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1493 Commits
v0.2.0-alp
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2.1.2
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6
.gitignore
vendored
6
.gitignore
vendored
@@ -5,7 +5,6 @@
|
||||
*.pydevproject
|
||||
.project
|
||||
.metadata
|
||||
bin/
|
||||
tmp/
|
||||
*.tmp
|
||||
*.bak
|
||||
@@ -19,8 +18,6 @@ local.properties
|
||||
# External tool builders
|
||||
.externalToolBuilders/
|
||||
|
||||
# Locally stored "Eclipse launch configurations"
|
||||
*.launch
|
||||
|
||||
# CDT-specific
|
||||
.cproject
|
||||
@@ -47,7 +44,6 @@ local.properties
|
||||
[Rr]elease/
|
||||
x64/
|
||||
build/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
|
||||
# MSTest test Results
|
||||
@@ -224,3 +220,5 @@ _gsdata_/
|
||||
#GITHUB
|
||||
.gitattributes
|
||||
.gitignore
|
||||
Moose Test Missions/MOOSE_Test_Template.miz
|
||||
Moose.lua
|
||||
|
||||
4
.gitmodules
vendored
Normal file
4
.gitmodules
vendored
Normal file
@@ -0,0 +1,4 @@
|
||||
[submodule "Moose Development/Moose/Dcs"]
|
||||
path = Moose Development/Moose/Dcs
|
||||
url = https://github.com/FlightControl-Master/DCS-API.git
|
||||
branch = master
|
||||
4
DCS_Folder_Sync.bat
Normal file
4
DCS_Folder_Sync.bat
Normal file
@@ -0,0 +1,4 @@
|
||||
rem This script will pull the latest changes from the remote repository, and update the submodules accordingly.
|
||||
|
||||
C:\Program Files (x86)\Git\bin\git pull
|
||||
C:\Program Files (x86)\Git\bin\git submodule update --init
|
||||
@@ -1,54 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSAirbase
|
||||
|
||||
|
||||
--- Represents airbases: airdromes, helipads and ships with flying decks or landing pads.
|
||||
-- @type Airbase
|
||||
-- @extends DCSCoalitionObject#CoalitionObject
|
||||
-- @field #Airbase.ID ID Identifier of an airbase. It assigned to an airbase by the Mission Editor automatically. This identifier is used in AI tasks to refer an airbase that exists (spawned and not dead) or not.
|
||||
-- @field #Airbase.Category Category enum contains identifiers of airbase categories.
|
||||
-- @field #Airbase.Desc Desc Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
|
||||
|
||||
--- Enum contains identifiers of airbase categories.
|
||||
-- @type Airbase.Category
|
||||
-- @field AIRDROME
|
||||
-- @field HELIPAD
|
||||
-- @field SHIP
|
||||
|
||||
--- Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
|
||||
-- @type Airbase.Desc
|
||||
-- @extends #Desc
|
||||
-- @field #Airbase.Category category Category of the airbase type.
|
||||
|
||||
--- Returns airbase by its name. If no airbase found the function will return nil.
|
||||
-- @function [parent=#Airbase] getByName
|
||||
-- @param #string name
|
||||
-- @return #Airbase
|
||||
|
||||
--- Returns airbase descriptor by type name. If no descriptor is found the function will return nil.
|
||||
-- @function [parent=#Airbase] getDescByName
|
||||
-- @param #TypeName typeName Airbase type name.
|
||||
-- @return #Airbase.Desc
|
||||
|
||||
--- Returns Unit that is corresponded to the airbase. Works only for ships.
|
||||
-- @function [parent=#Airbase] getUnit
|
||||
-- @param self
|
||||
-- @return Unit#Unit
|
||||
|
||||
--- Returns identifier of the airbase.
|
||||
-- @function [parent=#Airbase] getID
|
||||
-- @param self
|
||||
-- @return #Airbase.ID
|
||||
|
||||
--- Returns the airbase's callsign - the localized string.
|
||||
-- @function [parent=#Airbase] getCallsign
|
||||
-- @param self
|
||||
-- @return #string
|
||||
|
||||
--- Returns descriptor of the airbase.
|
||||
-- @function [parent=#Airbase] getDesc
|
||||
-- @param self
|
||||
-- @return #Airbase.Desc
|
||||
|
||||
|
||||
Airbase = {} --#Airbase
|
||||
@@ -1,28 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSCoalitionObject
|
||||
|
||||
--- @type CoalitionObject
|
||||
-- @extends DCSObject#Object
|
||||
|
||||
--- @type coalition
|
||||
-- @field #coalition.side side
|
||||
|
||||
--- @type coalition.side
|
||||
-- @field NEUTRAL
|
||||
-- @field RED
|
||||
-- @field BLUE
|
||||
|
||||
coalition = {} --#coalition
|
||||
|
||||
--- Returns coalition of the object.
|
||||
-- @function [parent=#CoalitionObject] getCoalition
|
||||
-- @param #CoalitionObject self
|
||||
-- @return DCSTypes#coalition.side
|
||||
|
||||
--- Returns object country.
|
||||
-- @function [parent=#CoalitionObject] getCountry
|
||||
-- @param #CoalitionObject self
|
||||
-- @return #country.id
|
||||
|
||||
|
||||
CoalitionObject = {} --#CoalitionObject
|
||||
@@ -1,10 +0,0 @@
|
||||
--- @module DCSCommand
|
||||
|
||||
|
||||
--- @type Command
|
||||
-- @field #string id
|
||||
-- @field #Command.params params
|
||||
|
||||
--- @type Command.params
|
||||
|
||||
env.info( "Command defined" )
|
||||
@@ -1,115 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSController
|
||||
|
||||
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
|
||||
--
|
||||
-- This class has 2 types of functions:
|
||||
--
|
||||
-- * Tasks
|
||||
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
|
||||
-- @type Controller
|
||||
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
|
||||
|
||||
--- Enables and disables the controller.
|
||||
-- Note: Now it works only for ground / naval groups!
|
||||
-- @function [parent=#Controller] setOnOff
|
||||
-- @param self
|
||||
-- @param #boolean value Enable / Disable.
|
||||
|
||||
-- Tasks
|
||||
|
||||
--- Resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters.
|
||||
-- @function [parent=#Controller] setTask
|
||||
-- @param self
|
||||
-- @param #Task task
|
||||
|
||||
--- Resets current task of the controller.
|
||||
-- @function [parent=#Controller] resetTask
|
||||
-- @param self
|
||||
|
||||
--- Pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.
|
||||
-- @function [parent=#Controller] pushTask
|
||||
-- @param self
|
||||
-- @param #Task task
|
||||
|
||||
--- Pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.
|
||||
-- @function [parent=#Controller] popTask
|
||||
-- @param self
|
||||
|
||||
--- Returns true if the controller has a task.
|
||||
-- @function [parent=#Controller] hasTask
|
||||
-- @param self
|
||||
-- @return #boolean
|
||||
|
||||
-- Commands
|
||||
|
||||
--TODO: describe #Command structure
|
||||
--- Sets the command to perform by controller.
|
||||
-- @function [parent=#Controller] setCommand
|
||||
-- @param self
|
||||
-- @param #Command command Table that contains command identifier and command parameters.
|
||||
|
||||
|
||||
-- Behaviours
|
||||
|
||||
--- Sets the option to the controller.
|
||||
-- Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.
|
||||
-- Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval.
|
||||
--
|
||||
-- OptionId = @{#AI.Option.Air.id} or @{#AI.Option.Ground.id} or @{#AI.Option.Naval.id}
|
||||
-- OptionValue = AI.Option.Air.val[optionName] or AI.Option.Ground.val[optionName] or AI.Option.Naval.val[optionName]
|
||||
--
|
||||
-- @function [parent=#Controller] setOption
|
||||
-- @param self
|
||||
-- @param #OptionId optionId Option identifier.
|
||||
-- @param #OptionValue optionValue Value of the option.
|
||||
|
||||
|
||||
-- Detection
|
||||
|
||||
--- Enum contains identifiers of surface types.
|
||||
-- @type Controller.Detection
|
||||
-- @field VISUAL
|
||||
-- @field OPTIC
|
||||
-- @field RADAR
|
||||
-- @field IRST
|
||||
-- @field RWR
|
||||
-- @field DLINK
|
||||
|
||||
--- Detected target.
|
||||
-- @type DetectedTarget
|
||||
-- @field Object#Object object The target
|
||||
-- @field #boolean visible The target is visible
|
||||
-- @field #boolean type The target type is known
|
||||
-- @field #boolean distance Distance to the target is known
|
||||
|
||||
|
||||
--- Checks if the target is detected or not. If one or more detection method is specified the function will return true if the target is detected by at least one of these methods. If no detection methods are specified the function will return true if the target is detected by any method.
|
||||
-- @function [parent=#Controller] isTargetDetected
|
||||
-- @param self
|
||||
-- @param Object#Object target Target to check
|
||||
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
|
||||
-- @return #boolean detected True if the target is detected.
|
||||
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
|
||||
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
|
||||
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
|
||||
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
|
||||
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
|
||||
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
|
||||
|
||||
|
||||
--- Returns list of detected targets. If one or more detection method is specified the function will return targets which were detected by at least one of these methods. If no detection methods are specified the function will return targets which were detected by any method.
|
||||
-- @function [parent=#Controller] getDetectedTargets
|
||||
-- @param self
|
||||
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
|
||||
-- @return #list<#DetectedTarget> array of DetectedTarget
|
||||
|
||||
--- Know a target.
|
||||
-- @function [parent=#Controller] knowTarget
|
||||
-- @param self
|
||||
-- @param Object#Object object The target.
|
||||
-- @param #boolean type Target type is known.
|
||||
-- @param #boolean distance Distance to target is known.
|
||||
|
||||
|
||||
Controller = {} --#Controller
|
||||
@@ -1,82 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSGroup
|
||||
|
||||
--- Represents group of Units.
|
||||
-- @type Group
|
||||
-- @field #ID ID Identifier of a group. It is assigned to a group by Mission Editor automatically.
|
||||
-- @field #Group.Category Category Enum contains identifiers of group types.
|
||||
|
||||
--- Enum contains identifiers of group types.
|
||||
-- @type Group.Category
|
||||
-- @field AIRPLANE
|
||||
-- @field HELICOPTER
|
||||
-- @field GROUND
|
||||
-- @field SHIP
|
||||
|
||||
-- Static Functions
|
||||
|
||||
--- Returns group by the name assigned to the group in Mission Editor.
|
||||
-- @function [parent=#Group] getByName
|
||||
-- @param #string name
|
||||
-- @return #Group
|
||||
|
||||
-- Member Functions
|
||||
|
||||
--- returns true if the group exist or false otherwise.
|
||||
-- @function [parent=#Group] isExist
|
||||
-- @param #Group self
|
||||
-- @return #boolean
|
||||
|
||||
--- Destroys the group and all of its units.
|
||||
-- @function [parent=#Group] destroy
|
||||
-- @param #Group self
|
||||
|
||||
--- Returns category of the group.
|
||||
-- @function [parent=#Group] getCategory
|
||||
-- @param #Group self
|
||||
-- @return #Group.Category
|
||||
|
||||
--TODO check coalition.side
|
||||
--- Returns coalition of the group.
|
||||
-- @function [parent=#Group] getCoalition
|
||||
-- @param #Group self
|
||||
-- @return #coalition.side
|
||||
|
||||
--- Returns the group's name. This is the same name assigned to the group in Mission Editor.
|
||||
-- @function [parent=#Group] getName
|
||||
-- @param #Group self
|
||||
-- @return #string
|
||||
|
||||
--- Returns the group identifier.
|
||||
-- @function [parent=#Group] getID
|
||||
-- @param #Group self
|
||||
-- @return #ID
|
||||
|
||||
--- Returns the unit with number unitNumber. If the unit is not exists the function will return nil.
|
||||
-- @function [parent=#Group] getUnit
|
||||
-- @param #Group self
|
||||
-- @param #number unitNumber
|
||||
-- @return DCSUnit#Unit
|
||||
|
||||
--- Returns current size of the group. If some of the units will be destroyed, As units are destroyed the size of the group will be changed.
|
||||
-- @function [parent=#Group] getSize
|
||||
-- @param #Group self
|
||||
-- @return #number
|
||||
|
||||
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
|
||||
-- @function [parent=#Group] getInitialSize
|
||||
-- @param #Group self
|
||||
-- @return #number
|
||||
|
||||
--- Returns array of the units present in the group now. Destroyed units will not be enlisted at all.
|
||||
-- @function [parent=#Group] getUnits
|
||||
-- @param #Group self
|
||||
-- @return #list<DCSUnit#Unit> array of Units
|
||||
|
||||
--- Returns controller of the group.
|
||||
-- @function [parent=#Group] getController
|
||||
-- @param #Group self
|
||||
-- @return Controller#Controller
|
||||
|
||||
Group = {} --#Group
|
||||
|
||||
@@ -1,73 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSObject
|
||||
|
||||
--- @type Object
|
||||
-- @field #Object.Category Category
|
||||
-- @field #Object.Desc Desc
|
||||
|
||||
--- @type Object.Category
|
||||
-- @field UNIT
|
||||
-- @field WEAPON
|
||||
-- @field STATIC
|
||||
-- @field SCENERY
|
||||
-- @field BASE
|
||||
|
||||
--- @type Object.Desc
|
||||
-- @extends #Desc
|
||||
-- @field #number life initial life level
|
||||
-- @field #Box3 box bounding box of collision geometry
|
||||
|
||||
--- @function [parent=#Object] isExist
|
||||
-- @param #Object self
|
||||
-- @return #boolean
|
||||
|
||||
--- @function [parent=#Object] destroy
|
||||
-- @param #Object self
|
||||
|
||||
--- @function [parent=#Object] getCategory
|
||||
-- @param #Object self
|
||||
-- @return #Object.Category
|
||||
|
||||
--- Returns type name of the Object.
|
||||
-- @function [parent=#Object] getTypeName
|
||||
-- @param #Object self
|
||||
-- @return #string
|
||||
|
||||
--- Returns object descriptor.
|
||||
-- @function [parent=#Object] getDesc
|
||||
-- @param #Object self
|
||||
-- @return #Object.Desc
|
||||
|
||||
--- Returns true if the object belongs to the category.
|
||||
-- @function [parent=#Object] hasAttribute
|
||||
-- @param #Object self
|
||||
-- @param #AttributeName attributeName Attribute name to check.
|
||||
-- @return #boolean
|
||||
|
||||
--- Returns name of the object. This is the name that is assigned to the object in the Mission Editor.
|
||||
-- @function [parent=#Object] getName
|
||||
-- @param #Object self
|
||||
-- @return #string
|
||||
|
||||
--- Returns object coordinates for current time.
|
||||
-- @function [parent=#Object] getPoint
|
||||
-- @param #Object self
|
||||
-- @return #Vec3
|
||||
|
||||
--- Returns object position for current time.
|
||||
-- @function [parent=#Object] getPosition
|
||||
-- @param #Object self
|
||||
-- @return #Position3
|
||||
|
||||
--- Returns the unit's velocity vector.
|
||||
-- @function [parent=#Object] getVelocity
|
||||
-- @param #Object self
|
||||
-- @return #Vec3
|
||||
|
||||
--- Returns true if the unit is in air.
|
||||
-- @function [parent=#Object] inAir
|
||||
-- @param #Object self
|
||||
-- @return #boolean
|
||||
|
||||
Object = {} --#Object
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSStaticObject
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module StaticObject
|
||||
-- @extends CoalitionObject#CoalitionObject
|
||||
|
||||
--- Represents static object added in the Mission Editor.
|
||||
-- @type StaticObject
|
||||
-- @field #StaticObject.ID ID Identifier of a StaticObject. It assigned to an StaticObject by the Mission Editor automatically.
|
||||
-- @field #StaticObject.Desc Desc Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit.
|
||||
|
||||
--- StaticObject descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
|
||||
-- @type StaticObject.Desc
|
||||
-- @extends Unit#Unit.Desc
|
||||
|
||||
--- Returns static object by its name. If no static object found nil will be returned.
|
||||
-- @function [parent=#StaticObject] getByName
|
||||
-- @param #string name Name of static object to find.
|
||||
-- @return #StaticObject
|
||||
|
||||
--- returns identifier of the static object.
|
||||
-- @function [parent=#StaticObject] getID
|
||||
-- @param #StaticObject self
|
||||
-- @return #StaticObject.ID
|
||||
|
||||
--- Returns descriptor of the StaticObject.
|
||||
-- @function [parent=#StaticObject] getDesc
|
||||
-- @param #StaticObject self
|
||||
-- @return #StaticObject.Desc
|
||||
|
||||
|
||||
StaticObject = {} --#StaticObject
|
||||
@@ -1,10 +0,0 @@
|
||||
--- @module DCSTask
|
||||
|
||||
|
||||
--- @type Task
|
||||
-- @field #string id
|
||||
-- @field #Task.param param
|
||||
|
||||
--- @type Task.param
|
||||
|
||||
env.info( "Task defined" )
|
||||
@@ -1,2 +0,0 @@
|
||||
-- @type ModelTime
|
||||
-- @extends #number
|
||||
236
Dcs/DCSTypes.lua
236
Dcs/DCSTypes.lua
@@ -1,236 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSTypes
|
||||
|
||||
|
||||
|
||||
--- Time is given in seconds.
|
||||
-- @type Time
|
||||
-- @extends #number
|
||||
|
||||
--- Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.
|
||||
-- @type ModelTime
|
||||
-- @extends #number
|
||||
|
||||
--- Mission time is a model time plus time of the mission start.
|
||||
-- @type MissionTime
|
||||
-- @extends #number
|
||||
|
||||
|
||||
--- Distance is given in meters.
|
||||
-- @type Distance
|
||||
-- @extends #number
|
||||
|
||||
--- Angle is given in radians.
|
||||
-- @type Angle
|
||||
-- @extends #number
|
||||
|
||||
--- Azimuth is an angle of rotation around world axis y counter-clockwise.
|
||||
-- @type Azimuth
|
||||
-- @extends #number
|
||||
|
||||
--- Mass is given in kilograms.
|
||||
-- @type Mass
|
||||
-- @extends #number
|
||||
|
||||
--- Vec3 type is a 3D-vector.
|
||||
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
|
||||
-- @type Vec3
|
||||
-- @field #Distance x is directed to the north
|
||||
-- @field #Distance z is directed to the east
|
||||
-- @field #Distance y is directed up
|
||||
|
||||
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
|
||||
-- @type Vec2
|
||||
-- @field #Distance x Vec2.x = Vec3.x
|
||||
-- @field #Distance y Vec2.y = Vec3.z
|
||||
|
||||
--- Position is a composite structure. It consists of both coordinate vector and orientation matrix. Position3 (also known as "Pos3" for short) is a table that has following format:
|
||||
-- @type Position3
|
||||
-- @field #Vec3 p
|
||||
-- @field #Vec3 x
|
||||
-- @field #Vec3 y
|
||||
-- @field #Vec3 z
|
||||
|
||||
--- 3-dimensional box.
|
||||
-- @type Box3
|
||||
-- @field #Vec3 min
|
||||
-- @field #Vec3 max
|
||||
|
||||
--- Each object belongs to a type. Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: "Su-27", "KAMAZ" and "M2 Bradley".
|
||||
-- @type TypeName
|
||||
-- @extends #string
|
||||
|
||||
|
||||
--- @type AI
|
||||
-- @field #AI.Skill Skill
|
||||
-- @field #AI.Task Task
|
||||
-- @field #AI.Option Option
|
||||
|
||||
--- @type AI.Skill
|
||||
-- @field AVERAGE
|
||||
-- @field GOOD
|
||||
-- @field HIGH
|
||||
-- @field EXCELLENT
|
||||
-- @field PLAYER
|
||||
-- @field CLIENT
|
||||
|
||||
--- @type AI.Task
|
||||
-- @field #AI.Task.WeaponExpend WeaponExpend
|
||||
-- @field #AI.Task.OrbitPattern OrbitPattern
|
||||
-- @field #AI.Task.Designation Designation
|
||||
-- @field #AI.Task.WaypointType WaypointType
|
||||
-- @field #AI.Task.TurnMethod TurnMethod
|
||||
-- @field #AI.Task.AltitudeType AltitudeType
|
||||
-- @field #AI.Task.VehicleFormation VehicleFormation
|
||||
|
||||
--- @type AI.Task.WeaponExpend
|
||||
-- @field ONE
|
||||
-- @field TWO
|
||||
-- @field FOUR
|
||||
-- @field QUARTER
|
||||
-- @field HALF
|
||||
-- @field ALL
|
||||
|
||||
--- @type AI.Task.OrbitPattern
|
||||
-- @field CIRCLE
|
||||
-- @field RACE_TRACK
|
||||
|
||||
--- @type AI.Task.Designation
|
||||
-- @field NO
|
||||
-- @field AUTO
|
||||
-- @field WP
|
||||
-- @field IR_POINTER
|
||||
-- @field LASER
|
||||
|
||||
--- @type AI.Task.WaypointType
|
||||
-- @field TAKEOFF
|
||||
-- @field TAKEOFF_PARKING
|
||||
-- @field TURNING_POINT
|
||||
-- @field LAND
|
||||
|
||||
--- @type AI.Task.TurnMethod
|
||||
-- @field FLY_OVER_POINT
|
||||
-- @field FIN_POINT
|
||||
|
||||
--- @type AI.Task.AltitudeType
|
||||
-- @field BARO
|
||||
-- @field RADIO
|
||||
|
||||
--- @type AI.Task.VehicleFormation
|
||||
-- @field OFF_ROAD
|
||||
-- @field ON_ROAD
|
||||
-- @field RANK
|
||||
-- @field CONE
|
||||
-- @field DIAMOND
|
||||
-- @field VEE
|
||||
-- @field ECHELON_LEFT
|
||||
-- @field ECHELON_RIGHT
|
||||
|
||||
--- @type AI.Option
|
||||
-- @field #AI.Option.Air Air
|
||||
-- @field #AI.Option.Ground Ground
|
||||
-- @field #AI.Option.Naval Naval
|
||||
|
||||
--- @type AI.Option.Air
|
||||
-- @field #AI.Option.Air.id id
|
||||
-- @field #AI.Option.Air.val val
|
||||
|
||||
--- @type AI.Option.Ground
|
||||
-- @field #AI.Option.Ground.id id
|
||||
-- @field #AI.Option.Ground.val val
|
||||
|
||||
--- @type AI.Option.Naval
|
||||
-- @field #AI.Option.Naval.id id
|
||||
-- @field #AI.Option.Naval.val val
|
||||
|
||||
--TODO: work on formation
|
||||
--- @type AI.Option.Air.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
-- @field REACTION_ON_THREAT
|
||||
-- @field RADAR_USING
|
||||
-- @field FLARE_USING
|
||||
-- @field FORMATION
|
||||
-- @field RTB_ON_BINGO
|
||||
-- @field SILENCE
|
||||
|
||||
--- @type AI.Option.Air.val
|
||||
-- @field #AI.Option.Air.val.ROE ROE
|
||||
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
|
||||
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
|
||||
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
|
||||
|
||||
--- @type AI.Option.Air.val.ROE
|
||||
-- @field WEAPON_FREE
|
||||
-- @field OPEN_FIRE_WEAPON_FREE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
--- @type AI.Option.Air.val.REACTION_ON_THREAT
|
||||
-- @field NO_REACTION
|
||||
-- @field PASSIVE_DEFENCE
|
||||
-- @field EVADE_FIRE
|
||||
-- @field BYPASS_AND_ESCAPE
|
||||
-- @field ALLOW_ABORT_MISSION
|
||||
|
||||
--- @type AI.Option.Air.val.RADAR_USING
|
||||
-- @field NEVER
|
||||
-- @field FOR_ATTACK_ONLY
|
||||
-- @field FOR_SEARCH_IF_REQUIRED
|
||||
-- @field FOR_CONTINUOUS_SEARCH
|
||||
|
||||
--- @type AI.Option.Air.val.FLARE_USING
|
||||
-- @field NEVER
|
||||
-- @field AGAINST_FIRED_MISSILE
|
||||
-- @field WHEN_FLYING_IN_SAM_WEZ
|
||||
-- @field WHEN_FLYING_NEAR_ENEMIES
|
||||
|
||||
--- @type AI.Option.Ground.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE @{#AI.Option.Ground.val.ROE}
|
||||
-- @field DISPERSE_ON_ATTACK true or false
|
||||
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
|
||||
|
||||
--- @type AI.Option.Ground.val
|
||||
-- @field #AI.Option.Ground.val.ROE ROE
|
||||
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
|
||||
|
||||
--- @type AI.Option.Ground.val.ROE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
--- @type AI.Option.Ground.val.ALARM_STATE
|
||||
-- @field AUTO
|
||||
-- @field GREEN
|
||||
-- @field RED
|
||||
|
||||
--- @type AI.Option.Naval.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
|
||||
--- @type AI.Option.Naval.val
|
||||
-- @field #AI.Option.Naval.val.ROE ROE
|
||||
|
||||
--- @type AI.Option.Naval.val.ROE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
AI = {} --#AI
|
||||
|
||||
|
||||
--- @type Desc
|
||||
-- @field #TypeName typeName type name
|
||||
-- @field #string displayName localized display name
|
||||
-- @field #table attributes object type attributes
|
||||
|
||||
--- A distance type
|
||||
-- @type Distance
|
||||
|
||||
--- An angle type
|
||||
-- @type Angle
|
||||
|
||||
env.info( 'AI types created' )
|
||||
|
||||
241
Dcs/DCSUnit.lua
241
Dcs/DCSUnit.lua
@@ -1,241 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSUnit
|
||||
|
||||
--- @type Unit
|
||||
-- @extends DCSCoalitionObject#CoalitionObject
|
||||
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
|
||||
-- @field #Unit.Category Category
|
||||
-- @field #Unit.RefuelingSystem RefuelingSystem
|
||||
-- @field #Unit.SensorType SensorType
|
||||
-- @field #Unit.OpticType OpticType
|
||||
-- @field #Unit.RadarType RadarType
|
||||
-- @field #Unit.Desc Desc
|
||||
-- @field #Unit.DescAircraft DescAircraft
|
||||
-- @field #Unit.DescAirplane DescAirplane
|
||||
-- @field #Unit.DescHelicopter DescHelicopter
|
||||
-- @field #Unit.DescVehicle DescVehicle
|
||||
-- @field #Unit.DescShip DescShip
|
||||
-- @field #Unit.AmmoItem AmmoItem
|
||||
-- @field #list<#Unit.AmmoItem> Ammo
|
||||
-- @field #Unit.Sensor Sensor
|
||||
-- @field #Unit.Optic Optic
|
||||
-- @field #Unit.Radar Radar
|
||||
-- @field #Unit.IRST IRST
|
||||
|
||||
|
||||
--- Enum that stores unit categories.
|
||||
-- @type Unit.Category
|
||||
-- @field AIRPLANE
|
||||
-- @field HELICOPTER
|
||||
-- @field GROUND_UNIT
|
||||
-- @field SHIP
|
||||
-- @field STRUCTURE
|
||||
|
||||
--- Enum that stores aircraft refueling system types.
|
||||
-- @type Unit.RefuelingSystem
|
||||
-- @field BOOM_AND_RECEPTACLE
|
||||
-- @field PROBE_AND_DROGUE
|
||||
|
||||
--- Enum that stores sensor types.
|
||||
-- @type Unit.SensorType
|
||||
-- @field OPTIC
|
||||
-- @field RADAR
|
||||
-- @field IRST
|
||||
-- @field RWR
|
||||
|
||||
--- Enum that stores types of optic sensors.
|
||||
-- @type Unit.OpticType
|
||||
-- @field TV TV-sensor
|
||||
-- @field LLTV Low-level TV-sensor
|
||||
-- @field IR Infra-Red optic sensor
|
||||
|
||||
--- Enum that stores radar types.
|
||||
-- @type Unit.RadarType
|
||||
-- @field AS air search radar
|
||||
-- @field SS surface/land search radar
|
||||
|
||||
|
||||
--- A unit descriptor.
|
||||
-- @type Unit.Desc
|
||||
-- @extends Object#Object.Desc
|
||||
-- @field #Unit.Category category Unit Category
|
||||
-- @field #Mass massEmpty mass of empty unit
|
||||
-- @field #number speedMax istance / Time, --maximal velocity
|
||||
|
||||
--- An aircraft descriptor.
|
||||
-- @type Unit.DescAircraft
|
||||
-- @extends Unit#Unit.Desc
|
||||
-- @field #Mass fuelMassMax maximal inner fuel mass
|
||||
-- @field #Distance range Operational range
|
||||
-- @field #Distance Hmax Ceiling
|
||||
-- @field #number VyMax #Distance / #Time, --maximal climb rate
|
||||
-- @field #number NyMin minimal safe acceleration
|
||||
-- @field #number NyMax maximal safe acceleration
|
||||
-- @field #Unit.RefuelingSystem tankerType refueling system type
|
||||
|
||||
--- An airplane descriptor.
|
||||
-- @type Unit.DescAirplane
|
||||
-- @extends Unit#Unit.DescAircraft
|
||||
-- @field #number speedMax0 Distance / Time maximal TAS at ground level
|
||||
-- @field #number speedMax10K Distance / Time maximal TAS at altitude of 10 km
|
||||
|
||||
--- A helicopter descriptor.
|
||||
-- @type Unit.DescHelicopter
|
||||
-- @extends Unit#Unit.DescAircraft
|
||||
-- @field #Distance HmaxStat static ceiling
|
||||
|
||||
--- A vehicle descriptor.
|
||||
-- @type Unit.DescVehicle
|
||||
-- @extends Unit#Unit.Desc
|
||||
-- @field #Angle maxSlopeAngle maximal slope angle
|
||||
-- @field #boolean riverCrossing can the vehicle cross a rivers
|
||||
|
||||
--- A ship descriptor.
