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95 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
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
100 changed files with 4590 additions and 3843 deletions

View File

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

View File

@@ -18,8 +18,6 @@
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} --- 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. -- 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) -- ![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. -- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.

View File

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

@@ -16,8 +16,6 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- 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 -- # 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 -- 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 -- Therefore, this class is considered to be deprecated
-- --

View File

@@ -36,8 +36,6 @@
-- --
-- # QUICK START GUIDE -- # QUICK START GUIDE
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an A2G defense system. -- 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. -- 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. --- 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_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. -- 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}. --- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
-- --
-- ![Banner Image](..\Images\deprecated.png)
-- --
-- # 1) AI_AIR constructor -- # 1) AI_AIR constructor
-- --

View File

@@ -36,8 +36,6 @@
-- --
-- # QUICK START GUIDE -- # QUICK START GUIDE
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system. -- 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. -- 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 -- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- 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_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. -- 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} --- 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. -- 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) -- ![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. -- 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 -- @extends Core.Base#BASE
@@ -21,8 +21,6 @@
-- --
-- # Developer Note -- # 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 -- 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 -- 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}. --- 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. -- 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) -- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)

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@@ -33,9 +33,8 @@
-- @field Wrapper.Group#GROUP Test -- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET -- @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. -- 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. -- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
-- --

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@@ -39,8 +39,6 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group} --- 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. -- 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) -- ![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. -- 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.

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@@ -38,9 +38,6 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @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}. --- 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. -- 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) -- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)

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@@ -9,14 +9,12 @@
-- @module AI.AI_Cargo -- @module AI.AI_Cargo
-- @image Cargo.JPG -- @image Cargo.JPG
--- @type AI_CARGO -- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups. --- 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. -- 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. -- 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. -- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.

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@@ -15,8 +15,6 @@
--- Brings a dynamic cargo handling capability for an AI vehicle group. --- 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. -- 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. -- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@@ -15,8 +15,6 @@
--- Brings a dynamic cargo handling capability for an AI airplane group. --- 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. -- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
-- --
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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

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@@ -36,8 +36,6 @@
--- A dynamic cargo transportation capability for AI groups. --- 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. -- 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. -- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.

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@@ -30,8 +30,6 @@
--- Brings a dynamic cargo handling capability for AI groups. --- 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. -- 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. -- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.

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@@ -31,8 +31,6 @@
--- A dynamic cargo handling capability for AI helicopter groups. --- 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. -- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- --
-- --

View File

@@ -29,8 +29,6 @@
--- A dynamic cargo transportation capability for AI groups. --- 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. -- 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. -- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.

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@@ -15,8 +15,6 @@
--- Brings a dynamic cargo handling capability for an AI helicopter group. --- 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. -- 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. -- 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. --- 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. -- 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. -- 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. -- @{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. -- 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). -- 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. -- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

View File

@@ -23,8 +23,6 @@
-- --
-- # Developer Note -- # 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 -- 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 -- Therefore, this class is considered to be deprecated
-- --

View File

@@ -21,8 +21,6 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu. --- Models the assignment of AI escorts to player flights upon request using the radio menu.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- 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. -- 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). -- 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. -- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

View File

@@ -41,8 +41,6 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader. --- 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. -- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! -- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to: -- The purpose of the class is to:

View File

@@ -48,8 +48,6 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}. --- 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) -- ![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. -- 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.

View File

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

View File

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

View File

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

View File

@@ -2,8 +2,6 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) MOOSE Cargo System. -- # 1) MOOSE Cargo System.
-- --
-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities. -- #### 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 -- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE -- @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. --- 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. -- 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 -- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator. --- 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 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: -- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:

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@@ -32,8 +32,6 @@ do -- CARGO_SLINGLOAD
-- --
-- # Developer Note -- # 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 -- 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 -- Therefore, this class is considered to be deprecated
-- --

View File

@@ -30,8 +30,6 @@ do -- CARGO_UNIT
-- --
-- # Developer Note -- # 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 -- 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 -- Therefore, this class is considered to be deprecated
-- --

View File

@@ -157,6 +157,8 @@ ASTAR = {
-- @field #number surfacetype Surface type. -- @field #number surfacetype Surface type.
-- @field #table valid Cached valid/invalid nodes. -- @field #table valid Cached valid/invalid nodes.
-- @field #table cost Cached cost. -- @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. --- ASTAR infinity.
-- @field #number INF -- @field #number INF
@@ -164,7 +166,7 @@ ASTAR.INF=1/0
--- ASTAR class version. --- ASTAR class version.
-- @field #string version -- @field #string version
ASTAR.version="0.4.0" ASTAR.version="0.5.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -172,6 +174,7 @@ ASTAR.version="0.4.0"
-- TODO: Add more valid neighbour functions. -- TODO: Add more valid neighbour functions.
-- TODO: Write docs. -- TODO: Write docs.
-- DONE: Add pathlines for seach/valid neighbours.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@@ -246,6 +249,9 @@ function ASTAR:AddNode(Node)
self.nodes[Node.id]=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 return self
end end
@@ -262,6 +268,47 @@ function ASTAR:AddNodeFromCoordinate(Coordinate)
return node return node
end 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. --- Check if the coordinate of a node has is at a valid surface type.
-- @param #ASTAR self -- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added. -- @param #ASTAR.Node Node The node to be added.
@@ -340,6 +387,18 @@ function ASTAR:SetValidNeighbourRoad(MaxDistance)
return self return self
end 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. --- 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. -- 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. -- Very often the distance between nodes is a good measure for the cost.
@@ -384,7 +443,7 @@ end
-- @return #ASTAR self -- @return #ASTAR self
function ASTAR:SetCostRoad() function ASTAR:SetCostRoad()
self:SetCostFunction(ASTAR) self:SetCostFunction(ASTAR.Road)
return self return self
end end
@@ -544,6 +603,55 @@ function ASTAR.Road(nodeA, nodeB)
end 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. --- Function to check if distance between two nodes is less than a threshold distance.
-- @param #ASTAR.Node nodeA First node. -- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node. -- @param #ASTAR.Node nodeB Other node.
@@ -567,7 +675,9 @@ end
-- @param #ASTAR.Node nodeB Other node. -- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes. -- @return #number Distance between the two nodes.
function ASTAR.Dist2D(nodeA, nodeB) 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 return dist
end end
@@ -604,7 +714,6 @@ function ASTAR.DistRoad(nodeA, nodeB)
return dist return dist
end end
return math.huge return math.huge
end end
@@ -614,10 +723,11 @@ end
--- Find the closest node from a given coordinate. --- Find the closest node from a given coordinate.
-- @param #ASTAR self -- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate. -- @param Core.Point#COORDINATE Coordinate Reference coordinate.
-- @return #ASTAR.Node Cloest node to the 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. -- @return #number Distance to closest node in meters.
function ASTAR:FindClosestNode(Coordinate) function ASTAR:FindClosestNode(Coordinate, ExcludeNodes)
local distMin=math.huge local distMin=math.huge
local closeNode=nil local closeNode=nil
@@ -625,6 +735,8 @@ function ASTAR:FindClosestNode(Coordinate)
for _,_node in pairs(self.nodes) do for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node local node=_node --#ASTAR.Node
if ExcludeNodes==nil or self:_IsNodeNotInTable(ExcludeNodes, node) then
local dist=node.coordinate:Get2DDistance(Coordinate) local dist=node.coordinate:Get2DDistance(Coordinate)
if dist<distMin then if dist<distMin then
@@ -634,42 +746,168 @@ function ASTAR:FindClosestNode(Coordinate)
end end
end
return closeNode, distMin return closeNode, distMin
end 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. --- Find the start node.
-- @param #ASTAR self -- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self -- @return #ASTAR self
function ASTAR:FindStartNode() function ASTAR:FindStartNode()
local node, dist=self:FindClosestNode(self.startCoord) -- Find the closest pathline to the
local pathline, dist, vec3, s=self:FindClosestPathline(self.startCoord)
self.startNode=node -- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(self.startCoord)
if dist>1000 then if pathline and vec3 and dist and dist2>dist then
self:T(self.lid.."Adding start node to node grid!")
self:AddNode(node) -- 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 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 return self
end end
--- Add a node. --- Find the end node.
-- @param #ASTAR self -- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self -- @return #ASTAR self
function ASTAR:FindEndNode() function ASTAR:FindEndNode()
local node, dist=self:FindClosestNode(self.endCoord) local pathline, dist, vec3, s=self:FindClosestPathline(self.endCoord)
self.endNode=node -- Find the closest node to the given start coordinate.
local node, dist2=self:FindClosestNode(self.endCoord)
if dist>1000 then if pathline and vec3 and dist and dist2>dist then
self:T(self.lid.."Adding end node to node grid!")
self:AddNode(node) -- 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 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 return self
end end
@@ -684,13 +922,22 @@ end
-- @return #table Table of nodes from start to finish. -- @return #table Table of nodes from start to finish.
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode) function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
self:FindStartNode() -- self:FindStartNode()
self:FindEndNode() -- 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 nodes=self.nodes
local start=self.startNode local start=self.startNode
local goal=self.endNode local goal=self.endNode
-- Debug info.
self:T(self.lid..string.format("GetPath Start Node=%d, End Node=%d", start.id, goal.id))
-- Sets. -- Sets.
local openset = {} local openset = {}
local closedset = {} local closedset = {}
@@ -747,6 +994,11 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
end end
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache) 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) self:T(self.lid..text)
return path return path
@@ -763,9 +1015,12 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
-- Loop over neighbours. -- Loop over neighbours.
for _,neighbor in pairs(neighbors) do for _,neighbor in pairs(neighbors) do
-- Node is not in closed set.
if self:_NotIn(closedset, neighbor.id) then 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 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 return nil -- no valid path
end 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 -- A* pathfinding helper functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -811,16 +1133,18 @@ function ASTAR:_HeuristicCost(nodeA, nodeB)
local cost=nodeA.cost[nodeB.id] local cost=nodeA.cost[nodeB.id]
if cost~=nil then if cost~=nil then
self.ncostcache=self.ncostcache+1 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 return cost
end end
local cost=nil
if self.CostFunc then if self.CostFunc then
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg)) cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
else else
cost=self:_DistNodes(nodeA, nodeB) cost=self:_DistNodes(nodeA, nodeB)
end end
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f", nodeA.id, nodeB.id, cost))
nodeA.cost[nodeB.id]=cost nodeA.cost[nodeB.id]=cost
nodeB.cost[nodeA.id]=cost -- Symmetric problem. nodeB.cost[nodeA.id]=cost -- Symmetric problem.
@@ -834,9 +1158,10 @@ end
-- @return #boolean If true, transition between nodes is possible. -- @return #boolean If true, transition between nodes is possible.
function ASTAR:_IsValidNeighbour(node, neighbor) function ASTAR:_IsValidNeighbour(node, neighbor)
-- Counter. -- Counter of function calls.
self.nvalid=self.nvalid+1 self.nvalid=self.nvalid+1
-- Check if neighbour is in cached set.
local valid=node.valid[neighbor.id] local valid=node.valid[neighbor.id]
if valid~=nil then if valid~=nil then
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id)) --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 return valid
end end
-- Check if this is a valid neighbour.
local valid=nil local valid=nil
if self.ValidNeighbourFunc then if self.ValidNeighbourFunc then
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg)) valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
else else
-- If no valid neighbour function is defined, we assume all nodes are valid neighbours.
valid=true valid=true
end end
-- Cache valid neighbour.
node.valid[neighbor.id]=valid node.valid[neighbor.id]=valid
neighbor.valid[node.id]=valid -- Symmetric problem. neighbor.valid[node.id]=valid -- Symmetric problem.
@@ -884,6 +1212,9 @@ function ASTAR:_LowestFscore(set, f_score)
end end
end end
-- Debug info.
self:T(self.lid..string.format("Lowest Fscore=%.1f, Node=%s", lowest, tostring(bestNode)))
return self.nodes[bestNode] return self.nodes[bestNode]
end end
@@ -930,14 +1261,44 @@ end
-- @return #table Unwinded path. -- @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 local previous_node=map[current_node]
table.insert (flat_path, 1, map[current_node])
return self:_UnwindPath(flat_path, map, map[current_node]) if previous_node then
table.insert(flat_path, 1, previous_node)
return self:_UnwindPath(flat_path, map, previous_node)
else else
-- No previous node ==> return path.
return flat_path return flat_path
end end
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 #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 #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 #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. -- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... ) function BASE:ScheduleOnce( Start, SchedulerFunction, ... )

View File

@@ -872,8 +872,6 @@ end
-- @return Wrapper.Group#GROUP The found GROUP. -- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName ) function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName] local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
@@ -1699,7 +1697,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then if PlayerName then
-- Debug info. -- Debug info.
self:I(string.format("Player '%s' joined unit '%s' (%s) of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniTypeName), tostring(Event.IniDCSGroupName))) self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already. -- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then if client == nil or (client and client:CountPlayers() == 0) then

View File

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

View File

@@ -5,6 +5,8 @@
-- * Path from A to B -- * Path from A to B
-- * Arbitrary number of points -- * Arbitrary number of points
-- * Automatically from lines drawtool -- * Automatically from lines drawtool
-- * Draw line or mark points on F10 map
-- * Find closest points to path
-- --
-- === -- ===
-- --
@@ -21,6 +23,7 @@
-- @field #string lid Class id string for output to DCS log file. -- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line. -- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path. -- @field #table points List of 3D points defining the path.
-- @field #number counter Running number counting the point IDs.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes --- *The shortest distance between two points is a straight line.* -- Archimedes
@@ -59,27 +62,39 @@ PATHLINE = {
ClassName = "PATHLINE", ClassName = "PATHLINE",
lid = nil, lid = nil,
points = {}, points = {},
counter = 0,
} }
--- Point of line. --- Point of line.
-- @type PATHLINE.Point -- @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#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position. -- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type. -- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters. -- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters. -- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID. -- @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. --- PATHLINE class version.
-- @field #string version -- @field #string version
PATHLINE.version="0.1.1" PATHLINE.version="0.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot... -- TODO: Read/write to JSON file
-- TODO: Translate/rotate pathline
-- TODO: Add color.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@@ -96,7 +111,7 @@ function PATHLINE:New(Name)
self.name=Name or "Unknown Path" self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name) self.lid=string.format("PATHLINE %s | ", self.name)
return self return self
end end
@@ -151,15 +166,30 @@ end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height. --- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add. -- @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 -- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2) function PATHLINE:AddPointFromVec2(Vec2, Index, Point)
if Vec2 then if Vec2 then
-- Create a new point.
local point=self:_CreatePoint(Vec2) local point=self:_CreatePoint(Vec2)
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) table.insert(self.points, point)
end
end
end end
return self return self
@@ -168,18 +198,32 @@ end
--- Add a point to the path from a given 3D position. --- Add a point to the path from a given 3D position.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add. -- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self -- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
function PATHLINE:AddPointFromVec3(Vec3) -- @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 if Vec3 then
local point=self:_CreatePoint(Vec3) local point=self:_CreatePoint(Vec3)
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) table.insert(self.points, point)
end
end end
return self return point
end
return nil
end end
--- Get name of pathline. --- Get name of pathline.
@@ -199,14 +243,31 @@ 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. --- 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 -- @param #PATHLINE self
-- @return #list <#PATHLINE.Point> List of points. -- @return #list <Core.Pathline#PATHLINE.Point> List of points.
function PATHLINE:GetPoints() function PATHLINE:GetPoints()
return self.points return self.points
end 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. --- Get 3D points of pathline.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points. -- @return #list <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D() function PATHLINE:GetPoints3D()
local vecs={} local vecs={}
@@ -221,7 +282,7 @@ end
--- Get 2D points of pathline. --- Get 2D points of pathline.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points. -- @return #list <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D() function PATHLINE:GetPoints2D()
local vecs={} local vecs={}
@@ -305,14 +366,16 @@ end
--- Mark points on F10 map. --- Mark points on F10 map.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks. -- @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) function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point local point=_point --#PATHLINE.Point
if Switch==false then if Switch==false then
if point.markerID then if point.markerID then
UTILS.RemoveMark(point.markerID, Delay) UTILS.RemoveMark(point.markerID)
end end
else else
@@ -323,15 +386,294 @@ function PATHLINE:MarkPoints(Switch)
point.markerID=UTILS.GetMarkID() 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, "") trigger.action.markToAll(point.markerID, text, point.vec3, "")
end end
end end
return self
end 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 -- Private functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -339,11 +681,18 @@ end
--- Get 3D points of pathline. --- Get 3D points of pathline.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken. -- @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) function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point 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 if Vec.z then
-- Given vec is 3D -- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec) point.vec3=UTILS.DeepCopy(Vec)
@@ -365,6 +714,23 @@ function PATHLINE:_CreatePoint(Vec)
return point return point
end 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 do -- COORDINATE
--- Coordinate class ---
-- @type COORDINATE -- @type COORDINATE
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector. -- @field #number x Component of the 3D vector.
@@ -59,10 +59,6 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange. -- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white. -- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green. -- * @{#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 -- ## 2.2) Flare
-- --
@@ -457,6 +453,23 @@ do -- COORDINATE
end 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. --- Returns if the 2 coordinates are at the same 2D position.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE Coordinate -- @param #COORDINATE Coordinate
@@ -2122,114 +2135,16 @@ do -- COORDINATE
end 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 #COORDINATE self
-- @param #number SmokeColor Color of smoke, e.g. `SMOKECOLOR.Green` for green smoke. -- @param Utilities.Utils#SMOKECOLOR SmokeColor
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. -- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
-- @param #number Delay (Optional) Delay before the smoke is started in seconds. function COORDINATE:Smoke( SmokeColor, name )
-- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins) self:F2( { SmokeColor } )
-- @param #boolean Offset (Optional) If true, offset the smokle a bit. self.firename = name or "Smoke-"..math.random(1,100000)
-- @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 ) trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end 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
end
--- Stops smoking the point in a color. --- Stops smoking the point in a color.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins) -- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
@@ -2239,83 +2154,49 @@ do -- COORDINATE
--- Smoke the COORDINATE Green. --- Smoke the COORDINATE Green.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. function COORDINATE:SmokeGreen()
-- @param #number Delay (Optional) Delay before the smoke is started in seconds. self:F2()
-- @return #COORDINATE self self:Smoke( SMOKECOLOR.Green )
function COORDINATE:SmokeGreen(Duration, Delay)
self:Smoke( SMOKECOLOR.Green, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Red. --- Smoke the COORDINATE Red.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. function COORDINATE:SmokeRed()
-- @param #number Delay (Optional) Delay before the smoke is started in seconds. self:F2()
-- @return #COORDINATE self self:Smoke( SMOKECOLOR.Red )
function COORDINATE:SmokeRed(Duration, Delay)
self:Smoke( SMOKECOLOR.Red, Duration, Delay )
return self
end end
--- Smoke the COORDINATE White. --- Smoke the COORDINATE White.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. function COORDINATE:SmokeWhite()
-- @param #number Delay (Optional) Delay before the smoke is started in seconds. self:F2()
-- @return #COORDINATE self self:Smoke( SMOKECOLOR.White )
function COORDINATE:SmokeWhite(Duration, Delay)
self:Smoke( SMOKECOLOR.White, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Orange. --- Smoke the COORDINATE Orange.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. function COORDINATE:SmokeOrange()
-- @param #number Delay (Optional) Delay before the smoke is started in seconds. self:F2()
-- @return #COORDINATE self self:Smoke( SMOKECOLOR.Orange )
function COORDINATE:SmokeOrange(Duration, Delay)
self:Smoke( SMOKECOLOR.Orange, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Blue. --- Smoke the COORDINATE Blue.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. function COORDINATE:SmokeBlue()
-- @param #number Delay (Optional) Delay before the smoke is started in seconds. self:F2()
-- @return #COORDINATE self self:Smoke( SMOKECOLOR.Blue )
function COORDINATE:SmokeBlue(Duration, Delay)
self:Smoke( SMOKECOLOR.Blue, Duration, Delay )
return self
end end
--- Big smoke and fire at the coordinate. --- Big smoke and fire at the coordinate.
-- @param #COORDINATE self -- @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 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 #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 #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.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds. function COORDINATE:BigSmokeAndFire( preset, density, name )
-- @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. self:F2( { preset=preset, density=density } )
-- @return #COORDINATE self density=density or 0.5
function COORDINATE:BigSmokeAndFire( Preset, Density, Duration, Delay, Name ) self.firename = name or "Fire-"..math.random(1,10000)
self:F2( { preset=Preset, density=Density } ) trigger.action.effectSmokeBig( self:GetVec3(), preset, density, self.firename )
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
end end
--- Stop big smoke and fire at the coordinate. --- Stop big smoke and fire at the coordinate.
@@ -2328,98 +2209,82 @@ do -- COORDINATE
--- Small smoke and fire at the coordinate. --- Small smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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 #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.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds. function COORDINATE:BigSmokeAndFireSmall( density, name )
-- @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. self:F2( { density=density } )
-- @return #COORDINATE self density=density or 0.5
function COORDINATE:BigSmokeAndFireSmall( Density, Duration, Delay, Name ) self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density, name)
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, Density, Duration, Delay, Name)
return self
end end
--- Medium smoke and fire at the coordinate. --- Medium smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeAndFireMedium( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density, name)
end end
--- Large smoke and fire at the coordinate. --- Large smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeAndFireLarge( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density, name)
end end
--- Huge smoke and fire at the coordinate. --- Huge smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeAndFireHuge( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density, name)
end end
--- Small smoke at the coordinate. --- Small smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeSmall( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density, name)
end end
--- Medium smoke at the coordinate. --- Medium smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeMedium( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density, name)
end end
--- Large smoke at the coordinate. --- Large smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeLarge( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density,name)
end end
--- Huge smoke at the coordinate. --- Huge smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @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. -- @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, name )
function COORDINATE:BigSmokeHuge( Density, Duration, Delay, Name ) self:F2( { density=density } )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, Density, Duration, Delay, Name) density=density or 0.5
return self self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density,name)
end end
--- Flares the point in a color. --- Flares the point in a color.
@@ -3073,10 +2938,8 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff) local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, 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 sunrise == "N/R" then return false end
if sunset == "N/S" then return true end if sunrise == "N/S" then return true end
end
local time=UTILS.ClockToSeconds(clock) local time=UTILS.ClockToSeconds(clock)
@@ -3095,11 +2958,6 @@ do -- COORDINATE
-- Todays sun set in sec. -- Todays sun set in sec.
local sunset=self:GetSunset(true) 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. -- Seconds passed since midnight.
local time=UTILS.SecondsOfToday() local time=UTILS.SecondsOfToday()

