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119 Commits

Author SHA1 Message Date
kaltokri
4c66fd7cab Renamed basic.md to concepts.md and added more text 2024-01-22 17:36:32 +01:00
kaltokri
80f76b26c2 Small fixes in advanced guide 2024-01-19 16:57:33 +01:00
kaltokri
4e956c3203 New guides added 2024-01-19 11:41:09 +01:00
Applevangelist
08f2c29014 #AIRBASE
* Small workaround for Beirut runways
* ATIS minor fix
2024-01-18 14:32:17 +01:00
Applevangelist
dcd4d0ab62 CONTROLLABLE
* Added CommandSetFrequencyForUnit
2024-01-17 12:15:46 +01:00
Rolf Geuenich
bb07e1935e Downpatching changes from development to master 2024-01-12 16:05:14 +01:00
Rolf Geuenich
088436c5ce Downpatching changes from development to master in Arty.lua 2024-01-12 15:44:28 +01:00
Rolf Geuenich
797bf0047b Down patching of code enhancements from develop to master in Set.lua 2024-01-12 15:33:27 +01:00
Applevangelist
f29d055ca3 Correction 2024-01-11 17:31:40 +01:00
Applevangelist
1468641563 CTLD - avoid UHT beacons between 243 and 320 mHz 2024-01-11 17:14:07 +01:00
Applevangelist
8b08942c4d CONTROLLABLE - Added options for Radar Using 2024-01-11 12:52:02 +01:00
kaltokri
eb84ad3cee Fix for Moose_Create.lua and dynamic path 2024-01-10 15:43:24 +01:00
kaltokri
91a34ac4d8 Added PyCharm to gitignore 2024-01-10 15:40:46 +01:00
Applevangelist
28c8d99878 Added player name to ...PilotDown() event 2024-01-10 15:18:38 +01:00
kaltokri
4fda8cc5fb Easy debugging for all Moosers #2093
Enables everybody to use load Moose from an external full path.
This is needed to use PyCharm with EmmyLua Debugger.
Needs also De-Sanitize to load mission script with full path.
2024-01-10 14:12:17 +01:00
Applevangelist
4ac583e434 SRS changes 2024-01-09 17:28:58 +01:00
Applevangelist
fa762fe0fc #MSRS
* Added voice enumerator ofr gRPC using MS as provider MSRS.Voices.MicrosoftGRPC
2024-01-07 14:44:07 +01:00
Mr.Alien
aca5846209 Fix scoring to not het more points when not killed at once. + overridable method call on kill (#2079) 2024-01-07 13:28:12 +01:00
Mr.Alien
4fd7d7cba9 Spawn all unit randomly inside a zone, instead of only the first unit in zone and the other within a radius (potentially outside the zone, and in some cases in the middle of a runway) (#2069) 2024-01-07 13:27:23 +01:00
Applevangelist
9280a1224d MSRS additions 2024-01-07 13:23:50 +01:00
Applevangelist
fce7b07014 Fixes for MSRS changes 2024-01-06 18:21:39 +01:00
kaltokri
4696569f83 Added mission check for desanitized io 2024-01-06 12:22:02 +01:00
Applevangelist
84230e2360 Fixes for 4th SRS Parameter 2024-01-05 16:08:46 +01:00
Applevangelist
ca9913e38b nu aber 2024-01-05 15:51:09 +01:00
Applevangelist
ff951c69d9 Error dfix 2024-01-05 15:45:40 +01:00
Applevangelist
f2f7c88299 SRS changes 2024-01-05 15:42:11 +01:00
Applevangelist
f5d6d31b10 xxx 2024-01-04 14:01:12 +01:00
Frank
9b95e71d75 Update Airboss.lua
- Potential fix for error raised on discord
2024-01-03 22:32:37 +01:00
Applevangelist
db6dc7b77e SET: Added GetRandomSurely() 2024-01-03 18:05:29 +01:00
Rolf Geuenich
4c81333a0a Add the dynamic loading of developer files (#2090) 2024-01-03 07:19:18 +01:00
kaltokri
79b1f1615f Fix broken link in AI_Escort_Request.lua 2024-01-02 22:06:59 +01:00
kaltokri
47f010cb28 Fixed broken link in AI_Escort.lua 2024-01-02 19:03:19 +01:00
Applevangelist
d14b7e8f4c #POINT
* added missing COORDINATE:ToStringLL()
2024-01-02 18:12:42 +01:00
Frank
d9748ef147 Update SRS.lua
- Fixed bugs for self
2024-01-02 17:06:32 +01:00
kaltokri
64d7946c06 Fix for broken links in master branch 2024-01-02 13:33:10 +01:00
kaltokri
b052fc6243 Merge branch 'restructuring' 2024-01-01 19:06:34 +01:00
kaltokri
8385b1d21a Fixed broken links in A2A_Dispatcher 2024-01-01 19:06:21 +01:00
kaltokri
d4f4465b0a Merge branch 'restructuring' 2024-01-01 15:53:05 +01:00
kaltokri
5fe77956cb Fixed broken links of restructure 2024-01-01 15:51:02 +01:00
Applevangelist
d640acc7cc docu 2024-01-01 13:07:08 +01:00
kaltokri
8dcd22f18c Merge branch 'msrs' 2024-01-01 00:38:59 +01:00
kaltokri
2d086a62f0 Added link to example missions to MSRS 2024-01-01 00:38:48 +01:00
Applevangelist
47ad2499d4 Merge remote-tracking branch 'origin/master' 2023-12-31 17:26:01 +01:00
Applevangelist
5d510807c9 xxx 2023-12-31 17:25:56 +01:00
Applevangelist
5ba8f9e0e8 #UTILS
* Added NATO name for KC-135MPRS

#SET
* Made filtering a tad faster
2023-12-31 17:21:02 +01:00
kaltokri
0338fd5d33 Merge branch 'msrs' 2023-12-31 17:15:51 +01:00
kaltokri
ea2175bba8 Added debug output to SRS.lua 2023-12-31 17:14:54 +01:00
Applevangelist
0835022c5c #GROUP
* Corrections for "IsAAA()"
2023-12-31 14:57:13 +01:00
Applevangelist
f306361317 #GROUP
* Added IsSam and IsAAA

#SET
* Corrected EvalFilterFunctions - all must be true
2023-12-30 16:52:24 +01:00
Applevangelist
0347e42fc7 CARGO noise 2023-12-30 16:50:12 +01:00
Applevangelist
9cc32ff8dc AIRBOSS - Superfluous error message removal 2023-12-29 15:02:41 +01:00
Applevangelist
b052d99349 Fixes 2023-12-29 14:50:01 +01:00
kaltokri
4fe1318e7c Fixed a logic failure with external sound files in SoundOutput.lua 2023-12-28 16:38:26 +01:00
Applevangelist
6ffe69484c Reduce noise 2023-12-28 13:32:53 +01:00
Applevangelist
501ab70992 xxx 2023-12-27 19:34:20 +01:00
Applevangelist
6ac46addf0 #SET
* Added `FilterFunction()` for these SETs: UNIT, GROUP, CLIENT, STATIC
2023-12-27 19:28:19 +01:00
Applevangelist
3bdf4b4c76 #CTLD
* Fix multi-crate requests deducting too much Stock
2023-12-26 19:18:13 +01:00
kaltokri
46f70dd8a6 Fixed logic in SoundOutput.lua to play internal sound files with SRS 2023-12-26 14:50:54 +01:00
Thomas
aeac2eb3d7 Update build-includes.yml 2023-12-25 13:20:13 +01:00
Thomas
e83c8c3ee0 Update build-includes.yml (#2078) 2023-12-25 13:14:46 +01:00
Applevangelist
d65042c640 SRS error from luacheck 2023-12-25 13:12:03 +01:00
Thomas
c72cdd8f0b Update build-includes.yml (#2077) 2023-12-25 13:08:21 +01:00
Thomas
7e2f8771b5 Update build-includes.yml (#2076) 2023-12-25 13:01:59 +01:00
Applevangelist
3ccfcdbd0f CSAR 2023-12-25 13:00:36 +01:00
Applevangelist
16f3dcbbb4 New SRS fixes 2023-12-25 12:14:41 +01:00
kaltokri
f6f3189504 MSRS enhancements
- Added more tracing
- A check if executable exists
- Removed STTS references
2023-12-25 11:27:48 +01:00
kaltokri
071554bfc5 Fixed some small typos and removed STTS in comments 2023-12-25 09:39:21 +01:00
kaltokri
1527b53c76 Fixed ASW typo in SRS.lua 2023-12-25 06:09:31 +01:00
kaltokri
bbc7f7e14c Added mission repositries to repositories.md 2023-12-25 05:58:58 +01:00
kaltokri
b9830a8437 Fixed some typos in demo-missions.md 2023-12-25 05:35:41 +01:00
Frank
caaee4f551 Merge pull request #2068 from FlightControl-Master/FF/MasterDevel
MSRS
2023-12-24 03:21:50 +01:00
Frank
5f7115f4fe Update SRS.lua 2023-12-23 16:53:42 +01:00
Frank
9ec92a8fca SRS
- Refactoring
2023-12-23 15:57:27 +01:00
Applevangelist
7cc040c234 #RANGE
* Fixed Range trying to find a pilot on each and every birth event...
2023-12-23 14:51:59 +01:00
Frank
9227ba9ecd Merge branch 'master' into FF/MasterDevel 2023-12-22 22:01:59 +01:00
Frank
e7fb073bab Update RAT.lua
- Removed restriction that zones need to be defined in the ME
2023-12-22 21:11:30 +01:00
Frank
f86b3505b2 Update Airboss.lua
- Fixed Attitude Monitor
2023-12-22 10:36:25 +01:00
Frank
e89b921f3e Update Zone.lua 2023-12-22 10:27:00 +01:00
Frank
0d18ce086c Update Zone.lua 2023-12-21 22:33:08 +01:00
Frank
8fb126682f Merge branch 'master' into FF/MasterDevel 2023-12-21 22:22:10 +01:00
Applevangelist
ebe486c69a UTILS
* Small fix for UH60L door checker
2023-12-20 10:07:42 +01:00
Applevangelist
702ec75935 Small fix 2023-12-19 17:38:31 +01:00
Applevangelist
465ec216ea #CONTROLLABLE - Option ECM 2023-12-19 12:11:09 +01:00
Applevangelist
d803b51e84 #ZONE
* Fixed filling/drawing of more complex polygon zones
* Added function to (re-)fill polygon
* Added function to (re-)draw polygon outline
2023-12-19 10:19:44 +01:00
Applevangelist
53f89fd42c #DATABASE
* Read color, fill color from drawing data
2023-12-19 10:18:20 +01:00
Frank
c72f109553 SRS 2023-12-19 00:02:17 +01:00
kaltokri
92e03522db Finished beginner section 2023-12-18 16:21:32 +01:00
Frank
9716162739 Update SRS.lua 2023-12-17 22:55:31 +01:00
Frank
4eea8fcadd Merge branch 'master' into FF/MasterDevel 2023-12-17 20:37:30 +01:00
Frank
0ae9be49da Update Range.lua
- Fixed random good by phrase
2023-12-16 09:31:44 +01:00
kaltokri
bda4efc634 Added page "Create your own Hello world" 2023-12-15 14:11:58 +01:00
Applevangelist
e84e16f58b xx 2023-12-14 12:43:36 +01:00
Applevangelist
55ffe37a79 #USERSOUND
* Added USERSOUND:ToClient( Client, Delay )
2023-12-14 12:42:13 +01:00
Applevangelist
68548f4581 #COORDINATE
* Fix for NewFromMGRS for less precise coordinates (below level 5)
2023-12-14 11:12:14 +01:00
Thomas
8382eb9cd8 Update Range.lua (#2066)
MSRS config compatibility
2023-12-13 19:21:28 +01:00
Applevangelist
f837e9dec7 #COORDINATE
* Added functions to create a COORDINATE from MGRS
2023-12-12 10:53:37 +01:00
Thomas
230d9d82bf Update Detection.lua (#2063)
# RadarBlur - make burn-through limit configureable
2023-12-11 11:04:35 +01:00
Applevangelist
c089e56060 # DETECTION
* Make the radar blur less effective when under 20km distance
2023-12-10 14:37:41 +01:00
Applevangelist
87f1a5ed0d # DETECTION
* Option to make Radar Blue decision visible in logs (self.debug) and/or screen (self.verbose)
2023-12-10 11:58:19 +01:00
Applevangelist
d2d6fac7df # DETECTION, logic fix 2023-12-09 18:16:29 +01:00
Applevangelist
bc3f9ed7c0 #SPAWN
* Added SPAWN:InitCallSign(ID,Name,Minor,Major)
2023-12-09 15:51:35 +01:00
Applevangelist
0f4162a9a9 * fixes 2023-12-09 14:34:41 +01:00
Applevangelist
6b270916c4 # DETECTION_BASE
* Added `SetRadarBlur(minheight,thresheight,thresblur)`
2023-12-09 13:53:27 +01:00
Applevangelist
b3a006096c fixes 2023-12-09 13:03:34 +01:00
Applevangelist
6903e252d2 #UTILS
* Nicer PrintTableToLog()
2023-12-07 16:08:47 +01:00
Applevangelist
ff6704f123 #ZONE docu fixes 2023-12-07 15:11:53 +01:00
Applevangelist
c770f4cb68 #ZONE Docu fixes 2023-12-07 13:46:32 +01:00
Applevangelist
9ce1d360d6 #CTLD
* Spawn dropped troops in a nice circle 5m (hover: 1.5m) left of the he
2023-12-07 13:31:40 +01:00
Thomas
6f473faa92 Update Message.lua
#2059 fixed
2023-12-07 12:14:59 +01:00
Thomas
dd37a42470 Update CTLD.lua (#2060)
Changes from @Rey
2023-12-07 12:12:19 +01:00
Applevangelist
88e1bbd60d #SET
* Repaired SET_UNIT:GetCoordinate()
2023-12-07 11:20:43 +01:00
Applevangelist
e078e48853 #SPAWN
* Fix for a Link16 flight having a non-NATO callsign as number
2023-12-06 08:42:07 +01:00
Frank
67924c894d Update SRS.lua
- Removed altbackend functions
2023-11-26 16:45:19 +01:00
Frank
1b1f8e0d2c Update SRS.lua 2023-11-24 23:59:31 +01:00
Frank
f87126f22c Merge branch 'master' into FF/MasterDevel 2023-11-24 15:44:54 +01:00
Frank
af3c579a03 Update SRS.lua 2023-11-23 22:22:59 +01:00
Frank
a508c63279 Merge branch 'master' into FF/MasterDevel 2023-11-23 22:12:52 +01:00
Frank
084caad5d7 Merge branch 'master' into FF/MasterDevel 2023-11-23 18:25:43 +01:00
Frank
52c2401d93 Update SRS.lua 2023-11-22 22:53:54 +01:00
77 changed files with 3558 additions and 1948 deletions

View File

@@ -95,10 +95,6 @@ jobs:
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict) export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" D "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Dynamic" lua5.3 "./Moose Setup/Moose_Create.lua" D "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Dynamic"
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
######################################################################### #########################################################################
# Run LuaCheck # Run LuaCheck
######################################################################### #########################################################################
@@ -108,6 +104,10 @@ jobs:
run: | run: |
luacheck --std=lua51c --config=.luacheckrc -gurasqq "Moose Development/Moose" luacheck --std=lua51c --config=.luacheckrc -gurasqq "Moose Development/Moose"
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
######################################################################### #########################################################################
# Push to MOOSE_INCLUDE # Push to MOOSE_INCLUDE
######################################################################### #########################################################################

3
.gitignore vendored
View File

@@ -221,6 +221,9 @@ pip-log.txt
#Goodsync #Goodsync
_gsdata_/ _gsdata_/
# PyCharm
.idea
#GITHUB #GITHUB
Moose Test Missions/MOOSE_Test_Template.miz Moose Test Missions/MOOSE_Test_Template.miz
Moose Development/Moose/.vscode/launch.json Moose Development/Moose/.vscode/launch.json

View File

@@ -23,7 +23,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching) -- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- --
-- === -- ===
-- --
@@ -310,7 +310,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius. -- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.** -- **The Engage Radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- In this example an Engage Radius is set to various values. -- In this example an Engage Radius is set to various values.
-- --
@@ -333,7 +333,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- In these examples, the Gci Radius is set to various values: -- In these examples, the Gci Radius is set to various values:
-- --
@@ -366,7 +366,7 @@ do -- AI_A2A_DISPATCHER
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. -- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. -- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
-- --
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-009%20-%20Border%20Test) -- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-009%20-%20Border%20Test)
-- --
-- In this example a border is set for the CCCP A2A dispatcher: -- In this example a border is set for the CCCP A2A dispatcher:
-- --
@@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
-- --
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.** -- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.
@@ -3257,7 +3257,8 @@ do -- AI_A2A_DISPATCHER
end end
end end
--- @param #AI_A2A_DISPATCHER self --- AI_A2A_Fsm:onafterHome
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_Fsm:onafterHome( Defender, From, Event, To, Action ) function AI_A2A_Fsm:onafterHome( Defender, From, Event, To, Action )
if Defender and Defender:IsAlive() then if Defender and Defender:IsAlive() then
self:F( { "CAP Home", Defender:GetName() } ) self:F( { "CAP Home", Defender:GetName() } )
@@ -3505,7 +3506,8 @@ do -- AI_A2A_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
--- @param #AI_A2A_DISPATCHER self --- function Fsm:onafterLostControl
-- @param #AI_A2A_DISPATCHER self
function Fsm:onafterLostControl( Defender, From, Event, To ) function Fsm:onafterLostControl( Defender, From, Event, To )
self:F( { "GCI LostControl", Defender:GetName() } ) self:F( { "GCI LostControl", Defender:GetName() } )
self:GetParent( self ).onafterHome( self, Defender, From, Event, To ) self:GetParent( self ).onafterHome( self, Defender, From, Event, To )
@@ -3518,7 +3520,8 @@ do -- AI_A2A_DISPATCHER
end end
end end
--- @param #AI_A2A_DISPATCHER self --- function Fsm:onafterHome
-- @param #AI_A2A_DISPATCHER self
function Fsm:onafterHome( DefenderGroup, From, Event, To, Action ) function Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F( { "GCI Home", DefenderGroup:GetName() } ) self:F( { "GCI Home", DefenderGroup:GetName() } )
self:GetParent( self ).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent( self ).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3959,7 +3962,7 @@ do
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- --
-- === -- ===
-- --

View File

@@ -24,7 +24,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-A2G - AI A2G Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2G%20-%20AI%20A2G%20Dispatching) -- [AID-A2G - AI A2G Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2G_Dispatcher)
-- --
-- === -- ===
-- --

View File

@@ -24,7 +24,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching) -- [AI_A2A_Dispatcher](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- --
-- === -- ===
-- --

View File

@@ -11,7 +11,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_BAI)
-- --
-- === -- ===
-- --

View File

@@ -9,7 +9,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Balancer)
-- --
-- === -- ===
-- --
@@ -168,7 +168,8 @@ function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ReturnThresholdRange = ReturnThresholdRange self.ReturnThresholdRange = ReturnThresholdRange
end end
--- @param #AI_BALANCER self --- AI_BALANCER:onenterSpawning
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup -- @param Core.Set#SET_GROUP SetGroup
-- @param #string ClientName -- @param #string ClientName
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -190,7 +191,8 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
end end
end end
--- @param #AI_BALANCER self --- AI_BALANCER:onenterDestroying
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup -- @param Core.Set#SET_GROUP SetGroup
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup ) function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
@@ -233,15 +235,16 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
end end
--- AI_BALANCER:onenterMonitoring
--- @param #AI_BALANCER self -- @param #AI_BALANCER self
function AI_BALANCER:onenterMonitoring( SetGroup ) function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( { self.SetClient:Count() } ) self:T2( { self.SetClient:Count() } )
--self.SetClient:Flush() --self.SetClient:Flush()
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client --- SetClient:ForEachClient
-- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
self:T3(Client.ClientName) self:T3(Client.ClientName)
@@ -264,7 +267,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( RangeZone ) self:T2( RangeZone )
_DATABASE:ForEachPlayerUnit( _DATABASE:ForEachPlayerUnit(
--- @param Wrapper.Unit#UNIT RangeTestUnit --- Nameless function
-- @param Wrapper.Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange ) function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } ) self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
if RangeTestUnit:IsInZone( RangeZone ) == true then if RangeTestUnit:IsInZone( RangeZone ) == true then
@@ -276,7 +280,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
end end
end, end,
--- @param Core.Zone#ZONE_RADIUS RangeZone --- Nameless function
-- @param Core.Zone#ZONE_RADIUS RangeZone
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function( RangeZone, AIGroup, PlayerInRange ) function( RangeZone, AIGroup, PlayerInRange )
if PlayerInRange.Value == false then if PlayerInRange.Value == false then
@@ -307,6 +312,3 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:__Monitor( 10 ) self:__Monitor( 10 )
end end

View File

@@ -9,7 +9,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAP)
-- --
-- === -- ===
-- --

View File

@@ -11,7 +11,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAS)
-- --
-- === -- ===
-- --

View File

@@ -18,7 +18,7 @@
-- --
-- Test missions can be located on the main GITHUB site. -- Test missions can be located on the main GITHUB site.
-- --
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching) -- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Cargo_Dispatcher)
-- --
-- === -- ===
-- --
@@ -583,10 +583,12 @@ AI_CARGO_DISPATCHER = {
PickupCargo = {} PickupCargo = {}
} }
--- @field #list --- List of AI_Cargo
-- @field #list
AI_CARGO_DISPATCHER.AI_Cargo = {} AI_CARGO_DISPATCHER.AI_Cargo = {}
--- @field #list --- List of PickupCargo
-- @field #list
AI_CARGO_DISPATCHER.PickupCargo = {} AI_CARGO_DISPATCHER.PickupCargo = {}

View File

@@ -19,7 +19,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) -- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
-- --
-- === -- ===
-- --

View File

@@ -19,7 +19,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) -- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
-- --
-- === -- ===
-- --

View File

@@ -8,11 +8,11 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation) -- ## Additional Material:
-- --
-- === -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Formation)
-- -- * **YouTube videos:** [Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz) -- * **Guides:** None
-- --
-- === -- ===
-- --

View File

@@ -16,7 +16,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Patrol)
-- --
-- === -- ===
-- --