|
||||
-- @type Unit.DescShip
|
||||
-- @extends #Unit.Desc
|
||||
|
||||
--- ammunition item: "type-count" pair.
|
||||
-- @type Unit.AmmoItem
|
||||
-- @field #Weapon.Desc desc ammunition descriptor
|
||||
-- @field #number count ammunition count
|
||||
|
||||
--- A unit sensor.
|
||||
-- @type Unit.Sensor
|
||||
-- @field #TypeName typeName
|
||||
-- @field #Unit.SensorType type
|
||||
|
||||
--- An optic sensor.
|
||||
-- @type Unit.Optic
|
||||
-- @extends Unit#Unit.Sensor
|
||||
-- @field #Unit.OpticType opticType
|
||||
|
||||
--- A radar.
|
||||
-- @type Unit.Radar
|
||||
-- @extends Unit#Unit.Sensor
|
||||
-- @field #Distance detectionDistanceRBM detection distance for RCS=1m^2 in real-beam mapping mode, nil if radar doesn't support surface/land search
|
||||
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
|
||||
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
|
||||
|
||||
--- @type Unit.Radar.detectionDistanceAir
|
||||
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
|
||||
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
|
||||
|
||||
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
|
||||
-- @field #Distance headOn
|
||||
-- @field #Distance tailOn
|
||||
|
||||
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
|
||||
-- @field #Distance headOn
|
||||
-- @field #Distance tailOn
|
||||
|
||||
--- An IRST.
|
||||
-- @type Unit#Unit.IRST
|
||||
-- @extends Unit.Sensor
|
||||
-- @field #Distance detectionDistanceIdle detection of tail-on target with heat signature = 1 in upper hemisphere, engines are in idle
|
||||
-- @field #Distance detectionDistanceMaximal ..., engines are in maximal mode
|
||||
-- @field #Distance detectionDistanceAfterburner ..., engines are in afterburner mode
|
||||
|
||||
--- An RWR.
|
||||
-- @type Unit.RWR
|
||||
-- @extends Unit#Unit.Sensor
|
||||
|
||||
--- table that stores all unit sensors.
|
||||
-- TODO @type Sensors
|
||||
--
|
||||
|
||||
|
||||
--- Returns unit object by the name assigned to the unit in Mission Editor. If there is unit with such name or the unit is destroyed the function will return nil. The function provides access to non-activated units too.
|
||||
-- @function [parent=#Unit] getByName
|
||||
-- @param #string name
|
||||
-- @return #Unit
|
||||
|
||||
--- Returns if the unit is activated.
|
||||
-- @function [parent=#Unit] isActive
|
||||
-- @param #Unit self
|
||||
-- @return #boolean
|
||||
|
||||
--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
|
||||
-- @function [parent=#Unit] getPlayerName
|
||||
-- @param #Unit self
|
||||
-- @return #string
|
||||
|
||||
--- returns the unit's unique identifier.
|
||||
-- @function [parent=#Unit] getID
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.ID
|
||||
|
||||
|
||||
--- Returns the unit's number in the group. The number is the same number the unit has in ME. It may not be changed during the mission. If any unit in the group is destroyed, the numbers of another units will not be changed.
|
||||
-- @function [parent=#Unit] getNumber
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- Returns controller of the unit if it exist and nil otherwise
|
||||
-- @function [parent=#Unit] getController
|
||||
-- @param #Unit self
|
||||
-- @return #Controller
|
||||
|
||||
--- Returns the unit's group if it exist and nil otherwise
|
||||
-- @function [parent=#Unit] getGroup
|
||||
-- @param #Unit self
|
||||
-- @return DCSGroup#Group
|
||||
|
||||
--- Returns the unit's callsign - the localized string.
|
||||
-- @function [parent=#Unit] getCallsign
|
||||
-- @param #Unit self
|
||||
-- @return #string
|
||||
|
||||
--- Returns the unit's health. Dead units has health <= 1.0
|
||||
-- @function [parent=#Unit] getLife
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- returns the unit's initial health.
|
||||
-- @function [parent=#Unit] getLife0
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
|
||||
-- @function [parent=#Unit] getFuel
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- Returns the unit ammunition.
|
||||
-- @function [parent=#Unit] getAmmo
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Ammo
|
||||
|
||||
--- Returns the unit sensors.
|
||||
-- @function [parent=#Unit] getSensors
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Sensors
|
||||
|
||||
--- Returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
|
||||
-- @function [parent=#Unit] hasSensors
|
||||
-- @param #Unit self
|
||||
-- @param #Unit.SensorType sensorType (= nil) Sensor type.
|
||||
-- @param ... Additional parameters.
|
||||
-- @return #boolean
|
||||
-- @usage
|
||||
-- If sensorType is Unit.SensorType.OPTIC, additional parameters are optic sensor types. Following example checks if the unit has LLTV or IR optics:
|
||||
-- unit:hasSensors(Unit.SensorType.OPTIC, Unit.OpticType.LLTV, Unit.OpticType.IR)
|
||||
-- If sensorType is Unit.SensorType.RADAR, additional parameters are radar types. Following example checks if the unit has air search radars:
|
||||
-- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS)
|
||||
-- If no additional parameters are specified the function returns true if the unit has at least one sensor of specified type.
|
||||
-- If sensor type is not specified the function returns true if the unit has at least one sensor of any type.
|
||||
--
|
||||
|
||||
--- returns two values:
|
||||
-- First value indicates if at least one of the unit's radar(s) is on.
|
||||
-- Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @function [parent=#Unit] getRadar
|
||||
-- @param #Unit self
|
||||
-- @return #boolean, Object#Object
|
||||
|
||||
--- Returns unit descriptor. Descriptor type depends on unit category.
|
||||
-- @function [parent=#Unit] getDesc
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Desc
|
||||
|
||||
|
||||
Unit = {} --#Unit
|
||||
@@ -1,27 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module env
|
||||
|
||||
--- @type env
|
||||
|
||||
--- Add message to simulator log with caption "INFO". Message box is optional.
|
||||
-- @function [parent=#env] info
|
||||
-- @field #string message message string to add to log.
|
||||
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
|
||||
|
||||
--- Add message to simulator log with caption "WARNING". Message box is optional.
|
||||
-- @function [parent=#env] warning
|
||||
-- @field #string message message string to add to log.
|
||||
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
|
||||
|
||||
--- Add message to simulator log with caption "ERROR". Message box is optional.
|
||||
-- @function [parent=#env] error
|
||||
-- @field #string message message string to add to log.
|
||||
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
|
||||
|
||||
--- Enables/disables appearance of message box each time lua error occurs.
|
||||
-- @function [parent=#env] setErrorMessageBoxEnabled
|
||||
-- @field #boolean on if true message box appearance is enabled.
|
||||
|
||||
|
||||
|
||||
env = {} --#env
|
||||
@@ -1,20 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module land
|
||||
|
||||
--- @type land
|
||||
-- @field #land.SurfaceType SurfaceType
|
||||
|
||||
|
||||
--- @type land.SurfaceType
|
||||
-- @field LAND
|
||||
-- @field SHALLOW_WATER
|
||||
-- @field WATER
|
||||
-- @field ROAD
|
||||
-- @field RUNWAY
|
||||
|
||||
--- Returns altitude MSL of the point.
|
||||
-- @function [parent=#land] getHeight
|
||||
-- @param #Vec2 point point on the ground.
|
||||
-- @return DCSTypes#Distance
|
||||
|
||||
land = {} --#land
|
||||
@@ -1,45 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCStimer
|
||||
|
||||
--- @type timer
|
||||
|
||||
|
||||
--- Returns model time in seconds.
|
||||
-- @function [parent=#timer] getTime
|
||||
-- @return #Time
|
||||
|
||||
--- Returns mission time in seconds.
|
||||
-- @function [parent=#timer] getAbsTime
|
||||
-- @return #Time
|
||||
|
||||
--- Returns mission start time in seconds.
|
||||
-- @function [parent=#timer] getTime0
|
||||
-- @return #Time
|
||||
|
||||
--- Schedules function to call at desired model time.
|
||||
-- Time function FunctionToCall(any argument, Time time)
|
||||
--
|
||||
-- ...
|
||||
--
|
||||
-- return ...
|
||||
--
|
||||
-- end
|
||||
--
|
||||
-- Must return model time of next call or nil. Note that the DCS scheduler calls the function in protected mode and any Lua errors in the called function will be trapped and not reported. If the function triggers a Lua error then it will be terminated and not scheduled to run again.
|
||||
-- @function [parent=#timer] scheduleFunction
|
||||
-- @param #FunctionToCall functionToCall Lua-function to call. Must have prototype of FunctionToCall.
|
||||
-- @param functionArgument Function argument of any type to pass to functionToCall.
|
||||
-- @param #Time time Model time of the function call.
|
||||
-- @return functionId
|
||||
|
||||
--- Re-schedules function to call at another model time.
|
||||
-- @function [parent=#timer] setFunctionTime
|
||||
-- @param functionId Lua-function to call. Must have prototype of FunctionToCall.
|
||||
-- @param #Time time Model time of the function call.
|
||||
|
||||
|
||||
--- Removes the function from schedule.
|
||||
-- @function [parent=#timer] removeFunction
|
||||
-- @param functionId Function identifier to remove from schedule
|
||||
|
||||
timer = {} --#timer
|
||||
@@ -1,35 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSWorld
|
||||
|
||||
--- @type world
|
||||
-- @field #world.event event
|
||||
|
||||
|
||||
--- @type world.event
|
||||
-- @field S_EVENT_INVALID
|
||||
-- @field S_EVENT_SHOT
|
||||
-- @field S_EVENT_HIT
|
||||
-- @field S_EVENT_TAKEOFF
|
||||
-- @field S_EVENT_LAND
|
||||
-- @field S_EVENT_CRASH
|
||||
-- @field S_EVENT_EJECTION
|
||||
-- @field S_EVENT_REFUELING
|
||||
-- @field S_EVENT_DEAD
|
||||
-- @field S_EVENT_PILOT_DEAD
|
||||
-- @field S_EVENT_BASE_CAPTURED
|
||||
-- @field S_EVENT_MISSION_START
|
||||
-- @field S_EVENT_MISSION_END
|
||||
-- @field S_EVENT_TOOK_CONTROL
|
||||
-- @field S_EVENT_REFUELING_STOP
|
||||
-- @field S_EVENT_BIRTH
|
||||
-- @field S_EVENT_HUMAN_FAILURE
|
||||
-- @field S_EVENT_ENGINE_STARTUP
|
||||
-- @field S_EVENT_ENGINE_SHUTDOWN
|
||||
-- @field S_EVENT_PLAYER_ENTER_UNIT
|
||||
-- @field S_EVENT_PLAYER_LEAVE_UNIT
|
||||
-- @field S_EVENT_PLAYER_COMMENT
|
||||
-- @field S_EVENT_SHOOTING_START
|
||||
-- @field S_EVENT_SHOOTING_END
|
||||
-- @field S_EVENT_MAX
|
||||
|
||||
world = {} --#world
|
||||
@@ -1,967 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li>Base</li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>Base</code></h1>
|
||||
|
||||
<p>BASE classes.</p>
|
||||
|
||||
|
||||
|
||||
<h1><a href="##(BASE)">#BASE</a> class</h1>
|
||||
<p>The <a href="##(BASE)">#BASE</a> class is the super class for most of the classes defined within MOOSE.</p>
|
||||
|
||||
<p>It handles:</p>
|
||||
|
||||
<ul>
|
||||
<li>The construction and inheritance of child classes.</li>
|
||||
<li>The tracing of objects during mission execution within the DCS.log file (under saved games folder).</li>
|
||||
</ul>
|
||||
|
||||
<p>Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.</p>
|
||||
|
||||
<h1>BASE Trace functionality</h1>
|
||||
<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
|
||||
Note that these trace methods are inherited by each MOOSE class interiting BASE.
|
||||
As such, each object created from derived class from BASE can use the tracing functions to trace its execution.</p>
|
||||
|
||||
<h2>Trace a function call</h2>
|
||||
<p>There are basically 3 types of tracing methods available within BASE:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F">BASE.F</a>: Trace the beginning of a function and its given parameters.</li>
|
||||
<li><a href="##(BASE).T">BASE.T</a>: Trace further logic within a function giving optional variables or parameters.</li>
|
||||
<li><a href="##(BASE).E">BASE.E</a>: Trace an execption within a function giving optional variables or parameters. An exception will always be traced.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Tracing levels</h2>
|
||||
<p>There are 3 tracing levels within MOOSE. <br/>
|
||||
These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
|
||||
|
||||
<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F2">BASE.F2</a>: Trace the beginning of a function and its given parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).F3">BASE.F3</a>: Trace the beginning of a function and its given parameters with tracing level 3.</li>
|
||||
<li><a href="##(BASE).T2">BASE.T2</a>: Trace further logic within a function giving optional variables or parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).T3">BASE.T3</a>: Trace further logic within a function giving optional variables or parameters with tracing level 3.</li>
|
||||
</ul>
|
||||
|
||||
<h1>BASE Inheritance support</h1>
|
||||
<p>The following methods are available to support inheritance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>
|
||||
<li><a href="##(BASE).Inherited">BASE.Inherited</a>: Returns the parent class from the class.</li>
|
||||
</ul>
|
||||
|
||||
<h1>Future</h1>
|
||||
<p>Further methods may be added to BASE whenever there is a need to make "overall" functions available within MOOSE.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#BASE">BASE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#FORMATION">FORMATION</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(BASE)">Type <code>BASE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).AddEvent">BASE:AddEvent(Event, EventFunction)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a new listener for the class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).ClassID">BASE.ClassID</a></td>
|
||||
<td class="summary">
|
||||
<p>The ID number of the class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).ClassName">BASE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
<p>The name of the class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).CreateEventBirth">BASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creation of a Birth Event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).CreateEventCrash">BASE:CreateEventCrash(EventTime, Initiator)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creation of a Crash Event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).DisableEvents">BASE:DisableEvents()</a></td>
|
||||
<td class="summary">
|
||||
<p>Disable the event listeners for the class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).E">BASE:E(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Log an exception which will be traced always.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).EnableEvents">BASE:EnableEvents()</a></td>
|
||||
<td class="summary">
|
||||
<p>Enable the event listeners for the class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).Event">BASE:Event()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the event dispatcher</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).Events">BASE.Events</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).F">BASE:F(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function call.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).F2">BASE:F2(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function call level 2.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).F3">BASE:F3(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function call level 3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassID">BASE:GetClassID()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the ClassID of the class instance.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassName">BASE:GetClassName()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the ClassName of the class instance.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassNameAndID">BASE:GetClassNameAndID()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the ClassName + ClassID of the class instance.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).Inherit">BASE:Inherit(Child, Parent)</a></td>
|
||||
<td class="summary">
|
||||
<p>This is the worker method to inherit from a parent class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).Inherited">BASE:Inherited(Child)</a></td>
|
||||
<td class="summary">
|
||||
<p>This is the worker method to retrieve the Parent class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).New">BASE:New()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).T">BASE:T(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function logic.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).T2">BASE:T2(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function logic level 2.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).T3">BASE:T3(Arguments)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function logic level 3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceClass">BASE:TraceClass(Class)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set tracing for a class</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceClassMethod">BASE:TraceClassMethod(Class, Method)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set tracing for a specific method of class</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceLevel">BASE:TraceLevel(Level)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set trace level</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).onEvent">BASE:onEvent(event)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(FORMATION)">Type <code>FORMATION</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(FORMATION).Cone">FORMATION.Cone</a></td>
|
||||
<td class="summary">
|
||||
<p>A cone formation.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(BASE)">#BASE</a></em>
|
||||
<a id="BASE" >
|
||||
<strong>BASE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(FORMATION)">#FORMATION</a></em>
|
||||
<a id="FORMATION" >
|
||||
<strong>FORMATION</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Base)" >Type <code>Base</code></a></h2>
|
||||
|
||||
<h2><a id="#(BASE)" >Type <code>BASE</code></a></h2>
|
||||
|
||||
<p>The BASE Class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).AddEvent" >
|
||||
<strong>BASE:AddEvent(Event, EventFunction)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a new listener for the class.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSTypes.html##(Event)">DCSTypes#Event</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function EventFunction </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).ClassID" >
|
||||
<strong>BASE.ClassID</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>The ID number of the class.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).ClassName" >
|
||||
<strong>BASE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>The name of the class.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).CreateEventBirth" >
|
||||
<strong>BASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creation of a Birth Event.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSTypes.html##(Time)">DCSTypes#Time</a> EventTime </em></code>:
|
||||
The time stamp of the event.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSObject.html##(Object)">DCSObject#Object</a> Initiator </em></code>:
|
||||
The initiating object of the event.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string IniUnitName </em></code>:
|
||||
The initiating unit name.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> place </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> subplace </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).CreateEventCrash" >
|
||||
<strong>BASE:CreateEventCrash(EventTime, Initiator)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creation of a Crash Event.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSTypes.html##(Time)">DCSTypes#Time</a> EventTime </em></code>:
|
||||
The time stamp of the event.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSObject.html##(Object)">DCSObject#Object</a> Initiator </em></code>:
|
||||
The initiating object of the event.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).DisableEvents" >
|
||||
<strong>BASE:DisableEvents()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Disable the event listeners for the class.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).E" >
|
||||
<strong>BASE:E(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Log an exception which will be traced always.</p>
|
||||
|
||||
|
||||
<p>Can be anywhere within the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).EnableEvents" >
|
||||
<strong>BASE:EnableEvents()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Enable the event listeners for the class.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).Event" >
|
||||
<strong>BASE:Event()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the event dispatcher</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Event.html##(EVENT)">Event#EVENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE).Events" >
|
||||
<strong>BASE.Events</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).F" >
|
||||
<strong>BASE:F(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Trace a function call.</p>
|
||||
|
||||
|
||||
<p>Must be at the beginning of the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).F2" >
|
||||
<strong>BASE:F2(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Trace a function call level 2.</p>
|
||||
|
||||
|
||||
<p>Must be at the beginning of the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).F3" >
|
||||
<strong>BASE:F3(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Trace a function call level 3.</p>
|
||||
|
||||
|
||||
<p>Must be at the beginning of the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).GetClassID" >
|
||||
<strong>BASE:GetClassID()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the ClassID of the class instance.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The ClassID of the class instance.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).GetClassName" >
|
||||
<strong>BASE:GetClassName()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the ClassName of the class instance.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The ClassName of the class instance.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).GetClassNameAndID" >
|
||||
<strong>BASE:GetClassNameAndID()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the ClassName + ClassID of the class instance.</p>
|
||||
|
||||
|
||||
<p>The ClassName + ClassID is formatted as '%s#%09d'. </p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The ClassName + ClassID of the class instance.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).Inherit" >
|
||||
<strong>BASE:Inherit(Child, Parent)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>This is the worker method to inherit from a parent class.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Child </em></code>:
|
||||
is the Child class that inherits.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(BASE)">#BASE</a> Parent </em></code>:
|
||||
is the Parent class that the Child inherits from.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em>
|
||||
Child</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).Inherited" >
|
||||
<strong>BASE:Inherited(Child)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>This is the worker method to retrieve the Parent class.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(BASE)">#BASE</a> Child </em></code>:
|
||||
is the Child class from which the Parent class needs to be retrieved.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).New" >
|
||||
<strong>BASE:New()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).T" >
|
||||
<strong>BASE:T(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Trace a function logic.</p>
|
||||
|
||||
|
||||
<p>Can be anywhere within the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).T2" >
|
||||
<strong>BASE:T2(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Trace a function logic level 2.</p>
|
||||
|
||||
|
||||
<p>Can be anywhere within the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).T3" >
|
||||
<strong>BASE:T3(Arguments)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Trace a function logic level 3.</p>
|
||||
|
||||
|
||||
<p>Can be anywhere within the function logic.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Arguments </em></code>:
|
||||
A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).TraceClass" >
|
||||
<strong>BASE:TraceClass(Class)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set tracing for a class</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Class </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).TraceClassMethod" >
|
||||
<strong>BASE:TraceClassMethod(Class, Method)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set tracing for a specific method of class</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Class </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Method </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).TraceLevel" >
|
||||
<strong>BASE:TraceLevel(Level)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set trace level</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Level </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).onEvent" >
|
||||
<strong>BASE:onEvent(event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> TODO: Complete DCSTypes#Event structure. <br/>
|
||||
- The main event handling function... This function captures all events generated for the class.
|
||||
@param #BASE self
|
||||
@param DCSTypes#Event event</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(FORMATION)" >Type <code>FORMATION</code></a></h2>
|
||||
|
||||
<p>The Formation Class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(FORMATION).Cone" >
|
||||
<strong>FORMATION.Cone</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>A cone formation.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,220 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li>CARGO</li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>CARGO</code></h1>
|
||||
|
||||
<p>CARGO Classes</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGO">CARGO</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGOS">CARGOS</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGO_GROUP">CARGO_GROUP</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGO_PACKAGE">CARGO_PACKAGE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGO_SLINGLOAD">CARGO_SLINGLOAD</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGO_ZONE">CARGO_ZONE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CargoStatic">CargoStatic</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CARGO" >
|
||||
<strong>CARGO</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CARGOS" >
|
||||
<strong>CARGOS</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CARGO_GROUP" >
|
||||
<strong>CARGO_GROUP</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CARGO_PACKAGE" >
|
||||
<strong>CARGO_PACKAGE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CARGO_SLINGLOAD" >
|
||||
<strong>CARGO_SLINGLOAD</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CARGO_ZONE" >
|
||||
<strong>CARGO_ZONE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CargoStatic" >
|
||||
<strong>CargoStatic</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(CARGO)" >Type <code>CARGO</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,384 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li>DEPLOYTASK</li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>DEPLOYTASK</code></h1>
|
||||
|
||||
<p>A DEPLOYTASK orchestrates the deployment of CARGO within a specific landing zone.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#DEPLOYTASK">DEPLOYTASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(DEPLOYTASK)" >Type <code>DEPLOYTASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).AddCargoMenus">DEPLOYTASK:AddCargoMenus(Client, Cargos, TransportRadius)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).ClassName">DEPLOYTASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).GoalVerb">DEPLOYTASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).InitCargo">DEPLOYTASK:InitCargo(InitCargos)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).LoadCargo">DEPLOYTASK:LoadCargo(LoadCargos)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).New">DEPLOYTASK.New(CargoType)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new DEPLOYTASK object, which models the sequence of STAGEs to unload a cargo.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).RemoveCargoMenus">DEPLOYTASK:RemoveCargoMenus(Client)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).SetCargoTargetZoneName">DEPLOYTASK.SetCargoTargetZoneName(string, self, TargetZoneName)</a></td>
|
||||
<td class="summary">
|
||||
<p>When the cargo is unloaded, it will move to the target zone name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).TEXT">DEPLOYTASK.TEXT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DEPLOYTASK).ToZone">DEPLOYTASK:ToZone(LandingZone)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(DEPLOYTASK)">#DEPLOYTASK</a></em>
|
||||
<a id="DEPLOYTASK" >
|
||||
<strong>DEPLOYTASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(DEPLOYTASK)" >Type <code>DEPLOYTASK</code></a></h2>
|
||||
|
||||
<p>A DeployTask</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).AddCargoMenus" >
|
||||
<strong>DEPLOYTASK:AddCargoMenus(Client, Cargos, TransportRadius)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Cargos </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TransportRadius </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DEPLOYTASK).ClassName" >
|
||||
<strong>DEPLOYTASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DEPLOYTASK).GoalVerb" >
|
||||
<strong>DEPLOYTASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).InitCargo" >
|
||||
<strong>DEPLOYTASK:InitCargo(InitCargos)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> InitCargos </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).LoadCargo" >
|
||||
<strong>DEPLOYTASK:LoadCargo(LoadCargos)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> LoadCargos </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).New" >
|
||||
<strong>DEPLOYTASK.New(CargoType)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new DEPLOYTASK object, which models the sequence of STAGEs to unload a cargo.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string CargoType </em></code>:
|
||||
Type of the Cargo.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DEPLOYTASK)">#DEPLOYTASK</a>:</em>
|
||||
The created DeployTask</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).RemoveCargoMenus" >
|
||||
<strong>DEPLOYTASK:RemoveCargoMenus(Client)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).SetCargoTargetZoneName" >
|
||||
<strong>DEPLOYTASK.SetCargoTargetZoneName(string, self, TargetZoneName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>When the cargo is unloaded, it will move to the target zone name.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> string </em></code>:
|
||||
TargetZoneName Name of the Zone to where the Cargo should move after unloading.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TargetZoneName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DEPLOYTASK).TEXT" >
|
||||
<strong>DEPLOYTASK.TEXT</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DEPLOYTASK).ToZone" >
|
||||
<strong>DEPLOYTASK:ToZone(LandingZone)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> LandingZone </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,318 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li>DESTROYBASETASK</li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>DESTROYBASETASK</code></h1>
|
||||
|
||||
<p>A DESTROYBASETASK will monitor the destruction of Groups and Units.</p>
|
||||
|
||||
|
||||
<p>This is a BASE class, other classes are derived from this class.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#DESTROYBASETASK">DESTROYBASETASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(DESTROYBASETASK)" >Type <code>DESTROYBASETASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).ClassName">DESTROYBASETASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).DestroyPercentage">DESTROYBASETASK.DestroyPercentage</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).Destroyed">DESTROYBASETASK.Destroyed</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).EventDead">DESTROYBASETASK:EventDead(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handle the S<em>EVENT</em>DEAD events to validate the destruction of units for the task monitoring.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).GoalVerb">DESTROYBASETASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).New">DESTROYBASETASK:New(DestroyGroupType, DestroyUnitType, <, DestroyPercentage, DestroyGroupPrefixes)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new DESTROYBASETASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYBASETASK).ReportGoalProgress">DESTROYBASETASK.ReportGoalProgress(DestroyGroup, DestroyUnit, self)</a></td>
|
||||
<td class="summary">
|
||||
<p>Validate task completeness of DESTROYBASETASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(DESTROYBASETASK)">#DESTROYBASETASK</a></em>
|
||||
<a id="DESTROYBASETASK" >
|
||||
<strong>DESTROYBASETASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(DESTROYBASETASK)" >Type <code>DESTROYBASETASK</code></a></h2>
|
||||
|
||||
<p>The DESTROYBASETASK class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYBASETASK).ClassName" >
|
||||
<strong>DESTROYBASETASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DESTROYBASETASK).DestroyPercentage" >
|
||||
<strong>DESTROYBASETASK.DestroyPercentage</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DESTROYBASETASK).Destroyed" >
|
||||
<strong>DESTROYBASETASK.Destroyed</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYBASETASK).EventDead" >
|
||||
<strong>DESTROYBASETASK:EventDead(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handle the S<em>EVENT</em>DEAD events to validate the destruction of units for the task monitoring.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>:
|
||||
structure of MOOSE.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYBASETASK).GoalVerb" >
|
||||
<strong>DESTROYBASETASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYBASETASK).New" >
|
||||
<strong>DESTROYBASETASK:New(DestroyGroupType, DestroyUnitType, <, DestroyPercentage, DestroyGroupPrefixes)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new DESTROYBASETASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string DestroyGroupType </em></code>:
|
||||
Text describing the group to be destroyed. f.e. "Radar Installations", "Ships", "Vehicles", "Command Centers".</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string DestroyUnitType </em></code>:
|
||||
Text describing the unit types to be destroyed. f.e. "SA-6", "Row Boats", "Tanks", "Tents".</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(list)">#list</a> < </em></code>:
|
||||
string> DestroyGroupPrefixes Table of Prefixes of the Groups to be destroyed before task is completed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number DestroyPercentage </em></code>:
|
||||
defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the <a href="TASK.html">TASK</a>.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroupPrefixes </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>DESTROYBASETASK</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYBASETASK).ReportGoalProgress" >
|
||||
<strong>DESTROYBASETASK.ReportGoalProgress(DestroyGroup, DestroyUnit, self)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Validate task completeness of DESTROYBASETASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroup </em></code>: </p>
|
||||
<pre><code> Group structure describing the group to be evaluated.
|
||||
</code></pre>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyUnit </em></code>: </p>
|
||||
<pre><code> Unit structure describing the Unit to be evaluated.
|
||||
</code></pre>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(list)" >Type <code>list</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,240 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li>DESTROYGROUPSTASK</li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>DESTROYGROUPSTASK</code></h1>
|
||||
|
||||
<p>DESTROYGROUPSTASK</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#DESTROYGROUPSTASK">DESTROYGROUPSTASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(DESTROYGROUPSTASK)" >Type <code>DESTROYGROUPSTASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYGROUPSTASK).ClassName">DESTROYGROUPSTASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYGROUPSTASK).GoalVerb">DESTROYGROUPSTASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYGROUPSTASK).New">DESTROYGROUPSTASK:New(DestroyGroupType, DestroyUnitType, <, DestroyPercentage, DestroyGroupNames)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new DESTROYGROUPSTASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYGROUPSTASK).ReportGoalProgress">DESTROYGROUPSTASK:ReportGoalProgress(DestroyGroup, DestroyUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Report Goal Progress.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(DESTROYGROUPSTASK)">#DESTROYGROUPSTASK</a></em>
|
||||
<a id="DESTROYGROUPSTASK" >
|
||||
<strong>DESTROYGROUPSTASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(DESTROYGROUPSTASK)" >Type <code>DESTROYGROUPSTASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYGROUPSTASK).ClassName" >
|
||||
<strong>DESTROYGROUPSTASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYGROUPSTASK).GoalVerb" >
|
||||
<strong>DESTROYGROUPSTASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYGROUPSTASK).New" >
|
||||
<strong>DESTROYGROUPSTASK:New(DestroyGroupType, DestroyUnitType, <, DestroyPercentage, DestroyGroupNames)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new DESTROYGROUPSTASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string DestroyGroupType </em></code>: </p>
|
||||
<pre><code>String describing the group to be destroyed.