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@@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing. -- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule and Schedule.ScheduleID then if Schedule.ScheduleID then
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) ) self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )

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@@ -459,8 +459,7 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName) function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone. -- Spawn the new static at the center of the zone.
--local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName ) local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
local Static = self:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
return Static return Static
end end

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@@ -305,6 +305,20 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
return self.Coordinate return self.Coordinate
end 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. --- Get 2D distance to a coordinate.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Coordinate Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object. -- @param Core.Point#COORDINATE Coordinate Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.

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

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@@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: May 2025 -- Last Update: Mar 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **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 #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 #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 SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes. -- @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
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -76,9 +74,10 @@
-- --
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System. -- * 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. -- * 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. -- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you
-- * Leverage evasiveness from SEAD, leverage attack range setting. -- * **Classic mode** behaves like before
-- * Automatic setup of SHORAD based on groups of the class "short-range". -- * 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 -- # 0. Base considerations and naming conventions
-- --
@@ -134,10 +133,10 @@
-- --
-- # 0.1 Set-up in the mission editor -- # 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. -- 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. -- 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.
-- Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.
-- --
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle. -- [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 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! -- -- 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 -- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@@ -207,6 +206,9 @@
-- --
-- ### 2.1.4 Advanced features -- ### 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. -- -- 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. -- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1 -- self.radiusscale[MANTIS.SamType.LONG] = 1.1
@@ -219,12 +221,6 @@
-- -- 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. -- -- 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 -- 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] -- # 3. Default settings [both modes unless stated otherwise]
-- --
-- By default, the following settings are active: -- By default, the following settings are active:
@@ -247,7 +243,25 @@
-- --
-- Use this option if you want to make use of or allow advanced SEAD tactics. -- Use this option if you want to make use of or allow advanced SEAD tactics.
-- --
-- # 5. Integrated SEAD -- # 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()
--
-- 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! -- 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 -- 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, SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White, SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1, checkcounter = 1,
DLinkCacheTime = 120,
logsamstatus = false,
} }
--- Advanced state enumerator --- Advanced state enumerator
@@ -362,7 +374,7 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
MANTIS.SamData = { MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km ["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 ["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" }, ["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-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" }, ["SA-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-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-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" }, ["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=6, Blindspot=0, Height=5, Type="Short", Radar="Roland" }, ["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" },
["Gepard"] = { Range=5, Blindspot=0, Height=4, Type="Point", Radar="Gepard" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" }, ["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-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" }, ["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" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" }, ["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" }, ["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 -- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"}, ["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" }, ["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" },
@@ -615,7 +625,6 @@ do
self.advAwacs = false self.advAwacs = false
end end
self:SetDLinkCacheTime()
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@@ -649,8 +658,6 @@ do
table.insert(self.ewr_templates,awacs) table.insert(self.ewr_templates,awacs)
end end
self.logsamstatus = false
self:T({self.ewr_templates}) self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition) self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
@@ -682,7 +689,7 @@ do
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.9.30" self.version="0.9.27"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -1033,16 +1040,6 @@ do
return self return self
end 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 --- Function to set the detection interval
-- @param #MANTIS self -- @param #MANTIS self
-- @param #number interval The interval in seconds -- @param #number interval The interval in seconds
@@ -1434,9 +1431,7 @@ do
--IntelTwo:SetClusterRadius(5000) --IntelTwo:SetClusterRadius(5000)
IntelTwo:Start() IntelTwo:Start()
local CacheTime = self.DLinkCacheTime or 120 local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,300)
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,CacheTime)
IntelDlink:__Start(1) IntelDlink:__Start(1)
self:SetUsingDLink(IntelDlink) self:SetUsingDLink(IntelDlink)
@@ -1498,7 +1493,7 @@ do
elseif chm then elseif chm then
SAMData = self.SamDataCH SAMData = self.SamDataCH
end end
--self:I("Looking to auto-match for "..grpname) --self:T("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName()) local type = string.lower(unit:GetTypeName())
@@ -1699,9 +1694,7 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname) 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 = group:IsSAM()
local radaralive = true
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( 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 ) table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then if type == MANTIS.SamType.LONG and radaralive then
@@ -1863,7 +1856,7 @@ do
end --end alive end --end alive
end --end check end --end check
end --for loop 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 for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then if _status == "GREEN" then
instatusgreen=instatusgreen+1 instatusgreen=instatusgreen+1
@@ -1884,9 +1877,8 @@ do
-- @param #MANTIS self -- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object -- @param Functional.Detection#DETECTION_AREAS detection Detection object
-- @param #boolean dlink -- @param #boolean dlink
-- @param #boolean reporttolog
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:_Check(detection,dlink,reporttolog) function MANTIS:_Check(detection,dlink)
self:T(self.lid .. "Check") self:T(self.lid .. "Check")
--get detected set --get detected set
local detset = detection:GetDetectedItemCoordinates() 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 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) instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end end
if self.debug or self.verbose then
local function GetReport()
local statusreport = REPORT:New("\nMANTIS Status "..self.name) local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+") statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred)) statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
@@ -1923,15 +1914,7 @@ do
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads)) statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end end
statusreport:Add("+-----------------------------+") statusreport:Add("+-----------------------------+")
return statusreport
end
if self.debug or self.verbose then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog() MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
elseif reporttolog == true then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToLog()
end end
return self return self
end end
@@ -2039,7 +2022,7 @@ do
self:T({From, Event, To}) self:T({From, Event, To})
-- check detection -- check detection
if not self.state2flag then if not self.state2flag then
self:_Check(self.Detection,self.DLink,self.logsamstatus) self:_Check(self.Detection,self.DLink)
end end
local EWRAlive = self:_CheckAnyEWRAlive() local EWRAlive = self:_CheckAnyEWRAlive()

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@@ -53,8 +53,6 @@
-- --
-- # Developer Note -- # 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. -- 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. -- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
-- --

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@@ -603,7 +603,7 @@ RANGE.MenuF10Root = nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version = "2.8.1" RANGE.version = "2.8.0"
-- TODO list: -- TODO list:
-- TODO: Verbosity level for messages. -- TODO: Verbosity level for messages.
@@ -2032,10 +2032,10 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Smoke impact point of bomb. -- Smoke impact point of bomb.
if playerData and playerData.smokebombimpact and insidezone then if playerData and playerData.smokebombimpact and insidezone then
if playerData.delaysmoke then if playerData and playerData.delaysmoke then
impactcoord:Smoke(playerData.smokecolor, 30, self.TdelaySmoke) timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
else else
impactcoord:Smoke(playerData.smokecolor, 30) impactcoord:Smoke( playerData.smokecolor )
end end
end end
@@ -2102,12 +2102,7 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackHdg = attackHdg result.attackHdg = attackHdg
result.attackVel = attackVel result.attackVel = attackVel
result.attackAlt = attackAlt result.attackAlt = attackAlt
if os and os.date then result.date=os and os.date() or "n/a"
result.date=os.date()
else
self:E(self.lid.."os or os.date() not available")
result.date = "n/a"
end
-- Add to table. -- Add to table.
table.insert( _results, result ) table.insert( _results, result )
@@ -2640,6 +2635,13 @@ end
-- Display Messages -- 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. --- Display top 10 stafing results of a specific player.
-- @param #RANGE self -- @param #RANGE self
-- @param #string _unitName Name of the player unit. -- @param #string _unitName Name of the player unit.

View File

@@ -7,8 +7,6 @@
-- --
-- # Developer Note -- # 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 -- 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 -- Therefore, this class is considered to be deprecated
-- --

View File

@@ -187,9 +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_Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Radios.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Towns.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' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )

View File

@@ -181,7 +181,5 @@ __Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Navigation\\Point.lua' ) __Moose.Include( 'Navigation\\Point.lua' )
__Moose.Include( 'Navigation\\Beacons.lua' ) __Moose.Include( 'Navigation\\Beacons.lua' )
__Moose.Include( 'Navigation\\Radios.lua' )
__Moose.Include( 'Navigation\\Towns.lua' )
__Moose.Include( 'Globals.lua' ) __Moose.Include( 'Globals.lua' )

View File

@@ -2,9 +2,7 @@
-- --
-- **Main Features:** -- **Main Features:**
-- --
-- * Access beacons of the map -- * Beacons of the map
-- * Find closest beacon
-- * Get frequencies and channels
-- --
-- === -- ===
-- --
@@ -20,6 +18,7 @@
-- @module Navigation.Beacons -- @module Navigation.Beacons
-- @image NAVIGATION_Beacons.png -- @image NAVIGATION_Beacons.png
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -33,132 +32,45 @@
-- --
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.* --- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
-- --
-- === -- ===
-- --
-- # The BEACONS Concept -- # The BEACONS Concept
-- --
-- This class is desinged to make information about beacons of a map/theatre easier accessible. The information contains location, type and frequencies of all or specific beacons of the map. -- The NAVFIX class has a great concept!
-- --
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `beacons.lua` that can be -- Bla, bla...
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
-- --
-- # Basic Setup -- # Basic Setup
-- --
-- A new `BEACONS` object can be created with the @{#BEACONS.NewFromFile}(*beacons_lua_file*) function. -- A new `BEACONS` object can be created with the @{#BEACONS.New}() function.
-- --
-- local beacons=BEACONS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\beacons.lua") -- local beacons=BEACONS:New("G:\Games\DCS World Testing\Mods\terrains\GermanyColdWar\beacons.lua")
-- beacons:MarkerShow()
--
-- This will load the beacons from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant beacons are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Beacon
-- --
-- This is how it works.
-- --
-- @field #BEACONS -- @field #BEACONS
BEACONS = { BEACONS = {
ClassName = "BEACONS", ClassName = "BEACONS",
verbose = 1, verbose = 0,
beacons = {}, beacons = {},
} }
--- Mission capability.
-- @type BEACONS.Beacon
-- @field #function display_name Function that returns the localized name.
-- @field #number type Beacon type.
-- @field #string beaconId Beacon ID.
-- @field #string callsign Call sign.
-- @field #number frequency Frequency in Hz.
-- @field #number channel TACAN, RSBN or PRMG channel depending on type.
-- @field #table position Position table.
-- @field #number direction Direction in degrees.
-- @field #table positionGeo Table with latitude and longitude.
-- @field #table sceneObjects Table with scenery objects, e.g. `{t:393396742}`.
-- @field #number chartOffsetX No idea what this offset is?!
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field #number markerID ID for the F10 marker.
-- @field #string typeName Name of becon type.
-- @field Wrapper.Scenery#SCENERY scenery The scenery object.
--- BEACONS class version. --- BEACONS class version.
-- @field #string version -- @field #string version
BEACONS.version="0.0.4" BEACONS.version="0.0.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot... -- TODO: A lot...
-- DONE: TACAN channel from frequency (was already in beacon.lua as channel)
-- DONE: Scenery object
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s) -- Constructor(s)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BECAONS class instance from a given table.
-- @param #BEACONS self
-- @param #table BeaconTable Table with beacon info.
-- @return #BEACONS self
function BEACONS:NewFromTable(BeaconTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
for _,_beacon in pairs(BeaconTable) do
local beacon=_beacon --#BEACONS.Beacon
-- Get 3D vector
beacon.vec3={x=beacon.position[1], y=beacon.position[2], z=beacon.position[3]}
-- Get coordinate
beacon.coordinate=COORDINATE:NewFromVec3(beacon.vec3)
-- Get type name
beacon.typeName=self:_GetTypeName(beacon.type)
-- Find closest scenery object from scan
beacon.scenery=beacon.coordinate:FindClosestScenery(20)
-- Debug stuff for scenery object
if false then
if beacon.scenery then
env.info(string.format("FF Beacon %s %s %s got scenery object %s, %s", beacon.callsign, beacon.beaconId, beacon.typeName, beacon.scenery:GetName(), beacon.scenery:GetTypeName() ))
UTILS.PrintTableToLog(beacon.scenery.SceneryObject)
UTILS.PrintTableToLog(beacon.sceneObjects)
else
env.info(string.format("FF NO scenery object %s %s %s ", beacon.callsign, beacon.beaconId, beacon.typeName))
end
end
-- Add to table
table.insert(self.beacons, beacon)
end
-- Debug output
self:I(string.format("Added %d beacons", #self.beacons))
if self.verbose > 0 then
local text="Beacon types:"
for typeName,typeID in pairs(BEACON.Type) do
local n=self:CountBeacons(typeID)
text=text..string.format("\n%s = %d", typeName, n)
end
self:I(text)
end
return self
end
--- Create a new BECAONS class instance from a given file. --- Create a new BECAONS class instance from a given file.
-- @param #BEACONS self -- @param #BEACONS self
-- @param #string FileName Full path to the file containing the map beacons. -- @param #string FileName Full path to the file containing the map beacons.
@@ -168,19 +80,6 @@ function BEACONS:NewFromFile(FileName)
-- Inherit everything from BASE class. -- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS self=BASE:Inherit(self, BASE:New()) -- #BEACONS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with beacon info does not exist!"))
return nil
end
-- This will create a global table `beacons`
dofile(FileName)
-- Get beacons from table.
self=self:NewFromTable(beacons)
return self return self
end end
@@ -188,141 +87,18 @@ end
-- User Functions -- User Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific beacon. --- Add marker all beacons on the F10 map.
-- @param #BEACONS self -- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return DCS#Vec3 Position vector.
function BEACONS:GetVec3(beacon)
return beacon.vec3
end
--- Get COORDINATE of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return Core.Point#COORDINATE The coordinate.
function BEACONS:GetCoordinate(beacon)
local coordinate=COORDINATE:NewFromVec3(beacon.vec3)
return coordinate
end
--- Find closest beacon to a given coordinate.
-- @param #BEACONS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number TypeID (Optional) Only search for specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @param #table ExcludeList (Optional) List of beacons to exclude.
-- @return #BEACONS.Beacon The closest beacon.
function BEACONS:GetClosestBeacon(Coordinate, TypeID, DistMax, ExcludeList)
local beacon=nil --#BEACONS.Beacon
local distmin=math.huge
ExcludeList=ExcludeList or {}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if (TypeID==nil or TypeID==bc.type) and (not UTILS.IsInTable(ExcludeList, bc, "beaconId")) then
local dist=Coordinate:Get2DDistance(bc.vec3)
if dist<distmin and (DistMax==nil or dist<=DistMax) then
distmin=dist
beacon=bc
end
end
end
return beacon
end
--- Get table of all beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only return specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #table Table of beacons. Each element is of type #BEACON.Beacon.
function BEACONS:GetBeacons(TypeID)
local beacons={}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==nil or TypeID==bc.type then
table.insert(beacons, bc)
end
end
return beacons
end
--- Count beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only count specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #number Number of beacons.
function BEACONS:CountBeacons(TypeID)
local n=0
if TypeID then
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==bc.type then
n=n+1
end
end
else
n=#self.beacons
end
return n
end
--- Add markers for all beacons on the F10 map. Optionally, only a specific beacon or a certain beacon type can be marked.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self -- @return #BEACONS self
function BEACONS:MarkerShow(Beacon, TypeID) function BEACONS:MarkerShow()
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
local text=self:_GetMarkerText(beacon)
local coord=COORDINATE:NewFromVec3(beacon.vec3)
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
end
beacon.markerID=coord:MarkToAll(text)
end
end
end
return self return self
end end
--- Remove markers of all beacons from the F10 map. Optionally, remove only marker of a specific beacon or a certain beacon type. --- Remove markers of all beacons from the F10 map.
-- @param #BEACONS self -- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self -- @return #BEACONS self
function BEACONS:MarkerRemove(Beacon, TypeID) function BEACONS:MarkerRemove()
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
beacon.markerID=nil
end
end
end
end
return self return self
end end
@@ -333,63 +109,31 @@ end
--- Get text displayed in the F10 marker. --- Get text displayed in the F10 marker.
-- @param #BEACONS self -- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return #string Marker text. -- @return #string Marker text.
function BEACONS:_GetMarkerText(beacon) function BEACONS:_GetMarkerText(beacon)
local frequency, funit=self:_GetFrequency(beacon.frequency) local altmin=self.altMin and tostring(self.altMin) or ""
local direction=beacon.direction~=nil and beacon.direction or -1 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("Beacon %s [ID=%s]", tostring(beacon.typeName), tostring(beacon.beaconId))
text=text..string.format("\nCallsign: %s", tostring(beacon.callsign)) local text=string.format("NAVFIX %s", self.name)
if UTILS.IsInTable({BEACON.Type.TACAN, BEACON.Type.RSBN, BEACON.Type.PRMG_GLIDESLOPE, BEACON.Type.PRMG_LOCALIZER}, beacon.type) then if self.isIAF then
text=text..string.format("\nChannel: %s", tostring(beacon.channel)) text=text..string.format(" (IAF)")
end end
text=text..string.format("\nFrequency: %.3f %s", frequency, funit) if self.isIF then
text=text..string.format("\nDirection: %.1f°", direction) 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 return text
end end
--- Get converted frequency.
-- @param #BEACONS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function BEACONS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of beacon type.
-- @param #BEACONS self
-- @param #number typeID Beacon type number.
-- @return #string Type name.
function BEACONS:_GetTypeName(typeID)
if typeID~=nil then
for typeName,_typeID in pairs(BEACON.Type) do
if _typeID==typeID then
return typeName
end
end
end
return "Unknown"
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,481 @@
--- **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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -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