View File

@@ -370,7 +370,7 @@ CARGOS = {}
do -- CARGO do -- CARGO
--- @type CARGO -- @type CARGO
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers. -- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo. -- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
@@ -433,7 +433,7 @@ do -- CARGO
Reported = {}, Reported = {},
} }
--- @type CARGO.CargoObjects -- @type CARGO.CargoObjects
-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo. -- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor. This class is an abstract class and should not be instantiated. --- CARGO Constructor. This class is an abstract class and should not be instantiated.
@@ -447,7 +447,7 @@ do -- CARGO
function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1 function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1
local self = BASE:Inherit( self, FSM:New() ) -- #CARGO local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:SetStartState( "UnLoaded" ) self:SetStartState( "UnLoaded" )
self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" ) self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" )
@@ -711,7 +711,7 @@ do -- CARGO
-- @param #CARGO self -- @param #CARGO self
-- @return #CARGO -- @return #CARGO
function CARGO:Spawn( PointVec2 ) function CARGO:Spawn( PointVec2 )
self:F() self:T()
end end
@@ -812,7 +812,7 @@ do -- CARGO
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the CargoGroup is within the loading radius. -- @return #boolean true if the CargoGroup is within the loading radius.
function CARGO:IsInLoadRadius( Coordinate ) function CARGO:IsInLoadRadius( Coordinate )
self:F( { Coordinate, LoadRadius = self.LoadRadius } ) self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -832,7 +832,7 @@ do -- CARGO
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo can report itself. -- @return #boolean true if the Cargo can report itself.
function CARGO:IsInReportRadius( Coordinate ) function CARGO:IsInReportRadius( Coordinate )
self:F( { Coordinate } ) self:T( { Coordinate } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -853,23 +853,23 @@ do -- CARGO
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). -- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- @return #boolean -- @return #boolean
function CARGO:IsNear( Coordinate, NearRadius ) function CARGO:IsNear( Coordinate, NearRadius )
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } ) --self:T( { PointVec2 = PointVec2, NearRadius = NearRadius } )
if self.CargoObject:IsAlive() then if self.CargoObject:IsAlive() then
--local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) --local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
--self:F( { CargoObjectName = self.CargoObject:GetName() } ) --self:T( { CargoObjectName = self.CargoObject:GetName() } )
--self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } ) --self:T( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
--self:F( { PointVec2 = PointVec2:GetVec2() } ) --self:T( { PointVec2 = PointVec2:GetVec2() } )
local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
--self:F( { Distance = Distance, NearRadius = NearRadius or "nil" } ) --self:T( { Distance = Distance, NearRadius = NearRadius or "nil" } )
if Distance <= NearRadius then if Distance <= NearRadius then
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } ) --self:T( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
return true return true
end end
end end
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } ) --self:T( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
return false return false
end end
@@ -878,12 +878,12 @@ do -- CARGO
-- @param Core.Zone#ZONE_BASE Zone -- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone. -- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone.
function CARGO:IsInZone( Zone ) function CARGO:IsInZone( Zone )
--self:F( { Zone } ) --self:T( { Zone } )
if self:IsLoaded() then if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() ) return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else else
--self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } ) --self:T( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
if self.CargoObject:GetSize() ~= 0 then if self.CargoObject:GetSize() ~= 0 then
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() ) return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
else else
@@ -1034,7 +1034,7 @@ end -- CARGO
do -- CARGO_REPRESENTABLE do -- CARGO_REPRESENTABLE
--- @type CARGO_REPRESENTABLE -- @type CARGO_REPRESENTABLE
-- @extends #CARGO -- @extends #CARGO
-- @field test -- @field test
@@ -1056,7 +1056,7 @@ do -- CARGO_REPRESENTABLE
-- Inherit CARGO. -- Inherit CARGO.
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
self:F( { Type, Name, LoadRadius, NearRadius } ) self:T( { Type, Name, LoadRadius, NearRadius } )
-- Descriptors. -- Descriptors.
local Desc=CargoObject:GetDesc() local Desc=CargoObject:GetDesc()
@@ -1086,7 +1086,7 @@ do -- CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:Destroy() function CARGO_REPRESENTABLE:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects. -- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
self:F( { CargoName = self:GetName() } ) self:T( { CargoName = self:GetName() } )
--_EVENTDISPATCHER:CreateEventDeleteCargo( self ) --_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self return self
@@ -1123,12 +1123,12 @@ do -- CARGO_REPRESENTABLE
CoordinateZone:Scan( { Object.Category.UNIT } ) CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit ) local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit}) self:T({NearUnit=NearUnit})
local NearUnitCoalition = NearUnit:GetCoalition() local NearUnitCoalition = NearUnit:GetCoalition()
local CargoCoalition = self:GetCoalition() local CargoCoalition = self:GetCoalition()
if NearUnitCoalition == CargoCoalition then if NearUnitCoalition == CargoCoalition then
local Attributes = NearUnit:GetDesc() local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes}) self:T({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then if NearUnit:HasAttribute( "Trucks" ) then
MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup ) MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup )
break break
@@ -1142,7 +1142,7 @@ end -- CARGO_REPRESENTABLE
do -- CARGO_REPORTABLE do -- CARGO_REPORTABLE
--- @type CARGO_REPORTABLE -- @type CARGO_REPORTABLE
-- @extends #CARGO -- @extends #CARGO
CARGO_REPORTABLE = { CARGO_REPORTABLE = {
ClassName = "CARGO_REPORTABLE" ClassName = "CARGO_REPORTABLE"
@@ -1158,7 +1158,7 @@ do -- CARGO_REPORTABLE
-- @return #CARGO_REPORTABLE -- @return #CARGO_REPORTABLE
function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius ) function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE
self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
return self return self
end end
@@ -1178,7 +1178,7 @@ end
do -- CARGO_PACKAGE do -- CARGO_PACKAGE
--- @type CARGO_PACKAGE -- @type CARGO_PACKAGE
-- @extends #CARGO_REPRESENTABLE -- @extends #CARGO_REPRESENTABLE
CARGO_PACKAGE = { CARGO_PACKAGE = {
ClassName = "CARGO_PACKAGE" ClassName = "CARGO_PACKAGE"
@@ -1195,7 +1195,7 @@ do -- CARGO_PACKAGE
-- @return #CARGO_PACKAGE -- @return #CARGO_PACKAGE
function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE
self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:T( CargoCarrier ) self:T( CargoCarrier )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -1213,7 +1213,7 @@ end
-- @param #number BoardDistance -- @param #number BoardDistance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:F() self:T()
self.CargoInAir = self.CargoCarrier:InAir() self.CargoInAir = self.CargoCarrier:InAir()
@@ -1246,7 +1246,7 @@ end
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #boolean -- @return #boolean
function CARGO_PACKAGE:IsNear( CargoCarrier ) function CARGO_PACKAGE:IsNear( CargoCarrier )
self:F() self:T()
local CargoCarrierPoint = CargoCarrier:GetCoordinate() local CargoCarrierPoint = CargoCarrier:GetCoordinate()
@@ -1271,7 +1271,7 @@ end
-- @param #number LoadDistance -- @param #number LoadDistance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:F() self:T()
if self:IsNear( CargoCarrier ) then if self:IsNear( CargoCarrier ) then
self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle ) self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle )
@@ -1292,7 +1292,7 @@ end
-- @param #number Radius -- @param #number Radius
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle ) function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle )
self:F() self:T()
self.CargoInAir = self.CargoCarrier:InAir() self.CargoInAir = self.CargoCarrier:InAir()
@@ -1331,7 +1331,7 @@ end
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number Speed -- @param #number Speed
function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed ) function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed )
self:F() self:T()
if self:IsNear( CargoCarrier ) then if self:IsNear( CargoCarrier ) then
self:__UnLoad( 1, CargoCarrier, Speed ) self:__UnLoad( 1, CargoCarrier, Speed )
@@ -1350,7 +1350,7 @@ end
-- @param #number LoadDistance -- @param #number LoadDistance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle ) function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle )
self:F() self:T()
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -1378,7 +1378,7 @@ end
-- @param #number Distance -- @param #number Distance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle ) function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle )
self:F() self:T()
local StartPointVec2 = self.CargoCarrier:GetPointVec2() local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.

View File

@@ -59,7 +59,7 @@ do -- CARGO_CRATE
-- @return #CARGO_CRATE -- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
self:F( { Type, Name, NearRadius } ) self:T( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
@@ -116,7 +116,7 @@ do -- CARGO_CRATE
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#POINT_VEC2
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:F( { ToPointVec2, From, Event, To } ) --self:T( { ToPointVec2, From, Event, To } )
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@@ -153,7 +153,7 @@ do -- CARGO_CRATE
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier ) function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
--self:F( { From, Event, To, CargoCarrier } ) --self:T( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -190,7 +190,7 @@ do -- CARGO_CRATE
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius. -- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_CRATE:IsInReportRadius( Coordinate ) function CARGO_CRATE:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } ) --self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -210,7 +210,7 @@ do -- CARGO_CRATE
-- @param Core.Point#Coordinate Coordinate -- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Crate is within the loading radius. -- @return #boolean true if the Cargo Crate is within the loading radius.
function CARGO_CRATE:IsInLoadRadius( Coordinate ) function CARGO_CRATE:IsInLoadRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.NearRadius } ) --self:T( { Coordinate, LoadRadius = self.NearRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -231,7 +231,7 @@ do -- CARGO_CRATE
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup. -- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_CRATE:GetCoordinate() function CARGO_CRATE:GetCoordinate()
--self:F() --self:T()
return self.CargoObject:GetCoordinate() return self.CargoObject:GetCoordinate()
end end
@@ -261,7 +261,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self -- @param #CARGO_CRATE self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_CRATE:RouteTo( Coordinate ) function CARGO_CRATE:RouteTo( Coordinate )
self:F( {Coordinate = Coordinate } ) self:T( {Coordinate = Coordinate } )
end end
@@ -274,7 +274,7 @@ do -- CARGO_CRATE
-- @return #boolean The Cargo is near to the Carrier. -- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier. -- @return #nil The Cargo is not near to the Carrier.
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius ) function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } ) self:T( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end end
@@ -283,7 +283,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self -- @param #CARGO_CRATE self
function CARGO_CRATE:Respawn() function CARGO_CRATE:Respawn()
self:F( { "Respawning crate " .. self:GetName() } ) self:T( { "Respawning crate " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...
@@ -300,7 +300,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self -- @param #CARGO_CRATE self
function CARGO_CRATE:onafterReset() function CARGO_CRATE:onafterReset()
self:F( { "Reset crate " .. self:GetName() } ) self:T( { "Reset crate " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...

View File

@@ -64,7 +64,7 @@ do -- CARGO_GROUP
-- Inherit CAROG_REPORTABLE -- Inherit CAROG_REPORTABLE
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, LoadRadius } ) self:T( { Type, Name, LoadRadius } )
self.CargoSet = SET_CARGO:New() self.CargoSet = SET_CARGO:New()
self.CargoGroup = CargoGroup self.CargoGroup = CargoGroup
@@ -146,7 +146,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
function CARGO_GROUP:Respawn() function CARGO_GROUP:Respawn()
self:F( { "Respawning" } ) self:T( { "Respawning" } )
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO local Cargo = CargoData -- Cargo.Cargo#CARGO
@@ -227,7 +227,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
function CARGO_GROUP:Regroup() function CARGO_GROUP:Regroup()
self:F("Regroup") self:T("Regroup")
if self.Grouped == false then if self.Grouped == false then
@@ -241,7 +241,7 @@ do -- CARGO_GROUP
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } ) self:T( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
if CargoUnit:IsUnLoaded() then if CargoUnit:IsUnLoaded() then
@@ -258,7 +258,7 @@ do -- CARGO_GROUP
-- Then we register the new group in the database -- Then we register the new group in the database
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID ) self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
self:F( { "Regroup", GroupTemplate } ) self:T( { "Regroup", GroupTemplate } )
-- Now we spawn the new group based on the template created. -- Now we spawn the new group based on the template created.
self.CargoObject = _DATABASE:Spawn( GroupTemplate ) self.CargoObject = _DATABASE:Spawn( GroupTemplate )
@@ -271,7 +271,7 @@ do -- CARGO_GROUP
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData ) function CARGO_GROUP:OnEventCargoDead( EventData )
self:E(EventData) self:T(EventData)
local Destroyed = false local Destroyed = false
@@ -296,7 +296,7 @@ do -- CARGO_GROUP
if Destroyed then if Destroyed then
self:Destroyed() self:Destroyed()
self:E( { "Cargo group destroyed" } ) self:T( { "Cargo group destroyed" } )
end end
end end
@@ -309,14 +309,14 @@ do -- CARGO_GROUP
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } ) self:T( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
NearRadius = NearRadius or self.NearRadius NearRadius = NearRadius or self.NearRadius
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach( self.CargoSet:ForEach(
function( Cargo, ... ) function( Cargo, ... )
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } ) self:T( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
CargoGroup:OptionAlarmStateGreen() CargoGroup:OptionAlarmStateGreen()
Cargo:__Board( 1, CargoCarrier, NearRadius, ... ) Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
@@ -334,7 +334,7 @@ do -- CARGO_GROUP
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... ) function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
--self:F( { From, Event, To, CargoCarrier, ...} ) --self:T( { From, Event, To, CargoCarrier, ...} )
if From == "UnLoaded" then if From == "UnLoaded" then
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier. -- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
@@ -359,7 +359,7 @@ do -- CARGO_GROUP
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
--self:F( { CargoCarrier.UnitName, From, Event, To } ) --self:T( { CargoCarrier.UnitName, From, Event, To } )
local Boarded = true local Boarded = true
local Cancelled = false local Cancelled = false
@@ -393,7 +393,7 @@ do -- CARGO_GROUP
if not Boarded then if not Boarded then
self:__Boarding( -5, CargoCarrier, NearRadius, ... ) self:__Boarding( -5, CargoCarrier, NearRadius, ... )
else else
self:F("Group Cargo is loaded") self:T("Group Cargo is loaded")
self:__Load( 1, CargoCarrier, ... ) self:__Load( 1, CargoCarrier, ... )
end end
else else
@@ -413,7 +413,7 @@ do -- CARGO_GROUP
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:F( {From, Event, To, ToPointVec2, NearRadius } ) self:T( {From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 25
@@ -456,7 +456,7 @@ do -- CARGO_GROUP
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:F( { From, Event, To, ToPointVec2, NearRadius } ) --self:T( { From, Event, To, ToPointVec2, NearRadius } )
--local NearRadius = NearRadius or 25 --local NearRadius = NearRadius or 25
@@ -493,7 +493,7 @@ do -- CARGO_GROUP
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... ) function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:F( { From, Event, To, ToPointVec2 } ) --self:T( { From, Event, To, ToPointVec2 } )
if From == "Loaded" then if From == "Loaded" then
@@ -611,7 +611,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_GROUP:RouteTo( Coordinate ) function CARGO_GROUP:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } ) --self:T( {Coordinate = Coordinate } )
-- For each Cargo within the CargoSet, route each object to the Coordinate -- For each Cargo within the CargoSet, route each object to the Coordinate
self.CargoSet:ForEach( self.CargoSet:ForEach(
@@ -629,13 +629,13 @@ do -- CARGO_GROUP
-- @param #number NearRadius -- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier. -- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius ) function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } ) self:T( {NearRadius = NearRadius } )
for _, Cargo in pairs( self.CargoSet:GetSet() ) do for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then if Cargo:IsAlive() then
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
self:F( "Near" ) self:T( "Near" )
return true return true
end end
end end
@@ -649,7 +649,7 @@ do -- CARGO_GROUP
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Group is within the load radius. -- @return #boolean true if the Cargo Group is within the load radius.
function CARGO_GROUP:IsInLoadRadius( Coordinate ) function CARGO_GROUP:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } ) --self:T( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
@@ -669,7 +669,7 @@ do -- CARGO_GROUP
return false return false
end end
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } ) self:T( { Distance = Distance, LoadRadius = self.LoadRadius } )
if Distance <= self.LoadRadius then if Distance <= self.LoadRadius then
return true return true
else else
@@ -687,12 +687,12 @@ do -- CARGO_GROUP
-- @param Core.Point#Coordinate Coordinate -- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Group is within the report radius. -- @return #boolean true if the Cargo Group is within the report radius.
function CARGO_GROUP:IsInReportRadius( Coordinate ) function CARGO_GROUP:IsInReportRadius( Coordinate )
--self:F( { Coordinate } ) --self:T( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then if Cargo then
self:F( { Cargo } ) self:T( { Cargo } )
local Distance = 0 local Distance = 0
if Cargo:IsUnLoaded() then if Cargo:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() ) Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
@@ -738,7 +738,7 @@ do -- CARGO_GROUP
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone -- @return #boolean **true** if the first element of the CargoGroup is in the Zone
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone. -- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
function CARGO_GROUP:IsInZone( Zone ) function CARGO_GROUP:IsInZone( Zone )
--self:F( { Zone } ) --self:T( { Zone } )
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO

View File

@@ -52,7 +52,7 @@ do -- CARGO_SLINGLOAD
-- @return #CARGO_SLINGLOAD -- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } ) self:T( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic self.CargoObject = CargoStatic
@@ -130,7 +130,7 @@ do -- CARGO_SLINGLOAD
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius. -- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate ) function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } ) --self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -149,7 +149,7 @@ do -- CARGO_SLINGLOAD
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Slingload is within the loading radius. -- @return #boolean true if the Cargo Slingload is within the loading radius.
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate ) function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } ) --self:T( { Coordinate } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -169,7 +169,7 @@ do -- CARGO_SLINGLOAD
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup. -- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_SLINGLOAD:GetCoordinate() function CARGO_SLINGLOAD:GetCoordinate()
--self:F() --self:T()
return self.CargoObject:GetCoordinate() return self.CargoObject:GetCoordinate()
end end
@@ -199,7 +199,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self -- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_SLINGLOAD:RouteTo( Coordinate ) function CARGO_SLINGLOAD:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } ) --self:T( {Coordinate = Coordinate } )
end end
@@ -212,7 +212,7 @@ do -- CARGO_SLINGLOAD
-- @return #boolean The Cargo is near to the Carrier. -- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier. -- @return #nil The Cargo is not near to the Carrier.
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius ) function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
--self:F( {NearRadius = NearRadius } ) --self:T( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end end
@@ -222,7 +222,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self -- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn() function CARGO_SLINGLOAD:Respawn()
--self:F( { "Respawning slingload " .. self:GetName() } ) --self:T( { "Respawning slingload " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...
@@ -239,7 +239,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self -- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:onafterReset() function CARGO_SLINGLOAD:onafterReset()
--self:F( { "Reset slingload " .. self:GetName() } ) --self:T( { "Reset slingload " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...

View File

@@ -75,7 +75,7 @@ do -- CARGO_UNIT
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m. -- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180 local Angle = 180
local Speed = 60 local Speed = 60
@@ -114,7 +114,7 @@ do -- CARGO_UNIT
else else
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading ) self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
end end
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } ) self:T( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self.CargoCarrier = nil self.CargoCarrier = nil
local Points = {} local Points = {}
@@ -148,7 +148,7 @@ do -- CARGO_UNIT
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m. -- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@@ -174,7 +174,7 @@ do -- CARGO_UNIT
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m. -- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
self.CargoInAir = self.CargoObject:InAir() self.CargoInAir = self.CargoObject:InAir()
@@ -199,7 +199,7 @@ do -- CARGO_UNIT
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#POINT_VEC2
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:F( { ToPointVec2, From, Event, To } ) self:T( { ToPointVec2, From, Event, To } )
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@@ -236,7 +236,7 @@ do -- CARGO_UNIT
-- @param Wrapper.Group#GROUP CargoCarrier -- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius -- @param #number NearRadius
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } ) self:T( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
self.CargoInAir = self.CargoObject:InAir() self.CargoInAir = self.CargoObject:InAir()
@@ -244,7 +244,7 @@ do -- CARGO_UNIT
local MaxSpeed = Desc.speedMaxOffRoad local MaxSpeed = Desc.speedMaxOffRoad
local TypeName = Desc.typeName local TypeName = Desc.typeName
--self:F({Unit=self.CargoObject:GetName()}) --self:T({Unit=self.CargoObject:GetName()})
-- A cargo unit can only be boarded if it is not dead -- A cargo unit can only be boarded if it is not dead
@@ -298,9 +298,9 @@ do -- CARGO_UNIT
-- @param Wrapper.Client#CLIENT CargoCarrier -- @param Wrapper.Client#CLIENT CargoCarrier
-- @param #number NearRadius Default 25 m. -- @param #number NearRadius Default 25 m.
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } ) self:T( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
self:F( { IsAlive=self.CargoObject:IsAlive() } ) self:T( { IsAlive=self.CargoObject:IsAlive() } )
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
@@ -321,7 +321,7 @@ do -- CARGO_UNIT
local Angle = 180 local Angle = 180
local Distance = 0 local Distance = 0
--self:F({Unit=self.CargoObject:GetName()}) --self:T({Unit=self.CargoObject:GetName()})
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
@@ -348,7 +348,7 @@ do -- CARGO_UNIT
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) ) self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
end end
else else
self:E("Something is wrong") self:T("Something is wrong")
end end
end end
@@ -361,11 +361,11 @@ do -- CARGO_UNIT
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier ) function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
self:F( { From, Event, To, CargoCarrier } ) self:T( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
--self:F({Unit=self.CargoObject:GetName()}) --self:T({Unit=self.CargoObject:GetName()})
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects). -- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then if self.CargoObject then

View File

@@ -489,8 +489,30 @@ do -- Zones and Pathlines
-- Create new polygon zone. -- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points) local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
--Zone.DrawID = objectID
-- Set color. -- Set color.
Zone:SetColor({1, 0, 0}, 0.15) Zone:SetColor({1, 0, 0}, 0.15)
Zone:SetFillColor({1, 0, 0}, 0.15)
if objectData.colorString then
-- eg colorString = 0xff0000ff
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetColor({r, g, b}, a)
end
if objectData.fillColorString then
-- eg fillColorString = 0xff00004b
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetFillColor({r, g, b}, a)
end
-- Store in DB. -- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName self.ZONENAMES[ZoneName] = ZoneName
@@ -533,6 +555,25 @@ do -- Zones and Pathlines
-- Set color. -- Set color.
Zone:SetColor({1, 0, 0}, 0.15) Zone:SetColor({1, 0, 0}, 0.15)
if objectData.colorString then
-- eg colorString = 0xff0000ff
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetColor({r, g, b}, a)
end
if objectData.fillColorString then
-- eg fillColorString = 0xff00004b
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetFillColor({r, g, b}, a)
end
-- Store in DB. -- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName self.ZONENAMES[ZoneName] = ZoneName
@@ -756,7 +797,7 @@ end -- cargo
--- Finds a CLIENT based on the ClientName. --- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ClientName -- @param #string ClientName - Note this is the UNIT name of the client!
-- @return Wrapper.Client#CLIENT The found CLIENT. -- @return Wrapper.Client#CLIENT The found CLIENT.
function DATABASE:FindClient( ClientName ) function DATABASE:FindClient( ClientName )
@@ -1303,8 +1344,16 @@ function DATABASE:_RegisterAirbase(airbase)
-- Unique ID. -- Unique ID.
local airbaseUID=airbase:GetID(true) local airbaseUID=airbase:GetID(true)
local typename = airbase:GetTypeName()
local category = airbase.category
if category == Airbase.Category.SHIP and typename == "FARP_SINGLE_01" then
category = Airbase.Category.HELIPAD
end
-- Debug output. -- Debug output.
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal) local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType]) text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
@@ -1852,7 +1901,7 @@ end
--- Add a flight control to the data base. --- Add a flight control to the data base.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol -- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol
function DATABASE:AddFlightControl(flightcontrol) function DATABASE:AddFlightControl(flightcontrol)
self:F2( { flightcontrol } ) self:F2( { flightcontrol } )
self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol
@@ -1861,7 +1910,7 @@ end
--- Get a flight control object from the data base. --- Get a flight control object from the data base.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string airbasename Name of the associated airbase. -- @param #string airbasename Name of the associated airbase.
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s -- @return OPS.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
function DATABASE:GetFlightControl(airbasename) function DATABASE:GetFlightControl(airbasename)
return self.FLIGHTCONTROLS[airbasename] return self.FLIGHTCONTROLS[airbasename]
end end

View File

@@ -249,7 +249,7 @@ do -- FSM
-- --
-- ### Linear Transition Example -- ### Linear Transition Example
-- --
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/blob/master/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) -- This example is fully implemented in the MOOSE test mission on GitHub: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/FSM/FSM-100%20-%20Transition%20Explanation)
-- --
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.

View File

@@ -368,7 +368,7 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
end end
@@ -459,14 +459,14 @@ end
_MESSAGESRS = {} _MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. --- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone". -- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #number Port Port number of SRS, defaults to 5002. -- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for e.g. Google. -- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies. -- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. -- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female". -- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female" or your configuration file setting.
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB" -- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB" or your configuration file setting.
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server! -- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL. -- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest). -- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
@@ -480,45 +480,51 @@ _MESSAGESRS = {}
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate) function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.MSRS = MSRS:New(PathToSRS,Frequency or 243,Modulation or radio.modulation.AM,Volume)
_MESSAGESRS.frequency = Frequency _MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.modulation = Modulation or radio.modulation.AM
_MESSAGESRS.MSRS:SetCoalition(Coalition or coalition.side.NEUTRAL) _MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.coalition = Coalition or coalition.side.NEUTRAL _MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
_MESSAGESRS.MSRS = MSRS:New(_MESSAGESRS.PathToSRS,_MESSAGESRS.frequency, _MESSAGESRS.modulation)
_MESSAGESRS.coalition = Coalition or MSRS.coalition or coalition.side.NEUTRAL
_MESSAGESRS.MSRS:SetCoalition(_MESSAGESRS.coalition)
_MESSAGESRS.coordinate = Coordinate _MESSAGESRS.coordinate = Coordinate
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
if Coordinate then
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture) _MESSAGESRS.MSRS:SetCulture(Culture)
_MESSAGESRS.Culture = Culture or "en-GB"
_MESSAGESRS.Gender = Gender or MSRS.gender or "female"
_MESSAGESRS.MSRS:SetGender(Gender) _MESSAGESRS.MSRS:SetGender(Gender)
_MESSAGESRS.Gender = Gender or "female"
_MESSAGESRS.MSRS:SetGoogle(PathToCredentials) if PathToCredentials then
_MESSAGESRS.google = PathToCredentials _MESSAGESRS.MSRS:SetProviderOptionsGoogle(PathToCredentials)
_MESSAGESRS.MSRS:SetProvider(MSRS.Provider.GOOGLE)
end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE") _MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.label = Label or "MESSAGE"
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(Port or 5002) _MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.port = Port or 5002
_MESSAGESRS.volume = Volume or 1 _MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume) _MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end
_MESSAGESRS.voice = Voice --or MSRS.Voices.Microsoft.Hedda _MESSAGESRS.voice = Voice or MSRS.voice --or MSRS.Voices.Microsoft.Hedda
--if _MESSAGESRS.google and not Voice then _MESSAGESRS.Voice = MSRS.Voices.Google.Standard.en_GB_Standard_A end
--_MESSAGESRS.MSRS:SetVoice(Voice or _MESSAGESRS.voice)
_MESSAGESRS.SRSQ = MSRSQUEUE:New(Label or "MESSAGE") _MESSAGESRS.SRSQ = MSRSQUEUE:New(_MESSAGESRS.label)
end end
--- Sends a message via SRS. --- Sends a message via SRS. `ToSRS()` will try to use as many attributes configured with @{Core.Message#MESSAGE.SetMSRS}() and @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting. -- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting. -- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
@@ -546,7 +552,7 @@ function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volum
_MESSAGESRS.MSRS:SetCoordinate(coordinate) _MESSAGESRS.MSRS:SetCoordinate(coordinate)
end end
local category = string.gsub(self.MessageCategory,":","") local category = string.gsub(self.MessageCategory,":","")
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,nil,nil,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate) _MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,0.5,1,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate)
end end
return self return self
end end

