaseICAO), tostring(name)))
local Airbase=self:FindByName(name)
return Airbase
end
return nil
end
--- Find a AIRBASE in the _DATABASE by its ID.
-- @param #AIRBASE self
-- @param #number id Airbase ID.
@@ -1894,6 +1940,129 @@ function AIRBASE:IsShip()
return self.isShip
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Taxi ways
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a taxiway from a given PATHLINE.
-- @param #AIRBASE self
-- @param Core.Pathline#PATHLINE TaxiPathline Pathline of the taxi way or name of pathline as #string.
-- @param #string Name Name of the taxi way, *e.g.* "Alpha", or "Alpha-Kilo". Default is name of pathline.
-- @return #AIRBASE self
function AIRBASE:AddTaxiway(TaxiPathline, Name)
-- If passed as string, get pathline.
if type(TaxiPathline)=="string" then
TaxiPathline=PATHLINE:FindByName(TaxiPathline)
end
-- Set name.
Name=Name or TaxiPathline:GetName()
-- Create a deep copy.
local taxiway=UTILS.DeepCopy(TaxiPathline) --Core.Pathline#PATHLINE
-- Set name.
taxiway.name=Name
-- Add to taxiways.
self.taxiways[Name]=taxiway
--self:I(self.taxiways)
return self
end
--- Find the shortest path using taxiways to get from given coodinates A to B on the airbase.
-- Note that the taxi ways have to be manually added with the `AIRBASE:AddTaxiway()` function.
-- @param #AIRBASE self
-- @param Core.Point#COORDINATE StartCoord Start coordinate.
-- @param Core.Point#COORDINATE EndCoord End coordinate.
-- @return Core.Pathline#PATHLINE Shortest path on taxiways from `StartCoord` to `EndCoord`.
-- @return #table Table of used taxi way pathlines.
function AIRBASE:FindTaxiwaysFromAtoB(StartCoord, EndCoord)
-- Create A* pathfinding.
local astar=ASTAR:New()
-- Add pathlines of taxiways of airport.
for _,_taxiway in pairs(self.taxiways) do
local taxiway=_taxiway --Core.Pathline#PATHLINE
astar:AddNodeFromPathlineName(taxiway)
end
-- Set cost function.
astar:SetCostDist2D()
-- Set valid neighbours to be on the same pathline or at most 10 meters between nodes to jump from one pathline/taxiway to another.
astar:SetValidNeighbourPathline(10)
-- Set start and end coordinates.
astar:SetStartCoordinate(StartCoord)
astar:SetEndCoordinate(EndCoord)
-- Get pathline.
local taxipath, nodes=astar:GetPathline()
local taxiways=astar:GetPathlinesFromNodes(nodes)
return taxipath, taxiways
end
--- Get closest taxiway from a given reference coordinate.
-- @param #AIRBASE self
-- @param Core.Point#COORDINATE Coord Reference coordinate.
-- @return Core.Pathline#PATHLINE Taxiway.
-- @return #number Distance to taxiway in meters.
-- @return Core.Point#COORDINATE Coordinate on taxiway closest to reference coordinate.
-- @return Core.Pathline#PATHLINE.Segment Segment of the taxiway closest to the reference coordinate.
function AIRBASE:GetClosestTaxiway(Coord)
local taxipath=nil
local distmin=math.huge
local coordmin=nil
local segmin=nil
for name,_pathline in pairs(self.taxiways) do
local pathline=_pathline --Core.Pathline#PATHLINE
local coord, dist, segment=pathline:GetClosestPoint3D(Coord)
if dist<distmin then
taxipath=pathline
coordmin=coord
distmin=dist
segmin=segment
end
end
return taxipath, distmin, coordmin, segmin
end
--- Find the shortest path using taxiways to get from given parking spot to the starting point of a runway.
-- Note that the taxi ways have to be manually added with the `AIRBASE:AddTaxiway()` function.
-- @param #AIRBASE self
-- @param #AIRBASE.ParkingSpot ParkingSpot Parking spot.
-- @param #AIRBASE.Runway Runway The runway. If none is given, we take the active runway for takeoff.
-- @return Core.Pathline#PATHLINE Shortest path on taxiways from `StartCoord` to `EndCoord`.
-- @return #table Table of used taxi way pathlines.
function AIRBASE:FindTaxiwaysParkingToRunway(ParkingSpot, Runway)
Runway=Runway or self:GetActiveRunwayTakeoff()
local StartCoord=ParkingSpot.Coordinate
local EndCoord=Runway.position
local taxipath, taxiways=self:FindTaxiwaysFromAtoB(StartCoord,EndCoord)
return taxipath, taxiways
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Parking
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2596,7 +2765,7 @@ function AIRBASE:_InitRunways(IncludeInverse)
runway.name=string.format("%02d", tonumber(namefromheading))
else
runway.name=string.format("%02d", tonumber(name))
--self:I("RunwayName: "..runway.name)
self:I("RunwayName: "..runway.name)
end
--runway.name=string.format("%02d", tonumber(name))

View File

@@ -912,18 +912,15 @@ function GROUP:GetVelocityVec3()
if DCSGroup and DCSGroup:isExist() then
local GroupUnits = DCSGroup:getUnits()
local GroupCount = 0
local GroupCount = #GroupUnits
local VelocityVec3 = { x = 0, y = 0, z = 0 }
for _, DCSUnit in pairs( GroupUnits ) do
if DCSUnit:isExist() and DCSUnit:isActive() then
local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
GroupCount = GroupCount + 1
end
local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
end
VelocityVec3.x = VelocityVec3.x / GroupCount
@@ -1757,13 +1754,11 @@ function GROUP:GetMaxVelocity()
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
if UnitData:isExist() and UnitData:isActive() then
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
end
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
end
end

View File

@@ -897,7 +897,7 @@ function UNIT:GetAmmunition()
nAPshells = nAPshells + Nammo
end
if ammotable[w].desc.typeName and (string.find(ammotable[w].desc.typeName, "_HE", 1, true) or string.find(ammotable[w].desc.typeName, "HESH", 1, true)) then
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName, "_HE", 1, true) then
nHEshells = nHEshells + Nammo
end
@@ -1107,6 +1107,7 @@ function UNIT:GetUnits()
if DCSUnit then
Units[1] = UNIT:Find(DCSUnit)
- self:T3(Units)
return Units
end