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

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@@ -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

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

View File

@@ -2798,7 +2798,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
_RUNACT = subtitle _RUNACT = subtitle
--alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
-- Runway length. -- Runway length.
if self.rwylength then if self.rwylength then

View File

@@ -1283,8 +1283,6 @@ AIRBOSS = {
-- @field #string RHINOE F/A-18E Superhornet (mod). -- @field #string RHINOE F/A-18E Superhornet (mod).
-- @field #string RHINOF F/A-18F Superhornet (mod). -- @field #string RHINOF F/A-18F Superhornet (mod).
-- @field #string GROWLER FEA-18G Superhornet (mod). -- @field #string GROWLER FEA-18G Superhornet (mod).
-- @field #string CORSAIR F4U-1D Corsair.
-- @field #string CORSAIR_CW F4U-1D Corsair Mk.4 (clipped wing).
AIRBOSS.AircraftCarrier={ AIRBOSS.AircraftCarrier={
AV8B="AV8BNA", AV8B="AV8BNA",
HORNET="FA-18C_hornet", HORNET="FA-18C_hornet",
@@ -1301,8 +1299,6 @@ AIRBOSS.AircraftCarrier={
RHINOE="FA-18E", RHINOE="FA-18E",
RHINOF="FA-18F", RHINOF="FA-18F",
GROWLER="EA-18G", GROWLER="EA-18G",
CORSAIR="F4U-1D",
CORSAIR_CW="F4U-1D CW",
} }
--- Carrier types. --- Carrier types.
@@ -1314,7 +1310,6 @@ AIRBOSS.AircraftCarrier={
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module] -- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module] -- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Deprecated!] -- @field #string VINSON USS Carl Vinson (CVN-70) [Deprecated!]
-- @field #string ESSEX Essex class carrier (e.g. USS Yorktown (CV-10)) [Magnitude 3 Carrier Module]
-- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier] -- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier]
-- @field #string INVINCIBLE HMS Invincible (R05) [V/STOL Carrier] -- @field #string INVINCIBLE HMS Invincible (R05) [V/STOL Carrier]
-- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier] -- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier]
@@ -1330,7 +1325,6 @@ AIRBOSS.CarrierType = {
STENNIS = "Stennis", STENNIS = "Stennis",
FORRESTAL = "Forrestal", FORRESTAL = "Forrestal",
VINSON = "VINSON", VINSON = "VINSON",
ESSEX = "Essex",
HERMES = "HERMES81", HERMES = "HERMES81",
INVINCIBLE = "hms_invincible", INVINCIBLE = "hms_invincible",
TARAWA = "LHA_Tarawa", TARAWA = "LHA_Tarawa",
@@ -1918,9 +1912,6 @@ function AIRBOSS:New( carriername, alias )
-- Set max section members. Default 2. -- Set max section members. Default 2.
self:SetMaxSectionSize() self:SetMaxSectionSize()
-- Set max section distance. Default 100 meters.
self:SetMaxSectionDistance()
-- Set max flights per stack. Default is 2. -- Set max flights per stack. Default is 2.
self:SetMaxFlightsPerStack() self:SetMaxFlightsPerStack()
@@ -2019,8 +2010,6 @@ function AIRBOSS:New( carriername, alias )
elseif self.carriertype == AIRBOSS.CarrierType.VINSON then elseif self.carriertype == AIRBOSS.CarrierType.VINSON then
-- Carl Vinson is legacy now. -- Carl Vinson is legacy now.
self:_InitStennis() self:_InitStennis()
elseif self.carriertype == AIRBOSS.CarrierType.ESSEX then
self:_InitEssex()
elseif self.carriertype == AIRBOSS.CarrierType.HERMES then elseif self.carriertype == AIRBOSS.CarrierType.HERMES then
-- Hermes parameters. -- Hermes parameters.
self:_InitHermes() self:_InitHermes()
@@ -2874,12 +2863,7 @@ end
function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW) function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
--Check if V/STOL Carrier --Check if V/STOL Carrier
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
self.carriertype == AIRBOSS.CarrierType.HERMES or
self.carriertype == AIRBOSS.CarrierType.TARAWA or
self.carriertype == AIRBOSS.CarrierType.AMERICA or
self.carriertype == AIRBOSS.CarrierType.JCARLOS or
self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- allow a larger GSE for V/STOL operations --Pene Testing -- allow a larger GSE for V/STOL operations --Pene Testing
self.gle._max=_max or 0.7 self.gle._max=_max or 0.7
@@ -2888,8 +2872,8 @@ function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
self.gle._min=_min or -0.5 self.gle._min=_min or -0.5
self.gle.Low=Low or -1.2 self.gle.Low=Low or -1.2
self.gle.LOW=LOW or -1.5 self.gle.LOW=LOW or -1.5
else
-- CVN values -- CVN values
else
self.gle._max=_max or 0.4 self.gle._max=_max or 0.4
self.gle.High=High or 0.8 self.gle.High=High or 0.8
self.gle.HIGH=HIGH or 1.5 self.gle.HIGH=HIGH or 1.5
@@ -3104,7 +3088,8 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1) self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations) --self.SRS:SetModulations(Modulations)
if GoogleCreds then if GoogleCreds then
self.SRS:SetGoogle(GoogleCreds) self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
end end
if Voice then if Voice then
self.SRS:SetVoice(Voice) self.SRS:SetVoice(Voice)
@@ -3359,22 +3344,6 @@ function AIRBOSS:SetMaxSectionSize( nmax )
return self return self
end 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". --- Set max number of flights per stack. All members of a section count as one "flight".
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number nmax Number of max allowed flights per stack. Default is two. Minimum is one, maximum is 4. -- @param #number nmax Number of max allowed flights per stack. Default is two. Minimum is one, maximum is 4.
@@ -3654,6 +3623,7 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd ) self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit ) self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self) -- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5) -- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@@ -4640,51 +4610,6 @@ function AIRBOSS:_InitForrestal()
end end
--- Init parameters for Essec class carriers.
-- @param #AIRBOSS self
function AIRBOSS:_InitEssex()
-- Init Nimitz as default.
self:_InitNimitz()
-- Carrier Parameters.
self.carrierparam.sterndist = -126
self.carrierparam.deckheight = 19.27 --DCS World\CoreMods\tech\M3 WWII PTO units\Database\Essex_Class_Carrier_1944.lua
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength = 268
self.carrierparam.totwidthport = 23
self.carrierparam.totwidthstarboard = 23
-- Landing runway.
self.carrierparam.rwyangle = 0.0
self.carrierparam.rwylength = 265
self.carrierparam.rwywidth = 20
-- Wires.
self.carrierparam.wire1 = 21.9
self.carrierparam.wire2 = 28.3
self.carrierparam.wire3 = 34.7
self.carrierparam.wire4 = 41.1
self.carrierparam.wire5 = 47.4
self.carrierparam.wire6 = 53.7
self.carrierparam.wire7 = 59.0
self.carrierparam.wire8 = 64.1
self.carrierparam.wire9 = 72.7
self.carrierparam.wire10 = 78.0
self.carrierparam.wire11 = 85.5
self.carrierparam.wire12 = 105.9
self.carrierparam.wire13 = 113.3
self.carrierparam.wire14 = 121.0
self.carrierparam.wire15 = 128.5
-- Landing distance.
self.carrierparam.landingdist = self.carrierparam.sterndist+self.carrierparam.wire3
end
--- Init parameters for R12 HMS Hermes carrier. --- Init parameters for R12 HMS Hermes carrier.
-- @param #AIRBOSS self -- @param #AIRBOSS self
function AIRBOSS:_InitHermes() function AIRBOSS:_InitHermes()
@@ -5388,7 +5313,6 @@ function AIRBOSS:_GetAircraftAoA( playerData )
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
-- Table with AoA values. -- Table with AoA values.
local aoa = {} -- #AIRBOSS.AircraftAoA local aoa = {} -- #AIRBOSS.AircraftAoA
@@ -5433,6 +5357,7 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.Fast = 8.25 -- =17.5/2 aoa.Fast = 8.25 -- =17.5/2
aoa.FAST = 8.00 -- =16.5/2 aoa.FAST = 8.00 -- =16.5/2
elseif harrier then elseif harrier then
-- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 55. Pene testing -- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 55. Pene testing
aoa.SLOW = 16.0 aoa.SLOW = 16.0
aoa.Slow = 13.5 aoa.Slow = 13.5
@@ -5441,15 +5366,7 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.OnSpeedMin = 9.5 aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0 aoa.Fast = 8.0
aoa.FAST = 7.5 aoa.FAST = 7.5
elseif corsair then
-- F4U-1D Corsair parameters.
aoa.SLOW = 16.0
aoa.Slow = 13.5
aoa.OnSpeedMax = 12.5
aoa.OnSpeed = 10.0
aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0
aoa.FAST = 7.5
end end
return aoa return aoa
@@ -5562,7 +5479,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
-- Return values. -- Return values.
local alt local alt
@@ -5622,9 +5538,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif goshawk then elseif goshawk then
alt = UTILS.FeetToMeters( 800 ) alt = UTILS.FeetToMeters( 800 )
speed = UTILS.KnotsToMps( 300 ) speed = UTILS.KnotsToMps( 300 )
elseif corsair then
alt = UTILS.FeetToMeters( 300 )
speed = UTILS.KnotsToMps( 120 )
end end
elseif step == AIRBOSS.PatternStep.BREAKENTRY then elseif step == AIRBOSS.PatternStep.BREAKENTRY then
@@ -5638,9 +5551,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
elseif goshawk then elseif goshawk then
alt = UTILS.FeetToMeters( 800 ) alt = UTILS.FeetToMeters( 800 )
speed = UTILS.KnotsToMps( 300 ) speed = UTILS.KnotsToMps( 300 )
elseif corsair then
alt = UTILS.FeetToMeters( 200 )
speed = UTILS.KnotsToMps( 110 )
end end
elseif step == AIRBOSS.PatternStep.EARLYBREAK then elseif step == AIRBOSS.PatternStep.EARLYBREAK then
@@ -5649,9 +5559,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 800 ) alt = UTILS.FeetToMeters( 800 )
elseif skyhawk then elseif skyhawk then
alt = UTILS.FeetToMeters( 600 ) alt = UTILS.FeetToMeters( 600 )
elseif corsair then
alt = UTILS.FeetToMeters( 200 )
speed = UTILS.KnotsToMps( 100 )
end end
elseif step == AIRBOSS.PatternStep.LATEBREAK then elseif step == AIRBOSS.PatternStep.LATEBREAK then
@@ -5660,9 +5567,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 800 ) alt = UTILS.FeetToMeters( 800 )
elseif skyhawk then elseif skyhawk then
alt = UTILS.FeetToMeters( 600 ) alt = UTILS.FeetToMeters( 600 )
elseif corsair then
alt = UTILS.FeetToMeters( 150 )
speed = UTILS.KnotsToMps( 100 )
end end
elseif step == AIRBOSS.PatternStep.ABEAM then elseif step == AIRBOSS.PatternStep.ABEAM then
@@ -5671,9 +5575,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 600 ) alt = UTILS.FeetToMeters( 600 )
elseif skyhawk then elseif skyhawk then
alt = UTILS.FeetToMeters( 500 ) alt = UTILS.FeetToMeters( 500 )
elseif corsair then
alt = UTILS.FeetToMeters( 150 )
speed = UTILS.KnotsToMps( 90 )
end end
aoa = aoaac.OnSpeed aoa = aoaac.OnSpeed
@@ -5698,9 +5599,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 500 ) alt = UTILS.FeetToMeters( 500 )
elseif harrier then elseif harrier then
alt = UTILS.FeetToMeters( 425 ) alt = UTILS.FeetToMeters( 425 )
elseif corsair then
alt = UTILS.FeetToMeters( 90 )
speed = UTILS.KnotsToMps( 90 )
end end
aoa = aoaac.OnSpeed aoa = aoaac.OnSpeed
@@ -5713,8 +5611,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 430 ) -- Tomcat should be a bit higher as it intercepts the GS a bit higher. alt = UTILS.FeetToMeters( 430 ) -- Tomcat should be a bit higher as it intercepts the GS a bit higher.
elseif skyhawk then elseif skyhawk then
alt = UTILS.FeetToMeters( 370 ) -- ? alt = UTILS.FeetToMeters( 370 ) -- ?
elseif corsair then
alt = UTILS.FeetToMeters( 80 )
end end
-- Harrier wont get into wake pos. Runway is not angled and it stays port. -- Harrier wont get into wake pos. Runway is not angled and it stays port.
@@ -5730,8 +5626,6 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
alt = UTILS.FeetToMeters( 300 ) -- ? alt = UTILS.FeetToMeters( 300 ) -- ?
elseif harrier then elseif harrier then
alt=UTILS.FeetToMeters(312)-- 300-325 ft alt=UTILS.FeetToMeters(312)-- 300-325 ft
elseif corsair then
alt = UTILS.FeetToMeters( 80 )
end end
aoa = aoaac.OnSpeed aoa = aoaac.OnSpeed
@@ -6608,8 +6502,6 @@ function AIRBOSS:_LandAI( flight )
Speed = UTILS.KnotsToKmph( 175 ) Speed = UTILS.KnotsToKmph( 175 )
elseif flight.actype == AIRBOSS.AircraftCarrier.S3B or flight.actype == AIRBOSS.AircraftCarrier.S3BTANKER then elseif flight.actype == AIRBOSS.AircraftCarrier.S3B or flight.actype == AIRBOSS.AircraftCarrier.S3BTANKER then
Speed = UTILS.KnotsToKmph( 140 ) Speed = UTILS.KnotsToKmph( 140 )
elseif flight.actype == AIRBOSS.AircraftCarrier.CORSAIR or flight.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW then
Speed = UTILS.KnotsToKmph( 100 )
end end
-- Carrier position. -- Carrier position.
@@ -8832,13 +8724,13 @@ function AIRBOSS:OnEventRemoveUnit( EventData )
-- Nil checks. -- Nil checks.
if EventData == nil then if EventData == nil then
self:T( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" ) self:E( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" )
self:T( EventData ) self:E( EventData )
return return
end end
if EventData.IniUnit == nil then if EventData.IniUnit == nil then
self:T( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" ) self:E( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" )
self:T( EventData ) self:E( EventData )
return return
end end
@@ -10405,9 +10297,6 @@ function AIRBOSS:_GetSternCoord()
elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then
-- Forrestal -- Forrestal
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7.5, FB + 90, true, true ) self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7.5, FB + 90, true, true )
elseif self.carriertype == AIRBOSS.CarrierType.ESSEX then
-- Forrestal
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( -1, FB + 90, true, true )
else else
-- Nimitz SC: translate 8 meters starboard wrt Final bearing. -- Nimitz SC: translate 8 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 9.5, FB + 90, true, true ) self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 9.5, FB + 90, true, true )
@@ -17160,7 +17049,7 @@ function AIRBOSS:_RemoveSectionMember( playerData, sectionmember )
return false return false
end 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 #AIRBOSS self
-- @param #string _unitName Name of the player unit. -- @param #string _unitName Name of the player unit.
function AIRBOSS:_SetSection( _unitName ) function AIRBOSS:_SetSection( _unitName )
@@ -17178,7 +17067,7 @@ function AIRBOSS:_SetSection( _unitName )
local mycoord = _unit:GetCoordinate() local mycoord = _unit:GetCoordinate()
-- Max distance up to which section members are allowed. -- 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. -- Check if player is in Marshal or pattern queue already.
local text local text