View File

@@ -25,7 +25,8 @@
do -- COORDINATE do -- COORDINATE
--- @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.
-- @field #number y Component of the 3D vector. -- @field #number y Component of the 3D vector.
@@ -180,7 +181,7 @@ do -- COORDINATE
-- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance. -- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#COORDINATE.ToStringBRA}(): Generates a Bearing, Range & Altitude text. -- * @{#COORDINATE.ToStringBRA}(): Generates a Bearing, Range & Altitude text.
-- * @{#COORDINATE.ToStringBRAANATO}(): Generates a Generates a Bearing, Range, Aspect & Altitude text in NATOPS. -- * @{#COORDINATE.ToStringBRAANATO}(): Generates a Generates a Bearing, Range, Aspect & Altitude text in NATOPS.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutide & Longitude text. -- * @{#COORDINATE.ToStringLL}(): Generates a Latitude & Longitude text.
-- * @{#COORDINATE.ToStringLLDMS}(): Generates a Lat, Lon, Degree, Minute, Second text. -- * @{#COORDINATE.ToStringLLDMS}(): Generates a Lat, Lon, Degree, Minute, Second text.
-- * @{#COORDINATE.ToStringLLDDM}(): Generates a Lat, Lon, Degree, decimal Minute text. -- * @{#COORDINATE.ToStringLLDDM}(): Generates a Lat, Lon, Degree, decimal Minute text.
-- * @{#COORDINATE.ToStringMGRS}(): Generates a MGRS grid coordinate text. -- * @{#COORDINATE.ToStringMGRS}(): Generates a MGRS grid coordinate text.
@@ -2455,15 +2456,18 @@ do -- COORDINATE
-- Write command as string and execute that. Idea by Grimes https://forum.dcs.world/topic/324201-mark-to-all-function/#comment-5273793 -- Write command as string and execute that. Idea by Grimes https://forum.dcs.world/topic/324201-mark-to-all-function/#comment-5273793
local s=string.format("trigger.action.markupToAll(7, %d, %d,", Coalition, MarkID) local s=string.format("trigger.action.markupToAll(7, %d, %d,", Coalition, MarkID)
for _,vec in pairs(vecs) do for _,vec in pairs(vecs) do
s=s..string.format("%s,", UTILS._OneLineSerialize(vec)) --s=s..string.format("%s,", UTILS._OneLineSerialize(vec))
s=s..string.format("{x=%.1f, y=%.1f, z=%.1f},", vec.x, vec.y, vec.z)
end end
s=s..string.format("%s, %s, %s, %s", UTILS._OneLineSerialize(Color), UTILS._OneLineSerialize(FillColor), tostring(LineType), tostring(ReadOnly)) s=s..string.format("{%.3f, %.3f, %.3f, %.3f},", Color[1], Color[2], Color[3], Color[4])
if Text and Text~="" then s=s..string.format("{%.3f, %.3f, %.3f, %.3f},", FillColor[1], FillColor[2], FillColor[3], FillColor[4])
s=s..string.format(", \"%s\"", Text) s=s..string.format("%d,", LineType or 1)
s=s..string.format("%s", tostring(ReadOnly))
if Text and type(Text)=="string" and string.len(Text)>0 then
s=s..string.format(", \"%s\"", tostring(Text))
end end
s=s..")" s=s..")"
-- Execute string command -- Execute string command
local success=UTILS.DoString(s) local success=UTILS.DoString(s)
@@ -2551,7 +2555,7 @@ do -- COORDINATE
Offset=Offset or 2 Offset=Offset or 2
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate. -- Measurement of visibility should not be from the ground, so Adding a hypothetical 2 meters to each Coordinate.
local FromVec3 = self:GetVec3() local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + Offset FromVec3.y = FromVec3.y + Offset
@@ -2952,10 +2956,10 @@ do -- COORDINATE
end end
-- corrected Track to be direction of travel of bogey (self in this case) -- corrected Track to be direction of travel of bogey (self in this case)
local track = "Maneuver" local track = "Maneuver"
if self.Heading then if self.Heading then
track = UTILS.BearingToCardinal(self.Heading) or "North" track = UTILS.BearingToCardinal(self.Heading) or "North"
end end
if rangeNM > 3 then if rangeNM > 3 then
@@ -3067,6 +3071,18 @@ do -- COORDINATE
return coord.LOtoLL( self:GetVec3() ) return coord.LOtoLL( self:GetVec3() )
end end
--- Get Latitude & Longitude text.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string LLText
function COORDINATE:ToStringLL( Settings )
local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy
local lat, lon = coord.LOtoLL( self:GetVec3() )
return string.format('%f', lat) .. ' ' .. string.format('%f', lon)
end
--- Provides a Lat Lon string in Degree Minute Second format. --- Provides a Lat Lon string in Degree Minute Second format.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
@@ -3101,6 +3117,49 @@ do -- COORDINATE
return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy ) return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy )
end end
--- Provides a COORDINATE from an MGRS String
-- @param #COORDINATE self
-- @param #string MGRSString MGRS String, e.g. "MGRS 37T DK 12345 12345"
-- @return #COORDINATE self
function COORDINATE:NewFromMGRSString( MGRSString )
local myparts = UTILS.Split(MGRSString," ")
local northing = tostring(myparts[5]) or ""
local easting = tostring(myparts[4]) or ""
if string.len(easting) < 5 then easting = easting..string.rep("0",5-string.len(easting)) end
if string.len(northing) < 5 then northing = northing..string.rep("0",5-string.len(northing)) end
local MGRS = {
UTMZone = myparts[2],
MGRSDigraph = myparts[3],
Easting = easting,
Northing = northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a COORDINATE from an MGRS Coordinate
-- @param #COORDINATE self
-- @param #string UTMZone UTM Zone, e.g. "37T"
-- @param #string MGRSDigraph Digraph, e.g. "DK"
-- @param #string Easting Meters easting - string in order to allow for leading zeros, e.g. "01234". Should be 5 digits.
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = Easting,
Northing = Northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
end
--- Provides a coordinate string of the point, based on a coordinate format system: --- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE. -- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
@@ -3613,7 +3672,7 @@ end
do -- POINT_VEC2 do -- POINT_VEC2
--- @type POINT_VEC2 -- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters. -- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters. -- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE -- @extends Core.Point#COORDINATE

View File

@@ -14,17 +14,13 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler) -- ### [SCHEDULER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Scheduler)
--
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- === -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [SCHEDULER YouTube Channel (none)]() -- ### None
-- --
-- === -- ===
-- --

View File

@@ -147,6 +147,44 @@ do -- SET_BASE
return self return self
end end
--- [Internal] Add a functional filter
-- @param #SET_BASE self
-- @param #function ConditionFunction If this function returns `true`, the object is added to the SET. The function needs to take a CONTROLLABLE object as first argument.
-- @param ... Condition function arguments, if any.
-- @return #boolean If true, at least one condition is true
function SET_BASE:FilterFunction(ConditionFunction, ...)
local condition={}
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
if not self.Filter.Functions then self.Filter.Functions = {} end
table.insert(self.Filter.Functions, condition)
return self
end
--- [Internal] Check if the condition functions returns true.
-- @param #SET_BASE self
-- @param Wrapper.Controllable#CONTROLLABLE Object The object to filter for
-- @return #boolean If true, if **all** conditions are true
function SET_BASE:_EvalFilterFunctions(Object)
-- All conditions must be true.
for _,_condition in pairs(self.Filter.Functions or {}) do
local condition=_condition
-- Call function.
if condition.func(Object,unpack(condition.arg)) == false then
return false
end
end
-- No condition was true.
return true
end
--- Clear the Objects in the Set. --- Clear the Objects in the Set.
-- @param #SET_BASE self -- @param #SET_BASE self
-- @param #boolean TriggerEvent If `true`, an event remove is triggered for each group that is removed from the set. -- @param #boolean TriggerEvent If `true`, an event remove is triggered for each group that is removed from the set.
@@ -417,14 +455,35 @@ do -- SET_BASE
--- Gets a random object from the @{Core.Set#SET_BASE} and derived classes. --- Gets a random object from the @{Core.Set#SET_BASE} and derived classes.
-- @param #SET_BASE self -- @param #SET_BASE self
-- @return Core.Base#BASE -- @return Core.Base#BASE or nil if none found or the SET is empty!
function SET_BASE:GetRandom() function SET_BASE:GetRandom()
local tablemax = table.maxn(self.Index) local tablemax = 0
for _,_ind in pairs(self.Index) do
tablemax = tablemax + 1
end
--local tablemax = table.maxn(self.Index)
local RandomItem = self.Set[self.Index[math.random(1,tablemax)]] local RandomItem = self.Set[self.Index[math.random(1,tablemax)]]
self:T3( { RandomItem } ) self:T3( { RandomItem } )
return RandomItem return RandomItem
end end
--- Gets a random object from the @{Core.Set#SET_BASE} and derived classes. A bit slower than @{#SET_BASE.GetRandom}() but tries to ensure you get an object back if the SET is not empty.
-- @param #SET_BASE self
-- @return Core.Base#BASE or nil if the SET is empty!
function SET_BASE:GetRandomSurely()
local tablemax = 0
local sorted = {}
for _,_obj in pairs(self.Set) do
tablemax = tablemax + 1
sorted[tablemax] = _obj
end
--local tablemax = table.maxn(self.Index)
--local RandomItem = self.Set[self.Index[math.random(1,tablemax)]]
local RandomItem = sorted[math.random(1,tablemax)]
self:T3( { RandomItem } )
return RandomItem
end
--- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes. --- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes.
-- @param #SET_BASE self -- @param #SET_BASE self
-- @return #number Count -- @return #number Count
@@ -561,10 +620,12 @@ do -- SET_BASE
return self return self
end end
--- Iterate the SET_BASE while identifying the nearest object from a @{Core.Point#POINT_VEC2}. --- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#POINT_VEC2}.
-- @param #SET_BASE self -- @param #SET_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set. -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#COORDINATE} or @{Core.Point#POINT_VEC2} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @return Core.Base#BASE The closest object. -- @return Core.Base#BASE The closest object.
-- @usage
-- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ) function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
self:F2( PointVec2 ) self:F2( PointVec2 )
@@ -961,6 +1022,7 @@ do
-- * @{#SET_GROUP.FilterCategoryShip}: Builds the SET_GROUP from ships. -- * @{#SET_GROUP.FilterCategoryShip}: Builds the SET_GROUP from ships.
-- * @{#SET_GROUP.FilterCategoryStructure}: Builds the SET_GROUP from structures. -- * @{#SET_GROUP.FilterCategoryStructure}: Builds the SET_GROUP from structures.
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}. -- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}.
-- * @{#SET_GROUP.FilterFunction}: Builds the SET_GROUP with a custom condition.
-- --
-- Once the filter criteria have been set for the SET_GROUP, you can start filtering using: -- Once the filter criteria have been set for the SET_GROUP, you can start filtering using:
-- --
@@ -1034,6 +1096,7 @@ do
Countries = nil, Countries = nil,
GroupPrefixes = nil, GroupPrefixes = nil,
Zones = nil, Zones = nil,
Functions = nil,
}, },
FilterMeta = { FilterMeta = {
Coalitions = { Coalitions = {
@@ -1248,6 +1311,25 @@ do
return self return self
end end
--- [User] Add a custom condition function.
-- @function [parent=#SET_GROUP] FilterFunction
-- @param #SET_GROUP self
-- @param #function ConditionFunction If this function returns `true`, the object is added to the SET. The function needs to take a GROUP object as first argument.
-- @param ... Condition function arguments if any.
-- @return #SET_GROUP self
-- @usage
-- -- Image you want to exclude a specific GROUP from a SET:
-- local groundset = SET_GROUP:New():FilterCoalitions("blue"):FilterCategoryGround():FilterFunction(
-- -- The function needs to take a GROUP object as first - and in this case, only - argument.
-- function(grp)
-- local isinclude = true
-- if grp:GetName() == "Exclude Me" then isinclude = false end
-- return isinclude
-- end
-- ):FilterOnce()
-- BASE:I(groundset:Flush())
--- Builds a set of groups of coalitions. --- Builds a set of groups of coalitions.
-- Possible current coalitions are red, blue and neutral. -- Possible current coalitions are red, blue and neutral.
-- @param #SET_GROUP self -- @param #SET_GROUP self
@@ -1496,7 +1578,7 @@ do
function SET_GROUP:AddInDatabase( Event ) function SET_GROUP:AddInDatabase( Event )
self:F3( { Event } ) self:F3( { Event } )
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == Object.Category.UNIT then
if not self.Database[Event.IniDCSGroupName] then if not self.Database[Event.IniDCSGroupName] then
self.Database[Event.IniDCSGroupName] = GROUP:Register( Event.IniDCSGroupName ) self.Database[Event.IniDCSGroupName] = GROUP:Register( Event.IniDCSGroupName )
self:T3( self.Database[Event.IniDCSGroupName] ) self:T3( self.Database[Event.IniDCSGroupName] )
@@ -1921,7 +2003,7 @@ do
MGroupInclude = MGroupInclude and MGroupActive MGroupInclude = MGroupInclude and MGroupActive
end end
if self.Filter.Coalitions then if self.Filter.Coalitions and MGroupInclude then
local MGroupCoalition = false local MGroupCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
self:T3( { "Coalition:", MGroup:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) self:T3( { "Coalition:", MGroup:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
@@ -1932,7 +2014,7 @@ do
MGroupInclude = MGroupInclude and MGroupCoalition MGroupInclude = MGroupInclude and MGroupCoalition
end end
if self.Filter.Categories then if self.Filter.Categories and MGroupInclude then
local MGroupCategory = false local MGroupCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
self:T3( { "Category:", MGroup:GetCategory(), self.FilterMeta.Categories[CategoryName], CategoryName } ) self:T3( { "Category:", MGroup:GetCategory(), self.FilterMeta.Categories[CategoryName], CategoryName } )
@@ -1943,7 +2025,7 @@ do
MGroupInclude = MGroupInclude and MGroupCategory MGroupInclude = MGroupInclude and MGroupCategory
end end
if self.Filter.Countries then if self.Filter.Countries and MGroupInclude then
local MGroupCountry = false local MGroupCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do for CountryID, CountryName in pairs( self.Filter.Countries ) do
self:T3( { "Country:", MGroup:GetCountry(), CountryName } ) self:T3( { "Country:", MGroup:GetCountry(), CountryName } )
@@ -1954,7 +2036,7 @@ do
MGroupInclude = MGroupInclude and MGroupCountry MGroupInclude = MGroupInclude and MGroupCountry
end end
if self.Filter.GroupPrefixes then if self.Filter.GroupPrefixes and MGroupInclude then
local MGroupPrefix = false local MGroupPrefix = false
for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do
self:T3( { "Prefix:", string.find( MGroup:GetName(), GroupPrefix, 1 ), GroupPrefix } ) self:T3( { "Prefix:", string.find( MGroup:GetName(), GroupPrefix, 1 ), GroupPrefix } )
@@ -1965,7 +2047,7 @@ do
MGroupInclude = MGroupInclude and MGroupPrefix MGroupInclude = MGroupInclude and MGroupPrefix
end end
if self.Filter.Zones then if self.Filter.Zones and MGroupInclude then
local MGroupZone = false local MGroupZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do for ZoneName, Zone in pairs( self.Filter.Zones ) do
--self:T( "Zone:", ZoneName ) --self:T( "Zone:", ZoneName )
@@ -1976,6 +2058,12 @@ do
MGroupInclude = MGroupInclude and MGroupZone MGroupInclude = MGroupInclude and MGroupZone
end end
if self.Filter.Functions and MGroupInclude then
local MGroupFunc = false
MGroupFunc = self:_EvalFilterFunctions(MGroup)
MGroupInclude = MGroupInclude and MGroupFunc
end
self:T2( MGroupInclude ) self:T2( MGroupInclude )
return MGroupInclude return MGroupInclude
end end
@@ -2074,6 +2162,7 @@ do -- SET_UNIT
-- Have a read through here to understand the application of regular expressions: [LUA regular expressions](https://riptutorial.com/lua/example/20315/lua-pattern-matching) -- Have a read through here to understand the application of regular expressions: [LUA regular expressions](https://riptutorial.com/lua/example/20315/lua-pattern-matching)
-- * @{#SET_UNIT.FilterActive}: Builds the SET_UNIT with the units that are only active. Units that are inactive (late activation) won't be included in the set! -- * @{#SET_UNIT.FilterActive}: Builds the SET_UNIT with the units that are only active. Units that are inactive (late activation) won't be included in the set!
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}. -- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}.
-- * @{#SET_UNIT.FilterFunction}: Builds the SET_UNIT with a custom condition.
-- --
-- Once the filter criteria have been set for the SET_UNIT, you can start filtering using: -- Once the filter criteria have been set for the SET_UNIT, you can start filtering using:
-- --
@@ -2152,6 +2241,7 @@ do -- SET_UNIT
Countries = nil, Countries = nil,
UnitPrefixes = nil, UnitPrefixes = nil,
Zones = nil, Zones = nil,
Functions = nil,
}, },
FilterMeta = { FilterMeta = {
Coalitions = { Coalitions = {
@@ -2523,6 +2613,25 @@ do -- SET_UNIT
return self return self
end end
--- [User] Add a custom condition function.
-- @function [parent=#SET_UNIT] FilterFunction
-- @param #SET_UNIT self
-- @param #function ConditionFunction If this function returns `true`, the object is added to the SET. The function needs to take a UNIT object as first argument.
-- @param ... Condition function arguments if any.
-- @return #SET_UNIT self
-- @usage
-- -- Image you want to exclude a specific UNIT from a SET:
-- local groundset = SET_UNIT:New():FilterCoalitions("blue"):FilterCategories("ground"):FilterFunction(
-- -- The function needs to take a UNIT object as first - and in this case, only - argument.
-- function(unit)
-- local isinclude = true
-- if unit:GetName() == "Exclude Me" then isinclude = false end
-- return isinclude
-- end
-- ):FilterOnce()
-- BASE:I(groundset:Flush())
--- Handles the Database to check on an event (birth) that the Object was added in the Database. --- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_UNIT self -- @param #SET_UNIT self
@@ -2532,7 +2641,7 @@ do -- SET_UNIT
function SET_UNIT:AddInDatabase( Event ) function SET_UNIT:AddInDatabase( Event )
self:F3( { Event } ) self:F3( { Event } )
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == Object.Category.UNIT then
if not self.Database[Event.IniDCSUnitName] then if not self.Database[Event.IniDCSUnitName] then
self.Database[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnitName ) self.Database[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnitName )
self:T3( self.Database[Event.IniDCSUnitName] ) self:T3( self.Database[Event.IniDCSUnitName] )
@@ -2848,59 +2957,50 @@ do -- SET_UNIT
-- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units. -- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units.
function SET_UNIT:GetCoordinate() function SET_UNIT:GetCoordinate()
local Coordinate = nil local function GetSetVec3(units)
local unit = self:GetRandom() -- Init.
if self:Count() == 1 and unit then local x=0
return unit:GetCoordinate() local y=0
end local z=0
if unit then local n=0
local Coordinate = unit:GetCoordinate() -- Loop over all units.
--self:F({Coordinate:GetVec3()}) for _,unit in pairs(units) do
local vec3=nil --DCS#Vec3
if unit and unit:IsAlive() then
local x1 = Coordinate.x vec3 = unit:GetVec3()
local x2 = Coordinate.x end
local y1 = Coordinate.y if vec3 then
local y2 = Coordinate.y -- Sum up posits.
local z1 = Coordinate.z x=x+vec3.x
local z2 = Coordinate.z y=y+vec3.y
local MaxVelocity = 0 z=z+vec3.z
local AvgHeading = nil -- Increase counter.
local MovingCount = 0 n=n+1
for UnitName, UnitData in pairs( self:GetAliveSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
x1 = (Coordinate.x < x1) and Coordinate.x or x1
x2 = (Coordinate.x > x2) and Coordinate.x or x2
y1 = (Coordinate.y < y1) and Coordinate.y or y1
y2 = (Coordinate.y > y2) and Coordinate.y or y2
z1 = (Coordinate.y < z1) and Coordinate.z or z1
z2 = (Coordinate.y > z2) and Coordinate.z or z2
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = (MaxVelocity < Velocity) and Velocity or MaxVelocity
local Heading = Coordinate:GetHeading()
AvgHeading = AvgHeading and (AvgHeading + Heading) or Heading
MovingCount = MovingCount + 1
end end
end end
if n>0 then
AvgHeading = AvgHeading and (AvgHeading / MovingCount) -- Average.
local Vec3={x=x/n, y=y/n, z=z/n} --DCS#Vec3
Coordinate.x = (x2 - x1) / 2 + x1 return Vec3
Coordinate.y = (y2 - y1) / 2 + y1 end
Coordinate.z = (z2 - z1) / 2 + z1 return nil
Coordinate:SetHeading( AvgHeading )
Coordinate:SetVelocity( MaxVelocity )
self:F( { Coordinate = Coordinate } )
end end
return Coordinate
local Coordinate = nil
local Vec3 = GetSetVec3(self.Set)
if Vec3 then
Coordinate = COORDINATE:NewFromVec3(Vec3)
end
if Coordinate then
local heading = self:GetHeading() or 0
local velocity = self:GetVelocity() or 0
Coordinate:SetHeading( heading )
Coordinate:SetVelocity( velocity )
self:I(UTILS.PrintTableToLog(Coordinate))
end
return Coordinate
end end
--- Get the maximum velocity of the SET_UNIT. --- Get the maximum velocity of the SET_UNIT.
@@ -3109,7 +3209,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitActive MUnitInclude = MUnitInclude and MUnitActive
end end
if self.Filter.Coalitions then if self.Filter.Coalitions and MUnitInclude then
local MUnitCoalition = false local MUnitCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
self:F( { "Coalition:", MUnit:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) self:F( { "Coalition:", MUnit:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
@@ -3120,7 +3220,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitCoalition MUnitInclude = MUnitInclude and MUnitCoalition
end end
if self.Filter.Categories then if self.Filter.Categories and MUnitInclude then
local MUnitCategory = false local MUnitCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
self:T3( { "Category:", MUnit:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } ) self:T3( { "Category:", MUnit:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
@@ -3131,7 +3231,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitCategory MUnitInclude = MUnitInclude and MUnitCategory
end end
if self.Filter.Types then if self.Filter.Types and MUnitInclude then
local MUnitType = false local MUnitType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MUnit:GetTypeName(), TypeName } ) self:T3( { "Type:", MUnit:GetTypeName(), TypeName } )
@@ -3142,7 +3242,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitType MUnitInclude = MUnitInclude and MUnitType
end end
if self.Filter.Countries then if self.Filter.Countries and MUnitInclude then
local MUnitCountry = false local MUnitCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do for CountryID, CountryName in pairs( self.Filter.Countries ) do
self:T3( { "Country:", MUnit:GetCountry(), CountryName } ) self:T3( { "Country:", MUnit:GetCountry(), CountryName } )
@@ -3153,7 +3253,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitCountry MUnitInclude = MUnitInclude and MUnitCountry
end end
if self.Filter.UnitPrefixes then if self.Filter.UnitPrefixes and MUnitInclude then
local MUnitPrefix = false local MUnitPrefix = false
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
self:T3( { "Prefix:", string.find( MUnit:GetName(), UnitPrefix, 1 ), UnitPrefix } ) self:T3( { "Prefix:", string.find( MUnit:GetName(), UnitPrefix, 1 ), UnitPrefix } )
@@ -3164,7 +3264,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitPrefix MUnitInclude = MUnitInclude and MUnitPrefix
end end
if self.Filter.RadarTypes then if self.Filter.RadarTypes and MUnitInclude then
local MUnitRadar = false local MUnitRadar = false
for RadarTypeID, RadarType in pairs( self.Filter.RadarTypes ) do for RadarTypeID, RadarType in pairs( self.Filter.RadarTypes ) do
self:T3( { "Radar:", RadarType } ) self:T3( { "Radar:", RadarType } )
@@ -3178,7 +3278,7 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MUnitRadar MUnitInclude = MUnitInclude and MUnitRadar
end end
if self.Filter.SEAD then if self.Filter.SEAD and MUnitInclude then
local MUnitSEAD = false local MUnitSEAD = false
if MUnit:HasSEAD() == true then if MUnit:HasSEAD() == true then
self:T3( "SEAD Found" ) self:T3( "SEAD Found" )
@@ -3188,7 +3288,7 @@ do -- SET_UNIT
end end
end end
if self.Filter.Zones then if self.Filter.Zones and MUnitInclude then
local MGroupZone = false local MGroupZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do for ZoneName, Zone in pairs( self.Filter.Zones ) do
self:T3( "Zone:", ZoneName ) self:T3( "Zone:", ZoneName )
@@ -3199,6 +3299,11 @@ do -- SET_UNIT
MUnitInclude = MUnitInclude and MGroupZone MUnitInclude = MUnitInclude and MGroupZone
end end
if self.Filter.Functions and MUnitInclude then
local MUnitFunc = self:_EvalFilterFunctions(MUnit)
MUnitInclude = MUnitInclude and MUnitFunc
end
self:T2( MUnitInclude ) self:T2( MUnitInclude )
return MUnitInclude return MUnitInclude
end end
@@ -3280,6 +3385,7 @@ do -- SET_STATIC
-- * @{#SET_STATIC.FilterPrefixes}: Builds the SET_STATIC with the units containing the same string(s) in their name. **Attention!** LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. -- * @{#SET_STATIC.FilterPrefixes}: Builds the SET_STATIC with the units containing the same string(s) in their name. **Attention!** LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results.
-- Have a read through here to understand the application of regular expressions: [LUA regular expressions](https://riptutorial.com/lua/example/20315/lua-pattern-matching) -- Have a read through here to understand the application of regular expressions: [LUA regular expressions](https://riptutorial.com/lua/example/20315/lua-pattern-matching)
-- * @{#SET_STATIC.FilterZones}: Builds the SET_STATIC with the units within a @{Core.Zone#ZONE}. -- * @{#SET_STATIC.FilterZones}: Builds the SET_STATIC with the units within a @{Core.Zone#ZONE}.
-- * @{#SET_STATIC.FilterFunction}: Builds the SET_STATIC with a custom condition.
-- --
-- Once the filter criteria have been set for the SET_STATIC, you can start filtering using: -- Once the filter criteria have been set for the SET_STATIC, you can start filtering using:
-- --
@@ -3483,6 +3589,24 @@ do -- SET_STATIC
return self return self
end end
--- [User] Add a custom condition function.
-- @function [parent=#SET_STATIC] FilterFunction
-- @param #SET_STATIC self
-- @param #function ConditionFunction If this function returns `true`, the object is added to the SET. The function needs to take a STATIC object as first argument.
-- @param ... Condition function arguments if any.
-- @return #SET_STATIC self
-- @usage
-- -- Image you want to exclude a specific CLIENT from a SET:
-- local groundset = SET_STATIC:New():FilterCoalitions("blue"):FilterActive(true):FilterFunction(
-- -- The function needs to take a STATIC object as first - and in this case, only - argument.
-- function(static)
-- local isinclude = true
-- if static:GetName() == "Exclude Me" then isinclude = false end
-- return isinclude
-- end
-- ):FilterOnce()
-- BASE:I(groundset:Flush())
--- Builds a set of units of defined countries. --- Builds a set of units of defined countries.
-- Possible current countries are those known within DCS world. -- Possible current countries are those known within DCS world.
-- @param #SET_STATIC self -- @param #SET_STATIC self
@@ -4039,6 +4163,7 @@ do -- SET_CLIENT
-- Have a read through here to understand the application of regular expressions: [LUA regular expressions](https://riptutorial.com/lua/example/20315/lua-pattern-matching) -- Have a read through here to understand the application of regular expressions: [LUA regular expressions](https://riptutorial.com/lua/example/20315/lua-pattern-matching)
-- * @{#SET_CLIENT.FilterActive}: Builds the SET_CLIENT with the units that are only active. Units that are inactive (late activation) won't be included in the set! -- * @{#SET_CLIENT.FilterActive}: Builds the SET_CLIENT with the units that are only active. Units that are inactive (late activation) won't be included in the set!
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}. -- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}.
-- * @{#SET_CLIENT.FilterFunction}: Builds the SET_CLIENT with a custom condition.
-- --
-- Once the filter criteria have been set for the SET_CLIENT, you can start filtering using: -- Once the filter criteria have been set for the SET_CLIENT, you can start filtering using:
-- --
@@ -4393,7 +4518,7 @@ do -- SET_CLIENT
function SET_CLIENT:_EventPlayerEnterUnit(Event) function SET_CLIENT:_EventPlayerEnterUnit(Event)
self:I( "_EventPlayerEnterUnit" ) self:I( "_EventPlayerEnterUnit" )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot entered -- CA Slot entered
local ObjectName, Object = self:AddInDatabase( Event ) local ObjectName, Object = self:AddInDatabase( Event )
self:I( ObjectName, UTILS.PrintTableToLog(Object) ) self:I( ObjectName, UTILS.PrintTableToLog(Object) )
@@ -4412,7 +4537,7 @@ do -- SET_CLIENT
function SET_CLIENT:_EventPlayerLeaveUnit(Event) function SET_CLIENT:_EventPlayerLeaveUnit(Event)
self:I( "_EventPlayerLeaveUnit" ) self:I( "_EventPlayerLeaveUnit" )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot left -- CA Slot left
local ObjectName, Object = self:FindInDatabase( Event ) local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName then if ObjectName then
@@ -4541,6 +4666,25 @@ do -- SET_CLIENT
return AliveSet.Set or {} return AliveSet.Set or {}
end end
--- [User] Add a custom condition function.
-- @function [parent=#SET_CLIENT] FilterFunction
-- @param #SET_CLIENT self
-- @param #function ConditionFunction If this function returns `true`, the object is added to the SET. The function needs to take a CLIENT object as first argument.
-- @param ... Condition function arguments if any.
-- @return #SET_CLIENT self
-- @usage
-- -- Image you want to exclude a specific CLIENT from a SET:
-- local groundset = SET_CLIENT:New():FilterCoalitions("blue"):FilterActive(true):FilterFunction(
-- -- The function needs to take a UNIT object as first - and in this case, only - argument.
-- function(client)
-- local isinclude = true
-- if client:GetPlayerName() == "Exclude Me" then isinclude = false end
-- return isinclude
-- end
-- ):FilterOnce()
-- BASE:I(groundset:Flush())
--- ---
-- @param #SET_CLIENT self -- @param #SET_CLIENT self
-- @param Wrapper.Client#CLIENT MClient -- @param Wrapper.Client#CLIENT MClient
@@ -4562,7 +4706,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientActive MClientInclude = MClientInclude and MClientActive
end end
if self.Filter.Coalitions then if self.Filter.Coalitions and MClientInclude then
local MClientCoalition = false local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName ) local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName )
@@ -4575,7 +4719,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientCoalition MClientInclude = MClientInclude and MClientCoalition
end end
if self.Filter.Categories then if self.Filter.Categories and MClientInclude then
local MClientCategory = false local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName ) local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName )
@@ -4588,7 +4732,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientCategory MClientInclude = MClientInclude and MClientCategory
end end
if self.Filter.Types then if self.Filter.Types and MClientInclude then
local MClientType = false local MClientType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MClient:GetTypeName(), TypeName } ) self:T3( { "Type:", MClient:GetTypeName(), TypeName } )
@@ -4600,7 +4744,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientType MClientInclude = MClientInclude and MClientType
end end
if self.Filter.Countries then if self.Filter.Countries and MClientInclude then
local MClientCountry = false local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryID = _DATABASE:GetCountryFromClientTemplate( MClientName ) local ClientCountryID = _DATABASE:GetCountryFromClientTemplate( MClientName )
@@ -4613,7 +4757,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientCountry MClientInclude = MClientInclude and MClientCountry
end end
if self.Filter.ClientPrefixes then if self.Filter.ClientPrefixes and MClientInclude then
local MClientPrefix = false local MClientPrefix = false
for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do
self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } ) self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } )
@@ -4625,7 +4769,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientPrefix MClientInclude = MClientInclude and MClientPrefix
end end
if self.Filter.Zones then if self.Filter.Zones and MClientInclude then
local MClientZone = false local MClientZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do for ZoneName, Zone in pairs( self.Filter.Zones ) do
self:T3( "Zone:", ZoneName ) self:T3( "Zone:", ZoneName )
@@ -4637,7 +4781,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientZone MClientInclude = MClientInclude and MClientZone
end end
if self.Filter.Playernames then if self.Filter.Playernames and MClientInclude then
local MClientPlayername = false local MClientPlayername = false
local playername = MClient:GetPlayerName() or "Unknown" local playername = MClient:GetPlayerName() or "Unknown"
--self:T(playername) --self:T(playername)
@@ -4650,7 +4794,7 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientPlayername MClientInclude = MClientInclude and MClientPlayername
end end
if self.Filter.Callsigns then if self.Filter.Callsigns and MClientInclude then
local MClientCallsigns = false local MClientCallsigns = false
local callsign = MClient:GetCallsign() local callsign = MClient:GetCallsign()
--self:I(callsign) --self:I(callsign)
@@ -4663,6 +4807,11 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientCallsigns MClientInclude = MClientInclude and MClientCallsigns
end end
if self.Filter.Functions and MClientInclude then
local MClientFunc = self:_EvalFilterFunctions(MClient)
MClientInclude = MClientInclude and MClientFunc
end
end end
self:T2( MClientInclude ) self:T2( MClientInclude )
return MClientInclude return MClientInclude
@@ -5256,7 +5405,7 @@ do -- SET_AIRBASE
function SET_AIRBASE:GetRandomAirbase() function SET_AIRBASE:GetRandomAirbase()
local RandomAirbase = self:GetRandom() local RandomAirbase = self:GetRandom()
self:F( { RandomAirbase = RandomAirbase:GetName() } ) --self:F( { RandomAirbase = RandomAirbase:GetName() } )
return RandomAirbase return RandomAirbase
end end
@@ -5422,7 +5571,7 @@ do -- SET_AIRBASE
MAirbaseInclude = MAirbaseInclude and MAirbaseCoalition MAirbaseInclude = MAirbaseInclude and MAirbaseCoalition
end end
if self.Filter.Categories then if self.Filter.Categories and MAirbaseInclude then
local MAirbaseCategory = false local MAirbaseCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local AirbaseCategoryID = _DATABASE:GetCategoryFromAirbase( MAirbaseName ) local AirbaseCategoryID = _DATABASE:GetCategoryFromAirbase( MAirbaseName )
@@ -7688,6 +7837,28 @@ do -- SET_OPSGROUP
return self return self
end end
--- Handles the OnBirth event for the Set.
-- @param #SET_OPSGROUP self
-- @param Core.Event#EVENTDATA Event Event data.
function SET_OPSGROUP:_EventOnBirth( Event )
self:F3( { Event } )
if Event.IniDCSUnit and Event.IniDCSGroup then
local DCSgroup=Event.IniDCSGroup --DCS#Group
if DCSgroup:getInitialSize() == DCSgroup:getSize() then -- This seems to be not a good check as even for the first birth event, getSize returns the total number of units in the group.
local groupname, group = self:AddInDatabase( Event )
if group and group:CountAliveUnits()==DCSgroup:getInitialSize() then
if group and self:IsIncludeObject( group ) then
self:Add( groupname, group )
end
end
end
end
end
--- Handles the OnDead or OnCrash event for alive groups set. --- Handles the OnDead or OnCrash event for alive groups set.
-- Note: The GROUP object in the SET_OPSGROUP collection will only be removed if the last unit is destroyed of the GROUP. -- Note: The GROUP object in the SET_OPSGROUP collection will only be removed if the last unit is destroyed of the GROUP.
-- @param #SET_OPSGROUP self -- @param #SET_OPSGROUP self
@@ -7708,12 +7879,12 @@ do -- SET_OPSGROUP
--- Handles the Database to check on an event (birth) that the Object was added in the Database. --- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_OPSGROUP self -- @param #SET_OPSGROUP self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event Event data.
-- @return #string The name of the GROUP -- @return #string The name of the GROUP.
-- @return #table The GROUP -- @return Wrapper.Group#GROUP The GROUP object.
function SET_OPSGROUP:AddInDatabase( Event ) function SET_OPSGROUP:AddInDatabase( Event )
if Event.IniObjectCategory==1 then if Event.IniObjectCategory==Object.Category.UNIT then
if not self.Database[Event.IniDCSGroupName] then if not self.Database[Event.IniDCSGroupName] then
self.Database[Event.IniDCSGroupName] = GROUP:Register( Event.IniDCSGroupName ) self.Database[Event.IniDCSGroupName] = GROUP:Register( Event.IniDCSGroupName )
@@ -7728,8 +7899,8 @@ do -- SET_OPSGROUP
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_OPSGROUP self -- @param #SET_OPSGROUP self
-- @param Core.Event#EVENTDATA Event Event data table. -- @param Core.Event#EVENTDATA Event Event data table.
-- @return #string The name of the GROUP -- @return #string The name of the GROUP.
-- @return #table The GROUP -- @return Wrapper.Group#GROUP The GROUP object.
function SET_OPSGROUP:FindInDatabase(Event) function SET_OPSGROUP:FindInDatabase(Event)
return Event.IniDCSGroupName, self.Database[Event.IniDCSGroupName] return Event.IniDCSGroupName, self.Database[Event.IniDCSGroupName]
end end
@@ -7768,7 +7939,7 @@ do -- SET_OPSGROUP
end end
-- Filter coalitions. -- Filter coalitions.
if self.Filter.Coalitions then if self.Filter.Coalitions and MGroupInclude then
local MGroupCoalition = false local MGroupCoalition = false
@@ -7782,7 +7953,7 @@ do -- SET_OPSGROUP
end end
-- Filter categories. -- Filter categories.
if self.Filter.Categories then if self.Filter.Categories and MGroupInclude then
local MGroupCategory = false local MGroupCategory = false
@@ -7796,7 +7967,7 @@ do -- SET_OPSGROUP
end end
-- Filter countries. -- Filter countries.
if self.Filter.Countries then if self.Filter.Countries and MGroupInclude then
local MGroupCountry = false local MGroupCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do for CountryID, CountryName in pairs( self.Filter.Countries ) do
if country.id[CountryName] == MGroup:GetCountry() then if country.id[CountryName] == MGroup:GetCountry() then
@@ -7807,12 +7978,12 @@ do -- SET_OPSGROUP
end end
-- Filter "prefixes". -- Filter "prefixes".
if self.Filter.GroupPrefixes then if self.Filter.GroupPrefixes and MGroupInclude then
local MGroupPrefix = false local MGroupPrefix = false
for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do
if string.find( MGroup:GetName(), GroupPrefix:gsub ("-", "%%-"), 1 ) then --Not sure why "-" is replaced by "%-" ?! if string.find( MGroup:GetName(), GroupPrefix:gsub ("-", "%%-"), 1 ) then --Not sure why "-" is replaced by "%-" ?! - So we can still match group names with a dash in them
MGroupPrefix = true MGroupPrefix = true
end end
end end
@@ -8048,7 +8219,7 @@ do -- SET_SCENERY
end end
--- Get a table of alive objects. --- Get a table of alive objects.
-- @param #SET_GROUP self -- @param #SET_SCENERY self
-- @return #table Table of alive objects -- @return #table Table of alive objects
-- @return Core.Set#SET_SCENERY SET of alive objects -- @return Core.Set#SET_SCENERY SET of alive objects
function SET_SCENERY:GetAliveSet() function SET_SCENERY:GetAliveSet()
@@ -8084,7 +8255,13 @@ do -- SET_SCENERY
-- @return Core.Point#COORDINATE The center coordinate of all the objects in the set. -- @return Core.Point#COORDINATE The center coordinate of all the objects in the set.
function SET_SCENERY:GetCoordinate() function SET_SCENERY:GetCoordinate()
local Coordinate = self:GetRandom():GetCoordinate() local Coordinate = COORDINATE:New({0,0,0})
local Item = self:GetRandomSurely()
if Item then
Coordinate:GetCoordinate()
end
local x1 = Coordinate.x local x1 = Coordinate.x
local x2 = Coordinate.x local x2 = Coordinate.x