|
||||
</code></pre>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string DestroyUnitType </em></code>: </p>
|
||||
<pre><code>String describing the unit to be destroyed.
|
||||
</code></pre>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(list)">#list</a> < </em></code>:
|
||||
string> DestroyGroupNames Table of string containing the name of the groups to be destroyed before task is completed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number DestroyPercentage </em></code>:
|
||||
defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the <a href="TASK.html">TASK</a>.
|
||||
-@return DESTROYGROUPSTASK</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroupNames </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYGROUPSTASK).ReportGoalProgress" >
|
||||
<strong>DESTROYGROUPSTASK:ReportGoalProgress(DestroyGroup, DestroyUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Report Goal Progress.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSGroup.html##(Group)">DCSGroup#Group</a> DestroyGroup </em></code>:
|
||||
Group structure describing the group to be evaluated.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSUnit.html##(Unit)">DCSUnit#Unit</a> DestroyUnit </em></code>:
|
||||
Unit structure describing the Unit to be evaluated.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
The DestroyCount reflecting the amount of units destroyed within the group.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(list)" >Type <code>list</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,237 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li>DESTROYRADARSTASK</li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>DESTROYRADARSTASK</code></h1>
|
||||
|
||||
<p>Task class to destroy radar installations.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#DESTROYRADARSTASK">DESTROYRADARSTASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(DESTROYRADARSTASK)" >Type <code>DESTROYRADARSTASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYRADARSTASK).ClassName">DESTROYRADARSTASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYRADARSTASK).GoalVerb">DESTROYRADARSTASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYRADARSTASK).New">DESTROYRADARSTASK.New(table, self, DestroyGroupNames)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new DESTROYRADARSTASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYRADARSTASK).ReportGoalProgress">DESTROYRADARSTASK.ReportGoalProgress(Group, Unit, self, DestroyGroup, DestroyUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Report Goal Progress.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(DESTROYRADARSTASK)">#DESTROYRADARSTASK</a></em>
|
||||
<a id="DESTROYRADARSTASK" >
|
||||
<strong>DESTROYRADARSTASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(DESTROYRADARSTASK)" >Type <code>DESTROYRADARSTASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYRADARSTASK).ClassName" >
|
||||
<strong>DESTROYRADARSTASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYRADARSTASK).GoalVerb" >
|
||||
<strong>DESTROYRADARSTASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYRADARSTASK).New" >
|
||||
<strong>DESTROYRADARSTASK.New(table, self, DestroyGroupNames)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new DESTROYRADARSTASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> table </em></code>:
|
||||
string,...} DestroyGroupNames Table of string containing the group names of which the radars are be destroyed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroupNames </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>DESTROYRADARSTASK</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYRADARSTASK).ReportGoalProgress" >
|
||||
<strong>DESTROYRADARSTASK.ReportGoalProgress(Group, Unit, self, DestroyGroup, DestroyUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Report Goal Progress.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Group </em></code>:
|
||||
DestroyGroup Group structure describing the group to be evaluated.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Unit </em></code>:
|
||||
DestroyUnit Unit structure describing the Unit to be evaluated.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,270 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html>
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<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<div id="product_name"><big><b></b></big></div>
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<div id="main">
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<div id="navigation">
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<h2>Modules</h2>
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<ul><li>
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<a href="index.html">index</a>
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||||
</li></ul>
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||||
<ul>
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||||
<li><a href="Base.html">Base</a></li>
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<li><a href="CARGO.html">CARGO</a></li>
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||||
<li><a href="CleanUp.html">CleanUp</a></li>
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||||
<li><a href="Client.html">Client</a></li>
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||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
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<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
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<li><a href="DCSGroup.html">DCSGroup</a></li>
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<li><a href="DCSObject.html">DCSObject</a></li>
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<li><a href="DCSTask.html">DCSTask</a></li>
|
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<li><a href="DCSTypes.html">DCSTypes</a></li>
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<li><a href="DCSUnit.html">DCSUnit</a></li>
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<li><a href="DCSWorld.html">DCSWorld</a></li>
|
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<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li>DESTROYUNITTYPESTASK</li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
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<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
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<li><a href="Group.html">Group</a></li>
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<li><a href="NOTASK.html">NOTASK</a></li>
|
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<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
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<li><a href="Scoring.html">Scoring</a></li>
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<li><a href="Spawn.html">Spawn</a></li>
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<li><a href="TASK.html">TASK</a></li>
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<li><a href="env.html">env</a></li>
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<li><a href="land.html">land</a></li>
|
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<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>DESTROYUNITTYPESTASK</code></h1>
|
||||
|
||||
<p>Set TASK to destroy certain unit types.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#DESTROYUNITTYPESTASK">DESTROYUNITTYPESTASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(DESTROYUNITTYPESTASK)" >Type <code>DESTROYUNITTYPESTASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYUNITTYPESTASK).ClassName">DESTROYUNITTYPESTASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYUNITTYPESTASK).GoalVerb">DESTROYUNITTYPESTASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYUNITTYPESTASK).New">DESTROYUNITTYPESTASK.New(string, string, table, string, self, DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new DESTROYUNITTYPESTASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESTROYUNITTYPESTASK).ReportGoalProgress">DESTROYUNITTYPESTASK.ReportGoalProgress(Group, Unit, self, DestroyGroup, DestroyUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Report Goal Progress.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(DESTROYUNITTYPESTASK)">#DESTROYUNITTYPESTASK</a></em>
|
||||
<a id="DESTROYUNITTYPESTASK" >
|
||||
<strong>DESTROYUNITTYPESTASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(DESTROYUNITTYPESTASK)" >Type <code>DESTROYUNITTYPESTASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYUNITTYPESTASK).ClassName" >
|
||||
<strong>DESTROYUNITTYPESTASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(DESTROYUNITTYPESTASK).GoalVerb" >
|
||||
<strong>DESTROYUNITTYPESTASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYUNITTYPESTASK).New" >
|
||||
<strong>DESTROYUNITTYPESTASK.New(string, string, table, string, self, DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new DESTROYUNITTYPESTASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> string </em></code>:
|
||||
DestroyGroupType String describing the group to be destroyed. f.e. "Radar Installations", "Fleet", "Batallion", "Command Centers".</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> string </em></code>:
|
||||
DestroyUnitType String describing the unit to be destroyed. f.e. "radars", "ships", "tanks", "centers".</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> table </em></code>:
|
||||
string,...} DestroyGroupNames Table of string containing the group names of which the radars are be destroyed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> string </em></code>:
|
||||
DestroyUnitTypes Table of string containing the type names of the units to achieve mission success.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroupType </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyUnitType </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroupNames </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyUnitTypes </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>DESTROYUNITTYPESTASK</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESTROYUNITTYPESTASK).ReportGoalProgress" >
|
||||
<strong>DESTROYUNITTYPESTASK.ReportGoalProgress(Group, Unit, self, DestroyGroup, DestroyUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Report Goal Progress.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Group </em></code>:
|
||||
DestroyGroup Group structure describing the group to be evaluated.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Unit </em></code>:
|
||||
DestroyUnit Unit structure describing the Unit to be evaluated.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DestroyUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
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|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
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<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
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<div id="product_logo"></div>
|
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<div id="product_name"><big><b></b></big></div>
|
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<div id="product_description"></div>
|
||||
</div>
|
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<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li>GOHOMETASK</li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
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|
||||
<li><a href="Message.html">Message</a></li>
|
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|
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<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
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<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
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|
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<li><a href="Sead.html">Sead</a></li>
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|
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<li><a href="Unit.html">Unit</a></li>
|
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<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>GOHOMETASK</code></h1>
|
||||
|
||||
<p>A GOHOMETASK orchestrates the travel back to the home base, which is a specific zone defined within the ME.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#GOHOMETASK">GOHOMETASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(GOHOMETASK)" >Type <code>GOHOMETASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GOHOMETASK).ClassName">GOHOMETASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GOHOMETASK).New">GOHOMETASK.New(table, self, LandingZones)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new GOHOMETASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(GOHOMETASK)">#GOHOMETASK</a></em>
|
||||
<a id="GOHOMETASK" >
|
||||
<strong>GOHOMETASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(GOHOMETASK)" >Type <code>GOHOMETASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(GOHOMETASK).ClassName" >
|
||||
<strong>GOHOMETASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(GOHOMETASK).New" >
|
||||
<strong>GOHOMETASK.New(table, self, LandingZones)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new GOHOMETASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> table </em></code>:
|
||||
string,...}|string LandingZones Table of Landing Zone names where Home(s) are located.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> LandingZones </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>GOHOMETASK</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
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|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
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||||
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|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
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|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
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|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li>Menu</li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
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|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
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|
||||
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|
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||||
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||||
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||||
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|
||||
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|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>Menu</code></h1>
|
||||
|
||||
<p>Encapsulation of DCS World Menu system in a set of MENU classes.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#COMMANDMENU">COMMANDMENU</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU">MENU</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_CLIENT">MENU_CLIENT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_CLIENT_COMMAND">MENU_CLIENT_COMMAND</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SUBMENU">SUBMENU</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(COMMANDMENU)">Type <code>COMMANDMENU</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDMENU).ClassName">COMMANDMENU.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDMENU).CommandMenuArgument">COMMANDMENU.CommandMenuArgument</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDMENU).CommandMenuFunction">COMMANDMENU.CommandMenuFunction</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDMENU).New">COMMANDMENU:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU)">Type <code>MENU</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU).ClassName">MENU.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU).MenuParentPath">MENU.MenuParentPath</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU).MenuPath">MENU.MenuPath</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU).MenuText">MENU.MenuText</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU).New">MENU:New(MenuText, MenuParentPath)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU_CLIENT)">Type <code>MENU_CLIENT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT).ClassName">MENU_CLIENT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT).New">MENU_CLIENT:New(MenuClient, MenuText, ParentMenu)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new menu item for a group</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT).Remove">MENU_CLIENT:Remove()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the sub menus recursively of this MENU_CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT).RemoveSubMenus">MENU_CLIENT:RemoveSubMenus()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the sub menus recursively of this MENU_CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU_CLIENT_COMMAND)">Type <code>MENU_CLIENT_COMMAND</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT_COMMAND).ClassName">MENU_CLIENT_COMMAND.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT_COMMAND).New">MENU_CLIENT_COMMAND:New(MenuClient, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new radio command item for a group</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT_COMMAND).Remove">MENU_CLIENT_COMMAND:Remove()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(SUBMENU)">Type <code>SUBMENU</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SUBMENU).ClassName">SUBMENU.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SUBMENU).New">SUBMENU:New(MenuText, ParentMenu)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(COMMANDMENU)">#COMMANDMENU</a></em>
|
||||
<a id="COMMANDMENU" >
|
||||
<strong>COMMANDMENU</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU)">#MENU</a></em>
|
||||
<a id="MENU" >
|
||||
<strong>MENU</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU_CLIENT)">#MENU_CLIENT</a></em>
|
||||
<a id="MENU_CLIENT" >
|
||||
<strong>MENU_CLIENT</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU_CLIENT_COMMAND)">#MENU_CLIENT_COMMAND</a></em>
|
||||
<a id="MENU_CLIENT_COMMAND" >
|
||||
<strong>MENU_CLIENT_COMMAND</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(SUBMENU)">#SUBMENU</a></em>
|
||||
<a id="SUBMENU" >
|
||||
<strong>SUBMENU</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Menu)" >Type <code>Menu</code></a></h2>
|
||||
|
||||
<h2><a id="#(COMMANDMENU)" >Type <code>COMMANDMENU</code></a></h2>
|
||||
|
||||
<p>The COMMANDMENU class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(COMMANDMENU).ClassName" >
|
||||
<strong>COMMANDMENU.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDMENU).CommandMenuArgument" >
|
||||
<strong>COMMANDMENU.CommandMenuArgument</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDMENU).CommandMenuFunction" >
|
||||
<strong>COMMANDMENU.CommandMenuFunction</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDMENU).New" >
|
||||
<strong>COMMANDMENU:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuText </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ParentMenu </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuFunction </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuArgument </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU)" >Type <code>MENU</code></a></h2>
|
||||
|
||||
<p>The MENU class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU).ClassName" >
|
||||
<strong>MENU.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU).MenuParentPath" >
|
||||
<strong>MENU.MenuParentPath</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU).MenuPath" >
|
||||
<strong>MENU.MenuPath</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU).MenuText" >
|
||||
<strong>MENU.MenuText</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU).New" >
|
||||
<strong>MENU:New(MenuText, MenuParentPath)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuText </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuParentPath </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU_CLIENT)" >Type <code>MENU_CLIENT</code></a></h2>
|
||||
|
||||
<p>The MENU_CLIENT class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU_CLIENT).ClassName" >
|
||||
<strong>MENU_CLIENT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_CLIENT).New" >
|
||||
<strong>MENU_CLIENT:New(MenuClient, MenuText, ParentMenu)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new menu item for a group</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Client.html##(CLIENT)">Client#CLIENT</a> MenuClient </em></code>:
|
||||
The Client owning the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string MenuText </em></code>:
|
||||
The text for the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#table ParentMenu </em></code>:
|
||||
The parent menu.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_CLIENT)">#MENU_CLIENT</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_CLIENT).Remove" >
|
||||
<strong>MENU_CLIENT:Remove()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the sub menus recursively of this MENU_CLIENT.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_CLIENT)">#MENU_CLIENT</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_CLIENT).RemoveSubMenus" >
|
||||
<strong>MENU_CLIENT:RemoveSubMenus()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the sub menus recursively of this MENU_CLIENT.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_CLIENT)">#MENU_CLIENT</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU_CLIENT_COMMAND)" >Type <code>MENU_CLIENT_COMMAND</code></a></h2>
|
||||
|
||||
<p>The MENU<em>CLIENT</em>COMMAND class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU_CLIENT_COMMAND).ClassName" >
|
||||
<strong>MENU_CLIENT_COMMAND.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_CLIENT_COMMAND).New" >
|
||||
<strong>MENU_CLIENT_COMMAND:New(MenuClient, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new radio command item for a group</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Client.html##(CLIENT)">Client#CLIENT</a> MenuClient </em></code>:
|
||||
The Client owning the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuText </em></code>:
|
||||
The text for the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ParentMenu </em></code>:
|
||||
The parent menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuFunction </em></code>:
|
||||
A function that is called when the menu key is pressed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuArgument </em></code>:
|
||||
An argument for the function.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_CLIENT_COMMAND).Remove" >
|
||||
<strong>MENU_CLIENT_COMMAND:Remove()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(SUBMENU)" >Type <code>SUBMENU</code></a></h2>
|
||||
|
||||
<p>The SUBMENU class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(SUBMENU).ClassName" >
|
||||
<strong>SUBMENU.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SUBMENU).New" >
|
||||
<strong>SUBMENU:New(MenuText, ParentMenu)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuText </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ParentMenu </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,147 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li>NOTASK</li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>NOTASK</code></h1>
|
||||
|
||||
<p>A NOTASK is a dummy activity...</p>
|
||||
|
||||
|
||||
<p>But it will show a Mission Briefing...</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#NOTASK">NOTASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(NOTASK)" >Type <code>NOTASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(NOTASK).ClassName">NOTASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(NOTASK).New">NOTASK:New()</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new NOTASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(NOTASK)">#NOTASK</a></em>
|
||||
<a id="NOTASK" >
|
||||
<strong>NOTASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(NOTASK)" >Type <code>NOTASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(NOTASK).ClassName" >
|
||||
<strong>NOTASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(NOTASK).New" >
|
||||
<strong>NOTASK:New()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new NOTASK.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,392 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li>PICKUPTASK</li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>PICKUPTASK</code></h1>
|
||||
|
||||
<p>A PICKUPTASK orchestrates the loading of CARGO at a specific landing zone.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#PICKUPTASK">PICKUPTASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(PICKUPTASK)" >Type <code>PICKUPTASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).AddCargoMenus">PICKUPTASK:AddCargoMenus(Client, Cargos, TransportRadius)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).ClassName">PICKUPTASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).FromZone">PICKUPTASK:FromZone(LandingZone)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).GoalVerb">PICKUPTASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).HasFailed">PICKUPTASK:HasFailed(ClientDead)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).InitCargo">PICKUPTASK:InitCargo(InitCargos)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).LoadCargo">PICKUPTASK:LoadCargo(LoadCargos)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).New">PICKUPTASK.New(table, CARGO_TYPE, number, self, CargoType, OnBoardSide)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new PICKUPTASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).RemoveCargoMenus">PICKUPTASK:RemoveCargoMenus(Client)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PICKUPTASK).TEXT">PICKUPTASK.TEXT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(PICKUPTASK)">#PICKUPTASK</a></em>
|
||||
<a id="PICKUPTASK" >
|
||||
<strong>PICKUPTASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(PICKUPTASK)" >Type <code>PICKUPTASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).AddCargoMenus" >
|
||||
<strong>PICKUPTASK:AddCargoMenus(Client, Cargos, TransportRadius)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Cargos </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TransportRadius </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(PICKUPTASK).ClassName" >
|
||||
<strong>PICKUPTASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).FromZone" >
|
||||
<strong>PICKUPTASK:FromZone(LandingZone)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> LandingZone </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(PICKUPTASK).GoalVerb" >
|
||||
<strong>PICKUPTASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).HasFailed" >
|
||||
<strong>PICKUPTASK:HasFailed(ClientDead)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> ClientDead </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).InitCargo" >
|
||||
<strong>PICKUPTASK:InitCargo(InitCargos)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> InitCargos </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).LoadCargo" >
|
||||
<strong>PICKUPTASK:LoadCargo(LoadCargos)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> LoadCargos </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).New" >
|
||||
<strong>PICKUPTASK.New(table, CARGO_TYPE, number, self, CargoType, OnBoardSide)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new PICKUPTASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> table </em></code>:
|
||||
string,...}|string LandingZones Table of Zone names where Cargo is to be loaded.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CARGO_TYPE </em></code>:
|
||||
CargoType Type of the Cargo. The type must be of the following Enumeration:..</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> number </em></code>:
|
||||
OnBoardSide Reflects from which side the cargo Group will be on-boarded on the Carrier.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CargoType </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> OnBoardSide </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(PICKUPTASK).RemoveCargoMenus" >
|
||||
<strong>PICKUPTASK:RemoveCargoMenus(Client)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(PICKUPTASK).TEXT" >
|
||||
<strong>PICKUPTASK.TEXT</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,199 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li>ROUTETASK</li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>ROUTETASK</code></h1>
|
||||
|
||||
<p>A ROUTETASK orchestrates the travel to a specific zone defined within the ME.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ROUTETASK">ROUTETASK</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(ROUTETASK)" >Type <code>ROUTETASK</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ROUTETASK).ClassName">ROUTETASK.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ROUTETASK).GoalVerb">ROUTETASK.GoalVerb</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ROUTETASK).New">ROUTETASK.New(table, string, self, LandingZones, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new ROUTETASK.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(ROUTETASK)">#ROUTETASK</a></em>
|
||||
<a id="ROUTETASK" >
|
||||
<strong>ROUTETASK</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(ROUTETASK)" >Type <code>ROUTETASK</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ROUTETASK).ClassName" >
|
||||
<strong>ROUTETASK.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ROUTETASK).GoalVerb" >
|
||||
<strong>ROUTETASK.GoalVerb</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ROUTETASK).New" >
|
||||
<strong>ROUTETASK.New(table, string, self, LandingZones, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new ROUTETASK.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> table </em></code>:
|
||||
sring,...}|string LandingZones Table of Zone Names where the target is located.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> string </em></code>:
|
||||
TaskBriefing (optional) Defines a text describing the briefing of the task.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> LandingZones </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TaskBriefing </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>ROUTETASK</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,819 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li>STAGE</li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>STAGE</code></h1>
|
||||
|
||||
<p>Stages within a <a href="TASK.html">TASK</a> within a <a href="MISSION.html">MISSION</a>.</p>
|
||||
|
||||
|
||||
<p>All of the STAGE functionality is considered internally administered and not to be used by any Mission designer.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CargoStatic">CargoStatic</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGE">STAGE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGEARRIVE">STAGEARRIVE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGEBRIEF">STAGEBRIEF</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGEDONE">STAGEDONE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGEGROUPSDESTROYED">STAGEGROUPSDESTROYED</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGELANDED">STAGELANDED</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGELANDING">STAGELANDING</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGELOAD">STAGELOAD</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGEROUTE">STAGEROUTE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGESTART">STAGESTART</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGEUNLOAD">STAGEUNLOAD</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGE_CARGO_INIT">STAGE_CARGO_INIT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STAGE_CARGO_LOAD">STAGE_CARGO_LOAD</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#_TransportStage">_TransportStage</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#_TransportStageAction">_TransportStageAction</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#_TransportStageTime">_TransportStageTime</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(STAGE)" >Type <code>STAGE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).ClassName">STAGE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).Execute">STAGE:Execute(Mission, Client, Task)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).Executing">STAGE:Executing(Mission, Client, Task)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).FREQUENCY">STAGE.FREQUENCY</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).Frequency">STAGE.Frequency</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).MSG">STAGE.MSG</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).MessageCount">STAGE.MessageCount</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).MessageFlash">STAGE.MessageFlash</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).MessageInterval">STAGE.MessageInterval</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).MessageShow">STAGE.MessageShow</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).MessageShown">STAGE.MessageShown</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).Name">STAGE.Name</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).New">STAGE:New()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).StageType">STAGE.StageType</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).Validate">STAGE:Validate(Mission, Client, Task)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STAGE).WaitTime">STAGE.WaitTime</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="CargoStatic" >
|
||||
<strong>CargoStatic</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(STAGE)">#STAGE</a></em>
|
||||
<a id="STAGE" >
|
||||
<strong>STAGE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGEARRIVE" >
|
||||
<strong>STAGEARRIVE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGEBRIEF" >
|
||||
<strong>STAGEBRIEF</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGEDONE" >
|
||||
<strong>STAGEDONE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGEGROUPSDESTROYED" >
|
||||
<strong>STAGEGROUPSDESTROYED</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGELANDED" >
|
||||
<strong>STAGELANDED</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGELANDING" >
|
||||
<strong>STAGELANDING</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGELOAD" >
|
||||
<strong>STAGELOAD</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGEROUTE" >
|
||||
<strong>STAGEROUTE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGESTART" >
|
||||
<strong>STAGESTART</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGEUNLOAD" >
|
||||
<strong>STAGEUNLOAD</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGE_CARGO_INIT" >
|
||||
<strong>STAGE_CARGO_INIT</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="STAGE_CARGO_LOAD" >
|
||||
<strong>STAGE_CARGO_LOAD</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="_TransportStage" >
|
||||
<strong>_TransportStage</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> _TransportStage: Defines the different stages of which of transport missions can be in. This table is internal and is used to control the sequence of messages, actions and flow.</p>
|
||||
|
||||
<ul>
|
||||
<li>_TransportStage.START</li>
|
||||
<li>_TransportStage.ROUTE</li>
|
||||
<li>_TransportStage.LAND</li>
|
||||
<li>_TransportStage.EXECUTE</li>
|
||||
<li>_TransportStage.DONE</li>
|
||||
<li>_TransportStage.REMOVE
|
||||
--</li>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="_TransportStageAction" >
|
||||
<strong>_TransportStageAction</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="_TransportStageTime" >
|
||||
<strong>_TransportStageTime</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(STAGE)" >Type <code>STAGE</code></a></h2>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(STAGE).ClassName" >
|
||||
<strong>STAGE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(STAGE).Execute" >
|
||||
<strong>STAGE:Execute(Mission, Client, Task)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Mission </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Task </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(STAGE).Executing" >
|
||||
<strong>STAGE:Executing(Mission, Client, Task)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Mission </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Task </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(STAGE).FREQUENCY" >
|
||||
<strong>STAGE.FREQUENCY</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(STAGE).Frequency" >
|
||||
<strong>STAGE.Frequency</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(STAGE).MSG" >
|
||||
<strong>STAGE.MSG</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(STAGE).MessageCount" >
|
||||
<strong>STAGE.MessageCount</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(STAGE).MessageFlash" >
|
||||
<strong>STAGE.MessageFlash</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(STAGE).MessageInterval" >
|
||||
<strong>STAGE.MessageInterval</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(STAGE).MessageShow" >
|
||||
<strong>STAGE.MessageShow</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(STAGE).MessageShown" >
|
||||
<strong>STAGE.MessageShown</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(STAGE).Name" >
|
||||
<strong>STAGE.Name</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(STAGE).New" >
|
||||
<strong>STAGE:New()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(STAGE).StageType" >
|
||||
<strong>STAGE.StageType</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(STAGE).Validate" >
|
||||
<strong>STAGE:Validate(Mission, Client, Task)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Mission </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Task </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(STAGE).WaitTime" >
|
||||
<strong>STAGE.WaitTime</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(STAGEARRIVE)" >Type <code>STAGEARRIVE</code></a></h2>
|
||||
|
||||
<h2><a id="#(STAGELANDING)" >Type <code>STAGELANDING</code></a></h2>
|
||||
|
||||
<h2><a id="#(STAGEROUTE)" >Type <code>STAGEROUTE</code></a></h2>
|
||||
|
||||
<h2><a id="#(STAGEUNLOAD)" >Type <code>STAGEUNLOAD</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,791 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li>Scoring</li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>Scoring</code></h1>
|
||||
|
||||
<p>Scoring system for MOOSE.</p>
|
||||
|
||||
|
||||
<p>This scoring class calculates the hits and kills that players make within a simulation session.
|
||||
Scoring is calculated using a defined algorithm.
|
||||
With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file, that can then be uploaded
|
||||
to a database or a BI tool to publish the scoring results to the player community.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ClientGroup">ClientGroup</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SCORING">SCORING</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#nHours">nHours</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#nMins">nMins</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#nSecs">nSecs</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(SCORING)">Type <code>SCORING</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).AllScoresMenu">SCORING.AllScoresMenu</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ClassID">SCORING.ClassID</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ClassName">SCORING.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).CloseCSV">SCORING:CloseCSV()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).Menu">SCORING.Menu</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).New">SCORING:New(GameName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new SCORING object to administer the scoring achieved by players.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).OpenCSV">SCORING:OpenCSV(ScoringCSV)</a></td>
|
||||
<td class="summary">
|
||||
<p>Opens a score CSV file to log the scores.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).Players">SCORING.Players</a></td>
|
||||
<td class="summary">
|
||||
<p>A collection of the current players that have joined the game.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScoreAll">SCORING:ReportScoreAll()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScorePlayer">SCORING:ReportScorePlayer()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).RunTime">SCORING.RunTime</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreCSV">SCORING:ScoreCSV(PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</a></td>
|
||||
<td class="summary">
|
||||
<p>Registers a score for a player.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreMenu">SCORING:ScoreMenu()</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a score radio menu.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoringCSV">SCORING.ScoringCSV</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING).SecondsToClock">SCORING:SecondsToClock(sSeconds)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddMissionScore">SCORING:_AddMissionScore(MissionName, Score)</a></td>
|
||||
<td class="summary">
|
||||
<p>Registers Mission Scores for possible multiple players that contributed in the Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddMissionTaskScore">SCORING:_AddMissionTaskScore(PlayerUnit, MissionName, Score)</a></td>
|
||||
<td class="summary">
|
||||
<p>Registers Scores the players completing a Mission Task.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddPlayerFromUnit">SCORING:_AddPlayerFromUnit(UnitData)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add a new player entering a Unit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING)._EventOnDeadOrCrash">SCORING:_EventOnDeadOrCrash(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Track DEAD or CRASH events for the scoring.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING)._EventOnHit">SCORING:_EventOnHit(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the OnHit event for the scoring.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCORING)._FollowPlayersScheduled">SCORING:_FollowPlayersScheduled()</a></td>
|
||||
<td class="summary">
|
||||
<p>Follows new players entering Clients within the DCSRTE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="ClientGroup" >
|
||||
<strong>ClientGroup</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(SCORING)">#SCORING</a></em>
|
||||
<a id="SCORING" >
|
||||
<strong>SCORING</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="nHours" >
|
||||
<strong>nHours</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="nMins" >
|
||||
<strong>nMins</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="nSecs" >
|
||||
<strong>nSecs</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Scoring)" >Type <code>Scoring</code></a></h2>
|
||||
|
||||
<h2><a id="#(SCORING)" >Type <code>SCORING</code></a></h2>
|
||||
|
||||
<p>The Scoring class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCORING).AllScoresMenu" >
|
||||
<strong>SCORING.AllScoresMenu</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SCORING).ClassID" >
|
||||
<strong>SCORING.ClassID</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(SCORING).ClassName" >
|
||||
<strong>SCORING.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).CloseCSV" >
|
||||
<strong>SCORING:CloseCSV()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCORING).Menu" >
|
||||
<strong>SCORING.Menu</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).New" >
|
||||
<strong>SCORING:New(GameName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new SCORING object to administer the scoring achieved by players.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string GameName </em></code>:
|
||||
The name of the game. This name is also logged in the CSV score file.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
|
||||
self</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- Define a new scoring object for the mission Gori Valley.
|
||||
ScoringObject = SCORING:New( "Gori Valley" )</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).OpenCSV" >
|
||||
<strong>SCORING:OpenCSV(ScoringCSV)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Opens a score CSV file to log the scores.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ScoringCSV </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
|
||||
self</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- Open a new CSV file to log the scores of the game Gori Valley. Let the name of the CSV file begin with "Player Scores".