View File

@@ -1428,7 +1428,7 @@ function AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, Targ
mission:_SetLogID() mission:_SetLogID()
-- DCS task parameters: -- DCS task parameters:
mission.engageZone=ZoneCAP or Coordinate mission.engageZone=ZoneCAP
mission.engageTargetTypes=TargetTypes or {"Air"} mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options: -- Mission options:
@@ -1717,7 +1717,7 @@ end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate. --- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self -- @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 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. -- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
@@ -1749,7 +1749,7 @@ end
--- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate. --- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing). -- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing).
-- @param #AUFTRAG self -- @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 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. -- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
@@ -4823,11 +4823,6 @@ function AUFTRAG:CheckGroupsDone()
return true return true
end end
if (self:IsStarted() or self:IsExecuting()) and self:CountOpsGroups()>0 then
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] and count of alive OPSGROUP > zero. Mission NOT DONE!", self.status, self:GetState()))
return true
end
return true return true
end end
@@ -6113,12 +6108,9 @@ function AUFTRAG:GetDCSMissionTask()
-- BOMBING Mission -- -- BOMBING Mission --
--------------------- ---------------------
local coords = self.engageTarget:GetCoordinates() local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb)
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) table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.STRAFING then elseif self.type==AUFTRAG.Type.STRAFING then
@@ -6156,15 +6148,7 @@ function AUFTRAG:GetDCSMissionTask()
-- CAP Mission -- -- CAP Mission --
----------------- -----------------
local Vec2 = self.engageZone:GetVec2() local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority)
local Radius
if self.engageZone:IsInstanceOf("COORDINATE") then
Radius = UTILS.NMToMeters(20)
else
Radius = self.engageZone:GetRadius()
end
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, Vec2, Radius, self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask) table.insert(self.enrouteTasks, DCStask)
@@ -6319,46 +6303,17 @@ function AUFTRAG:GetDCSMissionTask()
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.TargetType) --local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.TargetType)
--table.insert(self.enrouteTasks, DCStask) --table.insert(self.enrouteTasks, DCStask)
if self.engageZone then
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.engageTargetTypes)
--table.insert(self.enrouteTasks, DCStask)
self.engageZone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
local ScanUnitSet = self.engageZone:GetScannedSetUnit()
local SeadUnitSet = SET_UNIT:New()
for _,_unit in pairs (ScanUnitSet.Set) do
local unit = _unit -- Wrapper.Unit#UNTI
if unit and unit:IsAlive() and unit:HasSEAD() then
self:T("Adding UNIT for SEAD: "..unit:GetName())
local task = CONTROLLABLE.TaskAttackUnit(nil,unit,GroupAttack,AI.Task.WeaponExpend.ALL,1,Direction,self.engageAltitude,4161536)
table.insert(DCStasks, task)
SeadUnitSet:AddUnit(unit)
end
end
self.engageTarget = TARGET:New(SeadUnitSet)
--local OrbitTask = CONTROLLABLE.TaskOrbitCircle(nil,self.engageAltitude,self.missionSpeed,self.engageZone:GetCoordinate())
--local Point = self.engageZone:GetVec2()
--local OrbitTask = CONTROLLABLE.TaskOrbitCircleAtVec2(nil,Point,self.engageAltitude,self.missionSpeed)
--table.insert(DCStasks, OrbitTask)
else
self:_GetDCSAttackTask(self.engageTarget, DCStasks) self:_GetDCSAttackTask(self.engageTarget, DCStasks)
end
elseif self.type==AUFTRAG.Type.STRIKE then elseif self.type==AUFTRAG.Type.STRIKE then
-------------------- --------------------
-- STRIKE Mission -- -- STRIKE Mission --
-------------------- --------------------
local coords = self.engageTarget:GetCoordinates() local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
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)
table.insert(DCStasks, DCStask) table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then

View File

@@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
--- ---
-- Last Update May 2025 -- Last Update Jan 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -263,7 +263,6 @@ CSAR = {
rescuedpilots = 0, rescuedpilots = 0,
limitmaxdownedpilots = true, limitmaxdownedpilots = true,
maxdownedpilots = 10, 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, allheligroupset = nil,
topmenuname = "CSAR", topmenuname = "CSAR",
ADFRadioPwr = 1000, ADFRadioPwr = 1000,
@@ -314,7 +313,7 @@ CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.33" CSAR.version="1.0.30"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -469,7 +468,7 @@ function CSAR:New(Coalition, Template, Alias)
-- added 1.0.15 -- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane 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 -- added 1.0.16
self.PilotWeight = 80 self.PilotWeight = 80
@@ -1146,6 +1145,17 @@ function CSAR:_EventHandler(EventData)
return self return self
end end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
return self
end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
local initdcscoord = nil local initdcscoord = nil
local initcoord = nil local initcoord = nil
@@ -1159,36 +1169,6 @@ function CSAR:_EventHandler(EventData)
self:T({initdcscoord}) self:T({initdcscoord})
end 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!")
return self
end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
--local surface = _unit:GetCoordinate():GetSurfaceType() --local surface = _unit:GetCoordinate():GetSurfaceType()
local surface = initcoord:GetSurfaceType() local surface = initcoord:GetSurfaceType()
@@ -2136,50 +2116,56 @@ end
--- (Internal) Determine distance to closest MASH. --- (Internal) Determine distance to closest MASH.
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT -- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #number Distance in meters -- @return #CSAR self
-- @return #string MASH Name as string
function CSAR:_GetClosestMASH(_heli) function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH") self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP local _mashset = self.mash -- Core.Set#SET_GROUP
local MashSets = {} local _mashes = _mashset:GetSetObjects() -- #table
--local _mashes = _mashset.Set-- #table
table.insert(MashSets,_mashset.Set)
table.insert(MashSets,self.zonemashes.Set)
table.insert(MashSets,self.staticmashes.Set)
local _shortestDistance = -1 local _shortestDistance = -1
local _distance = 0 local _distance = 0
local _helicoord = _heli:GetCoordinate() 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 if self.allowFARPRescue then
local position = _heli:GetCoordinate() local position = _heli:GetCoordinate()
local afb,distance = position:GetClosestAirbase(nil,self.coalition) local afb,distance = position:GetClosestAirbase(nil,self.coalition)
_shortestDistance = distance _shortestDistance = distance
MashName = (afb ~= nil) and afb:GetName() or "Unknown"
end end
for _,_mashes in pairs(MashSets) do for _, _mashUnit in pairs(_mashes) do
for _, _mashUnit in pairs(_mashes or {}) do if _mashUnit and _mashUnit:IsAlive() then
local _mashcoord local _mashcoord = _mashUnit:GetCoordinate()
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) _distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance _shortestDistance = _distance
MashName = _mashUnit:GetName() or "Unknown"
end end
end end
end end
if _shortestDistance ~= -1 then if _shortestDistance ~= -1 then
return _shortestDistance, MashName return _shortestDistance
else else
return -1 return -1
end end
end end
--- (Internal) Display onboarded rescued pilots. --- (Internal) Display onboarded rescued pilots.
@@ -2337,9 +2323,9 @@ end
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Group#GROUP _group Group #GROUP object. -- @param Wrapper.Group#GROUP _group Group #GROUP object.
-- @param #number _freq Frequency to use -- @param #number _freq Frequency to use
-- @param #string BeaconName Beacon Name to use -- @param #string _name Beacon Name to use
-- @return #CSAR self -- @return #CSAR self
function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName) function CSAR:_AddBeaconToGroup(_group, _freq, _name)
self:T(self.lid .. " _AddBeaconToGroup") self:T(self.lid .. " _AddBeaconToGroup")
if self.CreateRadioBeacons == false then return end if self.CreateRadioBeacons == false then return end
local _group = _group local _group = _group
@@ -2360,11 +2346,10 @@ function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
if _radioUnit then if _radioUnit then
local name = _radioUnit:GetName() local name = _radioUnit:GetName()
local Frequency = _freq -- Freq in Hertz local Frequency = _freq -- Freq in Hertz
--local name = _radioUnit:GetName() local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0} 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, false, Frequency, self.ADFRadioPwr or 1000,_name) -- Beacon in MP only runs for exactly 30secs straight
trigger.action.radioTransmission(Sound, vec3, 0, true, Frequency, self.ADFRadioPwr or 500,BeaconName) -- Beacon in MP only runs for exactly 30secs straight
end end
end end
@@ -2385,13 +2370,9 @@ function CSAR:_RefreshRadioBeacons()
local group = pilot.group local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud local frequency = pilot.frequency or 0 -- thanks to @Thrud
local bname = pilot.BeaconName or pilot.name..math.random(1,100000) local bname = pilot.BeaconName or pilot.name..math.random(1,100000)
--trigger.action.stopRadioTransmission(bname)
if group and group:IsAlive() and frequency > 0 then
--self:_AddBeaconToGroup(group,frequency,bname)
else
if frequency > 0 then
trigger.action.stopRadioTransmission(bname) trigger.action.stopRadioTransmission(bname)
end if group and group:IsAlive() and frequency > 0 then
self:_AddBeaconToGroup(group,frequency,bname)
end end
end end
end end
@@ -2422,21 +2403,6 @@ function CSAR:_ReachedPilotLimit()
local islimited = self.limitmaxdownedpilots local islimited = self.limitmaxdownedpilots
local count = self:_CountActiveDownedPilots() local count = self:_CountActiveDownedPilots()
if islimited and (count >= limit) then 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 return true
else else
return false return false
@@ -2488,10 +2454,9 @@ function CSAR:onafterStart(From, Event, To)
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
self.staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() local staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce()
self.zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterStart() local zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce()
--[[
if staticmashes:Count() > 0 then if staticmashes:Count() > 0 then
for _,_mash in pairs(staticmashes.Set) do for _,_mash in pairs(staticmashes.Set) do
self.mash:AddObject(_mash) self.mash:AddObject(_mash)
@@ -2499,13 +2464,10 @@ function CSAR:onafterStart(From, Event, To)
end end
if zonemashes:Count() > 0 then if zonemashes:Count() > 0 then
self:T("Adding zones to self.mash SET")
for _,_mash in pairs(zonemashes.Set) do for _,_mash in pairs(zonemashes.Set) do
self.mash:AddObject(_mash) self.mash:AddObject(_mash)
end end
self:T("Objects in SET: "..self.mash:Count())
end end
--]]
if not self.coordinate then if not self.coordinate then
local csarhq = self.mash:GetRandom() local csarhq = self.mash:GetRandom()