View File

@@ -30,7 +30,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Spawn)
-- --
-- === -- ===
-- --
@@ -1108,6 +1108,22 @@ function SPAWN:InitRandomizeCallsign()
return self return self
end end
--- [BLUE AIR only!] This method sets a specific callsign for a spawned group. Use for a group with one unit only!
-- @param #SPAWN self
-- @param #number ID ID of the callsign enumerator, e.g. CALLSIGN.Tanker.Texaco - - resulting in e.g. Texaco-2-1
-- @param #string Name Name of this callsign as it cannot be determined from the ID because of the dependency on the task type of the plane, and the plane type. E.g. "Texaco"
-- @param #number Minor Minor number, i.e. the unit number within the group, e.g 2 - resulting in e.g. Texaco-2-1
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self
end
--- This method sets a spawn position for the group that is different from the location of the template. --- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Point#COORDINATE Coordinate The position to spawn from -- @param Core.Point#COORDINATE Coordinate The position to spawn from
@@ -1442,6 +1458,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
else else
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
local SpawnZone = self.SpawnGroups[self.SpawnIndex].SpawnZone
self:T( SpawnTemplate.name ) self:T( SpawnTemplate.name )
if SpawnTemplate then if SpawnTemplate then
@@ -1467,6 +1484,23 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnRandomizeUnits then if self.SpawnRandomizeUnits then
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius ) local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
if (SpawnZone) then
local inZone = SpawnZone:IsVec2InZone(RandomVec2)
local numTries = 1
while (not inZone) and (numTries < 20) do
if not inZone then
RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
numTries = numTries + 1
inZone = SpawnZone:IsVec2InZone(RandomVec2)
self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
self:I(SpawnZone)
end
end
if (not inZone) then
self:I("Could not place unit within zone and within radius!")
RandomVec2 = SpawnZone:GetRandomVec2()
end
end
SpawnTemplate.units[UnitID].x = RandomVec2.x SpawnTemplate.units[UnitID].x = RandomVec2.x
SpawnTemplate.units[UnitID].y = RandomVec2.y SpawnTemplate.units[UnitID].y = RandomVec2.y
self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y ) self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
@@ -1518,12 +1552,14 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
if UnitID > 1 then -- don't rotate position of unit #1 if not self.SpawnRandomizeUnits then
local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1 if UnitID > 1 then -- don't rotate position of unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading) SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading) SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
end
end end
-- adjust heading of all units, including unit #1 -- adjust heading of all units, including unit #1
@@ -3321,28 +3357,41 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
SpawnTemplate.units[UnitID].callsign[2] = UnitID SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign[3] = "1" SpawnTemplate.units[UnitID].callsign[3] = "1"
SpawnTemplate.units[UnitID].callsign["name"] = tostring(callsignname)..tostring(UnitID).."1" SpawnTemplate.units[UnitID].callsign["name"] = tostring(callsignname)..tostring(UnitID).."1"
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1) -- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end end
else else
-- Ruskis -- Russkis
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign = math.random(1,999) SpawnTemplate.units[UnitID].callsign = math.random(1,999)
end end
end end
end end
if self.SpawnInitCallSign then
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].callsign[1] = self.SpawnInitCallSignID
SpawnTemplate.units[UnitID].callsign[2] = self.SpawnInitCallSignMinor
SpawnTemplate.units[UnitID].callsign[3] = self.SpawnInitCallSignMajor
SpawnTemplate.units[UnitID].callsign["name"] = string.format("%s%d%d",self.SpawnInitCallSignName,self.SpawnInitCallSignMinor,self.SpawnInitCallSignMajor)
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
end
end
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign then if Callsign then
if type( Callsign ) ~= "number" then -- blue callsign if type( Callsign ) ~= "number" and not self.SpawnInitCallSign then -- blue callsign
--UTILS.PrintTableToLog(Callsign,1) -- UTILS.PrintTableToLog(Callsign,1)
Callsign[2] = ((SpawnIndex - 1) % 10) + 1 Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local CallsignLen = CallsignName:len() local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign[2] = UnitID SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else elseif type( Callsign ) == "number" then
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end end
end end
@@ -3377,11 +3426,11 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
end end
-- VoiceCallsignNumber -- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber then if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
end end
-- VoiceCallsignLabel -- VoiceCallsignLabel
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel then if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel and type( Callsign ) ~= "number" then
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local label = "NY" -- Navy One exception local label = "NY" -- Navy One exception
@@ -3390,7 +3439,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel = label SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel = label
end end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1) -- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1)
-- FlightLead -- FlightLead
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then
SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false
@@ -3399,11 +3448,28 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.SADL and SpawnTemplate.units[UnitID].datalinks.SADL.settings then if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.SADL and SpawnTemplate.units[UnitID].datalinks.SADL.settings then
SpawnTemplate.units[UnitID].datalinks.SADL.settings.flightLead = UnitID == 1 and true or false SpawnTemplate.units[UnitID].datalinks.SADL.settings.flightLead = UnitID == 1 and true or false
end end
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1) -- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1)
end
end
-- Link16 team members
for UnitID = 1, #SpawnTemplate.units do
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.network then
local team = {}
local isF16 = string.find(SpawnTemplate.units[UnitID].type,"F-16",1,true) and true or false
for ID = 1, #SpawnTemplate.units do
local member = {}
member.missionUnitId = ID
if isF16 then
member.TDOA = true
end
table.insert(team,member)
end
SpawnTemplate.units[UnitID].datalinks.Link16.network.teamMembers = team
end end
end end
self:T3( { "Template:", SpawnTemplate } ) self:T3( { "Template:", SpawnTemplate } )
--UTILS.PrintTableToLog(SpawnTemplate,1)
return SpawnTemplate return SpawnTemplate
end end
@@ -3545,6 +3611,7 @@ function SPAWN:_RandomizeZones( SpawnIndex )
self:T( { SpawnVec2 = SpawnVec2 } ) self:T( { SpawnVec2 = SpawnVec2 } )
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
self.SpawnGroups[SpawnIndex].SpawnZone = SpawnZone
self:T( { Route = SpawnTemplate.route } ) self:T( { Route = SpawnTemplate.route } )

View File

@@ -15,14 +15,14 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics) -- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
-- --
-- --
-- === -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!] -- ## No videos yet!
-- --
-- === -- ===
-- --