|
||||
ScoringObject = SCORING:New( "Gori Valley" )
|
||||
ScoringObject:OpenCSV( "Player Scores" )</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).Players" >
|
||||
<strong>SCORING.Players</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>A collection of the current players that have joined the game.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).ReportScoreAll" >
|
||||
<strong>SCORING:ReportScoreAll()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).ReportScorePlayer" >
|
||||
<strong>SCORING:ReportScorePlayer()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCORING).RunTime" >
|
||||
<strong>SCORING.RunTime</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).ScoreCSV" >
|
||||
<strong>SCORING:ScoreCSV(PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Registers a score for a player.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerName </em></code>:
|
||||
The name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ScoreType </em></code>:
|
||||
The type of the score.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ScoreTimes </em></code>:
|
||||
The amount of scores achieved.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ScoreAmount </em></code>:
|
||||
The score given.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerUnitName </em></code>:
|
||||
The unit name of the player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerUnitCoalition </em></code>:
|
||||
The coalition of the player unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerUnitCategory </em></code>:
|
||||
The category of the player unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string PlayerUnitType </em></code>:
|
||||
The type of the player unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TargetUnitName </em></code>:
|
||||
The name of the target unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TargetUnitCoalition </em></code>:
|
||||
The coalition of the target unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TargetUnitCategory </em></code>:
|
||||
The category of the target unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TargetUnitType </em></code>:
|
||||
The type of the target unit.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).ScoreMenu" >
|
||||
<strong>SCORING:ScoreMenu()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a score radio menu.</p>
|
||||
|
||||
|
||||
<p>Can be accessed using Radio -> F10.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCORING).ScoringCSV" >
|
||||
<strong>SCORING.ScoringCSV</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING).SecondsToClock" >
|
||||
<strong>SCORING:SecondsToClock(sSeconds)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> sSeconds </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING)._AddMissionScore" >
|
||||
<strong>SCORING:_AddMissionScore(MissionName, Score)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Registers Mission Scores for possible multiple players that contributed in the Mission.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MissionName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Score </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING)._AddMissionTaskScore" >
|
||||
<strong>SCORING:_AddMissionTaskScore(PlayerUnit, MissionName, Score)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Registers Scores the players completing a Mission Task.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> PlayerUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MissionName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Score </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING)._AddPlayerFromUnit" >
|
||||
<strong>SCORING:_AddPlayerFromUnit(UnitData)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Add a new player entering a Unit.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> UnitData </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING)._EventOnDeadOrCrash" >
|
||||
<strong>SCORING:_EventOnDeadOrCrash(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Track DEAD or CRASH events for the scoring.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING)._EventOnHit" >
|
||||
<strong>SCORING:_EventOnHit(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnHit event for the scoring.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCORING)._FollowPlayersScheduled" >
|
||||
<strong>SCORING:_FollowPlayersScheduled()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Follows new players entering Clients within the DCSRTE.</p>
|
||||
|
||||
|
||||
<p>TODO: Need to see if i can catch this also with an event. It will eliminate the schedule ...</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,887 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li>Unit</li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>Unit</code></h1>
|
||||
|
||||
<p>UNIT Classes</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#UNIT">UNIT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(UNIT)">Type <code>UNIT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).CategoryName">UNIT.CategoryName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).ClassName">UNIT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).Flare">UNIT:Flare(FlareColor)</a></td>
|
||||
<td class="summary">
|
||||
<p>Signal a flare at the position of the UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).FlareColor">UNIT.FlareColor</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).FlareGreen">UNIT:FlareGreen()</a></td>
|
||||
<td class="summary">
|
||||
<p>Signal a green flare at the position of the UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).FlareRed">UNIT:FlareRed()</a></td>
|
||||
<td class="summary">
|
||||
<p>Signal a red flare at the position of the UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).FlareWhite">UNIT:FlareWhite()</a></td>
|
||||
<td class="summary">
|
||||
<p>Signal a white flare at the position of the UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).FlareYellow">UNIT:FlareYellow()</a></td>
|
||||
<td class="summary">
|
||||
<p>Signal a yellow flare at the position of the UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetCallSign">UNIT:GetCallSign()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetCategoryName">UNIT:GetCategoryName()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetDCSUnit">UNIT:GetDCSUnit()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetID">UNIT:GetID()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetName">UNIT:GetName()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetPointVec2">UNIT:GetPointVec2()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetPositionVec3">UNIT:GetPositionVec3()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetPrefix">UNIT:GetPrefix()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetTypeName">UNIT:GetTypeName()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsAir">UNIT:IsAir()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns if the unit is of an air category.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsAlive">UNIT:IsAlive()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).New">UNIT:New(DCSUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Create a new UNIT from DCSUnit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).OtherUnitInRadius">UNIT:OtherUnitInRadius(AwaitUnit, Radius)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).Smoke">UNIT:Smoke(SmokeColor)</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke the UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeBlue">UNIT:SmokeBlue()</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke the UNIT Blue.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeColor">UNIT.SmokeColor</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeGreen">UNIT:SmokeGreen()</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke the UNIT Green.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeOrange">UNIT:SmokeOrange()</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke the UNIT Orange.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeRed">UNIT:SmokeRed()</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke the UNIT Red.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeWhite">UNIT:SmokeWhite()</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke the UNIT White.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(UNIT.FlareColor)">Type <code>UNIT.FlareColor</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.FlareColor).Green">UNIT.FlareColor.Green</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.FlareColor).Red">UNIT.FlareColor.Red</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.FlareColor).White">UNIT.FlareColor.White</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.FlareColor).Yellow">UNIT.FlareColor.Yellow</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(UNIT.SmokeColor)">Type <code>UNIT.SmokeColor</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.SmokeColor).Blue">UNIT.SmokeColor.Blue</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.SmokeColor).Green">UNIT.SmokeColor.Green</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.SmokeColor).Orange">UNIT.SmokeColor.Orange</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.SmokeColor).Red">UNIT.SmokeColor.Red</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT.SmokeColor).White">UNIT.SmokeColor.White</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(UNIT)">#UNIT</a></em>
|
||||
<a id="UNIT" >
|
||||
<strong>UNIT</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Unit)" >Type <code>Unit</code></a></h2>
|
||||
|
||||
<h2><a id="#(UNIT)" >Type <code>UNIT</code></a></h2>
|
||||
|
||||
<p>The UNIT class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(UNIT).CategoryName" >
|
||||
<strong>UNIT.CategoryName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(UNIT).ClassName" >
|
||||
<strong>UNIT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).Flare" >
|
||||
<strong>UNIT:Flare(FlareColor)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Signal a flare at the position of the UNIT.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> FlareColor </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(UNIT.FlareColor)">#UNIT.FlareColor</a></em>
|
||||
<a id="#(UNIT).FlareColor" >
|
||||
<strong>UNIT.FlareColor</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).FlareGreen" >
|
||||
<strong>UNIT:FlareGreen()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Signal a green flare at the position of the UNIT.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).FlareRed" >
|
||||
<strong>UNIT:FlareRed()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Signal a red flare at the position of the UNIT.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).FlareWhite" >
|
||||
<strong>UNIT:FlareWhite()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Signal a white flare at the position of the UNIT.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).FlareYellow" >
|
||||
<strong>UNIT:FlareYellow()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Signal a yellow flare at the position of the UNIT.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetCallSign" >
|
||||
<strong>UNIT:GetCallSign()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetCategoryName" >
|
||||
<strong>UNIT:GetCategoryName()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetDCSUnit" >
|
||||
<strong>UNIT:GetDCSUnit()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetID" >
|
||||
<strong>UNIT:GetID()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetName" >
|
||||
<strong>UNIT:GetName()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetPointVec2" >
|
||||
<strong>UNIT:GetPointVec2()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetPositionVec3" >
|
||||
<strong>UNIT:GetPositionVec3()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetPrefix" >
|
||||
<strong>UNIT:GetPrefix()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).GetTypeName" >
|
||||
<strong>UNIT:GetTypeName()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).IsAir" >
|
||||
<strong>UNIT:IsAir()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns if the unit is of an air category.</p>
|
||||
|
||||
|
||||
<p>If the unit is a helicopter or a plane, then this method will return true, otherwise false.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
Air category evaluation result.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).IsAlive" >
|
||||
<strong>UNIT:IsAlive()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).New" >
|
||||
<strong>UNIT:New(DCSUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Create a new UNIT from DCSUnit.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSUnit.html##(Unit)">DCSUnit#Unit</a> DCSUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Unit.html##(UNIT)">Unit#UNIT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).OtherUnitInRadius" >
|
||||
<strong>UNIT:OtherUnitInRadius(AwaitUnit, Radius)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AwaitUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Radius </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).Smoke" >
|
||||
<strong>UNIT:Smoke(SmokeColor)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Smoke the UNIT.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> SmokeColor </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).SmokeBlue" >
|
||||
<strong>UNIT:SmokeBlue()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Smoke the UNIT Blue.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(UNIT.SmokeColor)">#UNIT.SmokeColor</a></em>
|
||||
<a id="#(UNIT).SmokeColor" >
|
||||
<strong>UNIT.SmokeColor</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).SmokeGreen" >
|
||||
<strong>UNIT:SmokeGreen()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Smoke the UNIT Green.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).SmokeOrange" >
|
||||
<strong>UNIT:SmokeOrange()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Smoke the UNIT Orange.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).SmokeRed" >
|
||||
<strong>UNIT:SmokeRed()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Smoke the UNIT Red.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).SmokeWhite" >
|
||||
<strong>UNIT:SmokeWhite()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Smoke the UNIT White.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(UNIT.FlareColor)" >Type <code>UNIT.FlareColor</code></a></h2>
|
||||
|
||||
<p>FlareColor</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.FlareColor).Green" >
|
||||
<strong>UNIT.FlareColor.Green</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.FlareColor).Red" >
|
||||
<strong>UNIT.FlareColor.Red</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.FlareColor).White" >
|
||||
<strong>UNIT.FlareColor.White</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.FlareColor).Yellow" >
|
||||
<strong>UNIT.FlareColor.Yellow</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(UNIT.SmokeColor)" >Type <code>UNIT.SmokeColor</code></a></h2>
|
||||
|
||||
<p>SmokeColor</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.SmokeColor).Blue" >
|
||||
<strong>UNIT.SmokeColor.Blue</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.SmokeColor).Green" >
|
||||
<strong>UNIT.SmokeColor.Green</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.SmokeColor).Orange" >
|
||||
<strong>UNIT.SmokeColor.Orange</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.SmokeColor).Red" >
|
||||
<strong>UNIT.SmokeColor.Red</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT.SmokeColor).White" >
|
||||
<strong>UNIT.SmokeColor.White</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,214 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li>Zone</li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>Zone</code></h1>
|
||||
|
||||
<p>ZONE Classes</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE">ZONE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(ZONE)">Type <code>ZONE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).ClassName">ZONE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).GetPointVec2">ZONE:GetPointVec2()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).GetRadius">ZONE:GetRadius()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).GetRandomPointVec2">ZONE:GetRandomPointVec2()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).New">ZONE:New(ZoneName)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(ZONE)">#ZONE</a></em>
|
||||
<a id="ZONE" >
|
||||
<strong>ZONE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Zone)" >Type <code>Zone</code></a></h2>
|
||||
|
||||
<h2><a id="#(ZONE)" >Type <code>ZONE</code></a></h2>
|
||||
|
||||
<p>The ZONE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE).ClassName" >
|
||||
<strong>ZONE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE).GetPointVec2" >
|
||||
<strong>ZONE:GetPointVec2()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE).GetRadius" >
|
||||
<strong>ZONE:GetRadius()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE).GetRandomPointVec2" >
|
||||
<strong>ZONE:GetRandomPointVec2()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE).New" >
|
||||
<strong>ZONE:New(ZoneName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> ZoneName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,100 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li>env</li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>env</code></h1>
|
||||
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#env">env</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(env)">#env</a></em>
|
||||
<a id="env" >
|
||||
<strong>env</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(env)" >Type <code>env</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,331 +0,0 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
index
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h2>Module</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
|
||||
<td class="summary">
|
||||
<p>BASE classes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="CARGO.html">CARGO</a></td>
|
||||
<td class="summary">
|
||||
<p>CARGO Classes</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="CleanUp.html">CleanUp</a></td>
|
||||
<td class="summary">
|
||||
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Client.html">Client</a></td>
|
||||
<td class="summary">
|
||||
<p>The CLIENT models client units in multi player missions.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSAirbase.html">DCSAirbase</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSCommand.html">DCSCommand</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSController.html">DCSController</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSGroup.html">DCSGroup</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSObject.html">DCSObject</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSTask.html">DCSTask</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSTypes.html">DCSTypes</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSUnit.html">DCSUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCSWorld.html">DCSWorld</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DCStimer.html">DCStimer</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DEPLOYTASK.html">DEPLOYTASK</a></td>
|
||||
<td class="summary">
|
||||
<p>A DEPLOYTASK orchestrates the deployment of CARGO within a specific landing zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></td>
|
||||
<td class="summary">
|
||||
<p>A DESTROYBASETASK will monitor the destruction of Groups and Units.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></td>
|
||||
<td class="summary">
|
||||
<p>DESTROYGROUPSTASK</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></td>
|
||||
<td class="summary">
|
||||
<p>Task class to destroy radar installations.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></td>
|
||||
<td class="summary">
|
||||
<p>Set TASK to destroy certain unit types.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
|
||||
<td class="summary">
|
||||
<p>Manage sets of units and groups.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Escort.html">Escort</a></td>
|
||||
<td class="summary">
|
||||
<p>Taking the lead of AI escorting your flight.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
|
||||
<td class="summary">
|
||||
<p>The EVENT class models an efficient event handling process between other classes and its units, weapons.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="GOHOMETASK.html">GOHOMETASK</a></td>
|
||||
<td class="summary">
|
||||
<p>A GOHOMETASK orchestrates the travel back to the home base, which is a specific zone defined within the ME.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
|
||||
<td class="summary">
|
||||
<p>A GROUP class abstraction of a DCSGroup class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="MISSION.html">MISSION</a></td>
|
||||
<td class="summary">
|
||||
<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="MOVEMENT.html">MOVEMENT</a></td>
|
||||
<td class="summary">
|
||||
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Menu.html">Menu</a></td>
|
||||
<td class="summary">
|
||||
<p>Encapsulation of DCS World Menu system in a set of MENU classes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
|
||||
<td class="summary">
|
||||
<p>Message System to display Messages for Clients and Coalitions or All.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="NOTASK.html">NOTASK</a></td>
|
||||
<td class="summary">
|
||||
<p>A NOTASK is a dummy activity...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="PICKUPTASK.html">PICKUPTASK</a></td>
|
||||
<td class="summary">
|
||||
<p>A PICKUPTASK orchestrates the loading of CARGO at a specific landing zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="ROUTETASK.html">ROUTETASK</a></td>
|
||||
<td class="summary">
|
||||
<p>A ROUTETASK orchestrates the travel to a specific zone defined within the ME.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="STAGE.html">STAGE</a></td>
|
||||
<td class="summary">
|
||||
<p>Stages within a <a href="TASK.html">TASK</a> within a <a href="MISSION.html">MISSION</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Scoring.html">Scoring</a></td>
|
||||
<td class="summary">
|
||||
<p>Scoring system for MOOSE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
|
||||
<td class="summary">
|
||||
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
|
||||
<td class="summary">
|
||||
<p>Dynamic spawning of groups (and units).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="StaticObject.html">StaticObject</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="TASK.html">TASK</a></td>
|
||||
<td class="summary">
|
||||
<p>The TASK Classes define major end-to-end activities within a MISSION.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Unit.html">Unit</a></td>
|
||||
<td class="summary">
|
||||
<p>UNIT Classes</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
|
||||
<td class="summary">
|
||||
<p>ZONE Classes</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="env.html">env</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="land.html">land</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="routines.html">routines</a></td>
|
||||
<td class="summary">
|
||||
<p>Various routines</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,32 +0,0 @@
|
||||
del Moose_Embedded.lua
|
||||
|
||||
echo env.info( 'Moose Embedded' ) > Moose_Embedded.lua
|
||||
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Routines.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Base.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Event.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Group.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Unit.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Zone.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Database.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Scoring.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Cargo.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Message.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Stage.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Task.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\GoHomeTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\DestroyBaseTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\DestroyGroupsTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\DestroyRadarsTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\DestroyUnitTypesTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\PickupTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\DeployTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\NoTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\RouteTask.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Mission.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\CleanUp.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Spawn.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Movement.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Sead.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Escort.lua Moose_Embedded.lua
|
||||
File diff suppressed because it is too large
Load Diff
674
LICENSE
Normal file
674
LICENSE
Normal file
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
{one line to give the program's name and a brief idea of what it does.}
|
||||
Copyright (C) {year} {name of author}
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
{project} Copyright (C) {year} {fullname}
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
Binary file not shown.
Binary file not shown.
@@ -1,31 +0,0 @@
|
||||
rem Generate Moose_Embedded.lua
|
||||
|
||||
copy Trace.lua ^
|
||||
+ Routines.lua ^
|
||||
+ Base.lua ^
|
||||
+ Menu.lua ^
|
||||
+ Group.lua ^
|
||||
+ Unit.lua ^
|
||||
+ Zone.lua ^
|
||||
+ Database.lua ^
|
||||
+ Cargo.lua ^
|
||||
+ Client.lua ^
|
||||
+ Message.lua ^
|
||||
+ Stage.lua ^
|
||||
+ Task.lua ^
|
||||
+ GoHomeTask.lua ^
|
||||
+ DestroyBaseTask.lua ^
|
||||
+ DestroyGroupsTask.lua ^
|
||||
+ DestroyRadarsTask.lua ^
|
||||
+ DestroyUnitTypesTask.lua ^
|
||||
+ PickupTask.lua ^
|
||||
+ DeployTask.lua ^
|
||||
+ NoTask.lua ^
|
||||
+ RouteTask.lua ^
|
||||
+ Mission.lua ^
|
||||
+ CleanUp.lua ^
|
||||
+ Spawn.lua ^
|
||||
+ Movement.lua ^
|
||||
+ Sead.lua ^
|
||||
Moose_Embedded.lua
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
|
||||
local base = _G
|
||||
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
|
||||
|
||||
Include = {}
|
||||
|
||||
Include.Path = function()
|
||||
local str = debug.getinfo(2, "S").source
|
||||
return str:match("(.*/)"):sub(1,-2):gsub("\\","/")
|
||||
end
|
||||
|
||||
Include.File = function( IncludeFile )
|
||||
if not Include.Files[ IncludeFile ] then
|
||||
Include.Files[IncludeFile] = IncludeFile
|
||||
env.info( "Include:" .. IncludeFile .. " from " .. Include.ProgramPath )
|
||||
local f = assert( base.loadfile( Include.ProgramPath .. IncludeFile .. ".lua" ) )
|
||||
if f == nil then
|
||||
env.info( "Include:" .. IncludeFile .. " from " .. Include.MissionPath )
|
||||
local f = assert( base.loadfile( Include.MissionPath .. IncludeFile .. ".lua" ) )
|
||||
if f == nil then
|
||||
error ("Could not load MOOSE file " .. IncludeFile .. ".lua" )
|
||||
else
|
||||
env.info( "Include:" .. IncludeFile .. " loaded from " .. Include.MissionPath )
|
||||
return f()
|
||||
end
|
||||
else
|
||||
env.info( "Include:" .. IncludeFile .. " loaded from " .. Include.ProgramPath )
|
||||
return f()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Include.ProgramPath = "Scripts/Moose/"
|
||||
Include.MissionPath = Include.Path()
|
||||
|
||||
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
|
||||
env.info( "Include.MissionPath = " .. Include.MissionPath)
|
||||
|
||||
Include.Files = {}
|
||||
|
||||
Include.File( "Moose" )
|
||||
|
||||
env.info("Loaded MOOSE Include Engine")
|
||||
@@ -1,25 +0,0 @@
|
||||
|
||||
local base = _G
|
||||
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
|
||||
|
||||
Include = {}
|
||||
|
||||
Include.Path = function()
|
||||
local str = debug.getinfo(2, "S").source
|
||||
return str:match("(.*/)"):sub(1,-2):gsub("\\","/")
|
||||
end
|
||||
|
||||
Include.File = function( IncludeFile )
|
||||
end
|
||||
|
||||
Include.ProgramPath = "Scripts/Moose/Moose/"
|
||||
Include.MissionPath = Include.Path()
|
||||
|
||||
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
|
||||
env.info( "Include.MissionPath = " .. Include.MissionPath)
|
||||
|
||||
Include.Files = {}
|
||||
|
||||
Include.File( "Moose" )
|
||||
|
||||
env.info("Loaded MOOSE Include Engine")
|
||||
@@ -1,37 +0,0 @@
|
||||
--Initialization script for the Mission lua Environment (SSE)
|
||||
|
||||
dofile('Scripts/ScriptingSystem.lua')
|
||||
|
||||
Include = {}
|
||||
|
||||
Include.LoadPath = 'Scripts/MOOSE'
|
||||
Include.Files = {}
|
||||
|
||||
Include.File = function( IncludeFile )
|
||||
if not Include.Files[ IncludeFile ] then
|
||||
Include.Files[IncludeFile] = IncludeFile
|
||||
dofile( Include.LoadPath .. "/" .. IncludeFile .. ".lua" )
|
||||
env.info( "Include:" .. IncludeFile .. " loaded." )
|
||||
end
|
||||
end
|
||||
|
||||
Include.File( "Database" )
|
||||
--Include.File( "StatHandler" )
|
||||
|
||||
--Sanitize Mission Scripting environment
|
||||
--This makes unavailable some unsecure functions.
|
||||
--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
|
||||
--You can remove the code below and make availble these functions at your own risk.
|
||||
|
||||
local function sanitizeModule(name)
|
||||
_G[name] = nil
|
||||
package.loaded[name] = nil
|
||||
end
|
||||
|
||||
do
|
||||
--sanitizeModule('os')
|
||||
--sanitizeModule('io')
|
||||
sanitizeModule('lfs')
|
||||
require = nil
|
||||
loadlib = nil
|
||||
end
|
||||
BIN
Moose Development/Documentation/FAC_Detection logic.pdf
Normal file
BIN
Moose Development/Documentation/FAC_Detection logic.pdf
Normal file
Binary file not shown.
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/GenerateDocumentations.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Utils}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "D" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "S" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Missions}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${selected_resource_loc}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update}"/>
|
||||
</launchConfiguration>
|
||||
BIN
Moose Development/Maths/Bearing calculation.ggb
Normal file
BIN
Moose Development/Maths/Bearing calculation.ggb
Normal file
Binary file not shown.
BIN
Moose Development/Maths/Distance.ggb
Normal file
BIN
Moose Development/Maths/Distance.ggb
Normal file
Binary file not shown.
Binary file not shown.
BIN
Moose Development/Maths/Scoring.xlsx
Normal file
BIN
Moose Development/Maths/Scoring.xlsx
Normal file
Binary file not shown.
BIN
Moose Development/Maths/Task Templates.xlsx
Normal file
BIN
Moose Development/Maths/Task Templates.xlsx
Normal file
Binary file not shown.
674
Moose Development/Moose/AI/AI_BAI.lua
Normal file
674
Moose Development/Moose/AI/AI_BAI.lua
Normal file
@@ -0,0 +1,674 @@
|
||||
--- **AI** -- **Provide Battlefield Air Interdiction (bombing).**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI_BAI classes makes AI Controllables execute bombing tasks.
|
||||
--
|
||||
-- There are the following types of BAI classes defined:
|
||||
--
|
||||
-- * @{#AI_BAI_ZONE}: Perform a BAI in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_BAI Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_BAI Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Bai
|
||||
|
||||
|
||||
--- AI_BAI_ZONE class
|
||||
-- @type AI_BAI_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
|
||||
-- using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
|
||||
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Every target that is destroyed, is reported< by the AI.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
|
||||
--
|
||||
-- * a FAC
|
||||
-- * a timed event
|
||||
-- * a menu option selected by a human
|
||||
-- * a condition
|
||||
-- * others ...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
|
||||
-- It can be notified to go RTB through the **RTB** event.
|
||||
--
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1. AI_BAI_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_BAI_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_BAI_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2. AI_BAI_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
|
||||
--
|
||||
-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone
|
||||
-- is the point where a map object is to be destroyed (like a bridge).
|
||||
--
|
||||
-- Example:
|
||||
--
|
||||
-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
|
||||
-- AIBAIZone:SearchOff()
|
||||
--
|
||||
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_BAI_ZONE
|
||||
AI_BAI_ZONE = {
|
||||
ClassName = "AI_BAI_ZONE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_BAI_ZONE object
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_BAI_ZONE self
|
||||
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
|
||||
|
||||
self.EngageZone = EngageZone
|
||||
self.Accomplished = false
|
||||
|
||||
self:SetDetectionZone( self.EngageZone )
|
||||
self:SearchOn()
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterEngage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeFired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterFired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] Fired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Fired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] Destroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Destroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterAbort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] Abort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Abort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] Accomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Accomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
|
||||
-- @return #AI_BAI_ZONE self
|
||||
function AI_BAI_ZONE:SetEngageZone( EngageZone )
|
||||
self:F2()
|
||||
|
||||
if EngageZone then
|
||||
self.EngageZone = EngageZone
|
||||
else
|
||||
self.EngageZone = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
|
||||
-- AI_BAI_ZONE will search for potential targets by default.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @return #AI_BAI_ZONE
|
||||
function AI_BAI_ZONE:SearchOnOff( Search )
|
||||
|
||||
self.Search = Search
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- If Search is Off, the current zone coordinate will be the center of the bombing.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @return #AI_BAI_ZONE
|
||||
function AI_BAI_ZONE:SearchOff()
|
||||
|
||||
self:SearchOnOff( false )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- If Search is On, BAI will search for potential targets in the zone.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @return #AI_BAI_ZONE
|
||||
function AI_BAI_ZONE:SearchOn()
|
||||
|
||||
self:SearchOnOff( true )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- onafter State Transition for Event Start.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
|
||||
end
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
function _NewEngageRoute( AIControllable )
|
||||
|
||||
AIControllable:T( "NewEngageRoute" )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
|
||||
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
self:F({"onafterTarget",self.Search,Controllable:IsAlive()})
|
||||
|
||||
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
if self.Search == true then
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
if Detected == true then
|
||||
self:F( {"Target: ", DetectedUnit } )
|
||||
self.DetectedUnits[DetectedUnit] = false
|
||||
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
else
|
||||
self:F("Attack zone")
|
||||
local AttackTask = Controllable:TaskAttackMapObject(
|
||||
self.EngageZone:GetPointVec2():GetVec2(),
|
||||
true,
|
||||
self.EngageWeaponExpend,
|
||||
self.EngageAttackQty,
|
||||
self.EngageDirection,
|
||||
self.EngageAltitude
|
||||
)
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
end
|
||||
|
||||
self:__Target( -10 )
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
|
||||
Controllable:ClearTasks()
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection )
|
||||
|
||||
self:F("onafterEngage")
|
||||
|
||||
self.EngageSpeed = EngageSpeed or 400
|
||||
self.EngageAltitude = EngageAltitude or 2000
|
||||
self.EngageWeaponExpend = EngageWeaponExpend
|
||||
self.EngageAttackQty = EngageAttackQty
|
||||
self.EngageDirection = EngageDirection
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the current route point.
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
if self.Search == true then
|
||||
|
||||
for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
self:F( {"Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
|
||||
DetectedUnit:GetPointVec2():GetVec2(),
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection,
|
||||
EngageAltitude
|
||||
)
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
else
|
||||
self:F("Attack zone")
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject(
|
||||
self.EngageZone:GetPointVec2():GetVec2(),
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection,
|
||||
EngageAltitude
|
||||
)
|
||||
end
|
||||
|
||||
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in EngageZone.
|
||||
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Controllable:WayPointInitialize( EngageRoute )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
Controllable:SetState( Controllable, "EngageZone", self )
|
||||
|
||||
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
Controllable:WayPointExecute( 1 )
|
||||
|
||||
self:SetDetectionInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
self:__Target( -2 ) -- Start Targetting
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionDeactivated()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.DetectedUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_BAI_ZONE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
322
Moose Development/Moose/AI/AI_Balancer.lua
Normal file
322
Moose Development/Moose/AI/AI_Balancer.lua
Normal file
@@ -0,0 +1,322 @@
|
||||
--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
|
||||
-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
|
||||
-- even when there are hardly any players in the mission.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_BALANCER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ### [AI_BALANCER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.
|
||||
--
|
||||
-- 2017-01-08: AI_BALANCER:**InitSpawnInterval( Earliest, Latest )** added.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
-- * **SNAFU**: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl: Framework Design & Programming and Documentation.
|
||||
--
|
||||
-- @module AI_Balancer
|
||||
|
||||
--- @type AI_BALANCER
|
||||
-- @field Core.Set#SET_CLIENT SetClient
|
||||
-- @field Functional.Spawn#SPAWN SpawnAI
|
||||
-- @field Wrapper.Group#GROUP Test
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
|
||||
|
||||
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
|
||||
--
|
||||
-- * @{#AI_BALANCER.OnAfterSpawned}( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
|
||||
--
|
||||
-- ## 1. AI_BALANCER construction
|
||||
--
|
||||
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
|
||||
--
|
||||
-- ## 2. AI_BALANCER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_BALANCER States
|
||||
--
|
||||
-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
|
||||
-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
|
||||
--
|
||||
-- ### 2.2. AI_BALANCER Events
|
||||
--
|
||||
-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
|
||||
-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
|
||||
--
|
||||
-- ## 3. AI_BALANCER spawn interval for replacement AI
|
||||
--
|
||||
-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
|
||||
--
|
||||
-- ## 4. AI_BALANCER returns AI to Airbases
|
||||
--
|
||||
-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
--
|
||||
-- @field #AI_BALANCER
|
||||
AI_BALANCER = {
|
||||
ClassName = "AI_BALANCER",
|
||||
PatrolZones = {},
|
||||
AIGroups = {},
|
||||
Earliest = 5, -- Earliest a new AI can be spawned is in 5 seconds.
|
||||
Latest = 60, -- Latest a new AI can be spawned is in 60 seconds.