View File

@@ -20,12 +20,11 @@
-- --
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!) -- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
-- ### Repack addition for crates: **Raiden** -- ### Repack addition for crates: **Raiden**
-- ### Additional cool features: **Lekaa**
-- --
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update May 2025 -- Last Update April 2025
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -866,7 +865,6 @@ do
-- my_ctld.TroopUnloadDistGroundHook = 15 -- On the ground, unload troops this far behind the Chinook -- my_ctld.TroopUnloadDistGroundHook = 15 -- On the ground, unload troops this far behind the Chinook
-- my_ctld.TroopUnloadDistHoverHook = 5 -- When hovering, unload troops this far behind the Chinook -- my_ctld.TroopUnloadDistHoverHook = 5 -- When hovering, unload troops this far behind the Chinook
-- my_ctld.showstockinmenuitems = false -- When set to true, the menu lines will also show the remaining items in stock (that is, if you set any), downside is that the menu for all will be build every 30 seconds anew. -- my_ctld.showstockinmenuitems = false -- When set to true, the menu lines will also show the remaining items in stock (that is, if you set any), downside is that the menu for all will be build every 30 seconds anew.
-- my_ctld.onestepmenu = false -- When set to true, the menu will create Drop and build, Get and load, Pack and remove, Pack and load, Pack. it will be a 1 step solution.
-- --
-- ## 2.1 CH-47 Chinook support -- ## 2.1 CH-47 Chinook support
-- --
@@ -1414,7 +1412,7 @@ CTLD.FixedWingTypes = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.3.35" CTLD.version="1.2.33"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@@ -1593,7 +1591,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.subcats = {} self.subcats = {}
self.subcatsTroop = {} self.subcatsTroop = {}
self.showstockinmenuitems = false self.showstockinmenuitems = false
self.onestepmenu = false
-- disallow building in loadzones -- disallow building in loadzones
self.nobuildinloadzones = true self.nobuildinloadzones = true
@@ -2075,9 +2072,6 @@ function CTLD:_EventHandler(EventData)
local _group = event.IniGroup local _group = event.IniGroup
local _unit = event.IniUnit local _unit = event.IniUnit
self:_RefreshLoadCratesMenu(_group, _unit) self:_RefreshLoadCratesMenu(_group, _unit)
if self:IsFixedWing(_unit) and self.enableFixedWing then
self:_RefreshDropCratesMenu(_group, _unit)
end
end end
elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then
-- remove from pilot table -- remove from pilot table
@@ -2919,10 +2913,10 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
if drop then if drop then
text = string.format("Crates for %s have been dropped!",cratename) text = string.format("Crates for %s have been dropped!",cratename)
self:__CratesDropped(1, Group, Unit, droppedcargo) self:__CratesDropped(1, Group, Unit, droppedcargo)
else
self:_SendMessage(text, 10, false, Group)
end end
self:_SendMessage(text, 10, false, Group)
self:_RefreshLoadCratesMenu(Group, Unit) self:_RefreshLoadCratesMenu(Group, Unit)
return self return self
end end
@@ -3570,7 +3564,7 @@ end
function CTLD:IsFixedWing(Unit) function CTLD:IsFixedWing(Unit)
local typename = Unit:GetTypeName() or "none" local typename = Unit:GetTypeName() or "none"
for _,_name in pairs(self.FixedWingTypes or {}) do for _,_name in pairs(self.FixedWingTypes or {}) do
if _name and (typename==_name or string.find(typename,_name,1,true))then if typename == _name or string.find(typename,_name,1,true) then
return true return true
end end
end end
@@ -3582,10 +3576,7 @@ end
-- @param Wrapper.Unit#UNIT Unit -- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome -- @return #boolean Outcome
function CTLD:IsHook(Unit) function CTLD:IsHook(Unit)
if not Unit then return false end if Unit and string.find(Unit:GetTypeName(),"CH.47") then
local typeName = Unit:GetTypeName()
if not typeName then return false end
if string.find(typeName, "CH.47") then
return true return true
else else
return false return false
@@ -3775,6 +3766,7 @@ function CTLD:_UnloadCrates(Group, Unit)
self:T(self.lid .. " _UnloadCrates") self:T(self.lid .. " _UnloadCrates")
if not self.dropcratesanywhere then -- #1570 if not self.dropcratesanywhere then -- #1570
-- check if we are in DROP zone
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP) local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
if not inzone then if not inzone then
self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group) self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group)
@@ -3783,60 +3775,46 @@ function CTLD:_UnloadCrates(Group, Unit)
end end
end end
end end
-- Door check
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to drop cargo!", 10, false, Group) self:_SendMessage("You need to open the door(s) to drop cargo!", 10, false, Group)
if not self.debug then return self end if not self.debug then return self end
end end
local hoverunload = self:IsCorrectHover(Unit) -- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsFixedWing(Unit) local IsHerc = self:IsFixedWing(Unit)
local IsHook = self:IsHook(Unit) local IsHook = self:IsHook(Unit)
if IsHerc and (not IsHook) then if IsHerc and (not IsHook) then
-- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit) hoverunload = self:IsCorrectFlightParameters(Unit)
end end
-- check if we\'re landed
local grounded = not self:IsUnitInAir(Unit) local grounded = not self:IsUnitInAir(Unit)
-- Get what we have loaded
local unitname = Unit:GetName() local unitname = Unit:GetName()
if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then
local loadedcargo = self.Loaded_Cargo[unitname] or {} local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
-- looking for crate
local cargotable = loadedcargo.Cargo local cargotable = loadedcargo.Cargo
local droppedCount = {}
local neededMap = {}
for _,_cargo in pairs (cargotable) do for _,_cargo in pairs (cargotable) do
local cargo = _cargo local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS and type ~= CTLD_CARGO.Enum.GCLOADABLE and (not cargo:WasDropped() or self.allowcratepickupagain) then if type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS and type ~= CTLD_CARGO.Enum.GCLOADABLE and (not cargo:WasDropped() or self.allowcratepickupagain) then
-- unload crates
self:_GetCrates(Group, Unit, cargo, 1, true) self:_GetCrates(Group, Unit, cargo, 1, true)
cargo:SetWasDropped(true) cargo:SetWasDropped(true)
cargo:SetHasMoved(true) cargo:SetHasMoved(true)
local cname = cargo:GetName() or "Unknown"
droppedCount[cname] = (droppedCount[cname] or 0) + 1
if not neededMap[cname] then
neededMap[cname] = cargo:GetCratesNeeded() or 1
end end
end end
end -- cleanup load list
for cname,count in pairs(droppedCount) do local loaded = {} -- #CTLD.LoadedCargo
local needed = neededMap[cname] or 1
if needed > 1 then
local full = math.floor(count/needed)
local left = count % needed
if full > 0 and left == 0 then
self:_SendMessage(string.format("Dropped %d %s.",full,cname),10,false,Group)
elseif full > 0 and left > 0 then
self:_SendMessage(string.format("Dropped %d %s(s), with %d leftover crate(s).",full,cname,left),10,false,Group)
else
self:_SendMessage(string.format("Dropped %d/%d crate(s) of %s.",count,needed,cname),15,false,Group)
end
else
self:_SendMessage(string.format("Dropped %d %s(s).",count,cname),10,false,Group)
end
end
local loaded = {}
loaded.Troopsloaded = 0 loaded.Troopsloaded = 0
loaded.Cratesloaded = 0 loaded.Cratesloaded = 0
loaded.Cargo = {} loaded.Cargo = {}
for _,_cargo in pairs (cargotable) do for _,_cargo in pairs (cargotable) do
local cargo = _cargo local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() local type = cargo:GetType() -- #CTLD_CARGO.Enum
local size = cargo:GetCratesNeeded() local size = cargo:GetCratesNeeded()
if type == CTLD_CARGO.Enum.TROOPS or type == CTLD_CARGO.Enum.ENGINEERS then if type == CTLD_CARGO.Enum.TROOPS or type == CTLD_CARGO.Enum.ENGINEERS then
table.insert(loaded.Cargo,_cargo) table.insert(loaded.Cargo,_cargo)
@@ -3867,8 +3845,7 @@ function CTLD:_UnloadCrates(Group, Unit)
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit -- @param Wrapper.Unit#UNIT Unit
-- @param #boolean Engineering If true build is by an engineering team. -- @param #boolean Engineering If true build is by an engineering team.
-- @param #boolean MultiDrop If true and not engineering or FOB, vary position a bit. function CTLD:_BuildCrates(Group, Unit,Engineering)
function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop)
self:T(self.lid .. " _BuildCrates") self:T(self.lid .. " _BuildCrates")
-- avoid users trying to build from flying Hercs -- avoid users trying to build from flying Hercs
if self:IsFixedWing(Unit) and self.enableFixedWing and not Engineering then if self:IsFixedWing(Unit) and self.enableFixedWing and not Engineering then
@@ -3962,13 +3939,12 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop)
if build.CanBuild then if build.CanBuild then
self:_CleanUpCrates(crates,build,number) self:_CleanUpCrates(crates,build,number)
if self.buildtime and self.buildtime > 0 then if self.buildtime and self.buildtime > 0 then
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate(),MultiDrop) local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate())
buildtimer:Start(self.buildtime) buildtimer:Start(self.buildtime)
self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group) self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group)
self:__CratesBuildStarted(1,Group,Unit) self:__CratesBuildStarted(1,Group,Unit)
self:_RefreshDropTroopsMenu(Group,Unit)
else else
self:_BuildObjectFromCrates(Group,Unit,build,false,nil,MultiDrop) self:_BuildObjectFromCrates(Group,Unit,build)
end end
end end
end end
@@ -4007,14 +3983,13 @@ function CTLD:_PackCratesNearby(Group, Unit)
_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player _Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
self:_RefreshLoadCratesMenu(Group,Unit) -- call the refresher to show the crates in the menu self:_RefreshLoadCratesMenu(Group,Unit) -- call the refresher to show the crates in the menu
return true return self
end end
end end
end end
end end
end end
self:_SendMessage("Nothing to pack at this distance pilot!",10,false,Group) return self
return false
end end
--- (Internal) Function to repair nearby vehicles / FOBs --- (Internal) Function to repair nearby vehicles / FOBs
@@ -4107,8 +4082,7 @@ end
-- @param #CTLD.Buildable Build -- @param #CTLD.Buildable Build
-- @param #boolean Repair If true this is a repair and not a new build -- @param #boolean Repair If true this is a repair and not a new build
-- @param Core.Point#COORDINATE RepairLocation Location for repair (e.g. where the destroyed unit was) -- @param Core.Point#COORDINATE RepairLocation Location for repair (e.g. where the destroyed unit was)
-- @param #boolean MultiDrop if true and not a repair, vary location a bit if not a FOB function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,MultiDrop)
self:T(self.lid .. " _BuildObjectFromCrates") self:T(self.lid .. " _BuildObjectFromCrates")
-- Spawn-a-crate-content -- Spawn-a-crate-content
if Group and Group:IsAlive() or (RepairLocation and not Repair) then if Group and Group:IsAlive() or (RepairLocation and not Repair) then
@@ -4125,7 +4099,7 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
if type(temptable) == "string" then if type(temptable) == "string" then
temptable = {temptable} temptable = {temptable}
end end
local zone = nil -- Core.Zone#ZONE_RADIUS local zone = nil
if RepairLocation and not Repair then if RepairLocation and not Repair then
-- timed build -- timed build
zone = ZONE_RADIUS:New(string.format("Build zone-%d",math.random(1,10000)),RepairLocation:GetVec2(),100) zone = ZONE_RADIUS:New(string.format("Build zone-%d",math.random(1,10000)),RepairLocation:GetVec2(),100)
@@ -4134,10 +4108,6 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
end end
--local randomcoord = zone:GetRandomCoordinate(35):GetVec2() --local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
local randomcoord = Build.Coord or zone:GetRandomCoordinate(35):GetVec2() local randomcoord = Build.Coord or zone:GetRandomCoordinate(35):GetVec2()
if MultiDrop and (not Repair) and canmove then
-- coordinate may be the same, avoid
local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
end
if Repair then if Repair then
randomcoord = RepairLocation:GetVec2() randomcoord = RepairLocation:GetVec2()
end end
@@ -4229,91 +4199,11 @@ function CTLD:_CleanUpCrates(Crates,Build,Number)
return self return self
end end
--- (Internal) Helper - Drop **all** loaded crates nearby and build them.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_DropAndBuild(Group,Unit)
if self.nobuildinloadzones then
if self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) then
self:_SendMessage("You cannot build in a loading area, Pilot!",10,false,Group)
return self
end
end
self:_UnloadCrates(Group,Unit)
timer.scheduleFunction(function() self:_BuildCrates(Group,Unit,false,true) end,{},timer.getTime()+1)
end
--- (Internal) Helper - Drop a **single** crate set and build it.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
-- @param number setIndex Index of the crate-set to drop
function CTLD:_DropSingleAndBuild(Group,Unit,setIndex)
if self.nobuildinloadzones then
if self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) then
self:_SendMessage("You cannot build in a loading area, Pilot!",10,false,Group)
return self
end
end
self:_UnloadSingleCrateSet(Group,Unit,setIndex)
timer.scheduleFunction(function() self:_BuildCrates(Group,Unit,false) end,{},timer.getTime()+1)
end
--- (Internal) Helper - Pack crates near the unit and load them.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_PackAndLoad(Group,Unit)
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!",10,false,Group)
return self
end
if not self:_PackCratesNearby(Group,Unit) then
return self
end
timer.scheduleFunction(function() self:_LoadCratesNearby(Group,Unit) end,{},timer.getTime()+1)
return self
end
--- (Internal) Helper - Pack crates near the unit and then remove them.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_PackAndRemove(Group,Unit)
if not self:_PackCratesNearby(Group,Unit) then
return self
end
timer.scheduleFunction(function() self:_RemoveCratesNearby(Group,Unit) end,{},timer.getTime()+1)
return self
end
--- (Internal) Helper - get and load in one step
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_GetAndLoad(Group,Unit,cargoObj)
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!",10,false,Group)
return self
end
self:_GetCrates(Group,Unit,cargoObj)
timer.scheduleFunction(function() self:_LoadSingleCrateSet(Group,Unit,cargoObj.Name) end,{},timer.getTime()+1)
end
-- @param Wrapper.Group#GROUP Group The players group that triggered the action
-- @param Wrapper.Unit#UNIT Unit The unit performing the pack-and-load
function CTLD:_GetAllAndLoad(Group,Unit)
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!",10,false,Group)
return self
end
timer.scheduleFunction(function() self:_LoadCratesNearby(Group,Unit) end,{},timer.getTime()+1)
end
--- (Internal) Housekeeping - Function to refresh F10 menus. --- (Internal) Housekeeping - Function to refresh F10 menus.
-- @param #CTLD self -- @param #CTLD self
-- @return #CTLD self -- @return #CTLD self
function CTLD:_RefreshF10Menus() function CTLD:_RefreshF10Menus()
self:T(self.lid .. " _RefreshF10Menus") self:T(self.lid .. " _RefreshF10Menus")
self.onestepmenu = self.onestepmenu or false -- hybrid toggle (default = false)
-- 1) Gather all the pilot groups from our Set -- 1) Gather all the pilot groups from our Set
local PlayerSet = self.PilotGroups local PlayerSet = self.PilotGroups
@@ -4424,6 +4314,7 @@ function CTLD:_RefreshF10Menus()
local menutext = cargoObj.Name local menutext = cargoObj.Name
if (stock >= 0) and (self.showstockinmenuitems == true) then menutext = menutext.." ["..stock.."]" end if (stock >= 0) and (self.showstockinmenuitems == true) then menutext = menutext.." ["..stock.."]" end
MENU_GROUP_COMMAND:New(_group, menutext, troopsmenu, self._LoadTroops, self, _group, _unit, cargoObj) MENU_GROUP_COMMAND:New(_group, menutext, troopsmenu, self._LoadTroops, self, _group, _unit, cargoObj)
end end
end end
end end
@@ -4450,66 +4341,11 @@ function CTLD:_RefreshF10Menus()
-- Build the “Get Crates” sub-menu items -- Build the “Get Crates” sub-menu items
local cratesmenu = MENU_GROUP:New(_group, "Get Crates", topcrates) local cratesmenu = MENU_GROUP:New(_group, "Get Crates", topcrates)
if self.onestepmenu then
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}
for catName, _ in pairs(self.subcats) do for catName, _ in pairs(self.subcats) do
subcatmenus[catName] = MENU_GROUP:New(_group, catName, cratesmenu) subcatmenus[catName] = MENU_GROUP:New(_group, catName, cratesmenu)
end end
for _,cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,subcatmenus[cargoObj.Subcategory])
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
for _,cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,subcatmenus[cargoObj.Subcategory])
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
else
for _,cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,cratesmenu)
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
for _,cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,cratesmenu)
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
end
else
if self.usesubcats then
local subcatmenus = {}
for catName, _ in pairs(self.subcats) do
subcatmenus[catName] = MENU_GROUP:New(_group, catName, cratesmenu) -- fixed variable case
end
for _, cargoObj in pairs(self.Cargo_Crates) do for _, cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0) local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0)
@@ -4548,7 +4384,6 @@ function CTLD:_RefreshF10Menus()
end end
end end
end end
end
local loadCratesMenu=MENU_GROUP:New(_group,"Load Crates",topcrates) local loadCratesMenu=MENU_GROUP:New(_group,"Load Crates",topcrates)
_group.MyLoadCratesMenu=loadCratesMenu _group.MyLoadCratesMenu=loadCratesMenu
@@ -4566,16 +4401,8 @@ function CTLD:_RefreshF10Menus()
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates) local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
MENU_GROUP_COMMAND:New(_group, "Remove crates nearby", removecratesmenu, self._RemoveCratesNearby, self, _group, _unit) MENU_GROUP_COMMAND:New(_group, "Remove crates nearby", removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
if self.onestepmenu then
local mPack=MENU_GROUP:New(_group,"Pack crates",topcrates)
MENU_GROUP_COMMAND:New(_group,"Pack",mPack,self._PackCratesNearby,self,_group,_unit)
MENU_GROUP_COMMAND:New(_group,"Pack and Load",mPack,self._PackAndLoad,self,_group,_unit)
MENU_GROUP_COMMAND:New(_group,"Pack and Remove",mPack,self._PackAndRemove,self,_group,_unit)
MENU_GROUP_COMMAND:New(_group, "List crates nearby", topcrates, self._ListCratesNearby, self, _group, _unit)
else
MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit) MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
MENU_GROUP_COMMAND:New(_group, "List crates nearby", topcrates, self._ListCratesNearby, self, _group, _unit) MENU_GROUP_COMMAND:New(_group, "List crates nearby", topcrates, self._ListCratesNearby, self, _group, _unit)
end
local uName = _unit:GetName() local uName = _unit:GetName()
local loadedData = self.Loaded_Cargo[uName] local loadedData = self.Loaded_Cargo[uName]
@@ -4596,6 +4423,8 @@ function CTLD:_RefreshF10Menus()
end end
end end
----------------------------------------------------- -----------------------------------------------------
-- Misc submenus -- Misc submenus
----------------------------------------------------- -----------------------------------------------------
@@ -4653,35 +4482,27 @@ function CTLD:_RefreshLoadCratesMenu(Group,Unit)
return return
end end
MENU_GROUP_COMMAND:New(Group, "Load ALL", Group.MyLoadCratesMenu, self._LoadCratesNearby, self, Group, Unit) MENU_GROUP_COMMAND:New(Group, "Load ALL", Group.MyLoadCratesMenu, self._LoadCratesNearby, self, Group, Unit)
local cargoByName = {} local cargoByName = {}
for _, crate in pairs(nearby) do for _, crate in pairs(nearby) do
local name=crate:GetName() local cName = crate:GetName()
cargoByName[name]=cargoByName[name] or{} cargoByName[cName] = cargoByName[cName] or {}
table.insert(cargoByName[name],crate) table.insert(cargoByName[cName], crate)
end end
local lineIndex=1 for cName, cList in pairs(cargoByName) do
for cName,list in pairs(cargoByName) do local needed = cList[1]:GetCratesNeeded() or 1
local needed=list[1]:GetCratesNeeded() or 1 local found = #cList
table.sort(list,function(a,b)return a:GetID()<b:GetID() end)
local i=1 local line
while i<=#list do if found >= needed then
local left=#list-i+1 line = string.format("Load %s", cName)
local label
if left>=needed then
label=string.format("%d. Load %s",lineIndex,cName)
i=i+needed
else else
label=string.format("%d. Load %s (%d/%d)",lineIndex,cName,left,needed) MENU_GROUP_COMMAND:New(Group, "Rescan?", Group.MyLoadCratesMenu, function() self:_RefreshLoadCratesMenu(Group, Unit) end)
i=#list+1 line = string.format("Load %s (%d/%d)", cName, found, needed)
end end
MENU_GROUP_COMMAND:New(Group,label,Group.MyLoadCratesMenu,self._LoadSingleCrateSet,self,Group,Unit,cName) MENU_GROUP_COMMAND:New(Group, line, Group.MyLoadCratesMenu, self._LoadSingleCrateSet, self, Group, Unit, cName)
lineIndex=lineIndex+1
end end
end end
end
--- ---
-- Loads exactly `CratesNeeded` crates for one cargoName in range. -- Loads exactly `CratesNeeded` crates for one cargoName in range.
@@ -4891,17 +4712,7 @@ function CTLD:_UnloadSingleCrateSet(Group, Unit, setIndex)
cObj:SetWasDropped(true) cObj:SetWasDropped(true)
cObj:SetHasMoved(true) cObj:SetHasMoved(true)
end end
local cname = crateObj:GetName() or "Unknown"
local count = #chunk
if needed > 1 then
if count == needed then
self:_SendMessage(string.format("Dropped %d %s.", 1, cname), 10, false, Group)
else
self:_SendMessage(string.format("Dropped %d/%d crate(s) of %s.", count, needed, cname), 15, false, Group)
end
else
self:_SendMessage(string.format("Dropped %d %s(s).", count, cname), 10, false, Group)
end
-- Rebuild the cargo list to remove the dropped crates -- Rebuild the cargo list to remove the dropped crates
local loadedData = self.Loaded_Cargo[unitName] local loadedData = self.Loaded_Cargo[unitName]
if loadedData and loadedData.Cargo then if loadedData and loadedData.Cargo then
@@ -4934,7 +4745,6 @@ end
-- @param Wrapper.Unit#UNIT Unit The calling unit. -- @param Wrapper.Unit#UNIT Unit The calling unit.
-- @return #CTLD self -- @return #CTLD self
function CTLD:_RefreshDropCratesMenu(Group, Unit) function CTLD:_RefreshDropCratesMenu(Group, Unit)
if not Group.CTLDTopmenu then return end if not Group.CTLDTopmenu then return end
local topCrates = Group.MyTopCratesMenu local topCrates = Group.MyTopCratesMenu
if not topCrates then return end if not topCrates then return end
@@ -4970,15 +4780,7 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
return return
end end
----------------------------------------------------------------------
-- DEFAULT (“classic”) versus ONE-STEP behaviour
----------------------------------------------------------------------
if not self.onestepmenu then
--------------------------------------------------------------------
-- classic menu
--------------------------------------------------------------------
MENU_GROUP_COMMAND:New(Group,"Drop ALL crates",dropCratesMenu,self._UnloadCrates,self,Group,Unit) MENU_GROUP_COMMAND:New(Group,"Drop ALL crates",dropCratesMenu,self._UnloadCrates,self,Group,Unit)
self.CrateGroupList=self.CrateGroupList or{} self.CrateGroupList=self.CrateGroupList or{}
self.CrateGroupList[Unit:GetName()]={} self.CrateGroupList[Unit:GetName()]={}
@@ -5013,56 +4815,6 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
lineIndex=lineIndex+1 lineIndex=lineIndex+1
end end
end end
else
--------------------------------------------------------------------
-- one-step (enhanced) menu
--------------------------------------------------------------------
local mAll=MENU_GROUP:New(Group,"Drop ALL crates",dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mAll,self._UnloadCrates,self,Group,Unit)
if not ( self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) ) then
MENU_GROUP_COMMAND:New(Group,"Drop and build",mAll,self._DropAndBuild,self,Group,Unit)
end
self.CrateGroupList=self.CrateGroupList or{}
self.CrateGroupList[Unit:GetName()]={}
local lineIndex=1
for cName,list in pairs(cargoByName) do
local needed=list[1]:GetCratesNeeded() or 1
table.sort(list,function(a,b)return a:GetID()<b:GetID()end)
local i=1
while i<=#list do
local left=(#list-i+1)
if left>=needed then
local chunk={}
for n=i,i+needed-1 do
table.insert(chunk,list[n])
end
local label=string.format("%d. %s",lineIndex,cName)
table.insert(self.CrateGroupList[Unit:GetName()],chunk)
local setIndex=#self.CrateGroupList[Unit:GetName()]
local mSet=MENU_GROUP:New(Group,label,dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mSet,self._UnloadSingleCrateSet,self,Group,Unit,setIndex)
if not ( self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) ) then
MENU_GROUP_COMMAND:New(Group,"Drop and build",mSet,self._DropSingleAndBuild,self,Group,Unit,setIndex)
end
i=i+needed
else
local chunk={}
for n=i,#list do
table.insert(chunk,list[n])
end
local label=string.format("%d. %s %d/%d",lineIndex,cName,left,needed)
table.insert(self.CrateGroupList[Unit:GetName()],chunk)
local setIndex=#self.CrateGroupList[Unit:GetName()]
MENU_GROUP_COMMAND:New(Group,label,dropCratesMenu,self._UnloadSingleCrateSet,self,Group,Unit,setIndex)
i=#list+1
end
lineIndex=lineIndex+1
end
end
end
end end
--- (Internal) Function to unload a single Troop group by ID. --- (Internal) Function to unload a single Troop group by ID.
@@ -5112,7 +4864,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
return self return self
end end
-- Drop the FIRST cargo in that chunk -- Drop ONLY the FIRST cargo in that chunk
local foundCargo = chunk[1] local foundCargo = chunk[1]
if not foundCargo then if not foundCargo then
self:_SendMessage(string.format("No troop cargo at chunk %d!", chunkID), 10, false, Group) self:_SendMessage(string.format("No troop cargo at chunk %d!", chunkID), 10, false, Group)
@@ -5173,8 +4925,6 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
foundCargo:SetWasDropped(true) foundCargo:SetWasDropped(true)
if cType == CTLD_CARGO.Enum.ENGINEERS then if cType == CTLD_CARGO.Enum.ENGINEERS then
self.Engineers = self.Engineers + 1 self.Engineers = self.Engineers + 1
local grpname = self.DroppedTroops[self.TroopCounter]:GetName()
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
self:_SendMessage(string.format("Dropped Engineers %s into action!", name), 10, false, Group) self:_SendMessage(string.format("Dropped Engineers %s into action!", name), 10, false, Group)
else else
self:_SendMessage(string.format("Dropped Troops %s into action!", name), 10, false, Group) self:_SendMessage(string.format("Dropped Troops %s into action!", name), 10, false, Group)
@@ -5912,7 +5662,6 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
if Zonetype == CTLD.CargoZoneType.SHIP then if Zonetype == CTLD.CargoZoneType.SHIP then
self:T("Checking Type Ship: "..zonename) self:T("Checking Type Ship: "..zonename)
local ZoneUNIT = UNIT:FindByName(zonename) local ZoneUNIT = UNIT:FindByName(zonename)
if not ZoneUNIT then return false end
zonecoord = ZoneUNIT:GetCoordinate() zonecoord = ZoneUNIT:GetCoordinate()
zoneradius = czone.shiplength zoneradius = czone.shiplength
zonewidth = czone.shipwidth zonewidth = czone.shipwidth
@@ -5990,23 +5739,16 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
for index,cargozone in pairs(zones[i]) do for index,cargozone in pairs(zones[i]) do
local CZone = cargozone --#CTLD.CargoZone local CZone = cargozone --#CTLD.CargoZone
local zonename = CZone.name local zonename = CZone.name
local zone = nil -- Core.Zone#ZONE_RADIUS local zone = nil
local airbasezone = false
if i == 4 then if i == 4 then
zone = UNIT:FindByName(zonename) zone = UNIT:FindByName(zonename)
else else
zone = ZONE:FindByName(zonename) zone = ZONE:FindByName(zonename)
if not zone then if not zone then
zone = AIRBASE:FindByName(zonename):GetZone() zone = AIRBASE:FindByName(zonename):GetZone()
airbasezone = true
end end
end end
local zonecoord = zone:GetCoordinate() local zonecoord = zone:GetCoordinate()
-- Avoid smoke/flares on runways
if (i==1 or 1==3) and airbasezone==true and zone:IsInstanceOf("ZONE_BASE") then
zonecoord = zone:GetRandomCoordinate(inner,outer,{land.SurfaceType.LAND})
end
if zonecoord then
local active = CZone.active local active = CZone.active
local color = CZone.color local color = CZone.color
local distance = self:_GetDistance(zonecoord,unitcoord) local distance = self:_GetDistance(zonecoord,unitcoord)
@@ -6025,7 +5767,6 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
end end
end end
end end
end
if not smoked then if not smoked then
local distance = UTILS.MetersToNM(self.smokedistance) local distance = UTILS.MetersToNM(self.smokedistance)
self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group) self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group)
@@ -7242,8 +6983,7 @@ end
-- right subtype? -- right subtype?
if Event == subtype and not task:IsDone() then if Event == subtype and not task:IsDone() then
local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case .... local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case ....
self:T2({Name=Groupname,Property=task:GetProperty("ExtractName")}) --self:T2({Name=Groupname,Property=task:GetProperty("ExtractName")})
if task:GetProperty("ExtractName") then
local okaygroup = string.find(Groupname,task:GetProperty("ExtractName"),1,true) local okaygroup = string.find(Groupname,task:GetProperty("ExtractName"),1,true)
if targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and okaygroup then if targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and okaygroup then
if task.Clients:HasUniqueID(playername) then if task.Clients:HasUniqueID(playername) then
@@ -7251,9 +6991,6 @@ end
task:__Success(-1) task:__Success(-1)
end end
end end
else
self:T({Text="'ExtractName' Property not set",Name=Groupname,Property=task.Type})
end
end end
end end
) )