View File

@@ -10,7 +10,7 @@
-- * Create moving zones around a unit. -- * Create moving zones around a unit.
-- * Create moving zones around a group. -- * Create moving zones around a group.
-- * Provide the zone behavior. Some zones are static, while others are moveable. -- * Provide the zone behavior. Some zones are static, while others are moveable.
-- * Enquiry if a coordinate is within a zone. -- * Enquire if a coordinate is within a zone.
-- * Smoke zones. -- * Smoke zones.
-- * Set a zone probability to control zone selection. -- * Set a zone probability to control zone selection.
-- * Get zone coordinates. -- * Get zone coordinates.
@@ -42,7 +42,7 @@
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius. -- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius.
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. -- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- * @{#ZONE_OVAL}: The ZONE_OVAL class isdefined by a center point, major axis, minor axis, and angle. -- * @{#ZONE_OVAL}: The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.
-- --
-- === -- ===
-- --
@@ -480,12 +480,14 @@ function ZONE_BASE:UndrawZone(Delay)
if Delay and Delay>0 then if Delay and Delay>0 then
self:ScheduleOnce(Delay, ZONE_BASE.UndrawZone, self) self:ScheduleOnce(Delay, ZONE_BASE.UndrawZone, self)
else else
if self.DrawID and type(self.DrawID) ~= "table" then if self.DrawID then
UTILS.RemoveMark(self.DrawID) if type(self.DrawID) ~= "table" then
else -- DrawID is a table with a collections of mark ids, as used in ZONE_POLYGON UTILS.RemoveMark(self.DrawID)
else -- DrawID is a table with a collections of mark ids, as used in ZONE_POLYGON
for _, mark_id in pairs(self.DrawID) do for _, mark_id in pairs(self.DrawID) do
UTILS.RemoveMark(mark_id) UTILS.RemoveMark(mark_id)
end end
end
end end
end end
return self return self
@@ -1999,249 +2001,33 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer )
end end
--- ZONE_OVAL created from a center point, major axis, minor axis, and angle.
-- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @type ZONE_OVAL
-- @extends Core.Zone#ZONE_BASE
--- ## ZONE_OVAL class, extends @{#ZONE_BASE}
--
-- The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.
-- This class implements the inherited functions from @{#ZONE_BASE} taking into account the own zone format and properties.
--
-- @field #ZONE_OVAL
ZONE_OVAL = {
ClassName = "OVAL",
ZoneName="",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly = nil -- let's just use a ZONE_POLYGON to draw the ZONE_OVAL on the map
}
--- Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #ZONE_OVAL The new oval
function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle)
self = BASE:Inherit(self, ZONE_BASE:New())
self.ZoneName = name
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
_DATABASE:AddZone(name, self)
return self
end
--- Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #string DrawingName The name of the drawing in the Mission Editor
-- @return #ZONE_OVAL self
function ZONE_OVAL:NewFromDrawing(DrawingName)
self = BASE:Inherit(self, ZONE_BASE:New(DrawingName))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], DrawingName, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
_DATABASE:AddZone(DrawingName, self)
return self
end
--- Gets the major axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The major axis of the oval
function ZONE_OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The minor axis of the oval
function ZONE_OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @param #ZONE_OVAL self
-- @return #number The angle of the oval
function ZONE_OVAL:GetAngle()
return self.Angle
end
--- Returns a the center point of the oval
-- @param #ZONE_OVAL self
-- @return #table The center Vec2
function ZONE_OVAL:GetVec2()
return self.CenterVec2
end
--- Checks if a point is contained within the oval.
-- @param #ZONE_OVAL self
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function ZONE_OVAL:IsVec2InZone(vec2)
local cos, sin = math.cos, math.sin
local dx = vec2.x - self.CenterVec2.x
local dy = vec2.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @param #ZONE_OVAL self
-- @return #table The bounding box of the oval
function ZONE_OVAL:GetBoundingSquare()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Find points on the edge of the oval
-- @param #ZONE_OVAL self
-- @param #number num_points How many points should be found. More = smoother shape
-- @return #table Points on he edge
function ZONE_OVAL:PointsOnEdge(num_points)
num_points = num_points or 40
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end
--- Returns a random Vec2 within the oval.
-- @param #ZONE_OVAL self
-- @return #table The random Vec2
function ZONE_OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @return #ZONE_OVAL self
function ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
Coalition = Coalition or self:GetDrawCoalition()
-- Set draw coalition.
self:SetDrawCoalition(Coalition)
Color = Color or self:GetColorRGB()
Alpha = Alpha or 1
-- Set color.
self:SetColor(Color, Alpha)
FillColor = FillColor or self:GetFillColorRGB()
if not FillColor then
UTILS.DeepCopy(Color)
end
FillAlpha = FillAlpha or self:GetFillColorAlpha()
if not FillAlpha then
FillAlpha = 0.15
end
LineType = LineType or 1
-- Set fill color -----------> has fill color worked in recent versions of DCS?
-- doing something like
--
-- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "")
--
-- doesn't seem to fill in the shape for an n-sided polygon
self:SetFillColor(FillColor, FillAlpha)
self.DrawPoly = ZONE_POLYGON:NewFromPointsArray(self.ZoneName, self:PointsOnEdge(80))
self.DrawPoly:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
end
--- Remove drawing from F10 map
-- @param #ZONE_OVAL self
function ZONE_OVAL:UndrawZone()
if self.DrawPoly then
self.DrawPoly:UndrawZone()
end
end
--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua --- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua
--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for --- This triangle "zone" is not really to be used on its own, it only serves as building blocks for
--- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of --- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of
--- a polygon. --- a polygon.
-- @type _ZONE_TRIANGLE -- @type _ZONE_TRIANGLE
-- @extends #BASE -- @extends Core.Zone#ZONE_BASE
--- ## _ZONE_TRIANGLE class, extends @{#ZONE_BASE}
--
-- _ZONE_TRIANGLE class is a helper class for ZONE_POLYGON
-- This class implements the inherited functions from @{#ZONE_BASE} taking into account the own zone format and properties.
--
-- @field #_ZONE_TRIANGLE
_ZONE_TRIANGLE = { _ZONE_TRIANGLE = {
ClassName="ZONE_TRIANGLE", ClassName="ZONE_TRIANGLE",
Points={}, Points={},
Coords={}, Coords={},
CenterVec2={x=0, y=0}, CenterVec2={x=0, y=0},
SurfaceArea=0, SurfaceArea=0,
DrawIDs={} DrawID={}
} }
---
-- @param #_ZONE_TRIANGLE self
-- @param DCS#Vec p1
-- @param DCS#Vec p2
-- @param DCS#Vec p3
-- @return #_ZONE_TRIANGLE self
function _ZONE_TRIANGLE:New(p1, p2, p3) function _ZONE_TRIANGLE:New(p1, p2, p3)
local self = BASE:Inherit(self, ZONE_BASE:New()) local self = BASE:Inherit(self, ZONE_BASE:New())
self.Points = {p1, p2, p3} self.Points = {p1, p2, p3}
@@ -2260,6 +2046,7 @@ function _ZONE_TRIANGLE:New(p1, p2, p3)
end end
--- Checks if a point is contained within the triangle. --- Checks if a point is contained within the triangle.
-- @param #_ZONE_TRIANGLE self
-- @param #table pt The point to check -- @param #table pt The point to check
-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it -- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #bool True if the point is contained, false otherwise -- @return #bool True if the point is contained, false otherwise
@@ -2281,6 +2068,7 @@ function _ZONE_TRIANGLE:ContainsPoint(pt, points)
end end
--- Returns a random Vec2 within the triangle. --- Returns a random Vec2 within the triangle.
-- @param #_ZONE_TRIANGLE self
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it -- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2 -- @return #table The random Vec2
function _ZONE_TRIANGLE:GetRandomVec2(points) function _ZONE_TRIANGLE:GetRandomVec2(points)
@@ -2296,6 +2084,8 @@ function _ZONE_TRIANGLE:GetRandomVec2(points)
end end
--- Draw the triangle --- Draw the triangle
-- @param #_ZONE_TRIANGLE self
-- @return #table of draw IDs
function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
Coalition=Coalition or -1 Coalition=Coalition or -1
@@ -2310,15 +2100,35 @@ function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, Line
for i=1, #self.Coords do for i=1, #self.Coords do
local c1 = self.Coords[i] local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1] local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.DrawIDs, c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly)) local id = c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly)
self.DrawID[#self.DrawID+1] = id
end end
return self.DrawIDs local newID = self.Coords[1]:MarkupToAllFreeForm({self.Coords[2],self.Coords[3]},Coalition,Color,Alpha,FillColor,FillAlpha,LineType,ReadOnly)
self.DrawID[#self.DrawID+1] = newID
return self.DrawID
end
--- Draw the triangle
-- @param #_ZONE_TRIANGLE self
-- @return #table of draw IDs
function _ZONE_TRIANGLE:Fill(Coalition, FillColor, FillAlpha, ReadOnly)
Coalition=Coalition or -1
FillColor = FillColor
FillAlpha = FillAlpha
local newID = self.Coords[1]:MarkupToAllFreeForm({self.Coords[2],self.Coords[3]},Coalition,nil,nil,FillColor,FillAlpha,0,nil)
self.DrawID[#self.DrawID+1] = newID
return self.DrawID
end end
--- ---
-- @type ZONE_POLYGON_BASE -- @type ZONE_POLYGON_BASE
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}. -- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
-- @field #number SurfaceArea
-- @field #table DrawID
-- @field #table FillTriangles
-- @field #table _Triangles
-- @field #table Borderlines
-- @extends #ZONE_BASE -- @extends #ZONE_BASE
@@ -2343,9 +2153,11 @@ end
-- @field #ZONE_POLYGON_BASE -- @field #ZONE_POLYGON_BASE
ZONE_POLYGON_BASE = { ZONE_POLYGON_BASE = {
ClassName="ZONE_POLYGON_BASE", ClassName="ZONE_POLYGON_BASE",
_Triangles={}, -- _ZONE_TRIANGLES _Triangles={}, -- #table of #_ZONE_TRIANGLE
SurfaceArea=0, SurfaceArea=0,
DrawID={} -- making a table out of the MarkID so its easier to draw an n-sided polygon, see ZONE_POLYGON_BASE:Draw() DrawID={}, -- making a table out of the MarkID so its easier to draw an n-sided polygon, see ZONE_POLYGON_BASE:Draw()
FillTriangles = {},
Borderlines = {},
} }
--- A 2D points array. --- A 2D points array.
@@ -2378,19 +2190,20 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
self._.Polygon[i].y = PointsArray[i].y self._.Polygon[i].y = PointsArray[i].y
end end
end -- triangulate the polygon so we can work with it
self._Triangles = self:_Triangulate()
-- set the polygon's surface area
self.SurfaceArea = self:_CalculateSurfaceArea()
-- triangulate the polygon so we can work with it end
self._Triangles = self:_Triangulate()
-- set the polygon's surface area
self.SurfaceArea = self:_CalculateSurfaceArea()
return self return self
end end
--- Triangulates the polygon. --- Triangulates the polygon.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua --- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua
-- @return #table The #_TRIANGLE list that make up -- @param #ZONE_POLYGON_BASE self
-- @return #table The #_ZONE_TRIANGLE list that makes up the polygon
function ZONE_POLYGON_BASE:_Triangulate() function ZONE_POLYGON_BASE:_Triangulate()
local points = self._.Polygon local points = self._.Polygon
local triangles = {} local triangles = {}
@@ -2519,6 +2332,7 @@ end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon. --- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua --- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua
-- @param #ZONE_POLYGON_BASE self
-- @return #number The surface area of the polygon -- @return #number The surface area of the polygon
function ZONE_POLYGON_BASE:_CalculateSurfaceArea() function ZONE_POLYGON_BASE:_CalculateSurfaceArea()
local area = 0 local area = 0
@@ -2678,57 +2492,113 @@ end
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work -- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work -- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid. -- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.s
-- @return #ZONE_POLYGON_BASE self -- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, IncludeTriangles) function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, IncludeTriangles)
if self._.Polygon and #self._.Polygon >= 3 then
Coalition = Coalition or self:GetDrawCoalition()
-- Set draw coalition.
self:SetDrawCoalition(Coalition)
Color = Color or self:GetColorRGB() if self._.Polygon and #self._.Polygon >= 3 then
Alpha = Alpha or 1 Coalition = Coalition or self:GetDrawCoalition()
-- Set color. -- Set draw coalition.
self:SetColor(Color, Alpha) self:SetDrawCoalition(Coalition)
FillColor = FillColor or self:GetFillColorRGB() Color = Color or self:GetColorRGB()
if not FillColor then Alpha = Alpha or self:GetColorAlpha()
UTILS.DeepCopy(Color)
end
FillAlpha = FillAlpha or self:GetFillColorAlpha()
if not FillAlpha then
FillAlpha = 0.15
end
-- Set fill color -----------> has fill color worked in recent versions of DCS? FillColor = FillColor or self:GetFillColorRGB()
-- doing something like FillAlpha = FillAlpha or self:GetFillColorAlpha()
--
-- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "")
--
-- doesn't seem to fill in the shape for an n-sided polygon
self:SetFillColor(FillColor, FillAlpha)
IncludeTriangles = IncludeTriangles or false if FillColor then
self:ReFill(FillColor,FillAlpha)
-- just draw the triangles, we get the outline for free
if IncludeTriangles then
for _, triangle in pairs(self._Triangles) do
local draw_ids = triangle:Draw()
table.combine(self.DrawID, draw_ids)
end
-- draw outline only
else
local coords = self:GetVerticiesCoordinates()
for i = 1, #coords do
local c1 = coords[i]
local c2 = coords[i % #coords + 1]
table.add(self.DrawID, c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly))
end
end
end end
return self
if Color then
self:ReDrawBorderline(Color,Alpha,LineType)
end
end
if false then
local coords = self:GetVerticiesCoordinates()
local coord=coords[1] --Core.Point#COORDINATE
table.remove(coords, 1)
coord:MarkupToAllFreeForm(coords, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, "Drew Polygon")
if true then
return
end
end
return self
end
--- Change/Re-fill a Polygon Zone
-- @param #ZONE_POLYGON_BASE self
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:ReFill(Color,Alpha)
local color = Color or self:GetFillColorRGB() or {1,0,0}
local alpha = Alpha or self:GetFillColorAlpha() or 1
local coalition = self:GetDrawCoalition() or -1
-- undraw if already filled
if #self.FillTriangles > 0 then
for _, triangle in pairs(self._Triangles) do
triangle:UndrawZone()
end
-- remove mark IDs
for _,_value in pairs(self.FillTriangles) do
table.remove_by_value(self.DrawID, _value)
end
self.FillTriangles = nil
self.FillTriangles = {}
end
-- refill
for _, triangle in pairs(self._Triangles) do
local draw_ids = triangle:Fill(coalition,color,alpha,nil)
self.FillTriangles = draw_ids
table.combine(self.DrawID, draw_ids)
end
return self
end
--- Change/Re-draw the border of a Polygon Zone
-- @param #ZONE_POLYGON_BASE self
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @return #ZONE_POLYGON_BASE
function ZONE_POLYGON_BASE:ReDrawBorderline(Color, Alpha, LineType)
local color = Color or self:GetFillColorRGB() or {1,0,0}
local alpha = Alpha or self:GetFillColorAlpha() or 1
local coalition = self:GetDrawCoalition() or -1
local linetype = LineType or 1
-- undraw if already drawn
if #self.Borderlines > 0 then
for _, MarkID in pairs(self.Borderlines) do
trigger.action.removeMark(MarkID)
end
-- remove mark IDs
for _,_value in pairs(self.Borderlines) do
table.remove_by_value(self.DrawID, _value)
end
self.Borderlines = nil
self.Borderlines = {}
end
-- Redraw border
local coords = self:GetVerticiesCoordinates()
for i = 1, #coords do
local c1 = coords[i]
local c2 = coords[i % #coords + 1]
local newID = c1:LineToAll(c2, coalition, color, alpha, linetype, nil)
self.DrawID[#self.DrawID+1]=newID
self.Borderlines[#self.Borderlines+1] = newID
end
return self
end end
--- Get the surface area of this polygon --- Get the surface area of this polygon
@@ -3064,6 +2934,7 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C
Alpha = Alpha or 1 Alpha = Alpha or 1
Segments = Segments or 10 Segments = Segments or 10
Closed = Closed or false Closed = Closed or false
local Limit
local i = 1 local i = 1
local j = #self._.Polygon local j = #self._.Polygon
if (Closed) then if (Closed) then
@@ -3088,9 +2959,13 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C
return self return self
end end
do -- Zone_Polygon
--- ---
-- @type ZONE_POLYGON -- @type ZONE_POLYGON
-- @extends #ZONE_POLYGON_BASE -- @extends #ZONE_POLYGON_BASE
-- @extends #ZONE_BASE
--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool --- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool
@@ -3122,8 +2997,7 @@ end
-- --
-- This class has been updated to use a accurate way of generating random points inside the polygon without having to use trial and error guesses. -- This class has been updated to use a accurate way of generating random points inside the polygon without having to use trial and error guesses.
-- You can also get the surface area of the polygon now, handy if you want measure which coalition has the largest captured area, for example. -- You can also get the surface area of the polygon now, handy if you want measure which coalition has the largest captured area, for example.
--
-- @field #ZONE_POLYGON -- @field #ZONE_POLYGON
ZONE_POLYGON = { ZONE_POLYGON = {
ClassName="ZONE_POLYGON", ClassName="ZONE_POLYGON",
@@ -3588,9 +3462,11 @@ function ZONE_POLYGON:IsNoneInZone()
return self:CountScannedCoalitions() == 0 return self:CountScannedCoalitions() == 0
end end
end
do -- ZONE_ELASTIC do -- ZONE_ELASTIC
---
-- @type ZONE_ELASTIC -- @type ZONE_ELASTIC
-- @field #table points Points in 2D. -- @field #table points Points in 2D.
-- @field #table setGroups Set of GROUPs. -- @field #table setGroups Set of GROUPs.
@@ -3789,8 +3665,242 @@ do -- ZONE_ELASTIC
end end
--- ZONE_OVAL created from a center point, major axis, minor axis, and angle.
-- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @type ZONE_OVAL
-- @extends Core.Zone#ZONE_BASE
--- ## ZONE_OVAL class, extends @{#ZONE_BASE}
--
-- The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.
-- This class implements the inherited functions from @{#ZONE_BASE} taking into account the own zone format and properties.
--
-- @field #ZONE_OVAL
ZONE_OVAL = {
ClassName = "OVAL",
ZoneName="",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly = nil -- let's just use a ZONE_POLYGON to draw the ZONE_OVAL on the map
}
--- Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #string name Name of the zone.
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #ZONE_OVAL The new oval
function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle)
self = BASE:Inherit(self, ZONE_BASE:New())
self.ZoneName = name
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
_DATABASE:AddZone(name, self)
return self
end
--- Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #string DrawingName The name of the drawing in the Mission Editor
-- @return #ZONE_OVAL self
function ZONE_OVAL:NewFromDrawing(DrawingName)
self = BASE:Inherit(self, ZONE_BASE:New(DrawingName))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], DrawingName, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
_DATABASE:AddZone(DrawingName, self)
return self
end
--- Gets the major axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The major axis of the oval
function ZONE_OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The minor axis of the oval
function ZONE_OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @param #ZONE_OVAL self
-- @return #number The angle of the oval
function ZONE_OVAL:GetAngle()
return self.Angle
end
--- Returns a the center point of the oval
-- @param #ZONE_OVAL self
-- @return #table The center Vec2
function ZONE_OVAL:GetVec2()
return self.CenterVec2
end
--- Checks if a point is contained within the oval.
-- @param #ZONE_OVAL self
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function ZONE_OVAL:IsVec2InZone(vec2)
local cos, sin = math.cos, math.sin
local dx = vec2.x - self.CenterVec2.x
local dy = vec2.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @param #ZONE_OVAL self
-- @return #table The bounding box of the oval
function ZONE_OVAL:GetBoundingSquare()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Find points on the edge of the oval
-- @param #ZONE_OVAL self
-- @param #number num_points How many points should be found. More = smoother shape
-- @return #table Points on he edge
function ZONE_OVAL:PointsOnEdge(num_points)
num_points = num_points or 40
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end
--- Returns a random Vec2 within the oval.
-- @param #ZONE_OVAL self
-- @return #table The random Vec2
function ZONE_OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @return #ZONE_OVAL self
function ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
Coalition = Coalition or self:GetDrawCoalition()
-- Set draw coalition.
self:SetDrawCoalition(Coalition)
Color = Color or self:GetColorRGB()
Alpha = Alpha or 1
-- Set color.
self:SetColor(Color, Alpha)
FillColor = FillColor or self:GetFillColorRGB()
if not FillColor then
UTILS.DeepCopy(Color)
end
FillAlpha = FillAlpha or self:GetFillColorAlpha()
if not FillAlpha then
FillAlpha = 0.15
end
LineType = LineType or 1
-- Set fill color -----------> has fill color worked in recent versions of DCS?
-- doing something like
--
-- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "")
--
-- doesn't seem to fill in the shape for an n-sided polygon
self:SetFillColor(FillColor, FillAlpha)
self.DrawPoly = ZONE_POLYGON:NewFromPointsArray(self.ZoneName, self:PointsOnEdge(80))
self.DrawPoly:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
end
--- Remove drawing from F10 map
-- @param #ZONE_OVAL self
function ZONE_OVAL:UndrawZone()
if self.DrawPoly then
self.DrawPoly:UndrawZone()
end
end
do -- ZONE_AIRBASE do -- ZONE_AIRBASE
---
-- @type ZONE_AIRBASE -- @type ZONE_AIRBASE
-- @field #boolean isShip If `true`, airbase is a ship. -- @field #boolean isShip If `true`, airbase is a ship.
-- @field #boolean isHelipad If `true`, airbase is a helipad. -- @field #boolean isHelipad If `true`, airbase is a helipad.

View File

@@ -10,9 +10,7 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Missions: None
--
-- [ABP - Airbase Police](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ABP%20-%20Airbase%20Police)
-- --
-- === -- ===
-- --
@@ -699,7 +697,8 @@ end
function ATC_GROUND_UNIVERSAL:_AirbaseMonitor() function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
self:I("_AirbaseMonitor") self:I("_AirbaseMonitor")
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client --- Nameless function
-- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
if Client:IsAlive() then if Client:IsAlive() then

View File

@@ -3546,9 +3546,7 @@ end
-- @param #string To To state. -- @param #string To To state.
function ARTY:onafterRespawn(Controllable, From, Event, To) function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To) self:_EventFromTo("onafterRespawn", Event, From, To)
self:I("Respawning arty group")
env.info("FF Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group. -- Respawn group.

View File

@@ -14,7 +14,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase) -- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/CleanUp)
-- --
-- === -- ===
-- --

View File

@@ -15,9 +15,11 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Additional Material:
-- --
-- [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation) -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Designate)
-- * **YouTube videos:** None
-- * **Guides:** None
-- --
-- === -- ===
-- --

View File

@@ -15,7 +15,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection) -- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/Detection)
-- --
-- === -- ===
-- --
@@ -39,7 +39,8 @@
do -- DETECTION_BASE do -- DETECTION_BASE
--- @type DETECTION_BASE ---
-- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role. -- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected. -- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects. -- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
@@ -91,6 +92,11 @@ do -- DETECTION_BASE
-- --
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
-- --
--
-- ## Radar Blur - use to make the radar less exact, e.g. for WWII scenarios
--
-- * @{#DETECTION_BASE.SetRadarBlur}(): Set the radar blur to be used.
--
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list -- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
-- --
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later -- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
@@ -269,10 +275,12 @@ do -- DETECTION_BASE
DetectedItemsByIndex = {}, DetectedItemsByIndex = {},
} }
--- @type DETECTION_BASE.DetectedObjects ---
-- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject> -- @list <#DETECTION_BASE.DetectedObject>
--- @type DETECTION_BASE.DetectedObject ---
-- @type DETECTION_BASE.DetectedObject
-- @field #string Name -- @field #string Name
-- @field #boolean IsVisible -- @field #boolean IsVisible
-- @field #boolean KnowType -- @field #boolean KnowType
@@ -284,7 +292,8 @@ do -- DETECTION_BASE
-- @field #boolean LastPos -- @field #boolean LastPos
-- @field #number LastVelocity -- @field #number LastVelocity
--- @type DETECTION_BASE.DetectedItems ---
-- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem> -- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structure. --- Detected item data structure.
@@ -522,7 +531,7 @@ do -- DETECTION_BASE
do -- State Transition Handling do -- State Transition Handling
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -530,7 +539,7 @@ do -- DETECTION_BASE
self:__Detect( 1 ) self:__Detect( 1 )
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -570,7 +579,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #number The amount of alive recce. -- @param #number The amount of alive recce.
function DETECTION_BASE:CountAliveRecce() function DETECTION_BASE:CountAliveRecce()
@@ -578,7 +587,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... ) function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg ) self:F2( arg )
@@ -587,7 +596,7 @@ do -- DETECTION_BASE
return self return self
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -712,6 +721,31 @@ do -- DETECTION_BASE
end end
end end
-- Calculate radar blur probability
if self.RadarBlur then
MESSAGE:New("Radar Blur",10):ToLogIf(self.debug):ToAllIf(self.verbose)
local minheight = self.RadarBlurMinHeight or 250 -- meters
local thresheight = self.RadarBlurThresHeight or 90 -- 10% chance to find a low flying group
local thresblur = self.RadarBlurThresBlur or 85 -- 25% chance to escape the radar overall
local dist = math.floor(Distance)
if dist <= self.RadarBlurClosing then
thresheight = (((dist*dist)/self.RadarBlurClosingSquare)*thresheight)
thresblur = (((dist*dist)/self.RadarBlurClosingSquare)*thresblur)
end
local fheight = math.floor(math.random(1,10000)/100)
local fblur = math.floor(math.random(1,10000)/100)
local unit = UNIT:FindByName(DetectedObjectName)
if unit and unit:IsAlive() then
local AGL = unit:GetAltitude(true)
MESSAGE:New("Unit "..DetectedObjectName.." is at "..math.floor(AGL).."m. Distance "..math.floor(Distance).."km.",10):ToLogIf(self.debug):ToAllIf(self.verbose)
MESSAGE:New(string.format("fheight = %d/%d | fblur = %d/%d",fheight,thresheight,fblur,thresblur),10):ToLogIf(self.debug):ToAllIf(self.verbose)
if fblur > thresblur then DetectionAccepted = false end
if AGL <= minheight and fheight < thresheight then DetectionAccepted = false end
MESSAGE:New("Detection Accepted = "..tostring(DetectionAccepted),10):ToLogIf(self.debug):ToAllIf(self.verbose)
end
end
-- Calculate additional probabilities -- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
@@ -1012,6 +1046,23 @@ do -- DETECTION_BASE
end end
--- Method to make the radar detection less accurate, e.g. for WWII scenarios.
-- @param #DETECTION_BASE self
-- @param #number minheight Minimum flight height to be detected, in meters AGL (above ground)
-- @param #number thresheight Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)
-- @param #number thresblur Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)
-- @param #number closing Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRadarBlur(minheight,thresheight,thresblur,closing)
self.RadarBlur = true
self.RadarBlurMinHeight = minheight or 250 -- meters
self.RadarBlurThresHeight = thresheight or 90 -- 10% chance to find a low flying group
self.RadarBlurThresBlur = thresblur or 85 -- 25% chance to escape the radar overall
self.RadarBlurClosing = closing or 20 -- 20km
self.RadarBlurClosingSquare = self.RadarBlurClosing * self.RadarBlurClosing
return self
end
end end
do do
@@ -1354,7 +1405,7 @@ do -- DETECTION_BASE
} }
} }
--- @param DCS#Unit FoundDCSUnit -- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup -- @param Wrapper.Group#GROUP ReportGroup
-- @param Core.Set#SET_GROUP ReportSetGroup -- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData ) local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
@@ -1419,7 +1470,7 @@ do -- DETECTION_BASE
DetectedItem.PlayersNearBy = nil DetectedItem.PlayersNearBy = nil
_DATABASE:ForEachPlayer( _DATABASE:ForEachPlayer(
--- @param Wrapper.Unit#UNIT PlayerUnit -- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName ) function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName ) local PlayerUnit = UNIT:FindByName( PlayerUnitName )
@@ -1976,7 +2027,8 @@ end
do -- DETECTION_UNITS do -- DETECTION_UNITS
--- @type DETECTION_UNITS ---
-- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected. -- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@@ -2232,7 +2284,8 @@ end
do -- DETECTION_TYPES do -- DETECTION_TYPES
--- @type DETECTION_TYPES ---
-- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
@@ -2435,7 +2488,8 @@ end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- @type DETECTION_AREAS ---
-- @type DETECTION_AREAS
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@@ -2961,7 +3015,7 @@ do -- DETECTION_AREAS
-- DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
DetectedSet:ForEachUnit( --- @param Wrapper.Unit#UNIT DetectedUnit DetectedSet:ForEachUnit( -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
-- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) -- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )

View File

@@ -17,9 +17,11 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Additional Material:
-- --
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Escort)
-- * **YouTube videos:** None
-- * **Guides:** None
-- --
-- === -- ===
-- --

View File

@@ -13,7 +13,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MTS%20-%20Mantis/MTS-010%20-%20Basic%20Mantis%20Demo) -- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Mantis)
-- --
-- === -- ===
-- --
@@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: Nov 2023 -- Last Update: Dec 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@@ -94,7 +94,7 @@
-- Known SAM types at the time of writing are: -- Known SAM types at the time of writing are:
-- --
-- * Avenger -- * Avenger
-- * Chaparrel -- * Chaparral
-- * Hawk -- * Hawk
-- * Linebacker -- * Linebacker
-- * NASAMS -- * NASAMS
@@ -365,7 +365,7 @@ MANTIS.SamData = {
["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" }, ["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" },
["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" }, ["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" }, ["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" },
["Chaparrel"] = { 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="Short", Radar="Linebacker" }, ["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Linebacker" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
@@ -631,7 +631,7 @@ do
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.8.15" self.version="0.8.16"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -1149,7 +1149,7 @@ do
--self:T(self.lid.." Relocating HQ") --self:T(self.lid.." Relocating HQ")
local text = self.lid.." Relocating HQ" local text = self.lid.." Relocating HQ"
--local m= MESSAGE:New(text,10,"MANTIS"):ToAll() --local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true) _hqgrp:RelocateGroundRandomInRadius(20,500,true,true,nil,true)
end end
--relocate EWR --relocate EWR
-- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach -- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach
@@ -1163,7 +1163,7 @@ do
local text = self.lid.." Relocating EWR ".._grp:GetName() local text = self.lid.." Relocating EWR ".._grp:GetName()
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug) local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end if self.verbose then self:I(text) end
_grp:RelocateGroundRandomInRadius(20,500,true,true) _grp:RelocateGroundRandomInRadius(20,500,true,true,nil,true)
end end
end end
end end

View File

@@ -14,7 +14,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer) -- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/MissileTrainer)
-- --
-- === -- ===
-- --
@@ -72,7 +72,6 @@
-- @module Functional.MissileTrainer -- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG -- @image Missile_Trainer.JPG
--- ---
-- @type MISSILETRAINER -- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients -- @field Core.Set#SET_CLIENT DBClients

View File

@@ -33,16 +33,11 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Additional Material:
-- --
-- ### [RAT - Random Air Traffic](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAT%20-%20Random%20Air%20Traffic) -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/RAT)
-- -- * **YouTube videos:** [Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO)
-- === -- * **Guides:** None
--
-- # YouTube Channel
--
-- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg)
-- ### [MOOSE - RAT - Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO)
-- --
-- === -- ===
-- --
@@ -170,7 +165,7 @@
-- --
-- * A specific departure and/or destination airport can be chosen. -- * A specific departure and/or destination airport can be chosen.
-- * Valid coalitions can be set, e.g. only red, blue or neutral, all three "colours". -- * Valid coalitions can be set, e.g. only red, blue or neutral, all three "colours".
-- * It is possible to start in air within a zone defined in the mission editor or within a zone above an airport of the map. -- * It is possible to start in air within a zone or within a zone above an airport of the map.
-- --
-- ## Flight Plan -- ## Flight Plan
-- --
@@ -1179,13 +1174,13 @@ function RAT:SetTakeoffAir()
return self return self
end end
--- Set possible departure ports. This can be an airport or a zone defined in the mission editor. --- Set possible departure ports. This can be an airport or a zone.
-- @param #RAT self -- @param #RAT self
-- @param #string departurenames Name or table of names of departure airports or zones. -- @param #string departurenames Name or table of names of departure airports or zones.
-- @return #RAT RAT self object. -- @return #RAT RAT self object.
-- @usage RAT:SetDeparture("Sochi-Adler") will spawn RAT objects at Sochi-Adler airport. -- @usage RAT:SetDeparture("Sochi-Adler") will spawn RAT objects at Sochi-Adler airport.
-- @usage RAT:SetDeparture({"Sochi-Adler", "Gudauta"}) will spawn RAT aircraft radomly at Sochi-Adler or Gudauta airport. -- @usage RAT:SetDeparture({"Sochi-Adler", "Gudauta"}) will spawn RAT aircraft radomly at Sochi-Adler or Gudauta airport.
-- @usage RAT:SetDeparture({"Zone A", "Gudauta"}) will spawn RAT aircraft in air randomly within Zone A, which has to be defined in the mission editor, or within a zone around Gudauta airport. Note that this also requires RAT:takeoff("air") to be set. -- @usage RAT:SetDeparture({"Zone A", "Gudauta"}) will spawn RAT aircraft in air randomly within Zone A, or within a zone around Gudauta airport. Note that this also requires RAT:takeoff("air") to be set.
function RAT:SetDeparture(departurenames) function RAT:SetDeparture(departurenames)
self:F2(departurenames) self:F2(departurenames)
@@ -2537,7 +2532,7 @@ function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
end end
elseif self:_ZoneExists(_departure) then elseif self:_ZoneExists(_departure) then
-- If it's not an airport, check whether it's a zone. -- If it's not an airport, check whether it's a zone.
departure=ZONE:New(_departure) departure=ZONE:FindByName(_departure)
else else
local text=string.format("ERROR! Specified departure airport %s does not exist for %s.", _departure, self.alias) local text=string.format("ERROR! Specified departure airport %s does not exist for %s.", _departure, self.alias)
self:E(RAT.id..text) self:E(RAT.id..text)
@@ -2635,7 +2630,7 @@ function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
end end
elseif self:_ZoneExists(_destination) then elseif self:_ZoneExists(_destination) then
destination=ZONE:New(_destination) destination=ZONE:FindByName(_destination)
else else
local text=string.format("ERROR: Specified destination airport/zone %s does not exist for %s!", _destination, self.alias) local text=string.format("ERROR: Specified destination airport/zone %s does not exist for %s!", _destination, self.alias)
self:E(RAT.id.."ERROR: "..text) self:E(RAT.id.."ERROR: "..text)
@@ -3142,7 +3137,7 @@ function RAT:_PickDeparture(takeoff)
end end
elseif self:_ZoneExists(name) then elseif self:_ZoneExists(name) then
if takeoff==RAT.wp.air then if takeoff==RAT.wp.air then
dep=ZONE:New(name) dep=ZONE:FindByName(name)
else else
self:E(RAT.id..string.format("ERROR! Takeoff is not in air. Cannot use %s as departure.", name)) self:E(RAT.id..string.format("ERROR! Takeoff is not in air. Cannot use %s as departure.", name))
end end
@@ -3254,7 +3249,7 @@ function RAT:_PickDestination(departure, q, minrange, maxrange, random, landing)
end end
elseif self:_ZoneExists(name) then elseif self:_ZoneExists(name) then
if landing==RAT.wp.air then if landing==RAT.wp.air then
dest=ZONE:New(name) dest=ZONE:FindByName(name)
else else
self:E(RAT.id..string.format("ERROR! Landing is not in air. Cannot use zone %s as destination!", name)) self:E(RAT.id..string.format("ERROR! Landing is not in air. Cannot use zone %s as destination!", name))
end end
@@ -4930,12 +4925,12 @@ function RAT:_AirportExists(name)
return false return false
end end
--- Test if a trigger zone defined in the mission editor exists. --- Test if a zone exists.
-- @param #RAT self -- @param #RAT self
-- @param #string name -- @param #string name
-- @return #boolean True if zone exsits, false otherwise. -- @return #boolean True if zone exsits, false otherwise.
function RAT:_ZoneExists(name) function RAT:_ZoneExists(name)
local z=trigger.misc.getZone(name) local z=ZONE:FindByName(name) --trigger.misc.getZone(name) as suggested by @Viking on MOOSE discord #rat
if z then if z then
return true return true
end end