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_BALANCER object
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_CLIENT SetClient A SET\_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
|
||||
-- @param Functional.Spawn#SPAWN SpawnAI The default Spawn object to spawn new AI Groups when needed.
|
||||
-- @return #AI_BALANCER
|
||||
function AI_BALANCER:New( SetClient, SpawnAI )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_SET:New( SET_GROUP:New() ) ) -- AI.AI_Balancer#AI_BALANCER
|
||||
|
||||
-- TODO: Define the OnAfterSpawned event
|
||||
self:SetStartState( "None" )
|
||||
self:AddTransition( "*", "Monitor", "Monitoring" )
|
||||
self:AddTransition( "*", "Spawn", "Spawning" )
|
||||
self:AddTransition( "Spawning", "Spawned", "Spawned" )
|
||||
self:AddTransition( "*", "Destroy", "Destroying" )
|
||||
self:AddTransition( "*", "Return", "Returning" )
|
||||
|
||||
self.SetClient = SetClient
|
||||
self.SetClient:FilterOnce()
|
||||
self.SpawnAI = SpawnAI
|
||||
|
||||
self.SpawnQueue = {}
|
||||
|
||||
self.ToNearestAirbase = false
|
||||
self.ToHomeAirbase = false
|
||||
|
||||
self:__Monitor( 1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the earliest to the latest interval in seconds how long AI_BALANCER will wait to spawn a new AI.
|
||||
-- Provide 2 identical seconds if the interval should be a fixed amount of seconds.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param #number Earliest The earliest a new AI can be spawned in seconds.
|
||||
-- @param #number Latest The latest a new AI can be spawned in seconds.
|
||||
-- @return self
|
||||
function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
|
||||
|
||||
self.Earliest = Earliest
|
||||
self.Latest = Latest
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
|
||||
|
||||
self.ToNearestAirbase = true
|
||||
self.ReturnTresholdRange = ReturnTresholdRange
|
||||
self.ReturnAirbaseSet = ReturnAirbaseSet
|
||||
end
|
||||
|
||||
--- Returns the AI to the home @{Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
function AI_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
|
||||
|
||||
self.ToHomeAirbase = true
|
||||
self.ReturnTresholdRange = ReturnTresholdRange
|
||||
end
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param #string ClientName
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
|
||||
|
||||
-- OK, Spawn a new group from the default SpawnAI object provided.
|
||||
local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP
|
||||
if AIGroup then
|
||||
AIGroup:E( "Spawning new AIGroup" )
|
||||
--TODO: need to rework UnitName thing ...
|
||||
|
||||
SetGroup:Add( ClientName, AIGroup )
|
||||
self.SpawnQueue[ClientName] = nil
|
||||
|
||||
-- Fire the Spawned event. The first parameter is the AIGroup just Spawned.
|
||||
-- Mission designers can catch this event to bind further actions to the AIGroup.
|
||||
self:Spawned( AIGroup )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
|
||||
|
||||
AIGroup:Destroy()
|
||||
SetGroup:Flush()
|
||||
SetGroup:Remove( ClientName )
|
||||
SetGroup:Flush()
|
||||
end
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
|
||||
|
||||
local AIGroupTemplate = AIGroup:GetTemplate()
|
||||
if self.ToHomeAirbase == true then
|
||||
local WayPointCount = #AIGroupTemplate.route.points
|
||||
local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
|
||||
AIGroup:SetCommand( SwitchWayPointCommand )
|
||||
AIGroup:MessageToRed( "Returning to home base ...", 30 )
|
||||
else
|
||||
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
|
||||
--TODO: i need to rework the POINT_VEC2 thing.
|
||||
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
|
||||
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
|
||||
self:T( ClosestAirbase.AirbaseName )
|
||||
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
|
||||
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
|
||||
AIGroupTemplate.route = RTBRoute
|
||||
AIGroup:Respawn( AIGroupTemplate )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
|
||||
self:T2( { self.SetClient:Count() } )
|
||||
--self.SetClient:Flush()
|
||||
|
||||
self.SetClient:ForEachClient(
|
||||
--- @param Wrapper.Client#CLIENT Client
|
||||
function( Client )
|
||||
self:T3(Client.ClientName)
|
||||
|
||||
local AIGroup = self.Set:Get( Client.UnitName ) -- Wrapper.Group#GROUP
|
||||
if Client:IsAlive() then
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() == true then
|
||||
|
||||
if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
|
||||
self:Destroy( Client.UnitName, AIGroup )
|
||||
else
|
||||
-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
|
||||
-- If there is a CLIENT, the AI stays engaged and will not return.
|
||||
-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
|
||||
|
||||
local PlayerInRange = { Value = false }
|
||||
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
|
||||
|
||||
self:T2( RangeZone )
|
||||
|
||||
_DATABASE:ForEachPlayer(
|
||||
--- @param Wrapper.Unit#UNIT RangeTestUnit
|
||||
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
|
||||
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
|
||||
if RangeTestUnit:IsInZone( RangeZone ) == true then
|
||||
self:T2( "in zone" )
|
||||
if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
|
||||
self:T2( "in range" )
|
||||
PlayerInRange.Value = true
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
--- @param Core.Zone#ZONE_RADIUS RangeZone
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function( RangeZone, AIGroup, PlayerInRange )
|
||||
if PlayerInRange.Value == false then
|
||||
self:Return( AIGroup )
|
||||
end
|
||||
end
|
||||
, RangeZone, AIGroup, PlayerInRange
|
||||
)
|
||||
|
||||
end
|
||||
self.Set:Remove( Client.UnitName )
|
||||
end
|
||||
else
|
||||
if not AIGroup or not AIGroup:IsAlive() == true then
|
||||
self:T( "Client " .. Client.UnitName .. " not alive." )
|
||||
if not self.SpawnQueue[Client.UnitName] then
|
||||
-- Spawn a new AI taking into account the spawn interval Earliest, Latest
|
||||
self:__Spawn( math.random( self.Earliest, self.Latest ), Client.UnitName )
|
||||
self.SpawnQueue[Client.UnitName] = true
|
||||
self:E( "New AI Spawned for Client " .. Client.UnitName )
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
)
|
||||
|
||||
self:__Monitor( 10 )
|
||||
end
|
||||
|
||||
|
||||
|
||||
580
Moose Development/Moose/AI/AI_CAP.lua
Normal file
580
Moose Development/Moose/AI/AI_CAP.lua
Normal file
@@ -0,0 +1,580 @@
|
||||
--- **AI** - **Execute Combat Air Patrol (CAP).**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
|
||||
--
|
||||
-- There are the following types of CAP classes defined:
|
||||
--
|
||||
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAP Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### [AI_CAP Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
|
||||
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Cap
|
||||
|
||||
|
||||
--- @type AI_CAP_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
|
||||
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_CAP_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_CAP_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 AI_CAP_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2 AI_CAP_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAP_ZONE
|
||||
AI_CAP_ZONE = {
|
||||
ClassName = "AI_CAP_ZONE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_CAP_ZONE object
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_CAP_ZONE self
|
||||
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAP_ZONE
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnBeforeEngage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] Engage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Engage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnLeaveEngaging
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnEnterEngaging
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] Fired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Fired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnBeforeDestroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] Destroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Destroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnBeforeAbort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] Abort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Abort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnBeforeAccomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] Accomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Accomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Zone which defines where the AI will engage bogies.
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
|
||||
-- @return #AI_CAP_ZONE self
|
||||
function AI_CAP_ZONE:SetEngageZone( EngageZone )
|
||||
self:F2()
|
||||
|
||||
if EngageZone then
|
||||
self.EngageZone = EngageZone
|
||||
else
|
||||
self.EngageZone = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Set the Engage Range when the AI will engage with airborne enemies.
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number EngageRange The Engage Range.
|
||||
-- @return #AI_CAP_ZONE self
|
||||
function AI_CAP_ZONE:SetEngageRange( EngageRange )
|
||||
self:F2()
|
||||
|
||||
if EngageRange then
|
||||
self.EngageRange = EngageRange
|
||||
else
|
||||
self.EngageRange = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- onafter State Transition for Event Start.
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
function _NewEngageCapRoute( AIControllable )
|
||||
|
||||
AIControllable:T( "NewEngageRoute" )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_CAP_ZONE
|
||||
EngageZone:__Engage( 1 )
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
|
||||
|
||||
if From ~= "Engaging" then
|
||||
|
||||
local Engage = false
|
||||
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
|
||||
Engage = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if Engage == true then
|
||||
self:E( 'Detected -> Engaging' )
|
||||
self:__Engage( 1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
|
||||
Controllable:ClearTasks()
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the current route point.
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToEngageZoneSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
|
||||
|
||||
|
||||
--- Find a random 2D point in PatrolZone.
|
||||
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Define Speed and Altitude.
|
||||
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = ToTargetPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTPassiveDefense()
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
self:T( { DetectedUnit, DetectedUnit:IsAlive(), DetectedUnit:IsAir() } )
|
||||
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
|
||||
if self.EngageZone then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
self:E( {"Within Zone and Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
||||
end
|
||||
else
|
||||
if self.EngageRange then
|
||||
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
|
||||
self:E( {"Within Range and Engaging", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
||||
end
|
||||
else
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
self.Controllable:WayPointInitialize( EngageRoute )
|
||||
|
||||
|
||||
if #AttackTasks == 0 then
|
||||
self:E("No targets found -> Going back to Patrolling")
|
||||
self:__Abort( 1 )
|
||||
self:__Route( 1 )
|
||||
self:SetDetectionActivated()
|
||||
else
|
||||
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
self.Controllable:SetState( self.Controllable, "EngageZone", self )
|
||||
|
||||
self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageCapRoute" )
|
||||
|
||||
self:SetDetectionDeactivated()
|
||||
end
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
self.Controllable:WayPointExecute( 1, 2 )
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.DetectedUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_CAP_ZONE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
587
Moose Development/Moose/AI/AI_CAS.lua
Normal file
587
Moose Development/Moose/AI/AI_CAS.lua
Normal file
@@ -0,0 +1,587 @@
|
||||
--- **AI** -- **Provide Close Air Support to friendly ground troops.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI CAS classes makes AI Controllables execute a Close Air Support.
|
||||
--
|
||||
-- There are the following types of CAS classes defined:
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE}: Perform a CAS in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Cas
|
||||
|
||||
|
||||
--- AI_CAS_ZONE class
|
||||
-- @type AI_CAS_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_CAS_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- AI_CAS_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
|
||||
-- using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
|
||||
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Every target that is destroyed, is reported< by the AI.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
|
||||
--
|
||||
-- * a FAC
|
||||
-- * a timed event
|
||||
-- * a menu option selected by a human
|
||||
-- * a condition
|
||||
-- * others ...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
|
||||
-- It can be notified to go RTB through the **RTB** event.
|
||||
--
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1. AI_CAS_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_CAS_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_CAS_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2. AI_CAS_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the CAS task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAS_ZONE
|
||||
AI_CAS_ZONE = {
|
||||
ClassName = "AI_CAS_ZONE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_CAS_ZONE object
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_CAS_ZONE self
|
||||
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAS_ZONE
|
||||
|
||||
self.EngageZone = EngageZone
|
||||
self.Accomplished = false
|
||||
|
||||
self:SetDetectionZone( self.EngageZone )
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnBeforeEngage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnAfterEngage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnEnterEngaging
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnBeforeFired
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnAfterFired
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_CAS_ZONE] Fired
|
||||
-- @param #AI_CAS_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Fired
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnBeforeDestroy
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnAfterDestroy
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_CAS_ZONE] Destroy
|
||||
-- @param #AI_CAS_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Destroy
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnBeforeAbort
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnAfterAbort
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_CAS_ZONE] Abort
|
||||
-- @param #AI_CAS_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Abort
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnBeforeAccomplish
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnAfterAccomplish
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_CAS_ZONE] Accomplish
|
||||
-- @param #AI_CAS_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Accomplish
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Zone where the AI is performing CAS. Note that if the EngageZone is changed, the AI needs to re-detect targets.
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAS.
|
||||
-- @return #AI_CAS_ZONE self
|
||||
function AI_CAS_ZONE:SetEngageZone( EngageZone )
|
||||
self:F2()
|
||||
|
||||
if EngageZone then
|
||||
self.EngageZone = EngageZone
|
||||
else
|
||||
self.EngageZone = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- onafter State Transition for Event Start.
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
|
||||
end
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
function _NewEngageRoute( AIControllable )
|
||||
|
||||
AIControllable:T( "NewEngageRoute" )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_CAS_ZONE
|
||||
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
self:E("onafterTarget")
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
if Detected == true then
|
||||
self:E( {"Target: ", DetectedUnit } )
|
||||
self.DetectedUnits[DetectedUnit] = false
|
||||
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
self:__Target( -10 )
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
|
||||
Controllable:ClearTasks()
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection )
|
||||
self:F("onafterEngage")
|
||||
|
||||
self.EngageSpeed = EngageSpeed or 400
|
||||
self.EngageAltitude = EngageAltitude or 2000
|
||||
self.EngageWeaponExpend = EngageWeaponExpend
|
||||
self.EngageAttackQty = EngageAttackQty
|
||||
self.EngageDirection = EngageDirection
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the current route point.
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
self:E( {"Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection
|
||||
)
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in EngageZone.
|
||||
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Controllable:WayPointInitialize( EngageRoute )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
Controllable:SetState( Controllable, "EngageZone", self )
|
||||
|
||||
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
Controllable:WayPointExecute( 1 )
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
self:SetDetectionInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
self:__Target( -2 ) -- Start Targetting
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionDeactivated()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.DetectedUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_CAS_ZONE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
1075
Moose Development/Moose/AI/AI_Formation.lua
Normal file
1075
Moose Development/Moose/AI/AI_Formation.lua
Normal file
File diff suppressed because it is too large
Load Diff
964
Moose Development/Moose/AI/AI_Patrol.lua
Normal file
964
Moose Development/Moose/AI/AI_Patrol.lua
Normal file
@@ -0,0 +1,964 @@
|
||||
--- **AI** -- **Air Patrolling or Staging.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI PATROL classes makes AI Controllables execute an Patrol.
|
||||
--
|
||||
-- There are the following types of PATROL classes defined:
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **OPEN ISSUES**
|
||||
--
|
||||
-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
|
||||
--
|
||||
-- 2016-01-17:
|
||||
-- -- Fixed problem with AI returning to base too early and unexpected.
|
||||
-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
|
||||
-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
|
||||
--
|
||||
-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
|
||||
--
|
||||
-- 2016-09-01: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming.
|
||||
--
|
||||
-- @module AI_Patrol
|
||||
|
||||
--- AI_PATROL_ZONE class
|
||||
-- @type AI_PATROL_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @field Functional.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
|
||||
-- use derived AI_ classes to model AI offensive or defensive behaviour.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_PATROL_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_PATROL_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_PATROL_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base.
|
||||
-- * **Stopped** ( Group ): The process is stopped.
|
||||
-- * **Crashed** ( Group ): The AI has crashed or is dead.
|
||||
--
|
||||
-- ### 2.2. AI_PATROL_ZONE Events
|
||||
--
|
||||
-- * **Start** ( Group ): Start the process.
|
||||
-- * **Stop** ( Group ): Stop the process.
|
||||
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **RTB** ( Group ): Route the AI to the home base.
|
||||
-- * **Detect** ( Group ): The AI is detecting targets.
|
||||
-- * **Detected** ( Group ): The AI has detected new targets.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set or Get the AI controllable
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
|
||||
-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
|
||||
--
|
||||
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
|
||||
-- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
|
||||
--
|
||||
-- ## 5. Manage the detection process of the AI controllable
|
||||
--
|
||||
-- The detection process of the AI controllable can be manipulated.
|
||||
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
|
||||
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
|
||||
--
|
||||
-- The detection frequency can be set with @{#AI_PATROL_ZONE.SetDetectionInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
|
||||
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
|
||||
--
|
||||
-- The detection can be filtered to potential targets in a specific zone.
|
||||
-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
|
||||
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
|
||||
-- according the weather conditions.
|
||||
--
|
||||
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targetted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
|
||||
--
|
||||
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_PATROL_ZONE
|
||||
AI_PATROL_ZONE = {
|
||||
ClassName = "AI_PATROL_ZONE",
|
||||
}
|
||||
|
||||
--- Creates a new AI_PATROL_ZONE object
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
-- @usage
|
||||
-- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
|
||||
-- PatrolZone = ZONE:New( 'PatrolZone' )
|
||||
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
|
||||
-- PatrolArea = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 600, 900 )
|
||||
function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
|
||||
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
|
||||
-- defafult PatrolAltType to "RADIO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "RADIO"
|
||||
|
||||
self:SetDetectionInterval( 30 )
|
||||
|
||||
self.CheckStatus = true
|
||||
|
||||
self:ManageFuel( .2, 60 )
|
||||
self:ManageDamage( 1 )
|
||||
|
||||
|
||||
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
--- OnLeave Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnLeaveStopped
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnEnterStopped
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- OnBefore Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterStop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Stop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Stop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "None", "Start", "Patrolling" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Start.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStart
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Start.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterStart
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Start.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Start
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Start.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Start
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnLeavePatrolling
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnEnterPatrolling
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Route.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeRoute
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Route.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterRoute
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Route.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Route
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Route.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Route
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStatus
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterStatus
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Status
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Status
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Detect", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Detect.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeDetect
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Detect.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterDetect
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Detect.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Detect
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Detect.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Detect
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Detected", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Detected.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeDetected
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Detected.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterDetected
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Detected.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Detected
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Detected.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Detected
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "RTB", "Returning" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeRTB
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterRTB
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_PATROL_ZONE] RTB
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __RTB
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnLeaveReturning
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnEnterReturning
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
self:AddTransition( "*", "Eject", "*" )
|
||||
self:AddTransition( "*", "Crash", "Crashed" )
|
||||
self:AddTransition( "*", "PilotDead", "*" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
end
|
||||
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
|
||||
|
||||
--- Set the detection on. The AI will detect for targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetDetectionOn()
|
||||
self:F2()
|
||||
|
||||
self.DetectOn = true
|
||||
end
|
||||
|
||||
--- Set the detection off. The AI will NOT detect for targets.
|
||||
-- However, the list of already detected targets will be kept and can be enquired!
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetDetectionOff()
|
||||
self:F2()
|
||||
|
||||
self.DetectOn = false
|
||||
end
|
||||
|
||||
--- Set the status checking off.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetStatusOff()
|
||||
self:F2()
|
||||
|
||||
self.CheckStatus = false
|
||||
end
|
||||
|
||||
--- Activate the detection. The AI will detect for targets if the Detection is switched On.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetDetectionActivated()
|
||||
self:F2()
|
||||
|
||||
self:ClearDetectedUnits()
|
||||
self.DetectActivated = true
|
||||
self:__Detect( -self.DetectInterval )
|
||||
end
|
||||
|
||||
--- Deactivate the detection. The AI will NOT detect for targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetDetectionDeactivated()
|
||||
self:F2()
|
||||
|
||||
self:ClearDetectedUnits()
|
||||
self.DetectActivated = false
|
||||
end
|
||||
|
||||
--- Set the interval in seconds between each detection executed by the AI.
|
||||
-- The list of already detected targets will be kept and updated.
|
||||
-- Newly detected targets will be added, but already detected targets that were
|
||||
-- not detected in this cycle, will NOT be removed!
|
||||
-- The default interval is 30 seconds.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Seconds The interval in seconds.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetDetectionInterval( Seconds )
|
||||
self:F2()
|
||||
|
||||
if Seconds then
|
||||
self.DetectInterval = Seconds
|
||||
else
|
||||
self.DetectInterval = 30
|
||||
end
|
||||
end
|
||||
|
||||
--- Set the detection zone where the AI is detecting targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Zone#ZONE DetectionZone The zone where to detect targets.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
|
||||
self:F2()
|
||||
|
||||
if DetectionZone then
|
||||
self.DetectZone = DetectionZone
|
||||
else
|
||||
self.DetectZone = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
|
||||
-- No filtering is applied, so, ANY detected UNIT can be in this list.
|
||||
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #table The list of @{Unit#UNIT}s
|
||||
function AI_PATROL_ZONE:GetDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
return self.DetectedUnits
|
||||
end
|
||||
|
||||
--- Clears the list of @{Unit#UNIT}s that were detected by the AI.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ClearDetectedUnits()
|
||||
self:F2()
|
||||
self.DetectedUnits = {}
|
||||
end
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
|
||||
|
||||
self.PatrolManageFuel = true
|
||||
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
|
||||
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
|
||||
-- However, damage cannot be foreseen early on.
|
||||
-- Therefore, when the damage treshold is reached,
|
||||
-- the AI will return immediately to the home base (RTB).
|
||||
-- Note that for groups, the average damage of the complete group will be calculated.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ManageDamage( PatrolDamageTreshold )
|
||||
|
||||
self.PatrolManageDamage = true
|
||||
self.PatrolDamageTreshold = PatrolDamageTreshold
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
self:F2()
|
||||
|
||||
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
|
||||
self:__Status( 60 ) -- Check status status every 30 seconds.
|
||||
self:SetDetectionActivated()
|
||||
|
||||
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnCrash )
|
||||
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
|
||||
|
||||
Controllable:OptionROEHoldFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
self.Controllable:OnReSpawn(
|
||||
function( PatrolGroup )
|
||||
self:E( "ReSpawn" )
|
||||
self:__Reset( 1 )
|
||||
self:__Route( 5 )
|
||||
end
|
||||
)
|
||||
|
||||
self:SetDetectionOn()
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
|
||||
|
||||
return self.DetectOn and self.DetectActivated
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
|
||||
local Detected = false
|
||||
|
||||
local DetectedTargets = Controllable:GetDetectedTargets()
|
||||
for TargetID, Target in pairs( DetectedTargets or {} ) do
|
||||
local TargetObject = Target.object
|
||||
|
||||
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
|
||||
|
||||
local TargetUnit = UNIT:Find( TargetObject )
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
if self.DetectionZone then
|
||||
if TargetUnit:IsInZone( self.DetectionZone ) then
|
||||
self:T( {"Detected ", TargetUnit } )
|
||||
if self.DetectedUnits[TargetUnit] == nil then
|
||||
self.DetectedUnits[TargetUnit] = true
|
||||
end
|
||||
Detected = true
|
||||
end
|
||||
else
|
||||
if self.DetectedUnits[TargetUnit] == nil then
|
||||
self.DetectedUnits[TargetUnit] = true
|
||||
end
|
||||
Detected = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:__Detect( -self.DetectInterval )
|
||||
|
||||
if Detected == true then
|
||||
self:__Detected( 1.5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
|
||||
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
|
||||
|
||||
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROL_ZONE
|
||||
PatrolZone:__Route( 1 )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
|
||||
self:F2()
|
||||
|
||||
-- When RTB, don't allow anymore the routing.
|
||||
if From == "RTB" then
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
if self.Controllable:IsAlive() then
|
||||
-- Determine if the AIControllable is within the PatrolZone.
|
||||
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
-- Calculate the current route point of the controllable as the start point of the route.
|
||||
-- However, when the controllable is not in the air,
|
||||
-- the controllable current waypoint is probably the airbase...
|
||||
-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
|
||||
-- immediately back to the airbase, and this is not correct.
|
||||
-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
|
||||
-- This will make the plane fly immediately to the patrol zone.
|
||||
|
||||
if self.Controllable:InAir() == false then
|
||||
self:E( "Not in the air, finding route path within PatrolZone" )
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TakeOffParking,
|
||||
POINT_VEC3.RoutePointAction.FromParkingArea,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
||||
else
|
||||
self:E( "In the air, finding route path within PatrolZone" )
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
||||
end
|
||||
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in PatrolZone.
|
||||
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Define Speed and Altitude.
|
||||
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
|
||||
|
||||
--ToTargetPointVec3:SmokeRed()
|
||||
|
||||
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
self.Controllable:WayPointInitialize( PatrolRoute )
|
||||
|
||||
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
|
||||
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
|
||||
self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_PATROL_ZONE:_NewPatrolRoute" )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
self.Controllable:WayPointExecute( 1, 2 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onbeforeStatus()
|
||||
|
||||
return self.CheckStatus
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterStatus()
|
||||
self:F2()
|
||||
|
||||
if self.Controllable and self.Controllable:IsAlive() then
|
||||
|
||||
local RTB = false
|
||||
|
||||
local Fuel = self.Controllable:GetUnit(1):GetFuel()
|
||||
if Fuel < self.PatrolFuelTresholdPercentage then
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
local AIControllableTemplate = self.Controllable:GetTemplate()
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
RTB = true
|
||||
else
|
||||
end
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
if Damage <= self.PatrolDamageTreshold then
|
||||
self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
RTB = true
|
||||
end
|
||||
|
||||
if RTB == true then
|
||||
self:RTB()
|
||||
else
|
||||
self:__Status( 60 ) -- Execute the Patrol event after 30 seconds.
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterRTB()
|
||||
self:F2()
|
||||
|
||||
if self.Controllable and self.Controllable:IsAlive() then
|
||||
|
||||
self:SetDetectionOff()
|
||||
self.CheckStatus = false
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
--- Calculate the current route point.
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
self.Controllable:WayPointInitialize( PatrolRoute )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
self.Controllable:WayPointExecute( 1, 1 )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterDead()
|
||||
self:SetDetectionOff()
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_PATROL_ZONE:OnCrash( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:E( self.Controllable:GetUnits() )
|
||||
if #self.Controllable:GetUnits() == 1 then
|
||||
self:__Crash( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_PATROL_ZONE:OnEjection( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__Eject( 1, EventData )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_PATROL_ZONE:OnPilotDead( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__PilotDead( 1, EventData )
|
||||
end
|
||||
end
|
||||
250
Moose Development/Moose/Actions/Act_Account.lua
Normal file
250
Moose Development/Moose/Actions/Act_Account.lua
Normal file
@@ -0,0 +1,250 @@
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Account
|
||||
|
||||
|
||||
do -- ACT_ACCOUNT
|
||||
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ACCOUNT state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### ACT_ACCOUNT States
|
||||
--
|
||||
-- * **Asigned**: The player is assigned.
|
||||
-- * **Waiting**: Waiting for an event.
|
||||
-- * **Report**: Reporting.
|
||||
-- * **Account**: Account for an event.
|
||||
-- * **Accounted**: All events have been accounted for, end of the process.
|
||||
-- * **Failed**: Failed the process.
|
||||
--
|
||||
-- ### ACT_ACCOUNT Events
|
||||
--
|
||||
-- * **Start**: Start the process.
|
||||
-- * **Wait**: Wait for an event.
|
||||
-- * **Report**: Report the status of the accounting.
|
||||
-- * **Event**: An event happened, process the event.
|
||||
-- * **More**: More targets.
|
||||
-- * **NoMore (*)**: No more targets.
|
||||
-- * **Fail (*)**: The action process has failed.
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### ACT_ACCOUNT state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
--
|
||||
-- * **Before** the state transition.
|
||||
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
||||
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
||||
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
||||
-- but then you'll need to specify your own logic using the AIControllable!
|
||||
--
|
||||
-- * **After** the state transition.
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- @type ACT_ACCOUNT
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ACCOUNT = {
|
||||
ClassName = "ACT_ACCOUNT",
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #ACT_ACCOUNT self
|
||||
-- @return #ACT_ACCOUNT
|
||||
function ACT_ACCOUNT:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "Assigned", "Start", "Waiting")
|
||||
self:AddTransition( "*", "Wait", "Waiting")
|
||||
self:AddTransition( "*", "Report", "Report")
|
||||
self:AddTransition( "*", "Event", "Account")
|
||||
self:AddTransition( "Account", "More", "Wait")
|
||||
self:AddTransition( "Account", "NoMore", "Accounted")
|
||||
self:AddTransition( "*", "Fail", "Failed")
|
||||
|
||||
self:AddEndState( "Accounted" )
|
||||
self:AddEndState( "Failed" )
|
||||
|
||||
self:SetStartState( "Assigned" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
|
||||
|
||||
self:__Wait( 1 )
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To )
|
||||
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
self:Report()
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
return true -- Process always the event.