View File

@@ -70,7 +70,6 @@
-- @field #boolean DespawnAfterLanding -- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding -- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag -- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown. --- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
@@ -224,8 +223,7 @@ EASYGCICAP = {
ReadyFlightGroups = {}, ReadyFlightGroups = {},
DespawnAfterLanding = false, DespawnAfterLanding = false,
DespawnAfterHolding = true, DespawnAfterHolding = true,
ListOfAuftrag = {}, ListOfAuftrag = {}
defaulttakeofftype = "hot",
} }
--- Internal Squadron data type --- Internal Squadron data type
@@ -261,7 +259,7 @@ EASYGCICAP = {
--- EASYGCICAP class version. --- EASYGCICAP class version.
-- @field #string version -- @field #string version
EASYGCICAP.version="0.1.23" EASYGCICAP.version="0.1.18"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -314,7 +312,6 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self.DespawnAfterLanding = false self.DespawnAfterLanding = false
self.DespawnAfterHolding = true self.DespawnAfterHolding = true
self.ListOfAuftrag = {} self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias) self.lid=string.format("EASYGCICAP %s | ", self.alias)
@@ -403,16 +400,6 @@ function EASYGCICAP:SetDefaultRepeatOnFailure(Retries)
return self return self
end 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 --- Set default CAP Speed in knots
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #number Speed Speed defaults to 300 -- @param #number Speed Speed defaults to 300
@@ -582,13 +569,6 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local DespawnAfterLanding = self.DespawnAfterLanding local DespawnAfterLanding = self.DespawnAfterLanding
local DespawnAfterHolding = self.DespawnAfterHolding 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 -- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias) local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetVerbosityLevel(0) CAP_Wing:SetVerbosityLevel(0)
@@ -616,8 +596,9 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
if #self.ManagedREC > 0 then if #self.ManagedREC > 0 then
CAP_Wing:SetNumberRecon(1) CAP_Wing:SetNumberRecon(1)
end end
--local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate()
CAP_Wing:SetTakeoffType(self.defaulttakeofftype) --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:SetLowFuelThreshold(0.3)
CAP_Wing.RandomAssetScore = math.random(50,100) CAP_Wing.RandomAssetScore = math.random(50,100)
CAP_Wing:Start() CAP_Wing:Start()
@@ -625,9 +606,6 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local Intel = self.Intel local Intel = self.Intel
local TankerInvisible = self.TankerInvisible 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) function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
@@ -641,7 +619,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch() flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch()
if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then
flightgroup:SetDetection(true) flightgroup:SetDetection(true)
flightgroup:SetEngageDetectedOn(engagerange,{"Air"},GoZoneSet,NoGoZoneSet) flightgroup:SetEngageDetectedOn(self.engagerange,{"Air"},self.GoZoneSet,self.NoGoZoneSet)
flightgroup:SetOutOfAAMRTB() flightgroup:SetOutOfAAMRTB()
if CapFormation then if CapFormation then
flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation) flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation)
@@ -785,11 +763,6 @@ function EASYGCICAP:_SetTankerPatrolPoints()
self:T(self.lid.."_SetTankerPatrolPoints") self:T(self.lid.."_SetTankerPatrolPoints")
for _,_data in pairs(self.ManagedTK) do for _,_data in pairs(self.ManagedTK) do
local data = _data --#EASYGCICAP.CapPoint 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 Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
@@ -809,11 +782,6 @@ function EASYGCICAP:_SetAwacsPatrolPoints()
self:T(self.lid.."_SetAwacsPatrolPoints") self:T(self.lid.."_SetAwacsPatrolPoints")
for _,_data in pairs(self.ManagedEWR) do for _,_data in pairs(self.ManagedEWR) do
local data = _data --#EASYGCICAP.CapPoint 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 Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
@@ -833,11 +801,6 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints") self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint 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 Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
@@ -857,11 +820,6 @@ function EASYGCICAP:_SetReconPatrolPoints()
self:T(self.lid.."_SetReconPatrolPoints") self:T(self.lid.."_SetReconPatrolPoints")
for _,_data in pairs(self.ManagedREC) do for _,_data in pairs(self.ManagedREC) do
local data = _data --#EASYGCICAP.CapPoint 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 Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude 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 local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP
-- Set some string id for output to DCS.log file. -- 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 -- Defaults
self:SetDefaultROE() self:SetDefaultROE()
@@ -2003,9 +2003,6 @@ function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info. -- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name)) 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. -- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE) self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)

View File

@@ -2324,7 +2324,7 @@ INTEL_DLINK = {
verbose = 0, verbose = 0,
lid = nil, lid = nil,
alias = nil, alias = nil,
cachetime = 120, cachetime = 300,
interval = 20, interval = 20,
contacts = {}, contacts = {},
clusters = {}, clusters = {},
@@ -2333,7 +2333,7 @@ INTEL_DLINK = {
--- Version string --- Version string
-- @field #string version -- @field #string version
INTEL_DLINK.version = "0.0.2" INTEL_DLINK.version = "0.0.1"
--- Function to instantiate a new object --- Function to instantiate a new object
-- @param #INTEL_DLINK self -- @param #INTEL_DLINK self
@@ -2384,15 +2384,15 @@ function INTEL_DLINK:New(Intels, Alias, Interval, Cachetime)
self.alias="SPECTRE" self.alias="SPECTRE"
end end
-- Cache time
self.cachetime = Cachetime or 300
-- Interval -- Interval
self.interval = Interval or 20 self.interval = Interval or 20
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("INTEL_DLINK %s | ", self.alias) self.lid=string.format("INTEL_DLINK %s | ", self.alias)
-- Cache time
self:SetDLinkCacheTime(Cachetime or 120)
-- Start State. -- Start State.
self:SetStartState("Stopped") self:SetStartState("Stopped")
@@ -2477,16 +2477,6 @@ function INTEL_DLINK:onafterStart(From, Event, To)
return self return self
end 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 --- Function to collect data from the various #INTEL
-- @param #INTEL_DLINK self -- @param #INTEL_DLINK self
-- @param #string From The From state -- @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 Wrapper.Marker#MARKER marker Marker on the F10 map.
-- @field #string formation Ground formation. Similar to action but on/off road. -- @field #string formation Ground formation. Similar to action but on/off road.
-- @field #number missionUID Mission UID (Auftragsnr) this waypoint belongs to. -- @field #number missionUID Mission UID (Auftragsnr) this waypoint belongs to.
-- @field Navigation.FlightPlan#FLIGHTPLAN flightplan Flightplan this waypoint belongs to.
--- Cargo Carrier status. --- Cargo Carrier status.
-- @type OPSGROUP.CarrierStatus -- @type OPSGROUP.CarrierStatus
@@ -573,6 +574,11 @@ function OPSGROUP:New(group)
-- Set DCS group and controller. -- Set DCS group and controller.
self.dcsgroup=self:GetDCSGroup() self.dcsgroup=self:GetDCSGroup()
if not self.dcsgroup then
return
end
self.controller=self.dcsgroup:getController() self.controller=self.dcsgroup:getController()
-- Category. -- Category.
@@ -5589,13 +5595,10 @@ function OPSGROUP:onafterUnpauseMission(From, Event, To)
-- Debug info. -- Debug info.
self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType())) 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. -- Start mission.
self:MissionStart(mission) self:MissionStart(mission)
-- Remove mission from pausedmissions queue -- Remove mission from
for i,mid in pairs(self.pausedmissions) do for i,mid in pairs(self.pausedmissions) do
--self:T(self.lid..string.format("Checking paused mission", mid)) --self:T(self.lid..string.format("Checking paused mission", mid))
if mid==mission.auftragsnummer then if mid==mission.auftragsnummer then
@@ -6235,7 +6238,7 @@ function OPSGROUP:RouteToMission(mission, delay)
end end
-- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h. -- 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. -- Teleport to waypoint coordinate. Mission will not be paused.
self:Teleport(waypointcoord, nil, true) self:Teleport(waypointcoord, nil, true)
@@ -11352,9 +11355,9 @@ function OPSGROUP:_SimpleTaskFunction(Function, uid)
return DCSTask return DCSTask
end end
--- Enhance waypoint table. --- Enhanced waypoint table.
-- @param #OPSGROUP self -- @param #OPSGROUP self
-- @param #OPSGROUP.Waypoint Waypoint data. -- @param #OPSGROUP.Waypoint waypoint Waypoint data.
-- @return #OPSGROUP.Waypoint Modified waypoint data. -- @return #OPSGROUP.Waypoint Modified waypoint data.
function OPSGROUP:_CreateWaypoint(waypoint) function OPSGROUP:_CreateWaypoint(waypoint)
@@ -13610,20 +13613,24 @@ end
-- @return Core.Point#COORDINATE The coordinate of the object. -- @return Core.Point#COORDINATE The coordinate of the object.
function OPSGROUP:_CoordinateFromObject(Object) function OPSGROUP:_CoordinateFromObject(Object)
env.info("FF coordfrom object")
if Object then 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 return Object
else else
if Object:IsInstanceOf("POSITIONABLE") or Object:IsInstanceOf("ZONE_BASE") then 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() local coord=Object:GetCoordinate()
return coord return coord
else 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
end end
else else
self:T(self.lid.."ERROR: Object passed is nil!") self:E(self.lid.."ERROR: Object passed is nil!")
end end
return nil return nil

View File

@@ -53,7 +53,6 @@
-- @field #number threatlevelCapture Threat level necessary to capture a zone. -- @field #number threatlevelCapture Threat level necessary to capture a zone.
-- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units. -- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units.
-- @field Core.Set#SET_GROUP ScanGroupSet Set of scanned groups. -- @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 --- *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, Tnut = 0,
chiefs = {}, chiefs = {},
Missions = {}, Missions = {},
UpdateSeconds = 120,
} }
--- OPSZONE.MISSION --- OPSZONE.MISSION
@@ -99,7 +97,7 @@ OPSZONE.ZoneType={
--- OPSZONE class version. --- OPSZONE class version.
-- @field #string version -- @field #string version
OPSZONE.version="0.6.2" OPSZONE.version="0.6.1"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -735,8 +733,7 @@ function OPSZONE:onafterStart(From, Event, To)
self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self) self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self)
-- Status update. -- Status update.
local EveryUpdateIn = self.UpdateSeconds or 120 self.timerStatus:Start(1, 120)
self.timerStatus:Start(1, EveryUpdateIn)
-- Handle base captured event. -- Handle base captured event.
if self.airbase then if self.airbase then