View File

@@ -1207,20 +1207,22 @@ end
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey) function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS then if PathToSRS or MSRS.path then
self.useSRS=true self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS, Frequency or 256, Modulation or radio.modulation.AM, Volume or 1.0) self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM)
self.controlmsrs:SetPort(Port) self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.controlmsrs:SetLabel("RANGEC") self.controlmsrs:SetLabel("RANGEC")
self.controlmsrs:SetVolume(Volume or 1.0)
self.controlsrsQ = MSRSQUEUE:New("CONTROL") self.controlsrsQ = MSRSQUEUE:New("CONTROL")
self.instructmsrs=MSRS:New(PathToSRS, Frequency or 305, Modulation or radio.modulation.AM, Volume or 1.0) self.instructmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 305, Modulation or radio.modulation.AM)
self.instructmsrs:SetPort(Port) self.instructmsrs:SetPort(Port or MSRS.port)
self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.instructmsrs:SetLabel("RANGEI") self.instructmsrs:SetLabel("RANGEI")
self.instructmsrs:SetVolume(Volume or 1.0)
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT") self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then if PathToGoogleKey then
@@ -1738,6 +1740,8 @@ end
function RANGE:OnEventBirth( EventData ) function RANGE:OnEventBirth( EventData )
self:F( { eventbirth = EventData } ) self:F( { eventbirth = EventData } )
if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@@ -2187,7 +2191,7 @@ function RANGE:onafterExitRange( From, Event, To, player )
local text = "You left the bombing range zone. " local text = "You left the bombing range zone. "
local r=math.random(2) local r=math.random(5)
if r==1 then if r==1 then
text=text.."Have a nice day!" text=text.."Have a nice day!"

View File

@@ -19,7 +19,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring) -- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Scoring)
-- --
-- === -- ===
-- --
@@ -276,9 +276,15 @@ function SCORING:New( GameName )
self:SetMessagesZone( true ) self:SetMessagesZone( true )
-- Scales -- Scales
self:SetScaleDestroyScore( 10 ) self:SetScaleDestroyScore( 10 )
self:SetScaleDestroyPenalty( 30 ) self:SetScaleDestroyPenalty( 30 )
-- Hitting a target multiple times before destoying it should not result in a higger score
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Making this configurable to anyone can enable this anyway if they want
self:SetScoreIncrementOnHit(0)
-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked). -- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
self:SetFratricide( self.ScaleDestroyPenalty * 3 ) self:SetFratricide( self.ScaleDestroyPenalty * 3 )
self.penaltyonfratricide = true self.penaltyonfratricide = true
@@ -467,6 +473,16 @@ function SCORING:SetMessagesHit( OnOff )
return self return self
end end
--- Configure to increment score after a target has been hit.
-- @param #SCORING self
-- @param #number score amount of point to inclement score on each hit
-- @return #SCORING
function SCORING:SetScoreIncrementOnHit( score )
self.ScoreIncrementOnHit = score
return self
end
--- If to send messages after a target has been hit. --- If to send messages after a target has been hit.
-- @param #SCORING self -- @param #SCORING self
-- @return #boolean -- @return #boolean
@@ -885,6 +901,7 @@ function SCORING:OnEventBirth( Event )
Event.IniUnit.BirthTime = timer.getTime() Event.IniUnit.BirthTime = timer.getTime()
if PlayerName then if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit ) self:_AddPlayerFromUnit( Event.IniUnit )
self.Players[PlayerName].PlayerKills = 0
self:SetScoringMenu( Event.IniGroup ) self:SetScoringMenu( Event.IniGroup )
end end
end end
@@ -1015,7 +1032,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value -- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1 PlayerHit.ThreatLevel = 1
@@ -1060,10 +1077,8 @@ function SCORING:_EventOnHit( Event )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
-- Hitting a target multiple times before destoying it should not result in a higger score Player.Score = Player.Score + self.ScoreIncrementOnHit
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
-- Player.Score = Player.Score + 1
-- PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
@@ -1128,7 +1143,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value -- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1 PlayerHit.ThreatLevel = 1
@@ -1163,10 +1178,8 @@ function SCORING:_EventOnHit( Event )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
-- Hitting a target multiple times before destoying it should not result in a higger score Player.Score = Player.Score + self.ScoreIncrementOnHit
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
-- Player.Score = Player.Score + 1
-- PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
@@ -1274,13 +1287,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(Player, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
@@ -1303,12 +1321,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
if Player.PlayerKills ~= nil then
Player.PlayerKills = Player.PlayerKills + 1
else
Player.PlayerKills = 1
end
self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
@@ -1907,3 +1932,26 @@ function SCORING:SwitchAutoSave(OnOff)
self.AutoSave = OnOff self.AutoSave = OnOff
return self return self
end end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName the name of the killed player
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string TargetUnitName the name of the killed unit
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end

View File

@@ -13,13 +13,13 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion) -- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Sead)
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl**, **applevangelist** -- ### Authors: **applevangelist**, **FlightControl**
-- --
-- Last Update: Oct 2023 -- Last Update: Dec 2023
-- --
-- === -- ===
-- --
@@ -144,7 +144,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*") self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*") self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.5") self:I("*** SEAD - Started Version 0.4.6")
return self return self
end end
@@ -401,7 +401,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
grp:EnableEmission(false) grp:EnableEmission(false)
end end
grp:OptionAlarmStateGreen() -- needed else we cannot move around grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond") grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond",true)
if self.UseCallBack then if self.UseCallBack then
local object = self.CallBack local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker) object:SeadSuppressionStart(grp,name,attacker)

View File

@@ -11,7 +11,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SRD%20-%20SHORAD%20Defense) -- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Shorad)
-- --
-- === -- ===
-- --

View File

@@ -87,7 +87,7 @@
-- @field #number respawndelay Delay before respawn in seconds. -- @field #number respawndelay Delay before respawn in seconds.
-- @field #number runwaydestroyed Time stamp timer.getAbsTime() when the runway was destroyed. -- @field #number runwaydestroyed Time stamp timer.getAbsTime() when the runway was destroyed.
-- @field #number runwayrepairtime Time in seconds until runway will be repaired after it was destroyed. Default is 3600 sec (one hour). -- @field #number runwayrepairtime Time in seconds until runway will be repaired after it was destroyed. Default is 3600 sec (one hour).
-- @field Ops.FlightControl#FLIGHTCONTROL flightcontrol Flight control of this warehouse. -- @field OPS.FlightControl#FLIGHTCONTROL flightcontrol Flight control of this warehouse.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Have your assets at the right place at the right time - or not! --- Have your assets at the right place at the right time - or not!

View File

@@ -12,7 +12,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ%20-%20Capture%20Zones) -- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/ZoneCaptureCoalition)
-- --
-- === -- ===
-- --

View File

@@ -1,149 +1,149 @@
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Socket.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Astar.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Astar.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Beacon.lua' )
__Moose.Include( 'Scripts/Moose/Core/Condition.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Condition.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/Report.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Report.lua' )
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Scheduler.lua' )
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ScheduleDispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Core/Event.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Event.lua' )
__Moose.Include( 'Scripts/Moose/Core/Settings.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Settings.lua' )
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Menu.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Zone.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Zone_Detection.lua' )
__Moose.Include( 'Scripts/Moose/Core/Database.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Database.lua' )
__Moose.Include( 'Scripts/Moose/Core/Set.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Set.lua' )
__Moose.Include( 'Scripts/Moose/Core/Point.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Point.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Timer.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Pathline.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Positionable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Controllable.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Controllable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Group.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Group.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Unit.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Unit.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Client.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Weapon.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Weapon.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Net.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Net.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Storage.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Storage.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/Cargo.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoUnit.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoSlingload.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoSlingload.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoCrate.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoCrate.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoGroup.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoGroup.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Scoring.lua' )
__Moose.Include( 'Scripts/Moose/Functional/CleanUp.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/CleanUp.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Movement.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Sead.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Escort.lua' )
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/MissileTrainer.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ATC_Ground.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Detection.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Detection.lua' )
__Moose.Include( 'Scripts/Moose/Functional/DetectionZones.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/DetectionZones.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Designate.lua' )
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/RAT.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Range.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoal.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneCaptureCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Artillery.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Suppression.lua' )
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/PseudoATC.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air_Patrol.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air_Patrol.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air_Engage.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air_Engage.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Patrol.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Patrol.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Cap.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Cap.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Gci.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Gci.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_BAI.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_BAI.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_CAS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_CAS.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_SEAD.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_SEAD.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Patrol.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Patrol.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_CAP.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_CAP.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_CAS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_CAS.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_BAI.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_BAI.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Formation.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Formation.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Request.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Request.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher_Request.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Airplane.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Ship.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Ship.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_APC.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assign.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assign.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( 'Scripts/Moose/Sound/Radio.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioQueue.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioSpeech.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SRS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SRS.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Mission.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/TaskInfo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/TaskInfo.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Manager.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Manager.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/DetectionManager.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/DetectionManager.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2G_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2G.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2G.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2A_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2A.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2A.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_CARGO.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_CARGO.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_Transport.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Transport.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_CSAR.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_CSAR.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Capture_Zone.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Capture_Dispatcher.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Globals.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )

View File

@@ -700,7 +700,7 @@ ATIS.Messages = {
EN = EN =
{ {
HOURS = "hours", HOURS = "hours",
TIME = "hours", TIME = "Hours",
NOCLOUDINFO = "Cloud coverage information not available", NOCLOUDINFO = "Cloud coverage information not available",
OVERCAST = "Overcast", OVERCAST = "Overcast",
BROKEN = "Broken clouds", BROKEN = "Broken clouds",
@@ -890,7 +890,7 @@ _ATIS = {}
--- ATIS class version. --- ATIS class version.
-- @field #string version -- @field #string version
ATIS.version = "0.10.4" ATIS.version = "1.0.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -1526,34 +1526,62 @@ function ATIS:MarkRunways( markall )
end end
end end
--- Use SRS Simple-Text-To-Speech for transmissions. No sound files necessary. --- Use SRS Simple-Text-To-Speech for transmissions. No sound files necessary.`SetSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #ATIS self -- @param #ATIS self
-- @param #string PathToSRS Path to SRS directory. -- @param #string PathToSRS Path to SRS directory (only necessary if SRS exe backend is used).
-- @param #string Gender Gender: "male" or "female" (default). -- @param #string Gender Gender: "male" or "female" (default).
-- @param #string Culture Culture, e.g. "en-GB" (default). -- @param #string Culture Culture, e.g. "en-GB" (default).
-- @param #string Voice Specific voice. Overrides `Gender` and `Culture`. -- @param #string Voice Specific voice. Overrides `Gender` and `Culture`.
-- @param #number Port SRS port. Default 5002. -- @param #number Port SRS port. Default 5002.
-- @param #string GoogleKey Path to Google JSON-Key. -- @param #string GoogleKey Path to Google JSON-Key (SRS exe backend) or Google API key (DCS-gRPC backend).
-- @return #ATIS self -- @return #ATIS self
function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey) function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
if PathToSRS or MSRS.path then --if PathToSRS or MSRS.path then
self.useSRS=true self.useSRS=true
self.msrs=MSRS:New(PathToSRS, self.frequency, self.modulation)
self.msrs:SetGender(Gender) local path = PathToSRS or MSRS.path
self.msrs:SetCulture(Culture) local gender = Gender or MSRS.gender
self.msrs:SetVoice(Voice) local culture = Culture or MSRS.culture
self.msrs:SetPort(Port) local voice = Voice or MSRS.voice
local port = Port or MSRS.port or 5002
self.msrs=MSRS:New(path, self.frequency, self.modulation)
self.msrs:SetGender(gender)
self.msrs:SetCulture(culture)
self.msrs:SetPort(port)
self.msrs:SetCoalition(self:GetCoalition()) self.msrs:SetCoalition(self:GetCoalition())
self.msrs:SetLabel("ATIS") self.msrs:SetLabel("ATIS")
self.msrs:SetGoogle(GoogleKey) if GoogleKey then
self.msrs:SetProviderOptionsGoogle(GoogleKey,GoogleKey)
self.msrs:SetProvider(MSRS.Provider.GOOGLE)
end
-- Pre-configured Google?
if (not GoogleKey) and self.msrs:GetProvider() == MSRS.Provider.GOOGLE then
voice = Voice or MSRS.poptions.gcloud.voice
end
self.msrs:SetVoice(voice)
self.msrs:SetCoordinate(self.airbase:GetCoordinate()) self.msrs:SetCoordinate(self.airbase:GetCoordinate())
self.msrsQ = MSRSQUEUE:New("ATIS") self.msrsQ = MSRSQUEUE:New("ATIS")
self.msrsQ:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers) self.msrsQ:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers)
if self.dTQueueCheck<=10 then if self.dTQueueCheck<=10 then
self:SetQueueUpdateTime(90) self:SetQueueUpdateTime(90)
end end
--else
--self:E(self.lid..string.format("ERROR: No SRS path specified!"))
--end
return self
end
--- Set an alternative provider to the one set in your MSRS configuration file.
-- @param #ATIS self
-- @param #string Provider The provider to use. Known providers are: `MSRS.Provider.WINDOWS` and `MSRS.Provider.GOOGLE`
-- @return #ATIS self
function ATIS:SetSRSProvider(Provider)
self:T(self.lid.."SetSRSProvider")
if self.msrs then
self.msrs:SetProvider(Provider)
else else
self:E(self.lid..string.format("ERROR: No SRS path specified!")) MESSAGE:New(self.lid.."Set up SRS first before trying to change the provider!",30,"ATIS"):ToAll():ToLog()
end end
return self return self
end end

View File

@@ -70,7 +70,7 @@
-- --
-- ## Example Missions -- ## Example Missions
-- --
-- Example missions can be found [here](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Airboss). -- Example missions can be found [here](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Ops/Airboss).
-- They contain the latest development Moose.lua file. -- They contain the latest development Moose.lua file.
-- --
-- ## IMPORTANT -- ## IMPORTANT
@@ -1746,7 +1746,7 @@ AIRBOSS.MenuF10Root = nil
--- Airboss class version. --- Airboss class version.
-- @field #string version -- @field #string version
AIRBOSS.version = "1.3.2" AIRBOSS.version = "1.3.3"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -3062,7 +3062,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
-- SRS -- SRS
local Frequency = self.AirbossRadio.frequency local Frequency = self.AirbossRadio.frequency
local Modulation = self.AirbossRadio.modulation local Modulation = self.AirbossRadio.modulation
self.SRS = MSRS:New(PathToSRS,Frequency,Modulation,Volume,AltBackend) self.SRS = MSRS:New(PathToSRS,Frequency,Modulation,AltBackend)
self.SRS:SetCoalition(self:GetCoalition()) self.SRS:SetCoalition(self:GetCoalition())
self.SRS:SetCoordinate(self:GetCoordinate()) self.SRS:SetCoordinate(self:GetCoordinate())
self.SRS:SetCulture(Culture or "en-US") self.SRS:SetCulture(Culture or "en-US")
@@ -3071,6 +3071,8 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetPath(PathToSRS) self.SRS:SetPath(PathToSRS)
self.SRS:SetPort(Port or 5002) self.SRS:SetPort(Port or 5002)
self.SRS:SetLabel(self.AirbossRadio.alias or "AIRBOSS") self.SRS:SetLabel(self.AirbossRadio.alias or "AIRBOSS")
self.SRS:SetCoordinate(self.carrier:GetCoordinate())
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:SetGoogle(GoogleCreds)
@@ -8211,7 +8213,7 @@ function AIRBOSS:OnEventBirth( EventData )
self:E( EventData ) self:E( EventData )
return return
end end
if EventData.IniUnit == nil then if EventData.IniUnit == nil and (not EventData.IniObjectCategory == Object.Category.STATIC) then
self:E( self.lid .. "ERROR: EventData.IniUnit=nil in event BIRTH!" ) self:E( self.lid .. "ERROR: EventData.IniUnit=nil in event BIRTH!" )
self:E( EventData ) self:E( EventData )
return return
@@ -10266,7 +10268,7 @@ function AIRBOSS:_GetSternCoord()
elseif case==2 or case==1 then elseif case==2 or case==1 then
-- V/Stol: Translate 8 meters port. -- V/Stol: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true) self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
end end
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing. -- Stennis: translate 7 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true ) self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
@@ -11196,7 +11198,7 @@ function AIRBOSS:_AttitudeMonitor( playerData )
end end
text = text .. string.format( "\nPitch=%.1f° | Roll=%.1f° | Yaw=%.1f°", pitch, roll, yaw ) text = text .. string.format( "\nPitch=%.1f° | Roll=%.1f° | Yaw=%.1f°", pitch, roll, yaw )
text = text .. string.format( "\nClimb Angle=%.1f° | Rate=%d ft/min", unit:GetClimbAngle(), velo.y * 196.85 ) text = text .. string.format( "\nClimb Angle=%.1f° | Rate=%d ft/min", unit:GetClimbAngle(), velo.y * 196.85 )
local dist = self:_GetOptLandingCoordinate():Get3DDistance( playerData.unit ) local dist = self:_GetOptLandingCoordinate():Get3DDistance( playerData.unit:GetVec3() )
-- Get player velocity in km/h. -- Get player velocity in km/h.
local vplayer = playerData.unit:GetVelocityKMH() local vplayer = playerData.unit:GetVelocityKMH()
-- Get carrier velocity in km/h. -- Get carrier velocity in km/h.
@@ -14881,6 +14883,7 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
end end
else else
-- SRS transmission -- SRS transmission
if call.subtitle ~= nil and string.len(call.subtitle) > 1 then if call.subtitle ~= nil and string.len(call.subtitle) > 1 then
@@ -14955,7 +14958,7 @@ function AIRBOSS:SetSRSPilotVoice( Voice, Gender, Culture )
self.PilotRadio.gender = Gender or "male" self.PilotRadio.gender = Gender or "male"
self.PilotRadio.culture = Culture or "en-US" self.PilotRadio.culture = Culture or "en-US"
if (not Voice) and self.SRS and self.SRS.google then if (not Voice) and self.SRS and self.SRS:GetProvider() == MSRS.Provider.GOOGLE then
self.PilotRadio.voice = MSRS.Voices.Google.Standard.en_US_Standard_J self.PilotRadio.voice = MSRS.Voices.Google.Standard.en_US_Standard_J
end end
@@ -15604,6 +15607,11 @@ function AIRBOSS:_Number2Radio( radio, number, delay, interval, pilotcall )
Sender = "PilotCall" Sender = "PilotCall"
end end
if Sender=="" then
self:E( self.lid .. string.format( "ERROR: Sender unknown!") )
return
end
-- Split string into characters. -- Split string into characters.
local numbers = _split( number ) local numbers = _split( number )

View File

@@ -16,7 +16,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR) -- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/CSAR)
-- --
-- === -- ===
-- --
@@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
-- Date: May 2023 -- Date: May 2023
-- Last: Update Oct 2024 -- Last: Update Dec 2024
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -293,7 +293,7 @@ CSAR.AircraftType["Bronco-OV-10A"] = 2
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.18" CSAR.version="1.0.19"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -536,6 +536,7 @@ function CSAR:New(Coalition, Template, Alias)
-- @param #number Frequency Beacon frequency in kHz. -- @param #number Frequency Beacon frequency in kHz.
-- @param #string Leadername Name of the #UNIT of the downed pilot. -- @param #string Leadername Name of the #UNIT of the downed pilot.
-- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. -- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype.
-- @param #string Playername Player name if any given. Might be nil!
--- On After "Aproach" event. Heli close to downed Pilot. --- On After "Aproach" event. Heli close to downed Pilot.
-- @function [parent=#CSAR] OnAfterApproach -- @function [parent=#CSAR] OnAfterApproach
@@ -842,7 +843,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet) self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet)
self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc. self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
return self return self
end end
@@ -1224,7 +1225,8 @@ end
-- @param #string _GroupName Name of the Group -- @param #string _GroupName Name of the Group
-- @param #number _freq Beacon frequency. -- @param #number _freq Beacon frequency.
-- @param #boolean _nomessage Send message true or false. -- @param #boolean _nomessage Send message true or false.
function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage) -- @param #string _playername Name of the downed pilot if any
function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage, _playername)
self:T(self.lid .. " _InitSARForPilot") self:T(self.lid .. " _InitSARForPilot")
local _leader = _downedGroup:GetUnit(1) local _leader = _downedGroup:GetUnit(1)
local _groupName = _GroupName local _groupName = _GroupName
@@ -1247,7 +1249,7 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage)
end end
-- trigger FSM event -- trigger FSM event
self:__PilotDown(2,_downedGroup, _freqk, _groupName, _coordinatesText) self:__PilotDown(2,_downedGroup, _freqk, _groupName, _coordinatesText, _playername)
return self return self
end end
@@ -1923,7 +1925,7 @@ function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
local messagetime = _messagetime or self.messageTime local messagetime = _messagetime or self.messageTime
if self.msrs then if self.msrs then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs.google == nil then if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end end
self:I("Voice = "..voice) self:I("Voice = "..voice)
@@ -2310,7 +2312,8 @@ function CSAR:onafterStart(From, Event, To)
self.msrs:SetVoice(self.SRSVoice) self.msrs:SetVoice(self.SRSVoice)
self.msrs:SetGender(self.SRSGender) self.msrs:SetGender(self.SRSGender)
if self.SRSGPathToCredentials then if self.SRSGPathToCredentials then
self.msrs:SetGoogle(self.SRSGPathToCredentials) self.msrs:SetProviderOptionsGoogle(self.SRSGPathToCredentials,self.SRSGPathToCredentials)
self.msrs:SetProvider(MSRS.Provider.GOOGLE)
end end
self.msrs:SetVolume(self.SRSVolume) self.msrs:SetVolume(self.SRSVolume)
self.msrs:SetLabel("CSAR") self.msrs:SetLabel("CSAR")
@@ -2542,8 +2545,9 @@ end
-- @param #number Frequency Beacon frequency in kHz. -- @param #number Frequency Beacon frequency in kHz.
-- @param #string Leadername Name of the #UNIT of the downed pilot. -- @param #string Leadername Name of the #UNIT of the downed pilot.
-- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. -- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype.
function CSAR:onbeforePilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText) -- @param #string Playername Player name if any given. Might be nil!
self:T({From, Event, To, Group, Frequency, Leadername, CoordinatesText}) function CSAR:onbeforePilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText, Playername)
self:T({From, Event, To, Group, Frequency, Leadername, CoordinatesText, tostring(Playername)})
return self return self
end end