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
|
||||
|
||||
self:__NoMore( 1 )
|
||||
end
|
||||
|
||||
end -- ACT_ACCOUNT
|
||||
|
||||
do -- ACT_ACCOUNT_DEADS
|
||||
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
|
||||
--
|
||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||
-- The process will end after each target has been successfully destroyed.
|
||||
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
|
||||
--
|
||||
--
|
||||
-- ## ACT_ACCOUNT_DEADS constructor:
|
||||
--
|
||||
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
|
||||
--
|
||||
-- @type ACT_ACCOUNT_DEADS
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends #ACT_ACCOUNT
|
||||
ACT_ACCOUNT_DEADS = {
|
||||
ClassName = "ACT_ACCOUNT_DEADS",
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskName
|
||||
function ACT_ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TaskName = TaskName
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ACCOUNT_DEADS:Init( FsmAccount )
|
||||
|
||||
self.TargetSetUnit = FsmAccount.TargetSetUnit
|
||||
self.TaskName = FsmAccount.TaskName
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
|
||||
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
|
||||
self:T( { ProcessUnit, EventData, From, Event, To } )
|
||||
|
||||
self:T({self.Controllable})
|
||||
|
||||
self.TargetSetUnit:Flush()
|
||||
|
||||
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
|
||||
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
|
||||
self:T( "Sending Message" )
|
||||
local TaskGroup = ProcessUnit:GetGroup()
|
||||
self.TargetSetUnit:Remove( EventData.IniUnitName )
|
||||
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
|
||||
end
|
||||
self:T( { "After sending Message" } )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
if self.TargetSetUnit:Count() > 0 then
|
||||
self:__More( 1 )
|
||||
else
|
||||
self:__NoMore( 1 )
|
||||
end
|
||||
end
|
||||
|
||||
--- DCS Events
|
||||
|
||||
--- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Event#EVENTDATA EventData
|
||||
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
|
||||
self:T( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
self:Event( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
end -- ACT_ACCOUNT DEADS
|
||||
291
Moose Development/Moose/Actions/Act_Assign.lua
Normal file
291
Moose Development/Moose/Actions/Act_Assign.lua
Normal file
@@ -0,0 +1,291 @@
|
||||
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIGN state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### ACT_ASSIGN **Events**:
|
||||
--
|
||||
-- These are the events defined in this class:
|
||||
--
|
||||
-- * **Start**: Start the tasking acceptance process.
|
||||
-- * **Assign**: Assign the task.
|
||||
-- * **Reject**: Reject the task..
|
||||
--
|
||||
-- ### ACT_ASSIGN **Event methods**:
|
||||
--
|
||||
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
||||
--
|
||||
-- * **Immediate**: The event method has exactly the name of the event.
|
||||
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
||||
--
|
||||
-- ### ACT_ASSIGN **States**:
|
||||
--
|
||||
-- * **UnAssigned**: The player has not accepted the task.
|
||||
-- * **Assigned (*)**: The player has accepted the task.
|
||||
-- * **Rejected (*)**: The player has not accepted the task.
|
||||
-- * **Waiting**: The process is awaiting player feedback.
|
||||
-- * **Failed (*)**: The process has failed.
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### ACT_ASSIGN state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
--
|
||||
-- * **Before** the state transition.
|
||||
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
||||
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
||||
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
||||
-- but then you'll need to specify your own logic using the AIControllable!
|
||||
--
|
||||
-- * **After** the state transition.
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
|
||||
--
|
||||
-- ## 1.1) ACT_ASSIGN_ACCEPT constructor:
|
||||
--
|
||||
-- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
|
||||
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
|
||||
-- The assignment type also allows to reject the task.
|
||||
--
|
||||
-- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor:
|
||||
-- -----------------------------------------
|
||||
--
|
||||
-- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Assign
|
||||
|
||||
|
||||
do -- ACT_ASSIGN
|
||||
|
||||
--- ACT_ASSIGN class
|
||||
-- @type ACT_ASSIGN
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ASSIGN = {
|
||||
ClassName = "ACT_ASSIGN",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
|
||||
-- @param #ACT_ASSIGN self
|
||||
-- @return #ACT_ASSIGN The task acceptance process.
|
||||
function ACT_ASSIGN:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIGN" ) ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "UnAssigned", "Start", "Waiting" )
|
||||
self:AddTransition( "Waiting", "Assign", "Assigned" )
|
||||
self:AddTransition( "Waiting", "Reject", "Rejected" )
|
||||
self:AddTransition( "*", "Fail", "Failed" )
|
||||
|
||||
self:AddEndState( "Assigned" )
|
||||
self:AddEndState( "Rejected" )
|
||||
self:AddEndState( "Failed" )
|
||||
|
||||
self:SetStartState( "UnAssigned" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end -- ACT_ASSIGN
|
||||
|
||||
|
||||
|
||||
do -- ACT_ASSIGN_ACCEPT
|
||||
|
||||
--- ACT_ASSIGN_ACCEPT class
|
||||
-- @type ACT_ASSIGN_ACCEPT
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #ACT_ASSIGN
|
||||
ACT_ASSIGN_ACCEPT = {
|
||||
ClassName = "ACT_ASSIGN_ACCEPT",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
|
||||
-- @param #ACT_ASSIGN_ACCEPT self
|
||||
-- @param #string TaskBriefing
|
||||
function ACT_ASSIGN_ACCEPT:New( TaskBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT
|
||||
|
||||
self.TaskBriefing = TaskBriefing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ASSIGN_ACCEPT:Init( FsmAssign )
|
||||
|
||||
self.TaskBriefing = FsmAssign.TaskBriefing
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_ACCEPT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
|
||||
self:__Assign( 1 )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_ACCEPT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To )
|
||||
env.info( "in here" )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
end -- ACT_ASSIGN_ACCEPT
|
||||
|
||||
|
||||
do -- ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
--- ACT_ASSIGN_MENU_ACCEPT class
|
||||
-- @type ACT_ASSIGN_MENU_ACCEPT
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #ACT_ASSIGN
|
||||
ACT_ASSIGN_MENU_ACCEPT = {
|
||||
ClassName = "ACT_ASSIGN_MENU_ACCEPT",
|
||||
}
|
||||
|
||||
--- Init.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
self.TaskName = TaskName
|
||||
self.TaskBriefing = TaskBriefing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( FsmAssign )
|
||||
|
||||
self.TaskName = FsmAssign.TaskName
|
||||
self.TaskBriefing = FsmAssign.TaskBriefing
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
|
||||
|
||||
self.TaskBriefing = TaskBriefing
|
||||
self.TaskName = TaskName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
|
||||
self:Message( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled." )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" )
|
||||
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.TaskName, self.Menu, self.MenuAssign, self )
|
||||
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.TaskName, self.Menu, self.MenuReject, self )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign()
|
||||
self:E( )
|
||||
|
||||
self:__Assign( 1 )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuReject()
|
||||
self:E( )
|
||||
|
||||
self:__Reject( 1 )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit.UnitNameFrom, Event, To } )
|
||||
|
||||
self.Menu:Remove()
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit.UnitName, From, Event, To } )
|
||||
|
||||
self.Menu:Remove()
|
||||
--TODO: need to resolve this problem ... it has to do with the events ...
|
||||
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
|
||||
ProcessUnit:Destroy()
|
||||
end
|
||||
|
||||
end -- ACT_ASSIGN_MENU_ACCEPT
|
||||
217
Moose Development/Moose/Actions/Act_Assist.lua
Normal file
217
Moose Development/Moose/Actions/Act_Assist.lua
Normal file
@@ -0,0 +1,217 @@
|
||||
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIST} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIST state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### ACT_ASSIST **Events**:
|
||||
--
|
||||
-- These are the events defined in this class:
|
||||
--
|
||||
-- * **Start**: The process is started.
|
||||
-- * **Next**: The process is smoking the targets in the given zone.
|
||||
--
|
||||
-- ### ACT_ASSIST **Event methods**:
|
||||
--
|
||||
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
||||
--
|
||||
-- * **Immediate**: The event method has exactly the name of the event.
|
||||
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
||||
--
|
||||
-- ### ACT_ASSIST **States**:
|
||||
--
|
||||
-- * **None**: The controllable did not receive route commands.
|
||||
-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
|
||||
-- * **Smoking (*)**: The process is smoking the targets in the zone.
|
||||
-- * **Failed (*)**: The process has failed.
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### ACT_ASSIST state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
--
|
||||
-- * **Before** the state transition.
|
||||
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
||||
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
||||
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
||||
-- but then you'll need to specify your own logic using the AIControllable!
|
||||
--
|
||||
-- * **After** the state transition.
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#ACT_ASSIST}
|
||||
--
|
||||
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
|
||||
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
|
||||
-- At random intervals, a new target is smoked.
|
||||
--
|
||||
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
|
||||
--
|
||||
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Smoke
|
||||
|
||||
do -- ACT_ASSIST
|
||||
|
||||
--- ACT_ASSIST class
|
||||
-- @type ACT_ASSIST
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ASSIST = {
|
||||
ClassName = "ACT_ASSIST",
|
||||
}
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST self
|
||||
-- @return #ACT_ASSIST
|
||||
function ACT_ASSIST:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIST" ) ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "None", "Start", "AwaitSmoke" )
|
||||
self:AddTransition( "AwaitSmoke", "Next", "Smoking" )
|
||||
self:AddTransition( "Smoking", "Next", "AwaitSmoke" )
|
||||
self:AddTransition( "*", "Stop", "Success" )
|
||||
self:AddTransition( "*", "Fail", "Failed" )
|
||||
|
||||
self:AddEndState( "Failed" )
|
||||
self:AddEndState( "Success" )
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIST self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
|
||||
|
||||
local function MenuSmoke( MenuParam )
|
||||
self:E( MenuParam )
|
||||
local self = MenuParam.self
|
||||
local SmokeColor = MenuParam.SmokeColor
|
||||
self.SmokeColor = SmokeColor
|
||||
self:__Next( 1 )
|
||||
end
|
||||
|
||||
self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
|
||||
self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
|
||||
self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
|
||||
self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
|
||||
self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
|
||||
self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIST self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To )
|
||||
|
||||
self.Menu:Remove() -- When stopped, remove the menus
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
|
||||
-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #ACT_ASSIST
|
||||
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
|
||||
ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE",
|
||||
}
|
||||
|
||||
-- function ACT_ASSIST_SMOKE_TARGETS_ZONE:_Destructor()
|
||||
-- self:E("_Destructor")
|
||||
--
|
||||
-- self.Menu:Remove()
|
||||
-- self:EventRemoveAll()
|
||||
-- end
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
|
||||
local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TargetZone = TargetZone
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke )
|
||||
|
||||
self.TargetSetUnit = FsmSmoke.TargetSetUnit
|
||||
self.TargetZone = FsmSmoke.TargetZone
|
||||
end
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TargetZone = TargetZone
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
|
||||
|
||||
self.TargetSetUnit:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( SmokeUnit )
|
||||
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
|
||||
SCHEDULER:New( self,
|
||||
function()
|
||||
if SmokeUnit:IsAlive() then
|
||||
SmokeUnit:Smoke( self.SmokeColor, 150 )
|
||||
end
|
||||
end, {}, math.random( 10, 60 )
|
||||
)
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
198
Moose Development/Moose/Actions/Act_JTAC.lua
Normal file
198
Moose Development/Moose/Actions/Act_JTAC.lua
Normal file
@@ -0,0 +1,198 @@
|
||||
--- @module Process_JTAC
|
||||
|
||||
--- PROCESS_JTAC class
|
||||
-- @type PROCESS_JTAC
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
PROCESS_JTAC = {
|
||||
ClassName = "PROCESS_JTAC",
|
||||
Fsm = {},
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Wrapper.Unit#UNIT FACUnit
|
||||
-- @return #PROCESS_JTAC self
|
||||
function PROCESS_JTAC:New( Task, ProcessUnit, TargetSetUnit, FACUnit )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, PROCESS:New( "JTAC", Task, ProcessUnit ) ) -- #PROCESS_JTAC
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.FACUnit = FACUnit
|
||||
|
||||
self.DisplayInterval = 60
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
|
||||
self.Fsm = FSM_PROCESS:New( self, {
|
||||
initial = 'Assigned',
|
||||
events = {
|
||||
{ name = 'Start', from = 'Assigned', to = 'CreatedMenu' },
|
||||
{ name = 'JTACMenuUpdate', from = 'CreatedMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuAwait', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuSpot', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuCancel', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACStatus', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'Fail', from = 'AwaitingMenu', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'CreatedMenu', to = 'Failed' },
|
||||
},
|
||||
callbacks = {
|
||||
onStart = self.OnStart,
|
||||
onJTACMenuUpdate = self.OnJTACMenuUpdate,
|
||||
onJTACMenuAwait = self.OnJTACMenuAwait,
|
||||
onJTACMenuSpot = self.OnJTACMenuSpot,
|
||||
onJTACMenuCancel = self.OnJTACMenuCancel,
|
||||
},
|
||||
endstates = { 'Failed' }
|
||||
} )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.EventDead )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnStart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuUpdate )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
|
||||
|
||||
local function JTACMenuSpot( MenuParam )
|
||||
self:E( MenuParam.TargetUnit.UnitName )
|
||||
local self = MenuParam.self
|
||||
local TargetUnit = MenuParam.TargetUnit
|
||||
|
||||
self:NextEvent( self.Fsm.JTACMenuSpot, TargetUnit )
|
||||
end
|
||||
|
||||
local function JTACMenuCancel( MenuParam )
|
||||
self:E( MenuParam )
|
||||
local self = MenuParam.self
|
||||
local TargetUnit = MenuParam.TargetUnit
|
||||
|
||||
self:NextEvent( self.Fsm.JTACMenuCancel, TargetUnit )
|
||||
end
|
||||
|
||||
|
||||
-- Loop each unit in the target set, and determine the threat levels map table.
|
||||
local UnitThreatLevels = self.TargetSetUnit:GetUnitThreatLevels()
|
||||
|
||||
self:E( {"UnitThreadLevels", UnitThreatLevels } )
|
||||
|
||||
local JTACMenu = self.ProcessGroup:GetState( self.ProcessGroup, "JTACMenu" )
|
||||
|
||||
if not JTACMenu then
|
||||
JTACMenu = MENU_GROUP:New( self.ProcessGroup, "JTAC", self.MissionMenu )
|
||||
for ThreatLevel, ThreatLevelTable in pairs( UnitThreatLevels ) do
|
||||
local JTACMenuThreatLevel = MENU_GROUP:New( self.ProcessGroup, ThreatLevelTable.UnitThreatLevelText, JTACMenu )
|
||||
for ThreatUnitName, ThreatUnit in pairs( ThreatLevelTable.Units ) do
|
||||
local JTACMenuUnit = MENU_GROUP:New( self.ProcessGroup, ThreatUnit:GetTypeName(), JTACMenuThreatLevel )
|
||||
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Lase Target", JTACMenuUnit, JTACMenuSpot, { self = self, TargetUnit = ThreatUnit } )
|
||||
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Cancel Target", JTACMenuUnit, JTACMenuCancel, { self = self, TargetUnit = ThreatUnit } )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnJTACMenuAwait( Fsm, From, Event, To )
|
||||
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
for TargetUnitName, SpotData in pairs( TaskJTAC.Spots) do
|
||||
local TargetUnit = UNIT:FindByName( TargetUnitName )
|
||||
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
|
||||
end
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT TargetUnit
|
||||
function PROCESS_JTAC:OnJTACMenuSpot( Fsm, From, Event, To, TargetUnit )
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
TaskJTAC.Spots[TargetUnitName] = TaskJTAC.Spots[TargetUnitName] or {}
|
||||
|
||||
local DCSFACObject = self.FACUnit:GetDCSObject()
|
||||
local TargetVec3 = TargetUnit:GetVec3()
|
||||
|
||||
TaskJTAC.Spots[TargetUnitName] = Spot.createInfraRed( self.FACUnit:GetDCSObject(), { x = 0, y = 1, z = 0 }, TargetUnit:GetVec3(), math.random( 1000, 9999 ) )
|
||||
|
||||
local SpotData = TaskJTAC.Spots[TargetUnitName]
|
||||
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT TargetUnit
|
||||
function PROCESS_JTAC:OnJTACMenuCancel( Fsm, From, Event, To, TargetUnit )
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
if TaskJTAC.Spots[TargetUnitName] then
|
||||
TaskJTAC.Spots[TargetUnitName]:destroy() -- destroys the spot
|
||||
TaskJTAC.Spots[TargetUnitName] = nil
|
||||
end
|
||||
|
||||
self.FACUnit:MessageToGroup( "Stopped lasing " .. TargetUnit:GetTypeName(), 15, self.ProcessGroup )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
|
||||
173
Moose Development/Moose/Actions/Act_Pickup.lua
Normal file
173
Moose Development/Moose/Actions/Act_Pickup.lua
Normal file
@@ -0,0 +1,173 @@
|
||||
--- @module Process_Pickup
|
||||
|
||||
--- PROCESS_PICKUP class
|
||||
-- @type PROCESS_PICKUP
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
PROCESS_PICKUP = {
|
||||
ClassName = "PROCESS_PICKUP",
|
||||
Fsm = {},
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @return #PROCESS_PICKUP self
|
||||
function PROCESS_PICKUP:New( Task, ProcessName, ProcessUnit )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_PICKUP
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
self.Fsm = FSM_PROCESS:New( self, {
|
||||
initial = 'Assigned',
|
||||
events = {
|
||||
{ name = 'Start', from = 'Assigned', to = 'Navigating' },
|
||||
{ name = 'Start', from = 'Navigating', to = 'Navigating' },
|
||||
{ name = 'Nearby', from = 'Navigating', to = 'Preparing' },
|
||||
{ name = 'Pickup', from = 'Preparing', to = 'Loading' },
|
||||
{ name = 'Load', from = 'Loading', to = 'Success' },
|
||||
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'Navigating', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'Preparing', to = 'Failed' },
|
||||
},
|
||||
callbacks = {
|
||||
onStart = self.OnStart,
|
||||
onNearby = self.OnNearby,
|
||||
onPickup = self.OnPickup,
|
||||
onLoad = self.OnLoad,
|
||||
},
|
||||
endstates = { 'Success', 'Failed' }
|
||||
} )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnStart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Start )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnNavigating( Fsm, From, Event, To )
|
||||
|
||||
local TaskGroup = self.ProcessUnit:GetGroup()
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
return true -- Process always the event.
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function PROCESS_PICKUP:OnHitTarget( Fsm, From, Event, To, Event )
|
||||
|
||||
|
||||
self.TargetSetUnit:Flush()
|
||||
|
||||
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
|
||||
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
|
||||
local TaskGroup = self.ProcessUnit:GetGroup()
|
||||
MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
|
||||
end
|
||||
|
||||
|
||||
if self.TargetSetUnit:Count() > 0 then
|
||||
self:NextEvent( Fsm.MoreTargets )
|
||||
else
|
||||
self:NextEvent( Fsm.Destroyed )
|
||||
end
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnMoreTargets( Fsm, From, Event, To )
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Event#EVENTDATA DCSEvent
|
||||
function PROCESS_PICKUP:OnKilled( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Restart )
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnRestart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Menu )
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnDestroyed( Fsm, From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
--- DCS Events
|
||||
|
||||
--- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function PROCESS_PICKUP:EventDead( Event )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
self:NextEvent( self.Fsm.HitTarget, Event )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
449
Moose Development/Moose/Actions/Act_Route.lua
Normal file
449
Moose Development/Moose/Actions/Act_Route.lua
Normal file
@@ -0,0 +1,449 @@
|
||||
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ROUTE state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### ACT_ROUTE **Events**:
|
||||
--
|
||||
-- These are the events defined in this class:
|
||||
--
|
||||
-- * **Start**: The process is started. The process will go into the Report state.
|
||||
-- * **Report**: The process is reporting to the player the route to be followed.
|
||||
-- * **Route**: The process is routing the controllable.
|
||||
-- * **Pause**: The process is pausing the route of the controllable.
|
||||
-- * **Arrive**: The controllable has arrived at a route point.
|
||||
-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
|
||||
-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
|
||||
--
|
||||
-- ### ACT_ROUTE **Event methods**:
|
||||
--
|
||||
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
||||
--
|
||||
-- * **Immediate**: The event method has exactly the name of the event.
|
||||
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
||||
--
|
||||
-- ### ACT_ROUTE **States**:
|
||||
--
|
||||
-- * **None**: The controllable did not receive route commands.
|
||||
-- * **Arrived (*)**: The controllable has arrived at a route point.
|
||||
-- * **Aborted (*)**: The controllable has aborted the route path.
|
||||
-- * **Routing**: The controllable is understay to the route point.
|
||||
-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
|
||||
-- * **Success (*)**: All route points were reached.
|
||||
-- * **Failed (*)**: The process has failed.
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### ACT_ROUTE state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
--
|
||||
-- * **Before** the state transition.
|
||||
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
||||
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
||||
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
||||
-- but then you'll need to specify your own logic using the AIControllable!
|
||||
--
|
||||
-- * **After** the state transition.
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Fsm.Route#ACT_ROUTE}
|
||||
--
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
|
||||
-- The player receives on perioding times messages with the coordinates of the route to follow.
|
||||
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
|
||||
--
|
||||
-- # 1.1) ACT_ROUTE_ZONE constructor:
|
||||
--
|
||||
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Route
|
||||
|
||||
|
||||
do -- ACT_ROUTE
|
||||
|
||||
--- ACT_ROUTE class
|
||||
-- @type ACT_ROUTE
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE Zone
|
||||
-- @field Core.Point#COORDINATE Coordinate
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ROUTE = {
|
||||
ClassName = "ACT_ROUTE",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE self
|
||||
function ACT_ROUTE:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "*", "Reset", "None" )
|
||||
self:AddTransition( "None", "Start", "Routing" )
|
||||
self:AddTransition( "*", "Report", "*" )
|
||||
self:AddTransition( "Routing", "Route", "Routing" )
|
||||
self:AddTransition( "Routing", "Pause", "Pausing" )
|
||||
self:AddTransition( "Routing", "Arrive", "Arrived" )
|
||||
self:AddTransition( "*", "Cancel", "Cancelled" )
|
||||
self:AddTransition( "Arrived", "Success", "Success" )
|
||||
self:AddTransition( "*", "Fail", "Failed" )
|
||||
self:AddTransition( "", "", "" )
|
||||
self:AddTransition( "", "", "" )
|
||||
|
||||
self:AddEndState( "Arrived" )
|
||||
self:AddEndState( "Failed" )
|
||||
self:AddEndState( "Cancelled" )
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:SetRouteMode( "C" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a Cancel Menu item.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE
|
||||
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime )
|
||||
|
||||
MENU_GROUP_COMMAND:New(
|
||||
MenuGroup,
|
||||
MenuText,
|
||||
ParentMenu,
|
||||
self.MenuCancel,
|
||||
self
|
||||
):SetTime(MenuTime)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the route mode.
|
||||
-- There are 2 route modes supported:
|
||||
--
|
||||
-- * SetRouteMode( "B" ): Route mode is Bearing and Range.
|
||||
-- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup.
|
||||
--
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE
|
||||
function ACT_ROUTE:SetRouteMode( RouteMode )
|
||||
|
||||
self.RouteMode = RouteMode
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the routing text to be displayed.
|
||||
-- The route mode determines the text displayed.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #string
|
||||
function ACT_ROUTE:GetRouteText( FromCoordinate )
|
||||
|
||||
local RouteText = ""
|
||||
|
||||
if self.Coordinate and self.RouteMode == "B" then
|
||||
RouteText = "Route to " .. FromCoordinate:GetBRText( self.Coordinate ) .. " km."
|
||||
end
|
||||
|
||||
if self.Coordinate and self.RouteMode == "C" then
|
||||
RouteText = "Route to " .. self.Coordinate:ToString()
|
||||
end
|
||||
|
||||
if self.Zone and self.RouteMode == "B" then
|
||||
local Coordinate = self.Zone:GetCoordinate()
|
||||
RouteText = "Route to zone bearing " .. FromCoordinate:GetBRText( Coordinate ) .. " km."
|
||||
end
|
||||
|
||||
if self.Zone and self.RouteMode == "C" then
|
||||
local Coordinate = self.Zone:GetCoordinate()
|
||||
RouteText = "Route to zone at " .. Coordinate:ToString()
|
||||
end
|
||||
|
||||
return RouteText
|
||||
end
|
||||
|
||||
|
||||
function ACT_ROUTE:MenuCancel()
|
||||
self:Cancel()
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To )
|
||||
|
||||
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
--- Check if the controllable has arrived.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function ACT_ROUTE:onfuncHasArrived( ProcessUnit )
|
||||
return false
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
|
||||
self:F( { "BeforeRoute 1", self.DisplayCount, self.DisplayInterval } )
|
||||
|
||||
if ProcessUnit:IsAlive() then
|
||||
self:F( "BeforeRoute 2" )
|
||||
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
self:T( { HasArrived = HasArrived } )
|
||||
if not HasArrived then
|
||||
self:Report()
|
||||
end
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
self:T( { DisplayCount = self.DisplayCount } )
|
||||
|
||||
if HasArrived then
|
||||
self:__Arrive( 1 )
|
||||
else
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
return HasArrived -- if false, then the event will not be executed...
|
||||
end
|
||||
|
||||
return false
|
||||
|
||||
end
|
||||
|
||||
end -- ACT_ROUTE
|
||||
|
||||
|
||||
do -- ACT_ROUTE_POINT
|
||||
|
||||
--- ACT_ROUTE_POINT class
|
||||
-- @type ACT_ROUTE_POINT
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @extends #ACT_ROUTE
|
||||
ACT_ROUTE_POINT = {
|
||||
ClassName = "ACT_ROUTE_POINT",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new routing state machine.
|
||||
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Core.Point#COORDINATE The Coordinate to Target.
|
||||
-- @param #number Range The Distance to Target.
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
function ACT_ROUTE_POINT:New( Coordinate, Range )
|
||||
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT
|
||||
|
||||
self.Coordinate = Coordinate
|
||||
self.Range = Range or 0
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new routing state machine.
|
||||
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
function ACT_ROUTE_POINT:Init( FsmRoute )
|
||||
|
||||
self.Coordinate = FsmRoute.Coordinate
|
||||
self.Range = FsmRoute.Range or 0
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self:SetStartState("None")
|
||||
end
|
||||
|
||||
--- Set Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Core.Point#COORDINATE Coordinate The Coordinate to route to.
|
||||
function ACT_ROUTE_POINT:SetCoordinate( Coordinate )
|
||||
self:F2( { Coordinate } )
|
||||
self.Coordinate = Coordinate
|
||||
end
|
||||
|
||||
--- Get Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @return Core.Point#COORDINATE Coordinate The Coordinate to route to.
|
||||
function ACT_ROUTE_POINT:GetCoordinate()
|
||||
self:F2( { self.Coordinate } )
|
||||
return self.Coordinate
|
||||
end
|
||||
|
||||
--- Set Range around Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:SetRange( Range )
|
||||
self:F2( { self.Range } )
|
||||
self.Range = Range or 10000
|
||||
end
|
||||
|
||||
--- Get Range around Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @return #number The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:GetRange()
|
||||
return self.Range
|
||||
end
|
||||
|
||||
--- Method override to check if the controllable has arrived.