View File

@@ -21,7 +21,7 @@
-- === -- ===
-- @module Ops.PlayerTask -- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg -- @image OPS_PlayerTask.jpg
-- @date Last Update May 2025 -- @date Last Update Jan 2025
do do
@@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASK.version="0.1.27" PLAYERTASK.version="0.1.25"
--- Generic task condition. --- Generic task condition.
-- @type PLAYERTASK.Condition -- @type PLAYERTASK.Condition
@@ -556,7 +556,6 @@ end
-- @param #PLAYERTASK self -- @param #PLAYERTASK self
-- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone. -- @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 #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 -- @return #PLAYERTASK self
-- @usage -- @usage
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects. -- -- 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, -- -- 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. -- -- 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) -- playerTaskManager:AddPlayerTaskToQueue(mytask)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone) function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition)
local task = self local task = self
task:AddConditionSuccess( task:AddConditionSuccess(
function(target) function(target)
if target:IsInstanceOf("OPSZONE") then 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 elseif target:IsInstanceOf("SET_OPSZONE") then
local successes = 0 local successes = 0
local isClientInZone = false local isClientInZone = false
target:ForEachZone(function(opszone) target:ForEachZone(function(opszone)
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true) then if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition) then
successes = successes + 1 successes = successes + 1
end end
@@ -980,12 +979,6 @@ function PLAYERTASK:onafterStatus(From, Event, To)
if status == "Stopped" then return self end 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 -- Check Target status
local targetdead = false local targetdead = false
@@ -1909,7 +1902,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASKCONTROLLER.version="0.1.70" PLAYERTASKCONTROLLER.version="0.1.69"
--- Create and run a new TASKCONTROLLER instance. --- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
@@ -1951,7 +1944,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.taskinfomenu = false self.taskinfomenu = false
self.activehasinfomenu = false self.activehasinfomenu = false
self.MenuName = nil self.MenuName = nil
self.menuitemlimit = 6 self.menuitemlimit = 5
self.holdmenutime = 30 self.holdmenutime = 30
self.MarkerReadOnly = false self.MarkerReadOnly = false
@@ -2422,7 +2415,7 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,Holdi
end end
) )
else 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 end
else else
self.autolase = nil self.autolase = nil
@@ -2581,7 +2574,7 @@ function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
if self.activehasinfomenu then if self.activehasinfomenu then
self:EnableTaskInfoMenu() self:EnableTaskInfoMenu()
end end
self.menuitemlimit = ItemLimit+1 or 6 self.menuitemlimit = ItemLimit or 5
self.holdmenutime = HoldTime or 30 self.holdmenutime = HoldTime or 30
return self return self
end end
@@ -3486,7 +3479,7 @@ end
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask -- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement -- @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 -- @return #PLAYERTASKCONTROLLER self
-- @usage -- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete: -- 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 else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic) CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
end end
--self:I("CoordText = "..CoordText)
-- Threat Level -- Threat Level
local ThreatLevel = task.Target:GetThreatLevelMax() local ThreatLevel = task.Target:GetThreatLevelMax()
--local ThreatLevelText = "high" --local ThreatLevelText = "high"
@@ -3845,8 +3837,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
Text = string.gsub(Text,"9","niner") Text = string.gsub(Text,"9","niner")
CoordText = "MGRS;"..Text CoordText = "MGRS;"..Text
if self.PathToGoogleKey then if self.PathToGoogleKey then
--CoordText = string.format("<say-as interpret-as=\'characters\'>%s</say-as>",CoordText) CoordText = string.format("<say-as interpret-as='characters'>%s</say-as>",CoordText)
--doesn't seem to work any longer
end end
--self:I(self.lid.." | ".. CoordText) --self:I(self.lid.." | ".. CoordText)
end end
@@ -3864,12 +3855,10 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ") CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ")
end end
elseif task:HasFreetext() then elseif task:HasFreetext() then
-- add tts freetext -- add tts freetext
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale) local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS() ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS()
end end
--self:I("**** TTS Text ****\n"..ttstext.."\n*****")
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2)
end end
else else
@@ -4368,7 +4357,7 @@ function PLAYERTASKCONTROLLER:SwitchDetectStatics(OnOff)
return self return self
end 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 #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@@ -4382,7 +4371,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
return self return self
end 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 #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set. -- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@@ -4396,7 +4385,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZoneSet(AcceptZoneSet)
return self return self
end 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 #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@@ -4410,7 +4399,7 @@ function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
return self return self
end 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 #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set. -- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@@ -4424,37 +4413,9 @@ function PLAYERTASKCONTROLLER:AddRejectZoneSet(RejectZoneSet)
return self return self
end 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 #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE ConflictZone Add a zone to the conflict zone set. -- @param Core.Zone#ZONE AcceptZone Add a zone to the accept 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.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone) function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
self:T(self.lid.."RemoveAcceptZone") self:T(self.lid.."RemoveAcceptZone")
@@ -4466,11 +4427,11 @@ function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
return self return self
end 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 #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 -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone) function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
self:T(self.lid.."RemoveRejectZone") self:T(self.lid.."RemoveRejectZone")
if self.Intel then if self.Intel then
self.Intel:RemoveRejectZone(RejectZone) self.Intel:RemoveRejectZone(RejectZone)
@@ -4480,20 +4441,6 @@ function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
return self return self
end 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. --- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation. -- @param #string Name The name to use as the top menu designation.

View File

@@ -1715,26 +1715,6 @@ function TARGET:GetAverageCoordinate()
return nil return nil
end 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. --- Get heading of target.
-- @param #TARGET self -- @param #TARGET self
-- @return #number Heading of the target in degrees. -- @return #number Heading of the target in degrees.
@@ -1988,21 +1968,6 @@ function TARGET:GetObject(RefCoordinate, Coalitions)
return nil return nil
end 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. --- Count alive objects.
-- @param #TARGET self -- @param #TARGET self
-- @param #TARGET.Object Target Target objective. -- @param #TARGET.Object Target Target objective.

View File

@@ -513,7 +513,7 @@ MSRS.Voices = {
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE ["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE ["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE ["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_US_Wavenet_A"] = 'en-US-Wavenet-A', -- [14] MALE ["en_US_Wavenet_A"] = 'en-US-Wavenet-N', -- [14] MALE
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE ["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE ["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- [17] MALE ["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- [17] MALE

View File

@@ -30,8 +30,6 @@
--- Governs multiple missions, the tasking and the reporting. --- 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. -- 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. -- It can assign a random task to a player when requested.
-- The commandcenter provides the facilitites to communicate between human players online, executing a task. -- The commandcenter provides the facilitites to communicate between human players online, executing a task.

View File

@@ -5,8 +5,6 @@
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups. -- 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. -- 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: -- 1.1) DETECTION_MANAGER constructor:
-- ----------------------------------- -- -----------------------------------
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance. -- * @{#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. --- 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. -- A mission contains multiple tasks and can be of different task types.
-- These tasks need to be assigned to human players to be executed. -- 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. -- # 1) Tasking from a player perspective.
-- --
-- Tasking can be controlled by using the "other" menu in the radio menu of the player group. -- 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} -- # 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. -- ## The TASKINFO class implements the methods to contain information and display information of a task.
-- --
-- # Developer Note -- # Developer Note

View File

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

View File

@@ -31,8 +31,6 @@ do -- TASK_A2A_DISPATCHER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups. --- 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) -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
-- --
-- The EWR will detect units, will group them, and will dispatch @{Tasking.Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. -- The EWR will detect units, will group them, and will dispatch @{Tasking.Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.

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, --- 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}. -- 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: -- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --
-- * **None**: Start of the process -- * **None**: Start of the process

View File

@@ -34,8 +34,6 @@ do -- TASK_A2G_DISPATCHER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object. --- 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 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, -- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**. -- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.

View File

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

View File

@@ -76,8 +76,6 @@ do -- TASK_CAPTURE_DISPATCHER
--- Implements the dynamic dispatching of capture zone tasks. --- 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 -- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
-- players capture zones in a co-operation effort. -- players capture zones in a co-operation effort.
-- --

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@@ -20,8 +20,6 @@ do -- TASK_ZONE_GOAL
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK} --- # 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 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: -- 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. -- 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 -- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to

View File

@@ -3,8 +3,6 @@
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human -- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task. -- 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: -- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
-- --
-- * As setup by the mission designer. -- * As setup by the mission designer.

View File

@@ -1,7 +1,5 @@
--- **Tasking** - Models tasks for players to transport cargo. --- **Tasking** - Models tasks for players to transport cargo.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- **Specific features:** -- **Specific features:**
-- --
-- * Creates a task to transport #Cargo.Cargo to and between deployment zones. -- * 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} -- 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. -- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.