View File

@@ -8,7 +8,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- ### [CTLD - Combat Troop & Logistics Deployment](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CTLD) -- ### [CTLD - Combat Troop & Logistics Deployment](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/CTLD)
-- --
-- === -- ===
-- --
@@ -24,7 +24,7 @@
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update November 2023 -- Last Update December 2023
do do
@@ -1228,7 +1228,7 @@ CTLD.UnitTypeCapabilities = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.0.43" CTLD.version="1.0.45"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@@ -1443,6 +1443,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the CTLD and all its event handlers. --- Triggers the FSM event "Stop". Stops the CTLD and all its event handlers.
-- @function [parent=#CTLD] Stop
-- @param #CTLD self -- @param #CTLD self
--- Triggers the FSM event "Stop" after a delay. Stops the CTLD and all its event handlers. --- Triggers the FSM event "Stop" after a delay. Stops the CTLD and all its event handlers.
@@ -1743,7 +1744,7 @@ end
function CTLD:_GenerateUHFrequencies() function CTLD:_GenerateUHFrequencies()
self:T(self.lid .. " _GenerateUHFrequencies") self:T(self.lid .. " _GenerateUHFrequencies")
self.FreeUHFFrequencies = {} self.FreeUHFFrequencies = {}
self.FreeUHFFrequencies = UTILS.GenerateUHFrequencies() self.FreeUHFFrequencies = UTILS.GenerateUHFrequencies(243,320)
return self return self
end end
@@ -2455,10 +2456,12 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
table.insert(droppedcargo,realcargo) table.insert(droppedcargo,realcargo)
else else
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat) realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat)
Cargo:RemoveStock()
end end
table.insert(self.Spawned_Cargo, realcargo) table.insert(self.Spawned_Cargo, realcargo)
end end
if not (drop or pack) then
Cargo:RemoveStock()
end
local text = string.format("Crates for %s have been positioned near you!",cratename) local text = string.format("Crates for %s have been positioned near you!",cratename)
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)
@@ -3010,6 +3013,35 @@ function CTLD:IsHercules(Unit)
end end
end end
--- (Internal) Function to set troops positions of a template to a nice circle
-- @param #CTLD self
-- @param Core.Point#COORDINATE Coordinate Start coordinate to use
-- @param #number Radius Radius to be used
-- @param #number Heading Heading starting with
-- @param #string Template The group template name
-- @return #table Positions The positions table
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template)
UTILS.PrintTableToLog(template)
local numbertroops = #template.units
local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead)
local pos1 = post:GetVec2()
local p1t = {
x = pos1.x,
y = pos1.y,
heading = phead,
}
table.insert(Positions,p1t)
end
UTILS.PrintTableToLog(Positions)
return Positions
end
--- (Internal) Function to unload troops from heli. --- (Internal) Function to unload troops from heli.
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
@@ -3061,14 +3093,29 @@ function CTLD:_UnloadTroops(Group, Unit)
zoneradius = Unit:GetVelocityMPS() or 100 zoneradius = Unit:GetVelocityMPS() or 100
end end
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor) local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor)
local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2() local randomcoord = zone:GetRandomCoordinate(10,30*factor) --:GetVec2()
local heading = Group:GetHeading() or 0
-- Spawn troops left from us, closer when hovering, further off when landed
if hoverunload or grounded then
randomcoord = Group:GetCoordinate()
-- slightly left from us
local Angle = (heading+270)%360
local offset = hoverunload and 1.5 or 5
randomcoord:Translate(offset,Angle,nil,true)
end
local tempcount = 0
for _,_template in pairs(temptable) do for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1 self.TroopCounter = self.TroopCounter + 1
tempcount = tempcount+1
local alias = string.format("%s-%d", _template, math.random(1,100000)) local alias = string.format("%s-%d", _template, math.random(1,100000))
local rad = 2.5+tempcount
local Positions = self:_GetUnitPositions(randomcoord,rad,heading,_template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2) --:InitRandomizeUnits(true,20,2)
--:InitHeading(heading)
:InitDelayOff() :InitDelayOff()
:SpawnFromVec2(randomcoord) :InitSetUnitAbsolutePositions(Positions)
:SpawnFromVec2(randomcoord:GetVec2())
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type) self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
end -- template loop end -- template loop
cargo:SetWasDropped(true) cargo:SetWasDropped(true)
@@ -3671,6 +3718,7 @@ function CTLD:_RefreshF10Menus()
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit) local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit) local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}
@@ -3706,7 +3754,7 @@ function CTLD:_RefreshF10Menus()
end end
end end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit) listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
listmenu = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",topcrates, self._RemoveCratesNearby, self, _group, _unit) removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit) local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if not self.nobuildmenu then if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit) local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
@@ -3779,7 +3827,7 @@ end
-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put. -- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.
-- @param #number NoCrates Number of crates needed to build this cargo. -- @param #number NoCrates Number of crates needed to build this cargo.
-- @param #number PerCrateMass Mass in kg of each crate -- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of groups in stock. Nil for unlimited. -- @param #number Stock Number of buildable groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional). -- @param #string SubCategory Name of sub-category (optional).
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory) function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory)
self:T(self.lid .. " AddCratesCargo") self:T(self.lid .. " AddCratesCargo")

View File

@@ -183,8 +183,10 @@ end
-- @param #number Port SRS port. Default 5002. -- @param #number Port SRS port. Default 5002.
-- @return #RADIOQUEUE self The RADIOQUEUE object. -- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSRS(PathToSRS, Port) function RADIOQUEUE:SetSRS(PathToSRS, Port)
self.msrs=MSRS:New(PathToSRS, self.frequency/1000000, self.modulation) local path = PathToSRS or MSRS.path
self.msrs:SetPort(Port) local port = Port or MSRS.port
self.msrs=MSRS:New(path, self.frequency/1000000, self.modulation)
self.msrs:SetPort(port)
return self return self
end end

File diff suppressed because it is too large Load Diff

View File

@@ -160,24 +160,28 @@ do -- Sound File
-- @param #string FileName The name of the sound file, e.g. "Hello World.ogg". -- @param #string FileName The name of the sound file, e.g. "Hello World.ogg".
-- @param #string Path The path of the directory, where the sound file is located. Default is "l10n/DEFAULT/" within the miz file. -- @param #string Path The path of the directory, where the sound file is located. Default is "l10n/DEFAULT/" within the miz file.
-- @param #number Duration Duration in seconds, how long it takes to play the sound file. Default is 3 seconds. -- @param #number Duration Duration in seconds, how long it takes to play the sound file. Default is 3 seconds.
-- @param #bolean UseSrs Set if SRS should be used to play this file. Default is false.
-- @return #SOUNDFILE self -- @return #SOUNDFILE self
function SOUNDFILE:New(FileName, Path, Duration) function SOUNDFILE:New(FileName, Path, Duration, UseSrs)
-- Inherit BASE. -- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) -- #SOUNDFILE local self=BASE:Inherit(self, BASE:New()) -- #SOUNDFILE
-- Debug info:
self:F( {FileName, Path, Duration, UseSrs} )
-- Set file name. -- Set file name.
self:SetFileName(FileName) self:SetFileName(FileName)
-- Set if SRS should be used to play this file
self:SetPlayWithSRS(UseSrs or false)
-- Set path. -- Set path.
self:SetPath(Path) self:SetPath(Path)
-- Set duration. -- Set duration.
self:SetDuration(Duration) self:SetDuration(Duration)
-- Debug info:
self:T(string.format("New SOUNDFILE: file name=%s, path=%s", self.filename, self.path))
return self return self
end end
@@ -186,12 +190,17 @@ do -- Sound File
-- @param #string Path Path to the directory, where the sound file is located. In case this is nil, it defaults to the DCS mission temp directory. -- @param #string Path Path to the directory, where the sound file is located. In case this is nil, it defaults to the DCS mission temp directory.
-- @return #SOUNDFILE self -- @return #SOUNDFILE self
function SOUNDFILE:SetPath(Path) function SOUNDFILE:SetPath(Path)
self:F( {Path} )
-- Init path. -- Init path.
self.path=Path or "l10n/DEFAULT/" if not Path then
if self.useSRS then -- use path to mission temp dir
if not Path and self.useSRS then -- use path to mission temp dir self.path = lfs.tempdir() .. "Mission\\l10n\\DEFAULT"
self.path = os.getenv('TMP') .. "\\DCS\\Mission\\l10n\\DEFAULT" else -- use internal path in miz file
self.path="l10n/DEFAULT/"
end
else
self.path = Path
end end
-- Remove (back)slashes. -- Remove (back)slashes.
@@ -204,6 +213,8 @@ do -- Sound File
-- Append slash. -- Append slash.
self.path=self.path.."/" self.path=self.path.."/"
self:T("self.path=".. self.path)
return self return self
end end
@@ -264,11 +275,13 @@ do -- Sound File
-- @param #boolean Switch If true or nil, use SRS. If false, use DCS transmission. -- @param #boolean Switch If true or nil, use SRS. If false, use DCS transmission.
-- @return #SOUNDFILE self -- @return #SOUNDFILE self
function SOUNDFILE:SetPlayWithSRS(Switch) function SOUNDFILE:SetPlayWithSRS(Switch)
self:F( {Switch} )
if Switch==true or Switch==nil then if Switch==true or Switch==nil then
self.useSRS=true self.useSRS=true
else else
self.useSRS=false self.useSRS=false
end end
self:T("self.useSRS=".. tostring(self.useSRS))
return self return self
end end

View File

@@ -137,7 +137,7 @@ do -- UserSound
return self return self
end end
--- Play the usersound to the given @{Wrapper.Unit}. --- Play the usersound to the given @{Wrapper.Unit}.
-- @param #USERSOUND self -- @param #USERSOUND self
-- @param Wrapper.Unit#UNIT Unit The @{Wrapper.Unit} to play the usersound to. -- @param Wrapper.Unit#UNIT Unit The @{Wrapper.Unit} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0. -- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
@@ -159,4 +159,24 @@ do -- UserSound
return self return self
end end
--- Play the usersound to the given @{Wrapper.Client}.
-- @param #USERSOUND self
-- @param Wrapper.Client#CLIENT The @{Wrapper.Client} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerUnit = CLIENT:FindByPlayerName("Karl Heinz")-- Search for the active client with playername "Karl Heinz", a human player.
-- BlueVictory:ToClient( PlayerUnit ) -- Play the victory sound to the player unit.
--
function USERSOUND:ToClient( Client, Delay )
Delay=Delay or 0
if Delay>0 then
SCHEDULER:New(nil, USERSOUND.ToClient,{self, Client}, Delay)
else
trigger.action.outSoundForUnit( Client:GetID(), self.UserSoundFileName )
end
return self
end
end end

View File

@@ -14,7 +14,7 @@
-- --
-- Test missions can be located on the main GITHUB site. -- Test missions can be located on the main GITHUB site.
-- --
-- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Task%20Dispatching) -- [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Tasking/Task_Cargo_Dispatcher)
-- --
-- === -- ===
-- --

View File

@@ -523,6 +523,7 @@ ENUMS.ReportingName =
Hawkeye = "E-2D", Hawkeye = "E-2D",
Sentry = "E-3A", Sentry = "E-3A",
Stratotanker = "KC-135", Stratotanker = "KC-135",
Gasstation = "KC-135MPRS",
Extender = "KC-10", Extender = "KC-10",
Orion = "P-3C", Orion = "P-3C",
Viking = "S-3B", Viking = "S-3B",

View File

@@ -443,22 +443,35 @@ end
--- Print a table to log in a nice format --- Print a table to log in a nice format
-- @param #table table The table to print -- @param #table table The table to print
-- @param #number indent Number of idents -- @param #number indent Number of indents
-- @return #string text Text created on the fly of the log output
function UTILS.PrintTableToLog(table, indent) function UTILS.PrintTableToLog(table, indent)
local text = "\n"
if not table then if not table then
env.warning("No table passed!") env.warning("No table passed!")
return return nil
end end
if not indent then indent = 0 end if not indent then indent = 0 end
for k, v in pairs(table) do for k, v in pairs(table) do
if string.find(k," ") then k='"'..k..'"'end
if type(v) == "table" then if type(v) == "table" then
env.info(string.rep(" ", indent) .. tostring(k) .. " = {") env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
UTILS.PrintTableToLog(v, indent + 1) text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n"
env.info(string.rep(" ", indent) .. "}") text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1)).."\n"
env.info(string.rep(" ", indent) .. "},")
text = text .. string.rep(" ", indent) .. "},\n"
else else
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(v)) local value
if tostring(v) == "true" or tostring(v) == "false" or tonumber(v) ~= nil then
value=v
else
value = '"'..tostring(v)..'"'
end
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n")
text = text .. string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n"
end end
end end
return text
end end
--- Returns table in a easy readable string representation. --- Returns table in a easy readable string representation.
@@ -1051,9 +1064,9 @@ function UTILS.BeaufortScale(speed)
return bn,bd return bn,bd
end end
--- Split string at seperators. C.f. [split-string-in-lua](http://stackoverflow.com/questions/1426954/split-string-in-lua). --- Split string at separators. C.f. [split-string-in-lua](http://stackoverflow.com/questions/1426954/split-string-in-lua).
-- @param #string str Sting to split. -- @param #string str Sting to split.
-- @param #string sep Speparator for split. -- @param #string sep Separator for split.
-- @return #table Split text. -- @return #table Split text.
function UTILS.Split(str, sep) function UTILS.Split(str, sep)
local result = {} local result = {}
@@ -2133,17 +2146,17 @@ function UTILS.IsLoadingDoorOpen( unit_name )
return true return true
end end
if string.find(type_name, "Bell-47") then -- bell aint got no doors so always ready to load injured soldiers if type_name == "Bell-47" then -- bell aint got no doors so always ready to load injured soldiers
BASE:T(unit_name .. " door is open") BASE:T(unit_name .. " door is open")
return true return true
end end
if string.find(type_name, "UH-60L") and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then if type_name == "UH-60L" and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then
BASE:T(unit_name .. " cargo door is open") BASE:T(unit_name .. " cargo door is open")
return true return true
end end
if string.find(type_name, "UH-60L" ) and (unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(400) == 1 ) then if type_name == "UH-60L" and (unit:getDrawArgumentValue(38) > 0 or unit:getDrawArgumentValue(400) == 1 ) then
BASE:T(unit_name .. " front door(s) are open") BASE:T(unit_name .. " front door(s) are open")
return true return true
end end
@@ -2258,20 +2271,37 @@ function UTILS.GenerateVHFrequencies()
return FreeVHFFrequencies return FreeVHFFrequencies
end end
--- Function to generate valid UHF Frequencies in mHz (AM). --- Function to generate valid UHF Frequencies in mHz (AM). Can be between 220 and 399 mHz. 243 is auto-excluded.
-- @param Start (Optional) Avoid frequencies between Start and End in mHz, e.g. 244
-- @param End (Optional) Avoid frequencies between Start and End in mHz, e.g. 320
-- @return #table UHF Frequencies -- @return #table UHF Frequencies
function UTILS.GenerateUHFrequencies() function UTILS.GenerateUHFrequencies(Start,End)
local FreeUHFFrequencies = {} local FreeUHFFrequencies = {}
local _start = 220000000 local _start = 220000000
while _start < 399000000 do if not Start then
if _start ~= 243000000 then while _start < 399000000 do
table.insert(FreeUHFFrequencies, _start) if _start ~= 243000000 then
end table.insert(FreeUHFFrequencies, _start)
_start = _start + 500000 end
_start = _start + 500000
end
else
local myend = End*1000000 or 399000000
local mystart = Start*1000000 or 220000000
while _start < 399000000 do
if _start ~= 243000000 and (_start < mystart or _start > myend) then
print(_start)
table.insert(FreeUHFFrequencies, _start)
end
_start = _start + 500000
end
end end
return FreeUHFFrequencies return FreeUHFFrequencies
end end

View File

@@ -1900,7 +1900,16 @@ function AIRBASE:_InitRunways(IncludeInverse)
-- Data table. -- Data table.
local runway={} --#AIRBASE.Runway local runway={} --#AIRBASE.Runway
runway.name=string.format("%02d", tonumber(name))
local namefromheading = math.floor(heading/10)
if self.AirbaseName == AIRBASE.Syria.Beirut_Rafic_Hariri and math.abs(namefromheading-name) > 1 then
runway.name=string.format("%02d", tonumber(namefromheading))
else
runway.name=string.format("%02d", tonumber(name))
end
--runway.name=string.format("%02d", tonumber(name))
runway.magheading=tonumber(runway.name)*10 runway.magheading=tonumber(runway.name)*10
runway.heading=heading runway.heading=heading
runway.width=width or 0 runway.width=width or 0

View File

@@ -99,7 +99,7 @@
-- This method can also be used to **embed a function call when a certain waypoint has been reached**. -- This method can also be used to **embed a function call when a certain waypoint has been reached**.
-- See below the **Tasks at Waypoints** section. -- See below the **Tasks at Waypoints** section.
-- --
-- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/GRP%20-%20Group%20Commands/GRP-502%20-%20Route%20at%20waypoint%20to%20random%20point) -- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Wrapper/Group/GRP-502%20-%20Route%20at%20waypoint%20to%20random%20point)
-- --
-- ## 2.5) Tasks at Waypoints -- ## 2.5) Tasks at Waypoints
-- --
@@ -938,20 +938,22 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Frequency Radio frequency in MHz. -- @param #number Frequency Radio frequency in MHz.
-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`. -- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
-- @param #number Power (Optional) Power of the Radio in Watts. Defaults to 10.
-- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately. -- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Delay ) function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Power, Delay )
local CommandSetFrequency = { local CommandSetFrequency = {
id = 'SetFrequency', id = 'SetFrequency',
params = { params = {
frequency = Frequency * 1000000, frequency = Frequency * 1000000,
modulation = Modulation or radio.modulation.AM, modulation = Modulation or radio.modulation.AM,
power=Power or 10,
}, },
} }
if Delay and Delay > 0 then if Delay and Delay > 0 then
SCHEDULER:New( nil, self.CommandSetFrequency, { self, Frequency, Modulation }, Delay ) SCHEDULER:New( nil, self.CommandSetFrequency, { self, Frequency, Modulation, Power } )
else else
self:SetCommand( CommandSetFrequency ) self:SetCommand( CommandSetFrequency )
end end
@@ -959,6 +961,32 @@ function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Delay )
return self return self
end end
--- [AIR] Set radio frequency. See [DCS command EPLRS](https://wiki.hoggitworld.com/view/DCS_command_setFrequencyForUnit)
-- @param #CONTROLLABLE self
-- @param #number Frequency Radio frequency in MHz.
-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
-- @param #number Power (Optional) Power of the Radio in Watts. Defaults to 10.
-- @param #UnitID UnitID (Optional, if your object is a UNIT) The UNIT ID this is for.
-- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSetFrequencyForUnit(Frequency,Modulation,Power,UnitID,Delay)
local CommandSetFrequencyForUnit={
id='SetFrequencyForUnit',
params={
frequency=Frequency*1000000,
modulation=Modulation or radio.modulation.AM,
unitId=UnitID or self:GetID(),
power=Power or 10,
},
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSetFrequencyForUnit,{self,Frequency,Modulation,Power,UnitID})
else
self:SetCommand(CommandSetFrequencyForUnit)
end
return self
end
--- Set EPLRS data link on/off. --- Set EPLRS data link on/off.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off. -- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off.
@@ -2937,7 +2965,7 @@ function CONTROLLABLE:CopyRoute( Begin, End, Randomize, Radius )
end end
--- Return the detected targets of the controllable. --- Return the detected targets of the controllable.
-- The optional parametes specify the detection methods that can be applied. -- The optional parameters specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default. -- If no detection method is given, the detection will use all the available methods by default.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean DetectVisual (optional) -- @param #boolean DetectVisual (optional)
@@ -3772,54 +3800,66 @@ function CONTROLLABLE:OptionProhibitAfterburner( Prohibit )
return self return self
end end
--- Defines the usage of Electronic Counter Measures by airborne forces. Disables the ability for AI to use their ECM. --- [Air] Defines the usage of Electronic Counter Measures by airborne forces.
-- @param #CONTROLLABLE self
-- @param #number ECMvalue Can be - 0=Never on, 1=if locked by radar, 2=if detected by radar, 3=always on, defaults to 1
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM( ECMvalue )
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.ECM_USING, ECMvalue or 1 )
end
end
return self
end
--- [Air] Defines the usage of Electronic Counter Measures by airborne forces. Disables the ability for AI to use their ECM.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_Never() function CONTROLLABLE:OptionECM_Never()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then self:OptionECM(0)
self:SetOption( AI.Option.Air.id.ECM_USING, 0 )
end
return self return self
end end
--- Defines the usage of Electronic Counter Measures by airborne forces. If the AI is actively being locked by an enemy radar they will enable their ECM jammer. --- [Air] Defines the usage of Electronic Counter Measures by airborne forces. If the AI is actively being locked by an enemy radar they will enable their ECM jammer.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_OnlyLockByRadar() function CONTROLLABLE:OptionECM_OnlyLockByRadar()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then self:OptionECM(1)
self:SetOption( AI.Option.Air.id.ECM_USING, 1 )
end
return self return self
end end
--- Defines the usage of Electronic Counter Measures by airborne forces. If the AI is being detected by a radar they will enable their ECM. --- [Air] Defines the usage of Electronic Counter Measures by airborne forces. If the AI is being detected by a radar they will enable their ECM.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_DetectedLockByRadar() function CONTROLLABLE:OptionECM_DetectedLockByRadar()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then self:OptionECM(2)
self:SetOption( AI.Option.Air.id.ECM_USING, 2 )
end
return self return self
end end
--- Defines the usage of Electronic Counter Measures by airborne forces. AI will leave their ECM on all the time. --- [Air] Defines the usage of Electronic Counter Measures by airborne forces. AI will leave their ECM on all the time.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_AlwaysOn() function CONTROLLABLE:OptionECM_AlwaysOn()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then self:OptionECM(3)
self:SetOption( AI.Option.Air.id.ECM_USING, 3 )
end
return self return self
end end
@@ -4006,6 +4046,62 @@ function CONTROLLABLE:OptionEngageRange( EngageRange )
return nil return nil
end end
--- [AIR] Set how the AI uses the onboard radar.
-- @param #CONTROLLABLE self
-- @param #number Option Options are: `NEVER = 0, FOR_ATTACK_ONLY = 1,FOR_SEARCH_IF_REQUIRED = 2, FOR_CONTINUOUS_SEARCH = 3`
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadarUsing(Option)
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.RADAR_USING,Option)
end
return self
end
--- [AIR] Set how the AI uses the onboard radar. Here: never.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadarUsingNever()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.RADAR_USING,0)
end
return self
end
--- [AIR] Set how the AI uses the onboard radar, here: for attack only.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadarUsingForAttackOnly()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.RADAR_USING,1)
end
return self
end
--- [AIR] Set how the AI uses the onboard radar, here: when required for searching.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadarUsingForSearchIfRequired()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.RADAR_USING,2)
end
return self
end
--- [AIR] Set how the AI uses the onboard radar, here: always on.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadarUsingForContinousSearch()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.RADAR_USING,3)
end
return self
end
--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving. --- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number speed Speed of the controllable, default 20 -- @param #number speed Speed of the controllable, default 20
@@ -4013,14 +4109,22 @@ end
-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true -- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false -- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
-- @param #string formation Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road" -- @param #string formation Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"
-- @param #boolean onland (optional) If true, try up to 50 times to get a coordinate on land.SurfaceType.LAND. Note - this descriptor value is not reliably implemented on all maps.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:RelocateGroundRandomInRadius( speed, radius, onroad, shortcut, formation ) function CONTROLLABLE:RelocateGroundRandomInRadius( speed, radius, onroad, shortcut, formation, onland )
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
local _coord = self:GetCoordinate() local _coord = self:GetCoordinate()
local _radius = radius or 500 local _radius = radius or 500
local _speed = speed or 20 local _speed = speed or 20
local _tocoord = _coord:GetRandomCoordinateInRadius( _radius, 100 ) local _tocoord = _coord:GetRandomCoordinateInRadius( _radius, 100 )
if onland then
for i=1,50 do
local island = _tocoord:GetSurfaceType() == land.SurfaceType.LAND and true or false
if island then break end
_tocoord = _coord:GetRandomCoordinateInRadius( _radius, 100 )
end
end
local _onroad = onroad or true local _onroad = onroad or true
local _grptsk = {} local _grptsk = {}
local _candoroad = false local _candoroad = false
@@ -5337,9 +5441,10 @@ end
-- @param #number Altitude (Optional) Altitude in meters. Defaults to the altitude of the coordinate. -- @param #number Altitude (Optional) Altitude in meters. Defaults to the altitude of the coordinate.
-- @param #number Speed (Optional) Speed in kph. Defaults to 500 kph. -- @param #number Speed (Optional) Speed in kph. Defaults to 500 kph.
-- @param #number Formation (Optional) Formation to take, e.g. ENUMS.Formation.FixedWing.Trail.Close, also see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_option_formation). -- @param #number Formation (Optional) Formation to take, e.g. ENUMS.Formation.FixedWing.Trail.Close, also see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_option_formation).
-- @param #boolean AGL (Optional) If true, set altitude to above ground level (AGL), not above sea level (ASL).
-- @param #number Delay (Optional) Set the task after delay seconds only. -- @param #number Delay (Optional) Set the task after delay seconds only.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation, Delay) function CONTROLLABLE:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation, AGL, Delay)
local PatrolGroup = self -- Wrapper.Group#GROUP local PatrolGroup = self -- Wrapper.Group#GROUP
@@ -5361,8 +5466,10 @@ function CONTROLLABLE:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation
-- Calculate the new Route -- Calculate the new Route
if Altitude then if Altitude then
FromCoord:SetAltitude(Altitude) local asl = true
ToCoord:SetAltitude(Altitude) if AGL then asl = false end
FromCoord:SetAltitude(Altitude, asl)
ToCoord:SetAltitude(Altitude, asl)
end end
-- Create a "air waypoint", which is a "point" structure that can be given as a parameter to a Task -- Create a "air waypoint", which is a "point" structure that can be given as a parameter to a Task