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit )
|
||||
|
||||
if ProcessUnit:IsAlive() then
|
||||
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
|
||||
|
||||
if Distance <= self.Range then
|
||||
local RouteText = "You have arrived."
|
||||
self:Message( RouteText )
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
|
||||
|
||||
local TaskUnitCoordinate = ProcessUnit:GetCoordinate()
|
||||
local RouteText = self:GetRouteText( TaskUnitCoordinate )
|
||||
self:Message( RouteText )
|
||||
end
|
||||
|
||||
end -- ACT_ROUTE_POINT
|
||||
|
||||
|
||||
do -- ACT_ROUTE_ZONE
|
||||
|
||||
--- ACT_ROUTE_ZONE class
|
||||
-- @type ACT_ROUTE_ZONE
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE Zone
|
||||
-- @extends #ACT_ROUTE
|
||||
ACT_ROUTE_ZONE = {
|
||||
ClassName = "ACT_ROUTE_ZONE",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
|
||||
-- @param #ACT_ROUTE_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
function ACT_ROUTE_ZONE:New( Zone )
|
||||
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
|
||||
|
||||
self.Zone = Zone
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ROUTE_ZONE:Init( FsmRoute )
|
||||
|
||||
self.Zone = FsmRoute.Zone
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
end
|
||||
|
||||
--- Set Zone
|
||||
-- @param #ACT_ROUTE_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
|
||||
function ACT_ROUTE_ZONE:SetZone( Zone )
|
||||
self.Zone = Zone
|
||||
end
|
||||
|
||||
--- Get Zone
|
||||
-- @param #ACT_ROUTE_ZONE self
|
||||
-- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to.
|
||||
function ACT_ROUTE_ZONE:GetZone()
|
||||
return self.Zone
|
||||
end
|
||||
|
||||
--- Method override to check if the controllable has arrived.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
|
||||
|
||||
if ProcessUnit:IsInZone( self.Zone ) then
|
||||
local RouteText = "You have arrived within the zone."
|
||||
self:Message( RouteText )
|
||||
end
|
||||
|
||||
return ProcessUnit:IsInZone( self.Zone )
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ROUTE_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
|
||||
|
||||
local ZoneVec2 = self.Zone:GetVec2()
|
||||
local ZoneCoordinate = COORDINATE:New( ZoneVec2.x, ZoneVec2.y )
|
||||
local TaskUnitVec2 = ProcessUnit:GetVec2()
|
||||
local TaskUnitCoordinate = COORDINATE:New( TaskUnitVec2.x, TaskUnitVec2.y )
|
||||
local RouteText = self:GetRouteText( TaskUnitCoordinate )
|
||||
self:Message( RouteText )
|
||||
end
|
||||
|
||||
end -- ACT_ROUTE_ZONE
|
||||
921
Moose Development/Moose/Core/Base.lua
Normal file
921
Moose Development/Moose/Core/Base.lua
Normal file
@@ -0,0 +1,921 @@
|
||||
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The @{#BASE} class is the core root class from where every other class in moose is derived.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * None.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Base
|
||||
|
||||
|
||||
|
||||
local _TraceOnOff = true
|
||||
local _TraceLevel = 1
|
||||
local _TraceAll = false
|
||||
local _TraceClass = {}
|
||||
local _TraceClassMethod = {}
|
||||
|
||||
local _ClassID = 0
|
||||
|
||||
--- @type BASE
|
||||
-- @field ClassName The name of the class.
|
||||
-- @field ClassID The ID number of the class.
|
||||
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
|
||||
|
||||
--- # 1) #BASE class
|
||||
--
|
||||
-- All classes within the MOOSE framework are derived from the BASE class.
|
||||
--
|
||||
-- BASE provides facilities for :
|
||||
--
|
||||
-- * The construction and inheritance of MOOSE classes.
|
||||
-- * The class naming and numbering system.
|
||||
-- * The class hierarchy search system.
|
||||
-- * The tracing of information or objects during mission execution for debuggin purposes.
|
||||
-- * The subscription to DCS events for event handling in MOOSE objects.
|
||||
--
|
||||
-- Note: The BASE class is an abstract class and is not meant to be used directly.
|
||||
--
|
||||
-- ## 1.1) BASE constructor
|
||||
--
|
||||
-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
|
||||
-- See an example at the @{Base#BASE.New} method how this is done.
|
||||
--
|
||||
-- ## 1.2) Trace information for debugging
|
||||
--
|
||||
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
|
||||
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
|
||||
--
|
||||
-- Any type of information can be passed to these tracing methods. See the following examples:
|
||||
--
|
||||
-- self:E( "Hello" )
|
||||
--
|
||||
-- Result in the word "Hello" in the dcs.log.
|
||||
--
|
||||
-- local Array = { 1, nil, "h", { "a","b" }, "x" }
|
||||
-- self:E( Array )
|
||||
--
|
||||
-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
|
||||
--
|
||||
-- local Object1 = "Object1"
|
||||
-- local Object2 = 3
|
||||
-- local Object3 = { Object 1, Object 2 }
|
||||
-- self:E( { Object1, Object2, Object3 } )
|
||||
--
|
||||
-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
|
||||
--
|
||||
-- local SpawnObject = SPAWN:New( "Plane" )
|
||||
-- local GroupObject = GROUP:FindByName( "Group" )
|
||||
-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
|
||||
--
|
||||
-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
|
||||
--
|
||||
-- Below a more detailed explanation of the different method types for tracing.
|
||||
--
|
||||
-- ### 1.2.1) Tracing methods categories
|
||||
--
|
||||
-- There are basically 3 types of tracing methods available:
|
||||
--
|
||||
-- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
|
||||
-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
|
||||
-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
|
||||
--
|
||||
-- ### 1.2.2) Tracing levels
|
||||
--
|
||||
-- There are 3 tracing levels within MOOSE.
|
||||
-- These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.
|
||||
--
|
||||
-- As such, the F and T methods have additional variants to trace level 2 and 3 respectively:
|
||||
--
|
||||
-- * @{#BASE.F2}: Trace the beginning of a function and its given parameters with tracing level 2.
|
||||
-- * @{#BASE.F3}: Trace the beginning of a function and its given parameters with tracing level 3.
|
||||
-- * @{#BASE.T2}: Trace further logic within a function giving optional variables or parameters with tracing level 2.
|
||||
-- * @{#BASE.T3}: Trace further logic within a function giving optional variables or parameters with tracing level 3.
|
||||
--
|
||||
-- ### 1.2.3) Trace activation.
|
||||
--
|
||||
-- Tracing can be activated in several ways:
|
||||
--
|
||||
-- * Switch tracing on or off through the @{#BASE.TraceOnOff}() method.
|
||||
-- * Activate all tracing through the @{#BASE.TraceAll}() method.
|
||||
-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
|
||||
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
|
||||
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
|
||||
--
|
||||
-- ### 1.2.4) Check if tracing is on.
|
||||
--
|
||||
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
|
||||
--
|
||||
-- ## 1.3 DCS simulator Event Handling
|
||||
--
|
||||
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
|
||||
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
|
||||
--
|
||||
-- ### 1.3.1 Subscribe / Unsubscribe to DCS Events
|
||||
--
|
||||
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
|
||||
-- So, when the DCS event occurs, the class will be notified of that event.
|
||||
-- There are two methods which you use to subscribe to or unsubscribe from an event.
|
||||
--
|
||||
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
--
|
||||
-- ### 1.3.2 Event Handling of DCS Events
|
||||
--
|
||||
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- about the event that occurred.
|
||||
--
|
||||
-- Find below an example of the prototype how to write an event handling function for two units:
|
||||
--
|
||||
-- local Tank1 = UNIT:FindByName( "Tank A" )
|
||||
-- local Tank2 = UNIT:FindByName( "Tank B" )
|
||||
--
|
||||
-- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
|
||||
-- Tank1:HandleEvent( EVENTS.Dead )
|
||||
-- Tank2:HandleEvent( EVENTS.Dead )
|
||||
--
|
||||
-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
|
||||
-- -- @param Wrapper.Unit#UNIT self
|
||||
-- -- @param Core.Event#EVENTDATA EventData
|
||||
-- function Tank1:OnEventDead( EventData )
|
||||
--
|
||||
-- self:SmokeGreen()
|
||||
-- end
|
||||
--
|
||||
-- --- This function is an Event Handling function that will be called when Tank2 is Dead.
|
||||
-- -- @param Wrapper.Unit#UNIT self
|
||||
-- -- @param Core.Event#EVENTDATA EventData
|
||||
-- function Tank2:OnEventDead( EventData )
|
||||
--
|
||||
-- self:SmokeBlue()
|
||||
-- end
|
||||
--
|
||||
--
|
||||
--
|
||||
-- See the @{Event} module for more information about event handling.
|
||||
--
|
||||
-- ## 1.4) Class identification methods
|
||||
--
|
||||
-- BASE provides methods to get more information of each object:
|
||||
--
|
||||
-- * @{#BASE.GetClassID}(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.
|
||||
-- * @{#BASE.GetClassName}(): Gets the name of the object, which is the name of the class the object was instantiated from.
|
||||
-- * @{#BASE.GetClassNameAndID}(): Gets the name and ID of the object.
|
||||
--
|
||||
-- ## 1.5) All objects derived from BASE can have "States"
|
||||
--
|
||||
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
|
||||
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
|
||||
--
|
||||
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
|
||||
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
|
||||
--
|
||||
-- These two methods provide a very handy way to keep state at long lasting processes.
|
||||
-- Values can be stored within the objects, and later retrieved or changed when needed.
|
||||
-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
|
||||
-- receive as the **first parameter the object for which the state needs to be set**.
|
||||
-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
|
||||
-- object name to the method.
|
||||
--
|
||||
-- ## 1.10) Inheritance
|
||||
--
|
||||
-- The following methods are available to implement inheritance
|
||||
--
|
||||
-- * @{#BASE.Inherit}: Inherits from a class.
|
||||
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #BASE BASE
|
||||
--
|
||||
BASE = {
|
||||
ClassName = "BASE",
|
||||
ClassID = 0,
|
||||
Events = {},
|
||||
States = {},
|
||||
_ = {},
|
||||
}
|
||||
|
||||
--- The Formation Class
|
||||
-- @type FORMATION
|
||||
-- @field Cone A cone formation.
|
||||
FORMATION = {
|
||||
Cone = "Cone",
|
||||
Vee = "Vee"
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- BASE constructor.
|
||||
--
|
||||
-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
|
||||
--
|
||||
-- function EVENT:New()
|
||||
-- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
|
||||
-- return self
|
||||
-- end
|
||||
--
|
||||
-- @param #BASE self
|
||||
-- @return #BASE
|
||||
function BASE:New()
|
||||
local self = routines.utils.deepCopy( self ) -- Create a new self instance
|
||||
local MetaTable = {}
|
||||
setmetatable( self, MetaTable )
|
||||
self.__index = self
|
||||
_ClassID = _ClassID + 1
|
||||
self.ClassID = _ClassID
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function BASE:_Destructor()
|
||||
--self:E("_Destructor")
|
||||
|
||||
--self:EventRemoveAll()
|
||||
end
|
||||
|
||||
|
||||
-- THIS IS WHY WE NEED LUA 5.2 ...
|
||||
function BASE:_SetDestructor()
|
||||
|
||||
-- TODO: Okay, this is really technical...
|
||||
-- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
|
||||
-- Therefore, I am parking this logic until I've properly discussed all this with the community.
|
||||
|
||||
local proxy = newproxy(true)
|
||||
local proxyMeta = getmetatable(proxy)
|
||||
|
||||
proxyMeta.__gc = function ()
|
||||
env.info("In __gc for " .. self:GetClassNameAndID() )
|
||||
if self._Destructor then
|
||||
self:_Destructor()
|
||||
end
|
||||
end
|
||||
|
||||
-- keep the userdata from newproxy reachable until the object
|
||||
-- table is about to be garbage-collected - then the __gc hook
|
||||
-- will be invoked and the destructor called
|
||||
rawset( self, '__proxy', proxy )
|
||||
|
||||
end
|
||||
|
||||
--- This is the worker method to inherit from a parent class.
|
||||
-- @param #BASE self
|
||||
-- @param Child is the Child class that inherits.
|
||||
-- @param #BASE Parent is the Parent class that the Child inherits from.
|
||||
-- @return #BASE Child
|
||||
function BASE:Inherit( Child, Parent )
|
||||
local Child = routines.utils.deepCopy( Child )
|
||||
--local Parent = routines.utils.deepCopy( Parent )
|
||||
--local Parent = Parent
|
||||
if Child ~= nil then
|
||||
setmetatable( Child, Parent )
|
||||
Child.__index = Child
|
||||
|
||||
--Child:_SetDestructor()
|
||||
end
|
||||
--self:T( 'Inherited from ' .. Parent.ClassName )
|
||||
return Child
|
||||
end
|
||||
|
||||
--- This is the worker method to retrieve the Parent class.
|
||||
-- Note that the Parent class must be passed to call the parent class method.
|
||||
--
|
||||
-- self:GetParent(self):ParentMethod()
|
||||
--
|
||||
--
|
||||
-- @param #BASE self
|
||||
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
|
||||
-- @return #BASE
|
||||
function BASE:GetParent( Child )
|
||||
local Parent = getmetatable( Child )
|
||||
-- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName )
|
||||
return Parent
|
||||
end
|
||||
|
||||
--- Get the ClassName + ClassID of the class instance.
|
||||
-- The ClassName + ClassID is formatted as '%s#%09d'.
|
||||
-- @param #BASE self
|
||||
-- @return #string The ClassName + ClassID of the class instance.
|
||||
function BASE:GetClassNameAndID()
|
||||
return string.format( '%s#%09d', self.ClassName, self.ClassID )
|
||||
end
|
||||
|
||||
--- Get the ClassName of the class instance.
|
||||
-- @param #BASE self
|
||||
-- @return #string The ClassName of the class instance.
|
||||
function BASE:GetClassName()
|
||||
return self.ClassName
|
||||
end
|
||||
|
||||
--- Get the ClassID of the class instance.
|
||||
-- @param #BASE self
|
||||
-- @return #string The ClassID of the class instance.
|
||||
function BASE:GetClassID()
|
||||
return self.ClassID
|
||||
end
|
||||
|
||||
do -- Event Handling
|
||||
|
||||
--- Returns the event dispatcher
|
||||
-- @param #BASE self
|
||||
-- @return Core.Event#EVENT
|
||||
function BASE:EventDispatcher()
|
||||
|
||||
return _EVENTDISPATCHER
|
||||
end
|
||||
|
||||
|
||||
--- Get the Class @{Event} processing Priority.
|
||||
-- The Event processing Priority is a number from 1 to 10,
|
||||
-- reflecting the order of the classes subscribed to the Event to be processed.
|
||||
-- @param #BASE self
|
||||
-- @return #number The @{Event} processing Priority.
|
||||
function BASE:GetEventPriority()
|
||||
return self._.EventPriority or 5
|
||||
end
|
||||
|
||||
--- Set the Class @{Event} processing Priority.
|
||||
-- The Event processing Priority is a number from 1 to 10,
|
||||
-- reflecting the order of the classes subscribed to the Event to be processed.
|
||||
-- @param #BASE self
|
||||
-- @param #number EventPriority The @{Event} processing Priority.
|
||||
-- @return self
|
||||
function BASE:SetEventPriority( EventPriority )
|
||||
self._.EventPriority = EventPriority
|
||||
end
|
||||
|
||||
--- Remove all subscribed events
|
||||
-- @param #BASE self
|
||||
-- @return #BASE
|
||||
function BASE:EventRemoveAll()
|
||||
|
||||
self:EventDispatcher():RemoveAll( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Subscribe to a DCS Event.
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
|
||||
-- @return #BASE
|
||||
function BASE:HandleEvent( Event, EventFunction )
|
||||
|
||||
self:EventDispatcher():OnEventGeneric( EventFunction, self, Event )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- UnSubscribe to a DCS event.
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @return #BASE
|
||||
function BASE:UnHandleEvent( Event )
|
||||
|
||||
self:EventDispatcher():Remove( self, Event )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Event handling function prototypes
|
||||
|
||||
--- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
|
||||
-- @function [parent=#BASE] OnEventShot
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs whenever an object is hit by a weapon.
|
||||
-- initiator : The unit object the fired the weapon
|
||||
-- weapon: Weapon object that hit the target
|
||||
-- target: The Object that was hit.
|
||||
-- @function [parent=#BASE] OnEventHit
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an aircraft takes off from an airbase, farp, or ship.
|
||||
-- initiator : The unit that tookoff
|
||||
-- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
|
||||
-- @function [parent=#BASE] OnEventTakeoff
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an aircraft lands at an airbase, farp or ship
|
||||
-- initiator : The unit that has landed
|
||||
-- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
|
||||
-- @function [parent=#BASE] OnEventLand
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any aircraft crashes into the ground and is completely destroyed.
|
||||
-- initiator : The unit that has crashed
|
||||
-- @function [parent=#BASE] OnEventCrash
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a pilot ejects from an aircraft
|
||||
-- initiator : The unit that has ejected
|
||||
-- @function [parent=#BASE] OnEventEjection
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an aircraft connects with a tanker and begins taking on fuel.
|
||||
-- initiator : The unit that is receiving fuel.
|
||||
-- @function [parent=#BASE] OnEventRefueling
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an object is dead.
|
||||
-- initiator : The unit that is dead.
|
||||
-- @function [parent=#BASE] OnEventDead
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an object is completely destroyed.
|
||||
-- initiator : The unit that is was destroyed.
|
||||
-- @function [parent=#BASE] OnEvent
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
|
||||
-- initiator : The unit that the pilot has died in.
|
||||
-- @function [parent=#BASE] OnEventPilotDead
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a ground unit captures either an airbase or a farp.
|
||||
-- initiator : The unit that captured the base
|
||||
-- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
|
||||
-- @function [parent=#BASE] OnEventBaseCaptured
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a mission starts
|
||||
-- @function [parent=#BASE] OnEventMissionStart
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a mission ends
|
||||
-- @function [parent=#BASE] OnEventMissionEnd
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an aircraft is finished taking fuel.
|
||||
-- initiator : The unit that was receiving fuel.
|
||||
-- @function [parent=#BASE] OnEventRefuelingStop
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any object is spawned into the mission.
|
||||
-- initiator : The unit that was spawned
|
||||
-- @function [parent=#BASE] OnEventBirth
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any system fails on a human controlled aircraft.
|
||||
-- initiator : The unit that had the failure
|
||||
-- @function [parent=#BASE] OnEventHumanFailure
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any aircraft starts its engines.
|
||||
-- initiator : The unit that is starting its engines.
|
||||
-- @function [parent=#BASE] OnEventEngineStartup
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any aircraft shuts down its engines.
|
||||
-- initiator : The unit that is stopping its engines.
|
||||
-- @function [parent=#BASE] OnEventEngineShutdown
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any player assumes direct control of a unit.
|
||||
-- initiator : The unit that is being taken control of.
|
||||
-- @function [parent=#BASE] OnEventPlayerEnterUnit
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any player relieves control of a unit to the AI.
|
||||
-- initiator : The unit that the player left.
|
||||
-- @function [parent=#BASE] OnEventPlayerLeaveUnit
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
|
||||
-- initiator : The unit that is doing the shooing.
|
||||
-- target: The unit that is being targeted.
|
||||
-- @function [parent=#BASE] OnEventShootingStart
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
|
||||
-- initiator : The unit that was doing the shooing.
|
||||
-- @function [parent=#BASE] OnEventShootingEnd
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Creation of a Birth Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param #string IniUnitName The initiating unit name.
|
||||
-- @param place
|
||||
-- @param subplace
|
||||
function BASE:CreateEventBirth( EventTime, Initiator, IniUnitName, place, subplace )
|
||||
self:F( { EventTime, Initiator, IniUnitName, place, subplace } )
|
||||
|
||||
local Event = {
|
||||
id = world.event.S_EVENT_BIRTH,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
IniUnitName = IniUnitName,
|
||||
place = place,
|
||||
subplace = subplace
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Crash Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventCrash( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
local Event = {
|
||||
id = world.event.S_EVENT_CRASH,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
-- TODO: Complete Dcs.DCSTypes#Event structure.
|
||||
--- The main event handling function... This function captures all events generated for the class.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
function BASE:onEvent(event)
|
||||
--self:F( { BaseEventCodes[event.id], event } )
|
||||
|
||||
if self then
|
||||
for EventID, EventObject in pairs( self.Events ) do
|
||||
if EventObject.EventEnabled then
|
||||
--env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) )
|
||||
--env.info( 'onEvent event.id = ' .. tostring(event.id) )
|
||||
--env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) )
|
||||
if event.id == EventObject.Event then
|
||||
if self == EventObject.Self then
|
||||
if event.initiator and event.initiator:isExist() then
|
||||
event.IniUnitName = event.initiator:getName()
|
||||
end
|
||||
if event.target and event.target:isExist() then
|
||||
event.TgtUnitName = event.target:getName()
|
||||
end
|
||||
--self:T( { BaseEventCodes[event.id], event } )
|
||||
--EventObject.EventFunction( self, event )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Set a state or property of the Object given a Key and a Value.
|
||||
-- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
|
||||
-- @param #BASE self
|
||||
-- @param Object The object that will hold the Value set by the Key.
|
||||
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
|
||||
-- @param Value The value to is stored in the object.
|
||||
-- @return The Value set.
|
||||
-- @return #nil The Key was not found and thus the Value could not be retrieved.
|
||||
function BASE:SetState( Object, Key, Value )
|
||||
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
|
||||
self.States[ClassNameAndID] = self.States[ClassNameAndID] or {}
|
||||
self.States[ClassNameAndID][Key] = Value
|
||||
self:T2( { ClassNameAndID, Key, Value } )
|
||||
|
||||
return self.States[ClassNameAndID][Key]
|
||||
end
|
||||
|
||||
|
||||
--- Get a Value given a Key from the Object.
|
||||
-- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
|
||||
-- @param #BASE self
|
||||
-- @param Object The object that holds the Value set by the Key.
|
||||
-- @param Key The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
|
||||
-- @param Value The value to is stored in the Object.
|
||||
-- @return The Value retrieved.
|
||||
function BASE:GetState( Object, Key )
|
||||
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
|
||||
if self.States[ClassNameAndID] then
|
||||
local Value = self.States[ClassNameAndID][Key] or false
|
||||
self:T2( { ClassNameAndID, Key, Value } )
|
||||
return Value
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function BASE:ClearState( Object, StateName )
|
||||
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
if self.States[ClassNameAndID] then
|
||||
self.States[ClassNameAndID][StateName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Trace section
|
||||
|
||||
-- Log a trace (only shown when trace is on)
|
||||
-- TODO: Make trace function using variable parameters.
|
||||
|
||||
--- Set trace on or off
|
||||
-- Note that when trace is off, no debug statement is performed, increasing performance!
|
||||
-- When Moose is loaded statically, (as one file), tracing is switched off by default.
|
||||
-- So tracing must be switched on manually in your mission if you are using Moose statically.
|
||||
-- When moose is loading dynamically (for moose class development), tracing is switched on by default.
|
||||
-- @param #BASE self
|
||||
-- @param #boolean TraceOnOff Switch the tracing on or off.
|
||||
-- @usage
|
||||
-- -- Switch the tracing On
|
||||
-- BASE:TraceOnOff( true )
|
||||
--
|
||||
-- -- Switch the tracing Off
|
||||
-- BASE:TraceOnOff( false )
|
||||
function BASE:TraceOnOff( TraceOnOff )
|
||||
_TraceOnOff = TraceOnOff
|
||||
end
|
||||
|
||||
|
||||
--- Enquires if tracing is on (for the class).
|
||||
-- @param #BASE self
|
||||
-- @return #boolean
|
||||
function BASE:IsTrace()
|
||||
|
||||
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- Set trace level
|
||||
-- @param #BASE self
|
||||
-- @param #number Level
|
||||
function BASE:TraceLevel( Level )
|
||||
_TraceLevel = Level
|
||||
self:E( "Tracing level " .. Level )
|
||||
end
|
||||
|
||||
--- Trace all methods in MOOSE
|
||||
-- @param #BASE self
|
||||
-- @param #boolean TraceAll true = trace all methods in MOOSE.
|
||||
function BASE:TraceAll( TraceAll )
|
||||
|
||||
_TraceAll = TraceAll
|
||||
|
||||
if _TraceAll then
|
||||
self:E( "Tracing all methods in MOOSE " )
|
||||
else
|
||||
self:E( "Switched off tracing all methods in MOOSE" )
|
||||
end
|
||||
end
|
||||
|
||||
--- Set tracing for a class
|
||||
-- @param #BASE self
|
||||
-- @param #string Class
|
||||
function BASE:TraceClass( Class )
|
||||
_TraceClass[Class] = true
|
||||
_TraceClassMethod[Class] = {}
|
||||
self:E( "Tracing class " .. Class )
|
||||
end
|
||||
|
||||
--- Set tracing for a specific method of class
|
||||
-- @param #BASE self
|
||||
-- @param #string Class
|
||||
-- @param #string Method
|
||||
function BASE:TraceClassMethod( Class, Method )
|
||||
if not _TraceClassMethod[Class] then
|
||||
_TraceClassMethod[Class] = {}
|
||||
_TraceClassMethod[Class].Method = {}
|
||||
end
|
||||
_TraceClassMethod[Class].Method[Method] = true
|
||||
self:E( "Tracing method " .. Method .. " of class " .. Class )
|
||||
end
|
||||
|
||||
--- Trace a function call. This function is private.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
|
||||
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
|
||||
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
Function = DebugInfoCurrent.name
|
||||
end
|
||||
|
||||
if _TraceAll == true or _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then
|
||||
local LineCurrent = 0
|
||||
if DebugInfoCurrent.currentline then
|
||||
LineCurrent = DebugInfoCurrent.currentline
|
||||
end
|
||||
local LineFrom = 0
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Trace a function call. Must be at the beginning of the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:F( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 1 then
|
||||
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Trace a function call level 2. Must be at the beginning of the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:F2( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 2 then
|
||||
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Trace a function call level 3. Must be at the beginning of the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:F3( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 3 then
|
||||
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Trace a function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
|
||||
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
|
||||
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
Function = DebugInfoCurrent.name
|
||||
end
|
||||
|
||||
if _TraceAll == true or _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then
|
||||
local LineCurrent = 0
|
||||
if DebugInfoCurrent.currentline then
|
||||
LineCurrent = DebugInfoCurrent.currentline
|
||||
end
|
||||
local LineFrom = 0
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Trace a function logic level 1. Can be anywhere within the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:T( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 1 then
|
||||
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Trace a function logic level 2. Can be anywhere within the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:T2( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 2 then
|
||||
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Trace a function logic level 3. Can be anywhere within the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:T3( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 3 then
|
||||
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Log an exception which will be traced always. Can be anywhere within the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:E( Arguments )
|
||||
|
||||
if debug then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
Function = DebugInfoCurrent.name
|
||||
end
|
||||
|
||||
local LineCurrent = DebugInfoCurrent.currentline
|
||||
local LineFrom = -1
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
1355
Moose Development/Moose/Core/Cargo.lua
Normal file
1355
Moose Development/Moose/Core/Cargo.lua
Normal file
File diff suppressed because it is too large
Load Diff
982
Moose Development/Moose/Core/Database.lua
Normal file
982
Moose Development/Moose/Core/Database.lua
Normal file
@@ -0,0 +1,982 @@
|
||||
--- This module contains the DATABASE class, managing the database of mission objects.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- 1) @{#DATABASE} class, extends @{Base#BASE}
|
||||
-- ===================================================
|
||||
-- Mission designers can use the DATABASE class to refer to:
|
||||
--
|
||||
-- * STATICS
|
||||
-- * UNITS
|
||||
-- * GROUPS
|
||||
-- * CLIENTS
|
||||
-- * AIRBASES
|
||||
-- * PLAYERSJOINED
|
||||
-- * PLAYERS
|
||||
-- * CARGOS
|
||||
--
|
||||
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
|
||||
--
|
||||
-- Moose will automatically create one instance of the DATABASE class into the **global** object _DATABASE.
|
||||
-- Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
|
||||
--
|
||||
-- 1.1) DATABASE iterators
|
||||
-- -----------------------
|
||||
-- You can iterate the database with the available iterator methods.
|
||||
-- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
|
||||
-- The following iterator methods are currently available within the DATABASE:
|
||||
--
|
||||
-- * @{#DATABASE.ForEachUnit}: Calls a function for each @{UNIT} it finds within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachGroup}: Calls a function for each @{GROUP} it finds within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachPlayer}: Calls a function for each alive player it finds within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachPlayerJoined}: Calls a function for each joined player it finds within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachClient}: Calls a function for each @{CLIENT} it finds within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachClientAlive}: Calls a function for each alive @{CLIENT} it finds within the DATABASE.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Database
|
||||
-- @author FlightControl
|
||||
|
||||
--- DATABASE class
|
||||
-- @type DATABASE
|
||||
-- @extends Core.Base#BASE
|
||||
DATABASE = {
|
||||
ClassName = "DATABASE",
|
||||
Templates = {
|
||||
Units = {},
|
||||
Groups = {},
|
||||
Statics = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
},
|
||||
UNITS = {},
|
||||
UNITS_Index = {},
|
||||
STATICS = {},
|
||||
GROUPS = {},
|
||||
PLAYERS = {},
|
||||
PLAYERSJOINED = {},
|
||||
CLIENTS = {},
|
||||
CARGOS = {},
|
||||
AIRBASES = {},
|
||||
COUNTRY_ID = {},
|
||||
COUNTRY_NAME = {},
|
||||
NavPoints = {},
|
||||
}
|
||||
|
||||
local _DATABASECoalition =
|
||||
{
|
||||
[1] = "Red",
|
||||
[2] = "Blue",
|
||||
}
|
||||
|
||||
local _DATABASECategory =
|
||||
{
|
||||
["plane"] = Unit.Category.AIRPLANE,
|
||||
["helicopter"] = Unit.Category.HELICOPTER,
|
||||
["vehicle"] = Unit.Category.GROUND_UNIT,
|
||||
["ship"] = Unit.Category.SHIP,
|
||||
["static"] = Unit.Category.STRUCTURE,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE
|
||||
-- @usage
|
||||
-- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
|
||||
-- DBObject = DATABASE:New()
|
||||
function DATABASE:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
|
||||
|
||||
self:SetEventPriority( 1 )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.NewCargo )
|
||||
self:HandleEvent( EVENTS.DeleteCargo )
|
||||
|
||||
-- Follow alive players and clients
|
||||
-- self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
|
||||
|
||||
self:_RegisterTemplates()
|
||||
self:_RegisterGroupsAndUnits()
|
||||
self:_RegisterClients()
|
||||
self:_RegisterStatics()
|
||||
self:_RegisterPlayers()
|
||||
self:_RegisterAirbases()
|
||||
|
||||
self.UNITS_Position = 0
|
||||
|
||||
--- @param #DATABASE self
|
||||
local function CheckPlayers( self )
|
||||
|
||||
local UNITS_Count = #self.UNITS_Index
|
||||
if UNITS_Count > 0 then
|
||||
self.UNITS_Position = ( ( self.UNITS_Position <= UNITS_Count ) and self.UNITS_Position + 1 ) or 1
|
||||
local PlayerUnit = self.UNITS[self.UNITS_Index[self.UNITS_Position]]
|
||||
if PlayerUnit then
|
||||
local UnitName = PlayerUnit:GetName()
|
||||
local PlayerName = PlayerUnit:GetPlayerName()
|
||||
--self:E( { UNITS_Count, self.UNITS_Position, UnitName, PlayerName } )
|
||||
if PlayerName and PlayerName ~= "" then
|
||||
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
|
||||
self:E( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self:AddPlayer( UnitName, PlayerName )
|
||||
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:E( "Scheduling" )
|
||||
--local PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 2, 0.1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Finds a Unit based on the Unit Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string UnitName
|
||||
-- @return Wrapper.Unit#UNIT The found Unit.
|
||||
function DATABASE:FindUnit( UnitName )
|
||||
|
||||
local UnitFound = self.UNITS[UnitName]
|
||||
return UnitFound
|
||||
end
|
||||
|
||||
|
||||
--- Adds a Unit based on the Unit Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddUnit( DCSUnitName )
|
||||
|
||||
if not self.UNITS[DCSUnitName] then
|
||||
local UnitRegister = UNIT:Register( DCSUnitName )
|
||||
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
|
||||
|
||||
table.insert( self.UNITS_Index, DCSUnitName )
|
||||
end
|
||||
|
||||
return self.UNITS[DCSUnitName]
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Unit from the DATABASE based on the Unit Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteUnit( DCSUnitName )
|
||||
|
||||
self.UNITS[DCSUnitName] = nil
|
||||
end
|
||||
|
||||
--- Adds a Static based on the Static Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddStatic( DCSStaticName )
|
||||
|
||||
if not self.STATICS[DCSStaticName] then
|
||||
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Static from the DATABASE based on the Static Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteStatic( DCSStaticName )
|
||||
|
||||
--self.STATICS[DCSStaticName] = nil
|
||||
end
|
||||
|
||||
--- Finds a STATIC based on the StaticName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string StaticName
|
||||
-- @return Wrapper.Static#STATIC The found STATIC.