View File

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

View File

@@ -12,35 +12,27 @@
-- @module Utilities.Utils -- @module Utilities.Utils
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- Smoke color enum `trigger.smokeColor`. ---
-- @type SMOKECOLOR -- @type SMOKECOLOR
-- @field #number Green Green smoke (0) -- @field Green
-- @field #number Red Red smoke (1) -- @field Red
-- @field #number White White smoke (2) -- @field White
-- @field #number Orange Orange smoke (3) -- @field Orange
-- @field #number Blue Blue smoke (4) -- @field Blue
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
--- Flare colur enum `trigger.flareColor`. ---
-- @type FLARECOLOR -- @type FLARECOLOR
-- @field #number Green (0) -- @field Green
-- @field #number Red Red flare (1) -- @field Red
-- @field #number White White flare (2) -- @field White
-- @field #number Yellow Yellow flare (3) -- @field Yellow
FLARECOLOR = trigger.flareColor -- #FLARECOLOR FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Big smoke preset enum. --- Big smoke preset enum.
-- @type BIGSMOKEPRESET -- @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 = { BIGSMOKEPRESET = {
SmallSmokeAndFire=1, SmallSmokeAndFire=1,
MediumSmokeAndFire=2, MediumSmokeAndFire=2,
@@ -498,7 +490,7 @@ end
--- Counts the number of elements in a table. --- Counts the number of elements in a table.
-- @param #table T Table to count -- @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) function UTILS.TableLength(T)
local count = 0 local count = 0
for _ in pairs(T or {}) do count = count + 1 end for _ in pairs(T or {}) do count = count + 1 end
@@ -805,6 +797,33 @@ UTILS.kg2lbs = function( kg )
return kg * 2.20462 return kg * 2.20462
end 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: --[[acc:
in DM: decimal point of minutes. in DM: decimal point of minutes.
In DMS: decimal point of seconds. 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} return {x=a.x+b.x, y=a.y+b.y}
end 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. --- Calculate the angle between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components. -- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b 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) return math.deg(alpha)
end 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. --- Calculate "heading" of a 3D vector in the X-Z plane.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components. -- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @return #number Heading in degrees in [0,360). -- @return #number Heading in degrees in [0,360).
@@ -1567,6 +1620,20 @@ function UTILS.Vec2Hdg(a)
return h return h
end 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. --- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
-- @param #number h1 Heading one. -- @param #number h1 Heading one.
-- @param #number h2 Heading two. -- @param #number h2 Heading two.
@@ -1914,13 +1981,6 @@ function UTILS.GetReportingName(Typename)
local typename = string.lower(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 for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value) local svalue = string.lower(value)
if string.find(typename,svalue,1,true) then if string.find(typename,svalue,1,true) then
@@ -2152,9 +2212,9 @@ function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude)) local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then 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 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 end
-- Finish calculating H and convert into hours -- Finish calculating H and convert into hours
@@ -3217,6 +3277,62 @@ function UTILS.BearingToCardinal(Heading)
end end
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 --- Create a BRAA NATO call string BRAA between two GROUP objects
-- @param Wrapper.Group#GROUP FromGrp GROUP object -- @param Wrapper.Group#GROUP FromGrp GROUP object
-- @param Wrapper.Group#GROUP ToGrp 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 runwayLanding Runway used for landing.
-- @field #AIRBASE.Runway runwayTakeoff Runway used for takeoff. -- @field #AIRBASE.Runway runwayTakeoff Runway used for takeoff.
-- @field Wrapper.Storage#STORAGE storage The DCS warehouse storage. -- @field Wrapper.Storage#STORAGE storage The DCS warehouse storage.
-- @field #table taxiways Taxiways stored as PATHLINEs.
-- @extends Wrapper.Positionable#POSITIONABLE -- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle the DCS Airbase objects: --- Wrapper class to handle the DCS Airbase objects:
@@ -78,6 +79,7 @@ AIRBASE = {
[Airbase.Category.SHIP] = "Ship", [Airbase.Category.SHIP] = "Ship",
}, },
activerwyno = nil, activerwyno = nil,
taxiways = {},
} }
--- Enumeration to identify the airbases in the Caucasus region. --- Enumeration to identify the airbases in the Caucasus region.
@@ -449,6 +451,7 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Al_Dumayr -- * AIRBASE.Syria.Al_Dumayr
-- * AIRBASE.Syria.Al_Qusayr -- * AIRBASE.Syria.Al_Qusayr
-- * AIRBASE.Syria.Aleppo -- * AIRBASE.Syria.Aleppo
-- * AIRBASE.Syria.Amman
-- * AIRBASE.Syria.An_Nasiriyah -- * AIRBASE.Syria.An_Nasiriyah
-- * AIRBASE.Syria.At_Tanf -- * AIRBASE.Syria.At_Tanf
-- * AIRBASE.Syria.Bassel_Al_Assad -- * AIRBASE.Syria.Bassel_Al_Assad
@@ -510,9 +513,8 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Wujah_Al_Hajar -- * AIRBASE.Syria.Wujah_Al_Hajar
-- * AIRBASE.Syria.Ben_Gurion -- * AIRBASE.Syria.Ben_Gurion
-- * AIRBASE.Syria.Hatzor -- * AIRBASE.Syria.Hatzor
-- * AIRBASE.Syria.Palmachim -- * AIRBASE.Syria.Palmashim
-- * AIRBASE.Syria.Tel_Nof -- * AIRBASE.Syria.Tel_Nof
-- * AIRBASE.Syria.Marka
-- --
--@field Syria --@field Syria
AIRBASE.Syria={ AIRBASE.Syria={
@@ -522,6 +524,7 @@ AIRBASE.Syria={
["Al_Dumayr"] = "Al-Dumayr", ["Al_Dumayr"] = "Al-Dumayr",
["Al_Qusayr"] = "Al Qusayr", ["Al_Qusayr"] = "Al Qusayr",
["Aleppo"] = "Aleppo", ["Aleppo"] = "Aleppo",
["Amman"] = "Amman",
["An_Nasiriyah"] = "An Nasiriyah", ["An_Nasiriyah"] = "An Nasiriyah",
["At_Tanf"] = "At Tanf", ["At_Tanf"] = "At Tanf",
["Bassel_Al_Assad"] = "Bassel Al-Assad", ["Bassel_Al_Assad"] = "Bassel Al-Assad",
@@ -553,7 +556,6 @@ AIRBASE.Syria={
["Kuweires"] = "Kuweires", ["Kuweires"] = "Kuweires",
["Lakatamia"] = "Lakatamia", ["Lakatamia"] = "Lakatamia",
["Larnaca"] = "Larnaca", ["Larnaca"] = "Larnaca",
["Marka"] = "Marka",
["Marj_Ruhayyil"] = "Marj Ruhayyil", ["Marj_Ruhayyil"] = "Marj Ruhayyil",
["Marj_as_Sultan_North"] = "Marj as Sultan North", ["Marj_as_Sultan_North"] = "Marj as Sultan North",
["Marj_as_Sultan_South"] = "Marj as Sultan South", ["Marj_as_Sultan_South"] = "Marj as Sultan South",
@@ -584,7 +586,7 @@ AIRBASE.Syria={
["Wujah_Al_Hajar"] = "Wujah Al Hajar", ["Wujah_Al_Hajar"] = "Wujah Al Hajar",
["Ben_Gurion"] = "Ben Gurion", ["Ben_Gurion"] = "Ben Gurion",
["Hatzor"] = "Hatzor", ["Hatzor"] = "Hatzor",
["Palmachim"] = "Palmachim", ["Palmashim"] = "Palmashim",
["Tel_Nof"] = "Tel Nof", ["Tel_Nof"] = "Tel Nof",
} }
@@ -689,7 +691,7 @@ AIRBASE.SouthAtlantic={
-- * AIRBASE.Sinai.Bilbeis_Air_Base -- * AIRBASE.Sinai.Bilbeis_Air_Base
-- * AIRBASE.Sinai.Bir_Hasanah -- * AIRBASE.Sinai.Bir_Hasanah
-- * AIRBASE.Sinai.Birma_Air_Base -- * 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_International_Airport
-- * AIRBASE.Sinai.Cairo_West -- * AIRBASE.Sinai.Cairo_West
-- * AIRBASE.Sinai.Difarsuwar_Airfield -- * AIRBASE.Sinai.Difarsuwar_Airfield
@@ -737,7 +739,7 @@ AIRBASE.Sinai = {
["Bilbeis_Air_Base"] = "Bilbeis Air Base", ["Bilbeis_Air_Base"] = "Bilbeis Air Base",
["Bir_Hasanah"] = "Bir Hasanah", ["Bir_Hasanah"] = "Bir Hasanah",
["Birma_Air_Base"] = "Birma Air Base", ["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_International_Airport"] = "Cairo International Airport",
["Cairo_West"] = "Cairo West", ["Cairo_West"] = "Cairo West",
["Difarsuwar_Airfield"] = "Difarsuwar Airfield", ["Difarsuwar_Airfield"] = "Difarsuwar Airfield",
@@ -790,14 +792,9 @@ AIRBASE.Sinai = {
-- * AIRBASE.Kola.Vidsel -- * AIRBASE.Kola.Vidsel
-- * AIRBASE.Kola.Vuojarvi -- * AIRBASE.Kola.Vuojarvi
-- * AIRBASE.Kola.Andoya -- * AIRBASE.Kola.Andoya
-- * AIRBASE.Kola.Alakurtti -- * AIRBASE.Kola.Alakourtti
-- * AIRBASE.Kola.Kittila -- * AIRBASE.Kola.Kittila
-- * AIRBASE.Kola.Bardufoss -- * AIRBASE.Kola.Bardufoss
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
-- --
-- @field Kola -- @field Kola
AIRBASE.Kola = { AIRBASE.Kola = {
@@ -820,20 +817,9 @@ AIRBASE.Kola = {
["Vidsel"] = "Vidsel", ["Vidsel"] = "Vidsel",
["Vuojarvi"] = "Vuojarvi", ["Vuojarvi"] = "Vuojarvi",
["Andoya"] = "Andoya", ["Andoya"] = "Andoya",
["Alakurtti"] = "Alakurtti", ["Alakourtti"] = "Alakourtti",
["Kittila"] = "Kittila", ["Kittila"] = "Kittila",
["Bardufoss"] = "Bardufoss", ["Bardufoss"] = "Bardufoss",
["Alta"] = "Alta",
["Sodankyla"] = "Sodankyla",
["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes",
["Hosio"] = "Hosio",
["Kilpyavr"] = "Kilpyavr",
["Afrikanda"] = "Afrikanda",
["Kalevala"] = "Kalevala",
["Koshka_Yavr"] = "Koshka Yavr",
["Poduzhemye"] = "Poduzhemye",
["Luostari_Pechenga"] = "Luostari Pechenga",
} }
--- Airbases of the Afghanistan map --- Airbases of the Afghanistan map
@@ -927,10 +913,10 @@ AIRBASE.Iraq = {
--- Airbases of the Germany Cold War map --- Airbases of the Germany Cold War map
-- * AIRBASE.GermanyCW.Airracing_Frankfurt -- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Koblenz -- * AIRBASE.GermanyCW.Airracing_Koblenz
-- * AIRBASE.GermanyCW.Airracing_Luebeck -- * AIRBASE.GermanyCW.Airracing_Luebeck
-- * AIRBASE.GermanyCW.Allstedt -- * AIRBASE.GermanyCW.Allstedt
-- * AIRBASE.GermanyCW.Alt_Daber
-- * AIRBASE.GermanyCW.Altes_Lager -- * AIRBASE.GermanyCW.Altes_Lager
-- * AIRBASE.GermanyCW.Bad_Duerkheim -- * AIRBASE.GermanyCW.Bad_Duerkheim
-- * AIRBASE.GermanyCW.Barth -- * AIRBASE.GermanyCW.Barth
@@ -953,13 +939,14 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Fritzlar -- * AIRBASE.GermanyCW.Fritzlar
-- * AIRBASE.GermanyCW.Fulda -- * AIRBASE.GermanyCW.Fulda
-- * AIRBASE.GermanyCW.Gardelegen -- * AIRBASE.GermanyCW.Gardelegen
-- * AIRBASE.GermanyCW.Garz
-- * AIRBASE.GermanyCW.Gatow -- * AIRBASE.GermanyCW.Gatow
-- * AIRBASE.GermanyCW.Gelnhausen -- * AIRBASE.GermanyCW.Gelnhausen
-- * AIRBASE.GermanyCW.Giebelstadt -- * AIRBASE.GermanyCW.Giebelstadt
-- * AIRBASE.GermanyCW.Glindbruchkippe -- * AIRBASE.GermanyCW.Glindbruchkippe
-- * AIRBASE.GermanyCW.Gross_Doelln
-- * AIRBASE.GermanyCW.Gross_Mohrdorf -- * AIRBASE.GermanyCW.Gross_Mohrdorf
-- * AIRBASE.GermanyCW.Grosse_Wiese -- * AIRBASE.GermanyCW.Grosse_Wiese
-- * AIRBASE.GermanyCW.Gaerz
-- * AIRBASE.GermanyCW.Guetersloh -- * AIRBASE.GermanyCW.Guetersloh
-- * AIRBASE.GermanyCW.H_FRG_01 -- * AIRBASE.GermanyCW.H_FRG_01
-- * AIRBASE.GermanyCW.H_FRG_02 -- * AIRBASE.GermanyCW.H_FRG_02
@@ -1031,11 +1018,10 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.H_GDR_31 -- * AIRBASE.GermanyCW.H_GDR_31
-- * AIRBASE.GermanyCW.H_GDR_32 -- * AIRBASE.GermanyCW.H_GDR_32
-- * AIRBASE.GermanyCW.H_GDR_33 -- * 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_02
-- * AIRBASE.GermanyCW.H_Med_FRG_04 -- * AIRBASE.GermanyCW.H_Med_FRG_04
-- * AIRBASE.GermanyCW.H_Med_FRG_06 -- * AIRBASE.GermanyCW.H_Med_FRG_06
-- * AIRBASE.GermanyCW.H_Med_FRG_09
-- * AIRBASE.GermanyCW.H_Med_FRG_11 -- * AIRBASE.GermanyCW.H_Med_FRG_11
-- * AIRBASE.GermanyCW.H_Med_FRG_12 -- * AIRBASE.GermanyCW.H_Med_FRG_12
-- * AIRBASE.GermanyCW.H_Med_FRG_13 -- * AIRBASE.GermanyCW.H_Med_FRG_13
@@ -1083,9 +1069,9 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Koethen -- * AIRBASE.GermanyCW.Koethen
-- * AIRBASE.GermanyCW.Laage -- * AIRBASE.GermanyCW.Laage
-- * AIRBASE.GermanyCW.Langenselbold -- * AIRBASE.GermanyCW.Langenselbold
-- * AIRBASE.GermanyCW.Laerz
-- * AIRBASE.GermanyCW.Leipzig_Halle -- * AIRBASE.GermanyCW.Leipzig_Halle
-- * AIRBASE.GermanyCW.Leipzig_Mockau -- * AIRBASE.GermanyCW.Leipzig_Mockau
-- * AIRBASE.GermanyCW.Laerz
-- * AIRBASE.GermanyCW.Luebeck -- * AIRBASE.GermanyCW.Luebeck
-- * AIRBASE.GermanyCW.Lueneburg -- * AIRBASE.GermanyCW.Lueneburg
-- * AIRBASE.GermanyCW.Mahlwinkel -- * AIRBASE.GermanyCW.Mahlwinkel
@@ -1103,15 +1089,14 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Pottschutthoehe -- * AIRBASE.GermanyCW.Pottschutthoehe
-- * AIRBASE.GermanyCW.Ramstein -- * AIRBASE.GermanyCW.Ramstein
-- * AIRBASE.GermanyCW.Rinteln -- * AIRBASE.GermanyCW.Rinteln
-- * AIRBASE.GermanyCW.Schoenefeld
-- * AIRBASE.GermanyCW.Schweinfurt -- * AIRBASE.GermanyCW.Schweinfurt
-- * AIRBASE.GermanyCW.Schoenefeld
-- * AIRBASE.GermanyCW.Sembach -- * AIRBASE.GermanyCW.Sembach
-- * AIRBASE.GermanyCW.Spangdahlem -- * AIRBASE.GermanyCW.Spangdahlem
-- * AIRBASE.GermanyCW.Sperenberg -- * AIRBASE.GermanyCW.Sperenberg
-- * AIRBASE.GermanyCW.Stendal -- * AIRBASE.GermanyCW.Stendal
-- * AIRBASE.GermanyCW.Tegel -- * AIRBASE.GermanyCW.Tegel
-- * AIRBASE.GermanyCW.Tempelhof -- * AIRBASE.GermanyCW.Tempelhof
-- * AIRBASE.GermanyCW.Templin
-- * AIRBASE.GermanyCW.Tutow -- * AIRBASE.GermanyCW.Tutow
-- * AIRBASE.GermanyCW.Uelzen -- * AIRBASE.GermanyCW.Uelzen
-- * AIRBASE.GermanyCW.Uetersen -- * AIRBASE.GermanyCW.Uetersen
@@ -1123,7 +1108,6 @@ AIRBASE.Iraq = {
-- * AIRBASE.GermanyCW.Weser_Wuemme -- * AIRBASE.GermanyCW.Weser_Wuemme
-- * AIRBASE.GermanyCW.Wiesbaden -- * AIRBASE.GermanyCW.Wiesbaden
-- * AIRBASE.GermanyCW.Wismar -- * AIRBASE.GermanyCW.Wismar
-- * AIRBASE.GermanyCW.Wittstock
-- * AIRBASE.GermanyCW.Worms -- * AIRBASE.GermanyCW.Worms
-- * AIRBASE.GermanyCW.Wunstorf -- * AIRBASE.GermanyCW.Wunstorf
-- * AIRBASE.GermanyCW.Zerbst -- * AIRBASE.GermanyCW.Zerbst
@@ -1135,6 +1119,7 @@ AIRBASE.GermanyCW = {
["Airracing_Koblenz"] = "Airracing Koblenz", ["Airracing_Koblenz"] = "Airracing Koblenz",
["Airracing_Luebeck"] = "Airracing Lubeck", ["Airracing_Luebeck"] = "Airracing Lubeck",
["Allstedt"] = "Allstedt", ["Allstedt"] = "Allstedt",
["Alt_Daber"] = "Alt Daber",
["Altes_Lager"] = "Altes Lager", ["Altes_Lager"] = "Altes Lager",
["Bad_Duerkheim"] = "Bad Durkheim", ["Bad_Duerkheim"] = "Bad Durkheim",
["Barth"] = "Barth", ["Barth"] = "Barth",
@@ -1157,13 +1142,14 @@ AIRBASE.GermanyCW = {
["Fritzlar"] = "Fritzlar", ["Fritzlar"] = "Fritzlar",
["Fulda"] = "Fulda", ["Fulda"] = "Fulda",
["Gardelegen"] = "Gardelegen", ["Gardelegen"] = "Gardelegen",
["Garz"] = "Garz",
["Gatow"] = "Gatow", ["Gatow"] = "Gatow",
["Gelnhausen"] = "Gelnhausen", ["Gelnhausen"] = "Gelnhausen",
["Giebelstadt"] = "Giebelstadt", ["Giebelstadt"] = "Giebelstadt",
["Glindbruchkippe"] = "Glindbruchkippe ", ["Glindbruchkippe_"] = "Glindbruchkippe ",
["Gross_Doelln"] = "Gross Dolln",
["Gross_Mohrdorf"] = "Gross Mohrdorf", ["Gross_Mohrdorf"] = "Gross Mohrdorf",
["Grosse_Wiese"] = "Grosse Wiese", ["Grosse_Wiese"] = "Grosse Wiese",
["Gaerz"] = "Garz",
["Guetersloh"] = "Gutersloh", ["Guetersloh"] = "Gutersloh",
["H_FRG_01"] = "H FRG 01", ["H_FRG_01"] = "H FRG 01",
["H_FRG_02"] = "H FRG 02", ["H_FRG_02"] = "H FRG 02",
@@ -1235,11 +1221,10 @@ AIRBASE.GermanyCW = {
["H_GDR_31"] = "H GDR 31", ["H_GDR_31"] = "H GDR 31",
["H_GDR_32"] = "H GDR 32", ["H_GDR_32"] = "H GDR 32",
["H_GDR_33"] = "H GDR 33", ["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_02"] = "H Med FRG 02",
["H_Med_FRG_04"] = "H Med FRG 04", ["H_Med_FRG_04"] = "H Med FRG 04",
["H_Med_FRG_06"] = "H Med FRG 06", ["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_11"] = "H Med FRG 11",
["H_Med_FRG_12"] = "H Med FRG 12", ["H_Med_FRG_12"] = "H Med FRG 12",
["H_Med_FRG_13"] = "H Med FRG 13", ["H_Med_FRG_13"] = "H Med FRG 13",
@@ -1287,9 +1272,9 @@ AIRBASE.GermanyCW = {
["Koethen"] = "Kothen", ["Koethen"] = "Kothen",
["Laage"] = "Laage", ["Laage"] = "Laage",
["Langenselbold"] = "Langenselbold", ["Langenselbold"] = "Langenselbold",
["Laerz"] = "Larz",
["Leipzig_Halle"] = "Leipzig Halle", ["Leipzig_Halle"] = "Leipzig Halle",
["Leipzig_Mockau"] = "Leipzig Mockau", ["Leipzig_Mockau"] = "Leipzig Mockau",
["Laerz"] = "Larz",
["Luebeck"] = "Lubeck", ["Luebeck"] = "Lubeck",
["Lueneburg"] = "Luneburg", ["Lueneburg"] = "Luneburg",
["Mahlwinkel"] = "Mahlwinkel", ["Mahlwinkel"] = "Mahlwinkel",
@@ -1307,15 +1292,14 @@ AIRBASE.GermanyCW = {
["Pottschutthoehe"] = "Pottschutthohe", ["Pottschutthoehe"] = "Pottschutthohe",
["Ramstein"] = "Ramstein", ["Ramstein"] = "Ramstein",
["Rinteln"] = "Rinteln", ["Rinteln"] = "Rinteln",
["Schoenefeld"] = "Schonefeld",
["Schweinfurt"] = "Schweinfurt", ["Schweinfurt"] = "Schweinfurt",
["Schoenefeld"] = "Schonefeld",
["Sembach"] = "Sembach", ["Sembach"] = "Sembach",
["Spangdahlem"] = "Spangdahlem", ["Spangdahlem"] = "Spangdahlem",
["Sperenberg"] = "Sperenberg", ["Sperenberg"] = "Sperenberg",
["Stendal"] = "Stendal", ["Stendal"] = "Stendal",
["Tegel"] = "Tegel", ["Tegel"] = "Tegel",
["Tempelhof"] = "Tempelhof", ["Tempelhof"] = "Tempelhof",
["Templin"] = "Templin",
["Tutow"] = "Tutow", ["Tutow"] = "Tutow",
["Uelzen"] = "Uelzen", ["Uelzen"] = "Uelzen",
["Uetersen"] = "Uetersen", ["Uetersen"] = "Uetersen",
@@ -1327,7 +1311,6 @@ AIRBASE.GermanyCW = {
["Weser_Wuemme"] = "Weser Wumme", ["Weser_Wuemme"] = "Weser Wumme",
["Wiesbaden"] = "Wiesbaden", ["Wiesbaden"] = "Wiesbaden",
["Wismar"] = "Wismar", ["Wismar"] = "Wismar",
["Wittstock"] = "Wittstock",
["Worms"] = "Worms", ["Worms"] = "Worms",
["Wunstorf"] = "Wunstorf", ["Wunstorf"] = "Wunstorf",
["Zerbst"] = "Zerbst", ["Zerbst"] = "Zerbst",
@@ -1401,6 +1384,32 @@ AIRBASE.SpotStatus = {
RESERVED="Reserved", 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. --- Runway data.
-- @type AIRBASE.Runway -- @type AIRBASE.Runway
-- @field #string name Runway name. -- @field #string name Runway name.
@@ -1578,14 +1587,47 @@ end
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase. --- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
-- @param #AIRBASE self -- @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 -- @return #AIRBASE self
function AIRBASE:FindByName( AirbaseName ) function AIRBASE:FindByName( AirbaseName )
local AirbaseFound = _DATABASE:FindAirbase( 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 return AirbaseFound
end 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. --- Find a AIRBASE in the _DATABASE by its ID.
-- @param #AIRBASE self -- @param #AIRBASE self
-- @param #number id Airbase ID. -- @param #number id Airbase ID.
@@ -1898,6 +1940,129 @@ function AIRBASE:IsShip()
return self.isShip return self.isShip
end 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 -- Parking
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2600,7 +2765,7 @@ function AIRBASE:_InitRunways(IncludeInverse)
runway.name=string.format("%02d", tonumber(namefromheading)) runway.name=string.format("%02d", tonumber(namefromheading))
else else
runway.name=string.format("%02d", tonumber(name)) runway.name=string.format("%02d", tonumber(name))
--self:I("RunwayName: "..runway.name) self:I("RunwayName: "..runway.name)
end end
--runway.name=string.format("%02d", tonumber(name)) --runway.name=string.format("%02d", tonumber(name))

View File

@@ -912,18 +912,15 @@ function GROUP:GetVelocityVec3()
if DCSGroup and DCSGroup:isExist() then if DCSGroup and DCSGroup:isExist() then
local GroupUnits = DCSGroup:getUnits() local GroupUnits = DCSGroup:getUnits()
local GroupCount = 0 local GroupCount = #GroupUnits
local VelocityVec3 = { x = 0, y = 0, z = 0 } local VelocityVec3 = { x = 0, y = 0, z = 0 }
for _, DCSUnit in pairs( GroupUnits ) do for _, DCSUnit in pairs( GroupUnits ) do
if DCSUnit:isExist() and DCSUnit:isActive() then
local UnitVelocityVec3 = DCSUnit:getVelocity() local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
GroupCount = GroupCount + 1
end
end end
VelocityVec3.x = VelocityVec3.x / GroupCount VelocityVec3.x = VelocityVec3.x / GroupCount
@@ -1757,7 +1754,6 @@ function GROUP:GetMaxVelocity()
for Index, UnitData in pairs( DCSGroup:getUnits() ) do for Index, UnitData in pairs( DCSGroup:getUnits() ) do
if UnitData:isExist() and UnitData:isActive() then
local UnitVelocityVec3 = UnitData:getVelocity() local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z ) local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
@@ -1765,7 +1761,6 @@ function GROUP:GetMaxVelocity()
GroupVelocityMax = UnitVelocity GroupVelocityMax = UnitVelocity
end end
end end
end
return GroupVelocityMax return GroupVelocityMax
end end

View File

@@ -897,7 +897,7 @@ function UNIT:GetAmmunition()
nAPshells = nAPshells + Nammo nAPshells = nAPshells + Nammo
end 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 nHEshells = nHEshells + Nammo
end end
@@ -1107,6 +1107,7 @@ function UNIT:GetUnits()
if DCSUnit then if DCSUnit then
Units[1] = UNIT:Find(DCSUnit) Units[1] = UNIT:Find(DCSUnit)
- self:T3(Units)
return Units return Units
end end