View File

@@ -302,7 +302,7 @@ end
--- Find the first(!) GROUP matching using patterns. Note that this is **a lot** slower than `:FindByName()`! --- Find the first(!) GROUP matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #GROUP self -- @param #GROUP self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_(Regular_Expressions)) for regular expressions in LUA. -- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #GROUP The GROUP. -- @return #GROUP The GROUP.
-- @usage -- @usage
-- -- Find a group with a partial group name -- -- Find a group with a partial group name
@@ -327,7 +327,7 @@ end
--- Find all GROUP objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`! --- Find all GROUP objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #GROUP self -- @param #GROUP self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_(Regular_Expressions)) for regular expressions in LUA. -- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #table Groups Table of matching #GROUP objects found -- @return #table Groups Table of matching #GROUP objects found
-- @usage -- @usage
-- -- Find all group with a partial group name -- -- Find all group with a partial group name
@@ -689,7 +689,15 @@ function GROUP:GetUnits()
local DCSUnits = DCSGroup:getUnits() or {} local DCSUnits = DCSGroup:getUnits() or {}
local Units = {} local Units = {}
for Index, UnitData in pairs( DCSUnits ) do for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData )
local unit=UNIT:Find( UnitData )
if unit then
Units[#Units+1] = UNIT:Find( UnitData )
else
local UnitName=UnitData:getName()
unit=_DATABASE:AddUnit(UnitName)
Units[#Units+1]=unit
end
end end
self:T3( Units ) self:T3( Units )
return Units return Units
@@ -1157,6 +1165,7 @@ function GROUP:GetAverageCoordinate()
local coord = COORDINATE:NewFromVec3(vec3) local coord = COORDINATE:NewFromVec3(vec3)
local Heading = self:GetHeading() local Heading = self:GetHeading()
coord.Heading = Heading coord.Heading = Heading
return coord
else else
BASE:E( { "Cannot GetAverageCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetAverageCoordinate", Group = self, Alive = self:IsAlive() } )
return nil return nil
@@ -2762,7 +2771,7 @@ end
--- Switch on/off invisible flag for the group. --- Switch on/off invisible flag for the group.
-- @param #GROUP self -- @param #GROUP self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled. -- @param #boolean switch If true, Invisible is enabled. If false, Invisible is disabled.
-- @return #GROUP self -- @return #GROUP self
function GROUP:SetCommandInvisible(switch) function GROUP:SetCommandInvisible(switch)
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -2776,7 +2785,7 @@ end
--- Switch on/off immortal flag for the group. --- Switch on/off immortal flag for the group.
-- @param #GROUP self -- @param #GROUP self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled. -- @param #boolean switch If true, Immortal is enabled. If false, Immortal is disabled.
-- @return #GROUP self -- @return #GROUP self
function GROUP:SetCommandImmortal(switch) function GROUP:SetCommandImmortal(switch)
self:F2( self.GroupName ) self:F2( self.GroupName )
@@ -2982,3 +2991,36 @@ function GROUP:GetGroupSTN()
return tSTN,text return tSTN,text
end end
--- [GROUND] Determine if a GROUP is a SAM unit, i.e. has radar or optical tracker and is no mobile AAA.
-- @param #GROUP self
-- @return #boolean IsSAM True if SAM, else false
function GROUP:IsSAM()
local issam = false
local units = self:GetUnits()
for _,_unit in pairs(units or {}) do
local unit = _unit -- Wrapper.Unit#UNIT
if unit:HasSEAD() and unit:IsGround() and (not unit:HasAttribute("Mobile AAA")) then
issam = true
break
end
end
return issam
end
--- [GROUND] Determine if a GROUP has a AAA unit, i.e. has no radar or optical tracker but the AAA = true or the "Mobile AAA" = true attribute.
-- @param #GROUP self
-- @return #boolean IsSAM True if AAA, else false
function GROUP:IsAAA()
local issam = false
local units = self:GetUnits()
for _,_unit in pairs(units or {}) do
local unit = _unit -- Wrapper.Unit#UNIT
local desc = unit:GetDesc() or {}
local attr = desc.attributes or {}
if unit:HasSEAD() then return false end
if attr["AAA"] or attr["SAM related"] then
issam = true
end
end
return issam
end

View File

@@ -164,7 +164,7 @@ end
--- Find the first(!) UNIT matching using patterns. Note that this is **a lot** slower than `:FindByName()`! --- Find the first(!) UNIT matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #UNIT self -- @param #UNIT self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_(Regular_Expressions)) for regular expressions in LUA. -- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #UNIT The UNIT. -- @return #UNIT The UNIT.
-- @usage -- @usage
-- -- Find a group with a partial group name -- -- Find a group with a partial group name
@@ -189,7 +189,7 @@ end
--- Find all UNIT objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`! --- Find all UNIT objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #UNIT self -- @param #UNIT self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_(Regular_Expressions)) for regular expressions in LUA. -- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #table Units Table of matching #UNIT objects found -- @return #table Units Table of matching #UNIT objects found
-- @usage -- @usage
-- -- Find all group with a partial group name -- -- Find all group with a partial group name

View File

@@ -12,9 +12,11 @@
-- --
-- === -- ===
-- --
-- ## Example Missions: -- ## Additional Material:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/WRAPPER%20-%20Weapon). -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Weapon)
-- * **YouTube videos:** None
-- * **Guides:** None
-- --
-- === -- ===
-- --

View File

@@ -18,5 +18,7 @@ __Moose.Include = function( IncludeFile )
end end
__Moose.Includes = {} __Moose.Includes = {}
if not MOOSE_DEVELOPMENT_FOLDER then
__Moose.Include( 'Scripts/Moose/Modules.lua' ) MOOSE_DEVELOPMENT_FOLDER='Scripts'
end
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Modules.lua' )

View File

@@ -1,2 +1,51 @@
-- Automatic dynamic loading of development files, if they exists.
-- Try to load Moose as individual script files from <DcsInstallDir\Script\Moose
-- which should be a Junction link to the MOOSE repository subfolder "Moose Development\Moose".
-- This method is used by Moose developers and not mission builders.
if not MOOSE_DEVELOPMENT_FOLDER then
MOOSE_DEVELOPMENT_FOLDER='Scripts'
end
ModuleLoader = MOOSE_DEVELOPMENT_FOLDER..'/Moose/Modules.lua'
if io then
local f=io.open(ModuleLoader,"r")
if f~=nil then
io.close(f)
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
local base = _G
__Moose = {}
__Moose.Include = function( IncludeFile )
if not __Moose.Includes[ IncludeFile ] then
__Moose.Includes[IncludeFile] = IncludeFile
local f = assert( base.loadfile( IncludeFile ) )
if f == nil then
error ("Moose: Could not load Moose file " .. IncludeFile )
else
env.info( "Moose: " .. IncludeFile .. " dynamically loaded." )
return f()
end
end
end
__Moose.Includes = {}
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Modules.lua' )
BASE:TraceOnOff( true )
env.info( '*** MOOSE INCLUDE END *** ' )
-- Skip the static part of this file completly
do return end
end
else
env.info( '*** MOOSE DYNAMIC INCLUDE NOT POSSIBLE (Desanitize io to use it) *** ' )
end
-- Individual Moose files are not found. Use the static code below.
env.info( '*** MOOSE STATIC INCLUDE START *** ' ) env.info( '*** MOOSE STATIC INCLUDE START *** ' )

View File

@@ -59,7 +59,7 @@ while( MooseSource ) do
MooseSource = string.gsub(MooseSource, "\r", "") MooseSource = string.gsub(MooseSource, "\r", "")
if MooseSource ~= "" then if MooseSource ~= "" then
MooseSource = string.match( MooseSource, "Scripts/Moose/(.+)'" ) MooseSource = string.match( MooseSource, "/Moose/(.+)'" )
local MooseFilePath = MooseDevelopmentPath .. "/" .. MooseSource local MooseFilePath = MooseDevelopmentPath .. "/" .. MooseSource
if MooseDynamicStatic == "D" then if MooseDynamicStatic == "D" then
print( "Load dynamic: " .. MooseFilePath ) print( "Load dynamic: " .. MooseFilePath )

112
docs/advanced/concepts.md Normal file
View File

@@ -0,0 +1,112 @@
---
title: Concepts
parent: Advanced
nav_order: 01
---
If you want to get deeper into Moose, you will encounter a few terms and
concepts that we will explain here. You will need them for the later pages.
# Git and GitHub
Moose has about 260.000 lines of code and the amount is increasing each week.
To maintain such a big code base a vcs (version control system) is needed.
Moose uses [GitHub] as developer platform to create, store, and manage the code.
[GitHub] uses [Git] as version control system and provides additional
functionality like access control, bug tracking, feature requests and much more.
As a Moose user you don't need to learn how to use [Git]. You can download the
files on [GitHub] with a browser. But using [Git] will ease up the steps to keep
the Moose version on your hard disk up to date.
You will need to interact with [GitHub]. At least to download the Moose files.
For non developers the page can be confusing. Take your time and read this
documentation. We are not able to explain every single detail on using [GitHub]
and [Git]. Especially because it is changing really quick and this documentaion
will not. So try to use the help system of [GitHub] or find some videos on
[YouTube]. If you get stuck ask for help in the [Moose Discord].
Moose uses more then one repository on [GitHub] which doesn't exactly make it
any clearer. A list can be found on the [reposities] page.
# Branches: master & develop
As already explained in the [overview] two branches are used:
- [master]: Stable release branch.
- [develop]: Newest development with more OPS classes.
As a starter it is okay to begin your journey with the `master` branch.
If you are interested in some newer classes you need to use the `develop`
branch. The later one is also very stable, but it's missing more detailed
documentation and example missions for some of the new OPS classes.
You can switch between these branches with a drop down in the upper left corner
of th [GitHub] repository page. The list of branches is long. So it is a best
practise to save a bookmark in your browser with the links above.
Both branches are available on most of the different repositories. But because
of a limitation of [GitHub pages], we had to split the documentation in two
different repositories:
- Documentation of `master` branch: [MOOSE_DOCS]
- Documentation of `develop` branch: [MOOSE_DOCS_DEVELOP]
# Build result vs. source files
Moose consists of more than 140 individual files with the file extension `.lua`.
They are places in a [directory tree], which makes it more organized and its
semantic is pre-defined for IntelliSense to work.
On every change which is pushed to [GitHub] a build job will combine all of
these files to a single file called `Moose.lua`. In a second step all
comments will be removed to decrease the file size and the result will be saved
as `Moose_.lua`. These both files are created for users of Moose to include in
your missions.
The individual `.lua` files are used by the Mosse developers and power users.
It is complicated to use them, but in combination with an IDE and a debugger it
is very usefull to analyse even complex problems or write new additions to the
Moose framework.
# Static loading vs. dynamic loading
If you add a script file with a `DO SCRIPT FILE` trigger, like we described in
[Create your own Hello world], the script file will be copied into the mission
file. This mission file (file extension .MIZ) is only a compressed ZIP archive
with another file ending.
If you change the script file after adding it to the mission, the changes are
not available on mission start. You have to re-add the script after each change.
This can be very annoying and often leads to forgetting to add the change again.
Then you wonder why the script does not deliver the desired result.
But when the mission is finished you can upload it to your dedicated DCS server
or give it to a friend and it should run without problems. This way of embedding
the scripts do we call `static loading` and the resulting mission is very
portable.
The other way on loading scripts is by using `DO SCRIPT`. This time the mission
editor don't show a file browse button. Instead you see a (very small) text
field to enter the code directly into it. It is only usefull for very small
script snippets. But we can use it to load a file from our hard drive like this:
```lua
aaa
```
# IDE vs. Notepad++
# What is a debugger (good for)
[Git]: https://en.wikipedia.org/wiki/Git
[GitHub]: https://github.com/
[YouTube]: https://www.youtube.com/
[Moose Discord]: https://discord.gg/gj68fm969S
[overview]: ../index.md
[reposities]: ../repositories.md
[master]: https://github.com/FlightControl-Master/MOOSE/tree/master
[develop]: https://github.com/FlightControl-Master/MOOSE/tree/develop
[GitHub pages]: https://pages.github.com/
[MOOSE_DOCS]: https://flightcontrol-master.github.io/MOOSE_DOCS/
[MOOSE_DOCS_DEVELOP]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/
[directory tree]: https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Development/Moose

View File

@@ -1,7 +1,7 @@
--- ---
title: De-Sanitize DCS title: De-Sanitize DCS
parent: Advanced parent: Advanced
nav_order: 2 nav_order: 98
--- ---
# De-Sanitize the DCS scripting environment # De-Sanitize the DCS scripting environment
{: .no_toc } {: .no_toc }

View File

@@ -1,6 +1,6 @@
--- ---
parent: Advanced parent: Advanced
nav_order: 1 nav_order: 97
--- ---
# Eclipse Installation # Eclipse Installation
{: .no_toc } {: .no_toc }

View File

@@ -1,6 +1,6 @@
--- ---
parent: Advanced parent: Advanced
nav_order: 2 nav_order: 99
--- ---
# Text to Speech # Text to Speech
{: .no_toc } {: .no_toc }

View File

@@ -0,0 +1,77 @@
---
parent: Beginner
nav_order: 06
---
# How to ask for help
{: .no_toc }
1. Table of contents
{:toc}
After you have tried to solve the problem on your own, you can also get help
from the community.
{: .highlight }
> But it is important to follow certain rules! Read them below.
## Communities
There are two ways to communicate with the community.
The fastest way is to use Discord:
- <https://discord.gg/gj68fm969S>{:target="_blank"}
But if you don't like Discord, you are able to post in the DCS forum.
Check out the MOOSE thread here:
- <https://forums.eagle.ru/showthread.php?t=138043>
## How to post requests
MOOSE is a community project and support is community based.
Please remember when posting a question:
- Before posting anything follow the [troubleshooting steps].
- **Read your logs**.
A post should contain the following:
1. A describtion what you expected to happen and what actually happened.
- Do not use vague words this stuff is hard to help with! Be specific.
2. Describe what happens instead.
- The less detail you offer, the less chance you can be helped.
- Dont say it doesnt work. Or is it broken. Say what it actually does.
3. Post your code in Discord as formatted code:
- Wrap a single line of code in backticks \` like this:
![discord-single-line-code.png](../images/beginner/discord-single-line-code.png)
- Multiple lines of code should be posted like this:
![discord-multi-line-code.png](../images/beginner/discord-multi-line-code.png)
- Post your log lines with the error or warning messages. Format them like this:
![discord-fomat-logs.png](../images/beginner/discord-fomat-logs.png)
- Some complex problems need the mission (.miz file) also.
- But post your mission only when requested.
- Try to simplify your mission if it is complex!
There are people in the Discord and in the forum, who spend their free time to
help you. <br />
It is your responsibility to make their "work" as easy as possible.
Welcome to MOOSE and good luck!
## Next step
Last but not least some [tipps and tricks].
[troubleshooting steps]: problems.md
[tipps and tricks]: tipps-and-tricks.md

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---
parent: Beginner
nav_order: 04
---
# Demo missions
{: .no_toc }
1. Table of contents
{:toc}
The best way to get comfortable with a Moose class is to try the demo missions
of the class you want to learn. The Moose team created a lot of demo missions
for most of the classes.
## Download demo missions
Go to the repository [MOOSE_MISSIONS]{:target="_blank"}, search the folder of
the class, download the mission (`.miz`) and run them.
## Read the mission script
In the same folder a `.lua` file with the same name is placed which is the
included mission script. You can watch these mission scripts easily online at
GitHub to understand what is happening in the mission.
## Read documentation
Next step is to read the [documentation]{:target="_blank"} of the class to
understand the code of the demo mission.
{: .note }
> The documentation is quite long and might be confusing for beginners.
> Start by looking at the description at the top of the documentation of a
> class. It often contains examples and explanations. <br /><br />
> Then search for the function names and look at the description of the
> functions and its parameters.
## Make small changes to the script
Download the `.lua` file, change the parameters to suit your needs in
[Notepad++]{:target="_blank"}, add it to the mission and rerun the mission.
Observe what happens and adapt the code.
If you want to use more functions combine them all up.
{: .note }
> But it is wise to do this in small steps. So it is easier to find errors.
## Next step
If the mission does not show the expected behaviour take a look at section
[problems].
[MOOSE_MISSIONS]: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop
[documentation]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/index.html
[Notepad++]: https://notepad-plus-plus.org/downloads/
[problems]: problems.md

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@@ -4,6 +4,178 @@ nav_order: 03
--- ---
# Create your own Hello world # Create your own Hello world
{: .no_toc }
{: .warning } 1. Table of contents
> THIS DOCUMENT IS STILL WORK IN PROGRESS! {:toc}
This page will lead you step by step through the process of creating a mission
with MOOSE. This time we include a simple mission script, which sends only
a "Hello world" message to all players. But the steps are the same to add
another mission script, which will do whatever class(es) you want to use.
## Create Mission script
At first we will create the mission script. It is a simple text file and can be
changed with a lot of different tools. Theoretically even the Microsoft Notepad
editor can be used. But it lacks a lot of features, which helps you to avoid
errors.
For this guide we suggest you to download, install and use [Notepad++]{:target="_blank"}.
{: .important }
> Windows hides filename extensions by default. So when you create a text file
> and name it `hello-world.lua` it's name is `hello-world.lua.txt` in reality.
> You must activate the display of the file name extension.
> Open a `File Explorer`, switch to menu `View` and find the option
> `File name extensions` in the section `Show/hide`. Activate it.
- Open a File Explorer.
- Go to the subfolder `Missions` of your [Saved Games folder]{:target="_blank"}.
- Create a new text file and name it `hello-world.lua`.
- Add the following content and save the file:
`MESSAGE:New( "Hello World! This messages is printed by MOOSE", 35, "INFO" ):ToAll()`
## Get Moose
To download Moose click on the following link:
- [Moose_.lua from develop branch]{:target="_blank"}
Press `Ctrl + S` to save the file on your hard disk next to your mission script.
## Create the mission
- Start DCS.
- In the main menu choose `MISSION EDITOR`.
- Click on `create new mission`.
- In the dialog `NEW MISSION SETTINGS`:
- Choose map `Caucasus`.
- In the drop box upper left choose `Modern` as coalition preset.
- Click on `OK`.
- The mission editor will load with a fresh new and empty mission.
- Click on `File` in the menu bar and `SAVE` or Press `Ctrl + S`.
- Open `My Missions` and save the file with the name `hello-world.miz`.
## Add Moose to the mission
- On the left side activate `TRIGGERS`:
![dcs-triggers-toolbar.png](../images/beginner/dcs-triggers-toolbar.png)
- On the right side the `TRIGGERS` dialog opens with a lot of options.
- Click on `NEW`, choose `4 MISSION START` as **TYPE**.
- Give it the `Load MOOSE` as **NAME**.
- Leave the **EVENT** option set to `NO EVENT`.
- Optional: Choose a color for easy recognition (e.g. yellow).
![dcs-triggers-mission-start-conf.png](../images/beginner/dcs-triggers-mission-start-conf.png)
- In the middle part the `CONDITIONS` will be shown.
For this trigger we do not configure any conditions.
![dcs-triggers-mission-start-conditions.png](../images/beginner/dcs-triggers-mission-start-conditions.png)
{: .important }
> The trigger type `4 MISSION START` does not support `CONDITIONS`. <br />
> So `CONDITIONS` must left blank when using it. <br />
> **If you add a condition the trigger will never be executed!**
![dcs-triggers-mission-start-actions-conf.png](../images/beginner/dcs-triggers-mission-start-actions-conf.png)
- On the right side `ACTIONS` is shown.
- We need to click on `NEW`.
- Choose **ACTION** `Do SCRIPT FILE` and ignore all other actions.
- Click **OPEN** and navigate to the downloaded `Moose_.lua` file.
- The result should look like this:
![dcs-triggers-mission-start-actions.png](../images/beginner/dcs-triggers-mission-start-actions.png)
## Add the mission script
- Click on `NEW`, choose `1 ONCE` as **TYPE**.
- Give it the `Load Mission Script` as **NAME**.
- Leave the **EVENT** option set to `NO EVENT`.
- Optional: Choose a color for easy recognition (e.g. green).
- The result should look like this:
![dcs-triggers-once-conf.png](../images/beginner/dcs-triggers-once-conf.png)
- Switch to the middle part, the `CONDITIONS` section. <br />
For this trigger we add one condition:
![dcs-triggers-once-conditions.png](../images/beginner/dcs-triggers-once-conditions-conf.png)
- The combination of `1 ONCE` with `TIME MORE(1)` will ensure, that the mission
script is executed 1 second after the mission is started.
- On the right side under `ACTIONS` you need to add the script:
- Click on `NEW`.
- Choose **ACTION** `Do SCRIPT FILE`.
- Click **OPEN** and navigate to the created `hello-world.lua` file.
{: .important }
> Most important is the fact, that the mission script (`hello-world.lua`)
> is executed **after** `Moose_.lua`, because the mission script needs the
> classes defined in `Moose_.lua`. And they are only available when `Moose_.lua`
> is executed before the mission script.
## Test the mission
- Save the mission again.
- Click on the green **Fly mission** cirlce on the left tool side bar.
- It is an empty mission, so skip `BRIEFING` with `START` and then `FLY`.
- You spawn as a spectator. After some seconds you will see this message in
the upper right corner:
![dcs-message.jpg](../images/beginner/dcs-message.jpg)
This is the same result as already seen in the last chapter, but this time you
have create everything on your own.
{: .note }
> You can use this mission as a template for your own missions. So you don't
> need to do alle these steps again and again.
## Update mission script
- Open the `hello-world.lua` with Notepad++ again.
- Change the text a little bit, like `Hello Dude! ...` and save the file.
- Run the mission again.
- The text will not be changed in the mission. Why?
{: .important }
The mission editor copies the script into the mission file when you add it.
Every change on the script file on your hard disk is not recognized by mission
editor. **You have to add the file after each change again!**
There is also another method available to dynamically load mission scripts.
But this method has some brawbacks and will be explained in the advanced section.
Now we add the mission script again:
- On the left side of the `TRIGGERS` dialog click on `Load Mission Script`.
- On the right side under `ACTIONS` you need to add the script again:
- Click **OPEN** and navigate to the created `hello-world.lua` file.
- Save the mission and test it again.
- Now the new text should be shown.
## Update Moose
Moose is constantly being developed so that new functionallity is added or
existing errors are corrected. Also from time to time changes of the DCS
scripting engine comes with a new DCS version. It may therefore be useful or
necessary to update Moose.
- To update Moose download it again and add it again in the same way you did
with the mission script in the last step.
## Next step
Let's move on to the [demo missions].
[Notepad++]: https://notepad-plus-plus.org/downloads/
[Saved Games folder]: tipps-and-tricks.md#find-the-saved-games-folder
[Moose_.lua from develop branch]: https://raw.githubusercontent.com/FlightControl-Master/MOOSE_INCLUDE/develop/Moose_Include_Static/Moose_.lua
[demo missions]: demo-missions.md

46
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---
parent: Beginner
nav_order: 05
---
# Problems
{: .no_toc }
1. Table of contents
{:toc}
## Something went wrong
If the mission shows not the expected behaviour do the following steps:
1. Double check if you added the changed mission script to the mission again!
1. Check if the triggers are configured as requested in the last sections.
## Read the logs
The DCS log is a super important and useful log for the entire of DCS World.
All scripting and other errors are recorded here. It is the one stop shop for
things that occurred in your mission. It will tell you if there was a mistake.
1. Open the file `dcs.log` in the `Logs` subfolder in your DCS
[Saved Games folder].
1. Search for the following line: `*** MOOSE INCLUDE END ***`
- If it is included in the log, Moose was loaded.
- If the line is not in the log check the triggers again!
1. Search for lines with `SCRIPTING` and `WARNING` or `ERROR` and read them.
- This might help to find your error.
{: .note }
> You will find a lot of warning and error lines in the log which are not
> related to `SCRIPTING`. They are related to stuff from Eagle Dynamics or
> Third Parties and you have to ignore them. EA does the same. ;o)
## Next step
If you don't find the error and/or don't understand the messages in the log file
you can [ask for help].
[Saved Games folder]: tipps-and-tricks.md#find-the-saved-games-folder
[ask for help]: ask-for-help.md

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@@ -33,7 +33,9 @@ This folder can be found in your userprofile as subfolder of `Saved Games`.
The easiest way to find it, is to open search and paste the text below into it The easiest way to find it, is to open search and paste the text below into it
and press Enter: and press Enter:
```%userprofile%\Saved Games``` ```
%userprofile%\Saved Games
```
{: .note } {: .note }
> The text will work even if your Windows is installed with another language, > The text will work even if your Windows is installed with another language,

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@@ -26,14 +26,30 @@ You only need to load **one** of those files at the beginning of your mission.
This repository contains the generated documentation and pictures and other references. This repository contains the generated documentation and pictures and other references.
The generated documentation is reflected in html and is published at: The generated documentation is reflected in html and is published at:
- Stable `master` branch: <https://flightcontrol-master.github.io/MOOSE_DOCS/> - `master` branch: <https://flightcontrol-master.github.io/MOOSE_DOCS/>
- `develop` branch: <https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/> - `develop` branch: <https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/>
## [MOOSE_GUIDES](https://github.com/FlightControl-Master/MOOSE_GUIDES) - For external documentation and help
This repository will be removed in future.
## [MOOSE_PRESENTATIONS](https://github.com/FlightControl-Master/MOOSE_PRESENTATIONS)
A collection of presentations used in the videos on the youtube channel of FlightControl.
## [MOOSE_MISSIONS](https://github.com/FlightControl-Master/MOOSE_MISSIONS) - For users (provides demo missions) ## [MOOSE_MISSIONS](https://github.com/FlightControl-Master/MOOSE_MISSIONS) - For users (provides demo missions)
This repository contains all the demonstration missions in packed format (*.miz), This repository contains all the demonstration missions in packed format (*.miz),
and can be used without any further setup in DCS WORLD. and can be used without any further setup in DCS WORLD.
## [Moose_Community_Scripts](https://github.com/FlightControl-Master/Moose_Community_Scripts)
This repository is for Moose based helper scripts, snippets, functional demos.
## [MOOSE_SOUND](https://github.com/FlightControl-Master/MOOSE_SOUND)
Sound packs for different MOOSE framework classes.
## [MOOSE_MISSIONS_DYNAMIC](https://github.com/FlightControl-Master/MOOSE_MISSIONS_DYNAMIC) - Outdated ## [MOOSE_MISSIONS_DYNAMIC](https://github.com/FlightControl-Master/MOOSE_MISSIONS_DYNAMIC) - Outdated
This repository will be removed in future. This repository will be removed in future.
@@ -41,3 +57,11 @@ This repository will be removed in future.
## [MOOSE_MISSIONS_UNPACKED](https://github.com/FlightControl-Master/MOOSE_MISSIONS_UNPACKED) - Outdated ## [MOOSE_MISSIONS_UNPACKED](https://github.com/FlightControl-Master/MOOSE_MISSIONS_UNPACKED) - Outdated
This repository will be removed in future. This repository will be removed in future.
## [MOOSE_COMMUNITY_MISSIONS](https://github.com/FlightControl-Master/MOOSE_COMMUNITY_MISSIONS) - Outdated
A database of missions created by the community, using MOOSE.
## [MOOSE_TOOLS](https://github.com/FlightControl-Master/MOOSE_TOOLS) - Outdated
A collection of the required tools to develop and contribute in the MOOSE framework for DCS World.