|
||||
function DATABASE:FindStatic( StaticName )
|
||||
|
||||
local StaticFound = self.STATICS[StaticName]
|
||||
return StaticFound
|
||||
end
|
||||
|
||||
--- Adds a Airbase based on the Airbase Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
function DATABASE:AddAirbase( AirbaseName )
|
||||
|
||||
if not self.AIRBASES[AirbaseName] then
|
||||
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
function DATABASE:DeleteAirbase( AirbaseName )
|
||||
|
||||
self.AIRBASES[AirbaseName] = nil
|
||||
end
|
||||
|
||||
--- Finds an AIRBASE based on the AirbaseName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName
|
||||
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
|
||||
function DATABASE:FindAirbase( AirbaseName )
|
||||
|
||||
local AirbaseFound = self.AIRBASES[AirbaseName]
|
||||
return AirbaseFound
|
||||
end
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:AddCargo( Cargo )
|
||||
|
||||
if not self.CARGOS[Cargo.Name] then
|
||||
self.CARGOS[Cargo.Name] = Cargo
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:DeleteCargo( CargoName )
|
||||
|
||||
self.CARGOS[CargoName] = nil
|
||||
end
|
||||
|
||||
--- Finds an CARGO based on the CargoName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName
|
||||
-- @return Wrapper.Cargo#CARGO The found CARGO.
|
||||
function DATABASE:FindCargo( CargoName )
|
||||
|
||||
local CargoFound = self.CARGOS[CargoName]
|
||||
return CargoFound
|
||||
end
|
||||
|
||||
|
||||
--- Finds a CLIENT based on the ClientName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName
|
||||
-- @return Wrapper.Client#CLIENT The found CLIENT.
|
||||
function DATABASE:FindClient( ClientName )
|
||||
|
||||
local ClientFound = self.CLIENTS[ClientName]
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
|
||||
--- Adds a CLIENT based on the ClientName in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddClient( ClientName )
|
||||
|
||||
if not self.CLIENTS[ClientName] then
|
||||
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
|
||||
end
|
||||
|
||||
return self.CLIENTS[ClientName]
|
||||
end
|
||||
|
||||
|
||||
--- Finds a GROUP based on the GroupName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string GroupName
|
||||
-- @return Wrapper.Group#GROUP The found GROUP.
|
||||
function DATABASE:FindGroup( GroupName )
|
||||
|
||||
local GroupFound = self.GROUPS[GroupName]
|
||||
return GroupFound
|
||||
end
|
||||
|
||||
|
||||
--- Adds a GROUP based on the GroupName in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddGroup( GroupName )
|
||||
|
||||
if not self.GROUPS[GroupName] then
|
||||
self:E( { "Add GROUP:", GroupName } )
|
||||
self.GROUPS[GroupName] = GROUP:Register( GroupName )
|
||||
end
|
||||
|
||||
return self.GROUPS[GroupName]
|
||||
end
|
||||
|
||||
--- Adds a player based on the Player Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddPlayer( UnitName, PlayerName )
|
||||
|
||||
if PlayerName then
|
||||
self:E( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self.PLAYERS[PlayerName] = UnitName
|
||||
self.PLAYERSJOINED[PlayerName] = PlayerName
|
||||
end
|
||||
end
|
||||
|
||||
--- Deletes a player from the DATABASE based on the Player Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeletePlayer( PlayerName )
|
||||
|
||||
if PlayerName then
|
||||
self:E( { "Clean player:", PlayerName } )
|
||||
self.PLAYERS[PlayerName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Instantiate new Groups within the DCSRTE.
|
||||
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
|
||||
-- SpawnCountryID, SpawnCategoryID
|
||||
-- This method is used by the SPAWN class.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table SpawnTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:Spawn( SpawnTemplate )
|
||||
self:F( SpawnTemplate.name )
|
||||
|
||||
self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
|
||||
|
||||
-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
|
||||
local SpawnCoalitionID = SpawnTemplate.CoalitionID
|
||||
local SpawnCountryID = SpawnTemplate.CountryID
|
||||
local SpawnCategoryID = SpawnTemplate.CategoryID
|
||||
|
||||
-- Nullify
|
||||
SpawnTemplate.CoalitionID = nil
|
||||
SpawnTemplate.CountryID = nil
|
||||
SpawnTemplate.CategoryID = nil
|
||||
|
||||
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
|
||||
|
||||
self:T3( SpawnTemplate )
|
||||
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
|
||||
|
||||
-- Restore
|
||||
SpawnTemplate.CoalitionID = SpawnCoalitionID
|
||||
SpawnTemplate.CountryID = SpawnCountryID
|
||||
SpawnTemplate.CategoryID = SpawnCategoryID
|
||||
|
||||
local SpawnGroup = self:AddGroup( SpawnTemplate.name )
|
||||
return SpawnGroup
|
||||
end
|
||||
|
||||
--- Set a status to a Group within the Database, this to check crossing events for example.
|
||||
function DATABASE:SetStatusGroup( GroupName, Status )
|
||||
self:F2( Status )
|
||||
|
||||
self.Templates.Groups[GroupName].Status = Status
|
||||
end
|
||||
|
||||
--- Get a status to a Group within the Database, this to check crossing events for example.
|
||||
function DATABASE:GetStatusGroup( GroupName )
|
||||
self:F2( Status )
|
||||
|
||||
if self.Templates.Groups[GroupName] then
|
||||
return self.Templates.Groups[GroupName].Status
|
||||
else
|
||||
return ""
|
||||
end
|
||||
end
|
||||
|
||||
--- Private method that registers new Group Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
|
||||
|
||||
local TraceTable = {}
|
||||
|
||||
if not self.Templates.Groups[GroupTemplateName] then
|
||||
self.Templates.Groups[GroupTemplateName] = {}
|
||||
self.Templates.Groups[GroupTemplateName].Status = nil
|
||||
end
|
||||
|
||||
-- Delete the spans from the route, it is not needed and takes memory.
|
||||
if GroupTemplate.route and GroupTemplate.route.spans then
|
||||
GroupTemplate.route.spans = nil
|
||||
end
|
||||
|
||||
GroupTemplate.CategoryID = CategoryID
|
||||
GroupTemplate.CoalitionID = CoalitionID
|
||||
GroupTemplate.CountryID = CountryID
|
||||
|
||||
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
|
||||
self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
|
||||
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
|
||||
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
|
||||
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
|
||||
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
|
||||
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionID
|
||||
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
|
||||
|
||||
|
||||
TraceTable[#TraceTable+1] = "Group"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].GroupName
|
||||
|
||||
TraceTable[#TraceTable+1] = "Coalition"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CoalitionID
|
||||
TraceTable[#TraceTable+1] = "Category"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CategoryID
|
||||
TraceTable[#TraceTable+1] = "Country"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CountryID
|
||||
|
||||
TraceTable[#TraceTable+1] = "Units"
|
||||
|
||||
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
|
||||
|
||||
UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name)
|
||||
|
||||
self.Templates.Units[UnitTemplate.name] = {}
|
||||
self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
|
||||
self.Templates.Units[UnitTemplate.name].Template = UnitTemplate
|
||||
self.Templates.Units[UnitTemplate.name].GroupName = GroupTemplateName
|
||||
self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate
|
||||
self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId
|
||||
self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID
|
||||
self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionID
|
||||
self.Templates.Units[UnitTemplate.name].CountryID = CountryID
|
||||
|
||||
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
|
||||
self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate
|
||||
self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID
|
||||
self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionID
|
||||
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
|
||||
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
||||
end
|
||||
|
||||
TraceTable[#TraceTable+1] = self.Templates.Units[UnitTemplate.name].UnitName
|
||||
end
|
||||
|
||||
self:E( TraceTable )
|
||||
end
|
||||
|
||||
function DATABASE:GetGroupTemplate( GroupName )
|
||||
local GroupTemplate = self.Templates.Groups[GroupName].Template
|
||||
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
|
||||
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
|
||||
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
|
||||
return GroupTemplate
|
||||
end
|
||||
|
||||
--- Private method that registers new Static Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local TraceTable = {}
|
||||
|
||||
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
|
||||
|
||||
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
||||
|
||||
StaticTemplate.CategoryID = CategoryID
|
||||
StaticTemplate.CoalitionID = CoalitionID
|
||||
StaticTemplate.CountryID = CountryID
|
||||
|
||||
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
|
||||
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
|
||||
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
|
||||
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
|
||||
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
|
||||
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
|
||||
|
||||
|
||||
TraceTable[#TraceTable+1] = "Static"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].GroupName
|
||||
|
||||
TraceTable[#TraceTable+1] = "Coalition"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
|
||||
TraceTable[#TraceTable+1] = "Category"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CategoryID
|
||||
TraceTable[#TraceTable+1] = "Country"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CountryID
|
||||
|
||||
self:E( TraceTable )
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:GetStaticUnitTemplate( StaticName )
|
||||
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
||||
StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
|
||||
StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
|
||||
StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
|
||||
return StaticTemplate
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:GetGroupNameFromUnitName( UnitName )
|
||||
return self.Templates.Units[UnitName].GroupName
|
||||
end
|
||||
|
||||
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
|
||||
return self.Templates.Units[UnitName].GroupTemplate
|
||||
end
|
||||
|
||||
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
|
||||
return self.Templates.ClientsByName[ClientName].CoalitionID
|
||||
end
|
||||
|
||||
function DATABASE:GetCategoryFromClientTemplate( ClientName )
|
||||
return self.Templates.ClientsByName[ClientName].CategoryID
|
||||
end
|
||||
|
||||
function DATABASE:GetCountryFromClientTemplate( ClientName )
|
||||
return self.Templates.ClientsByName[ClientName].CountryID
|
||||
end
|
||||
|
||||
--- Airbase
|
||||
|
||||
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
|
||||
return self.AIRBASES[AirbaseName]:GetCoalition()
|
||||
end
|
||||
|
||||
function DATABASE:GetCategoryFromAirbase( AirbaseName )
|
||||
return self.AIRBASES[AirbaseName]:GetCategory()
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Private method that registers all alive players in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterPlayers()
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
local UnitName = UnitData:getName()
|
||||
local PlayerName = UnitData:getPlayerName()
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:E( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self:AddPlayer( UnitName, PlayerName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Private method that registers all Groups and Units within in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterGroupsAndUnits()
|
||||
|
||||
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
||||
|
||||
if DCSGroup:isExist() then
|
||||
local DCSGroupName = DCSGroup:getName()
|
||||
|
||||
self:E( { "Register Group:", DCSGroupName } )
|
||||
self:AddGroup( DCSGroupName )
|
||||
|
||||
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
||||
|
||||
local DCSUnitName = DCSUnit:getName()
|
||||
self:E( { "Register Unit:", DCSUnitName } )
|
||||
self:AddUnit( DCSUnitName )
|
||||
end
|
||||
else
|
||||
self:E( { "Group does not exist: ", DCSGroup } )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Private method that registers all Units of skill Client or Player within in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterClients()
|
||||
|
||||
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
||||
self:E( { "Register Client:", ClientName } )
|
||||
self:AddClient( ClientName )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterStatics()
|
||||
|
||||
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
|
||||
|
||||
if DCSStatic:isExist() then
|
||||
local DCSStaticName = DCSStatic:getName()
|
||||
|
||||
self:E( { "Register Static:", DCSStaticName } )
|
||||
self:AddStatic( DCSStaticName )
|
||||
else
|
||||
self:E( { "Static does not exist: ", DCSStatic } )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterAirbases()
|
||||
|
||||
local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
|
||||
|
||||
local DCSAirbaseName = DCSAirbase:getName()
|
||||
|
||||
self:E( { "Register Airbase:", DCSAirbaseName } )
|
||||
self:AddAirbase( DCSAirbaseName )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Events
|
||||
|
||||
--- Handles the OnBirth event for the alive units set.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnBirth( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if Event.IniObjectCategory == 3 then
|
||||
self:AddStatic( Event.IniDCSUnitName )
|
||||
else
|
||||
if Event.IniObjectCategory == 1 then
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
end
|
||||
end
|
||||
self:_EventOnPlayerEnterUnit( Event )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnDead or OnCrash event for alive units set.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if Event.IniObjectCategory == 3 then
|
||||
if self.STATICS[Event.IniDCSUnitName] then
|
||||
self:DeleteStatic( Event.IniDCSUnitName )
|
||||
end
|
||||
else
|
||||
if Event.IniObjectCategory == 1 then
|
||||
if self.UNITS[Event.IniDCSUnitName] then
|
||||
self:DeleteUnit( Event.IniDCSUnitName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnPlayerEnterUnit( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniUnit then
|
||||
if Event.IniObjectCategory == 1 then
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniUnitName, PlayerName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniUnit then
|
||||
if Event.IniObjectCategory == 1 then
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if self.PLAYERS[PlayerName] then
|
||||
self:DeletePlayer( PlayerName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Iterators
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
|
||||
self:F2( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for ObjectID, Object in pairs( Set ) do
|
||||
self:T2( Object )
|
||||
IteratorFunction( Object, unpack( arg ) )
|
||||
Count = Count + 1
|
||||
-- if Count % 100 == 0 then
|
||||
-- coroutine.yield( false )
|
||||
-- end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- local co = coroutine.create( CoRoutine )
|
||||
local co = CoRoutine
|
||||
|
||||
local function Schedule()
|
||||
|
||||
-- local status, res = coroutine.resume( co )
|
||||
local status, res = co()
|
||||
self:T3( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == false then
|
||||
return true -- resume next time the loop
|
||||
end
|
||||
if FinalizeFunction then
|
||||
FinalizeFunction( unpack( arg ) )
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.UNITS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachGroup( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.GROUPS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.PLAYERS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.PLAYERSJOINED )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CLIENTS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachCargo( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CARGOS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventNewCargo event.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventNewCargo( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
self:AddCargo( EventData.Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventDeleteCargo.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventDeleteCargo( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
self:DeleteCargo( EventData.Cargo.Name )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterTemplates()
|
||||
self:F2()
|
||||
|
||||
self.Navpoints = {}
|
||||
self.UNITS = {}
|
||||
--Build routines.db.units and self.Navpoints
|
||||
for CoalitionName, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
if (CoalitionName == 'red' or CoalitionName == 'blue') and type(coa_data) == 'table' then
|
||||
--self.Units[coa_name] = {}
|
||||
|
||||
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
|
||||
|
||||
----------------------------------------------
|
||||
-- build nav points DB
|
||||
self.Navpoints[CoalitionName] = {}
|
||||
if coa_data.nav_points then --navpoints
|
||||
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
||||
|
||||
if type(nav_data) == 'table' then
|
||||
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
|
||||
|
||||
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
||||
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
||||
self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x
|
||||
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
|
||||
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------
|
||||
if coa_data.country then --there is a country table
|
||||
for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
|
||||
local CountryName = string.upper(cntry_data.name)
|
||||
local CountryID = cntry_data.id
|
||||
|
||||
self.COUNTRY_ID[CountryName] = CountryID
|
||||
self.COUNTRY_NAME[CountryID] = CountryName
|
||||
|
||||
--self.Units[coa_name][countryName] = {}
|
||||
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
||||
|
||||
if type(cntry_data) == 'table' then --just making sure
|
||||
|
||||
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
|
||||
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
||||
|
||||
local CategoryName = obj_type_name
|
||||
|
||||
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, Template in pairs(obj_type_data.group) do
|
||||
|
||||
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroupTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
)
|
||||
else
|
||||
self:_RegisterStaticTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
)
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
||||
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
end --if type(cntry_data) == 'table' then
|
||||
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
end --if coa_data.country then --there is a country table
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
1059
Moose Development/Moose/Core/Event.lua
Normal file
1059
Moose Development/Moose/Core/Event.lua
Normal file
File diff suppressed because it is too large
Load Diff
1248
Moose Development/Moose/Core/Fsm.lua
Normal file
1248
Moose Development/Moose/Core/Fsm.lua
Normal file
File diff suppressed because it is too large
Load Diff
944
Moose Development/Moose/Core/Menu.lua
Normal file
944
Moose Development/Moose/Core/Menu.lua
Normal file
@@ -0,0 +1,944 @@
|
||||
--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DCS Menus can be managed using the MENU classes.
|
||||
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to
|
||||
-- set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing
|
||||
-- menus is not a easy feat if you have complex menu hierarchies defined.
|
||||
-- Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy.
|
||||
-- On top, MOOSE implements **variable parameter** passing for command menus.
|
||||
--
|
||||
-- There are basically two different MENU class types that you need to use:
|
||||
--
|
||||
-- ### To manage **main menus**, the classes begin with **MENU_**:
|
||||
--
|
||||
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
|
||||
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
|
||||
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
|
||||
-- * @{Menu#MENU_CLIENT}: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
--
|
||||
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
|
||||
--
|
||||
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
|
||||
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
|
||||
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
|
||||
-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Menu
|
||||
|
||||
|
||||
do -- MENU_BASE
|
||||
|
||||
--- @type MENU_BASE
|
||||
-- @extends Base#BASE
|
||||
|
||||
--- # MENU_BASE class, extends @{Base#BASE}
|
||||
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
|
||||
-- This is an abstract class, so don't use it.
|
||||
-- @field #MENU_BASE
|
||||
MENU_BASE = {
|
||||
ClassName = "MENU_BASE",
|
||||
MenuPath = nil,
|
||||
MenuText = "",
|
||||
MenuParentPath = nil
|
||||
}
|
||||
|
||||
--- Consructor
|
||||
-- @param #MENU_BASE
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:New( MenuText, ParentMenu )
|
||||
|
||||
local MenuParentPath = {}
|
||||
if ParentMenu ~= nil then
|
||||
MenuParentPath = ParentMenu.MenuPath
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
|
||||
self.MenuPath = nil
|
||||
self.MenuText = MenuText
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.Menus = {}
|
||||
self.MenuCount = 0
|
||||
self.MenuRemoveParent = false
|
||||
self.MenuTime = timer.getTime()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Gets a @{Menu} from a parent @{Menu}
|
||||
-- @param #MENU_BASE self
|
||||
-- @param #string MenuText The text of the child menu.
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:GetMenu( MenuText )
|
||||
self:F2( { Menu = self.Menus[MenuText] } )
|
||||
return self.Menus[MenuText]
|
||||
end
|
||||
|
||||
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetRemoveParent( RemoveParent )
|
||||
self:F2( { RemoveParent } )
|
||||
self.MenuRemoveParent = RemoveParent
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sets a time stamp for later prevention of menu removal.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param MenuTime
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetTime( MenuTime )
|
||||
self.MenuTime = MenuTime
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- MENU_COMMAND_BASE
|
||||
|
||||
--- @type MENU_COMMAND_BASE
|
||||
-- @field #function MenuCallHandler
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
|
||||
-- ----------------------------------------------------------
|
||||
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
|
||||
-- classes are derived from, in order to set commands.
|
||||
-- @field #MENU_COMMAND_BASE
|
||||
MENU_COMMAND_BASE = {
|
||||
ClassName = "MENU_COMMAND_BASE",
|
||||
CommandMenuFunction = nil,
|
||||
CommandMenuArgument = nil,
|
||||
MenuCallHandler = nil,
|
||||
}
|
||||
|
||||
--- Constructor
|
||||
-- @param #MENU_COMMAND_BASE
|
||||
-- @return #MENU_COMMAND_BASE
|
||||
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
|
||||
self.CommandMenuFunction = CommandMenuFunction
|
||||
self.MenuCallHandler = function( CommandMenuArguments )
|
||||
self.CommandMenuFunction( unpack( CommandMenuArguments ) )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- MENU_MISSION
|
||||
|
||||
--- @type MENU_MISSION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_MISSION class manages the main menus for a complete mission.
|
||||
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
|
||||
-- @field #MENU_MISSION
|
||||
MENU_MISSION = {
|
||||
ClassName = "MENU_MISSION"
|
||||
}
|
||||
|
||||
--- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file.
|
||||
-- @param #MENU_MISSION self
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
|
||||
-- @return #MENU_MISSION
|
||||
function MENU_MISSION:New( MenuText, ParentMenu )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
|
||||
self:F( { MenuText, ParentMenu } )
|
||||
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self.Menus = {}
|
||||
|
||||
self:T( { MenuText } )
|
||||
|
||||
self.MenuPath = missionCommands.addSubMenu( MenuText, self.MenuParentPath )
|
||||
|
||||
self:T( { self.MenuPath } )
|
||||
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
|
||||
-- @param #MENU_MISSION self
|
||||
-- @return #MENU_MISSION
|
||||
function MENU_MISSION:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
for MenuID, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Removes the main menu and the sub menus recursively of this MENU_MISSION.
|
||||
-- @param #MENU_MISSION self
|
||||
-- @return #nil
|
||||
function MENU_MISSION:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
self:RemoveSubMenus()
|
||||
missionCommands.removeItem( self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- MENU_MISSION_COMMAND
|
||||
|
||||
--- @type MENU_MISSION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_MISSION_COMMAND
|
||||
MENU_MISSION_COMMAND = {
|
||||
ClassName = "MENU_MISSION_COMMAND"
|
||||
}
|
||||
|
||||
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
|
||||
-- @param #MENU_MISSION_COMMAND self
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param Menu#MENU_MISSION ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
|
||||
-- @return #MENU_MISSION_COMMAND self
|
||||
function MENU_MISSION_COMMAND:New( MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
|
||||
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self:T( { MenuText, CommandMenuFunction, arg } )
|
||||
|
||||
|
||||
self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
|
||||
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a radio command item for a coalition
|
||||
-- @param #MENU_MISSION_COMMAND self
|
||||
-- @return #nil
|
||||
function MENU_MISSION_COMMAND:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
missionCommands.removeItem( self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
do -- MENU_COALITION
|
||||
|
||||
--- @type MENU_COALITION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the planes within the red coalition.
|
||||
-- -- To test, join the planes, then look at the other radio menus (Option F10).
|
||||
-- -- Then switch planes and check if the menu is still there.
|
||||
--
|
||||
-- local Plane1 = CLIENT:FindByName( "Plane 1" )
|
||||
-- local Plane2 = CLIENT:FindByName( "Plane 2" )
|
||||
--
|
||||
--
|
||||
-- -- This would create a menu for the red coalition under the main DCS "Others" menu.
|
||||
-- local MenuCoalitionRed = MENU_COALITION:New( coalition.side.RED, "Manage Menus" )
|
||||
--
|
||||
--
|
||||
-- local function ShowStatus( StatusText, Coalition )
|
||||
--
|
||||
-- MESSAGE:New( Coalition, 15 ):ToRed()
|
||||
-- Plane1:Message( StatusText, 15 )
|
||||
-- Plane2:Message( StatusText, 15 )
|
||||
-- end
|
||||
--
|
||||
-- local MenuStatus -- Menu#MENU_COALITION
|
||||
-- local MenuStatusShow -- Menu#MENU_COALITION_COMMAND
|
||||
--
|
||||
-- local function RemoveStatusMenu()
|
||||
-- MenuStatus:Remove()
|
||||
-- end
|
||||
--
|
||||
-- local function AddStatusMenu()
|
||||
--
|
||||
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
|
||||
-- MenuStatus = MENU_COALITION:New( coalition.side.RED, "Status for Planes" )
|
||||
-- MenuStatusShow = MENU_COALITION_COMMAND:New( coalition.side.RED, "Show Status", MenuStatus, ShowStatus, "Status of planes is ok!", "Message to Red Coalition" )
|
||||
-- end
|
||||
--
|
||||
-- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
|
||||
-- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
|
||||
--
|
||||
-- @field #MENU_COALITION
|
||||
MENU_COALITION = {
|
||||
ClassName = "MENU_COALITION"
|
||||
}
|
||||
|
||||
--- MENU_COALITION constructor. Creates a new MENU_COALITION object and creates the menu for a complete coalition.
|
||||
-- @param #MENU_COALITION self
|
||||
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
|
||||
-- @return #MENU_COALITION self
|
||||
function MENU_COALITION:New( Coalition, MenuText, ParentMenu )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
|
||||
self:F( { Coalition, MenuText, ParentMenu } )
|
||||
|
||||
self.Coalition = Coalition
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self.Menus = {}
|
||||
|
||||
self:T( { MenuText } )
|
||||
|
||||
self.MenuPath = missionCommands.addSubMenuForCoalition( Coalition, MenuText, self.MenuParentPath )
|
||||
|
||||
self:T( { self.MenuPath } )
|
||||
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept!
|
||||
-- @param #MENU_COALITION self
|
||||
-- @return #MENU_COALITION
|
||||
function MENU_COALITION:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
for MenuID, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Removes the main menu and the sub menus recursively of this MENU_COALITION.
|
||||
-- @param #MENU_COALITION self
|
||||
-- @return #nil
|
||||
function MENU_COALITION:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
self:RemoveSubMenus()
|
||||
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- MENU_COALITION_COMMAND
|
||||
|
||||
--- @type MENU_COALITION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_COALITION_COMMAND
|
||||
MENU_COALITION_COMMAND = {
|
||||
ClassName = "MENU_COALITION_COMMAND"
|
||||
}
|
||||
|
||||
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
|
||||
-- @param #MENU_COALITION_COMMAND self
|
||||
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param Menu#MENU_COALITION ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
|
||||
-- @return #MENU_COALITION_COMMAND
|
||||
function MENU_COALITION_COMMAND:New( Coalition, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
|
||||
|
||||
self.MenuCoalition = Coalition
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self:T( { MenuText, CommandMenuFunction, arg } )
|
||||
|
||||
|
||||
self.MenuPath = missionCommands.addCommandForCoalition( self.MenuCoalition, MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
|
||||
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a radio command item for a coalition
|
||||
-- @param #MENU_COALITION_COMMAND self
|
||||
-- @return #nil
|
||||
function MENU_COALITION_COMMAND:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
missionCommands.removeItemForCoalition( self.MenuCoalition, self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- MENU_CLIENT
|
||||
|
||||
-- This local variable is used to cache the menus registered under clients.
|
||||
-- Menus don't dissapear when clients are destroyed and restarted.
|
||||
-- So every menu for a client created must be tracked so that program logic accidentally does not create
|
||||
-- the same menus twice during initialization logic.
|
||||
-- These menu classes are handling this logic with this variable.
|
||||
local _MENUCLIENTS = {}
|
||||
|
||||
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
|
||||
-- @type MENU_CLIENT
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- # MENU_CLIENT class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_CLIENT class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the two clients of planes.
|
||||
-- -- Each client will receive a different menu structure.
|
||||
-- -- To test, join the planes, then look at the other radio menus (Option F10).
|
||||
-- -- Then switch planes and check if the menu is still there.
|
||||
-- -- And play with the Add and Remove menu options.
|
||||
--
|
||||
-- -- Note that in multi player, this will only work after the DCS clients bug is solved.
|
||||
--
|
||||
-- local function ShowStatus( PlaneClient, StatusText, Coalition )
|
||||
--
|
||||
-- MESSAGE:New( Coalition, 15 ):ToRed()
|
||||
-- PlaneClient:Message( StatusText, 15 )
|
||||
-- end
|
||||
--
|
||||
-- local MenuStatus = {}
|
||||
--
|
||||
-- local function RemoveStatusMenu( MenuClient )
|
||||
-- local MenuClientName = MenuClient:GetName()
|
||||
-- MenuStatus[MenuClientName]:Remove()
|
||||
-- end
|
||||
--
|
||||
-- --- @param Wrapper.Client#CLIENT MenuClient
|
||||
-- local function AddStatusMenu( MenuClient )
|
||||
-- local MenuClientName = MenuClient:GetName()
|
||||
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
|
||||
-- MenuStatus[MenuClientName] = MENU_CLIENT:New( MenuClient, "Status for Planes" )
|
||||
-- MENU_CLIENT_COMMAND:New( MenuClient, "Show Status", MenuStatus[MenuClientName], ShowStatus, MenuClient, "Status of planes is ok!", "Message to Red Coalition" )
|
||||
-- end
|
||||
--
|
||||
-- SCHEDULER:New( nil,
|
||||
-- function()
|
||||
-- local PlaneClient = CLIENT:FindByName( "Plane 1" )
|
||||
-- if PlaneClient and PlaneClient:IsAlive() then
|
||||
-- local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
|
||||
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneClient )
|
||||
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneClient )
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- SCHEDULER:New( nil,
|
||||
-- function()
|
||||
-- local PlaneClient = CLIENT:FindByName( "Plane 2" )
|
||||
-- if PlaneClient and PlaneClient:IsAlive() then
|
||||
-- local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
|
||||
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneClient )
|
||||
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- @field #MENU_CLIENT
|
||||
MENU_CLIENT = {
|
||||
ClassName = "MENU_CLIENT"
|
||||
}
|
||||
|
||||
--- MENU_CLIENT constructor. Creates a new radio menu item for a client.
|
||||
-- @param #MENU_CLIENT self
|
||||
-- @param Wrapper.Client#CLIENT Client The Client owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #table ParentMenu The parent menu.
|
||||
-- @return #MENU_CLIENT self
|
||||
function MENU_CLIENT:New( Client, MenuText, ParentMenu )
|
||||
|
||||
-- Arrange meta tables
|
||||
local MenuParentPath = {}
|
||||
if ParentMenu ~= nil then
|
||||
MenuParentPath = ParentMenu.MenuPath
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, MenuParentPath ) )
|
||||
self:F( { Client, MenuText, ParentMenu } )
|
||||
|
||||
self.MenuClient = Client
|
||||
self.MenuClientGroupID = Client:GetClientGroupID()
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self.Menus = {}
|
||||
|
||||
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
||||
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
||||
end
|
||||
|
||||
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
||||
|
||||
self:T( { Client:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText } )
|
||||
|
||||
local MenuPathID = table.concat(MenuParentPath) .. "/" .. MenuText
|
||||
if MenuPath[MenuPathID] then
|
||||
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), MenuPath[MenuPathID] )
|
||||
end
|
||||
|
||||
self.MenuPath = missionCommands.addSubMenuForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath )
|
||||
MenuPath[MenuPathID] = self.MenuPath
|
||||
|
||||
self:T( { Client:GetClientGroupName(), self.MenuPath } )
|
||||
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this @{#MENU_CLIENT}.
|
||||
-- @param #MENU_CLIENT self
|
||||
-- @return #MENU_CLIENT self
|
||||
function MENU_CLIENT:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
for MenuID, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_CLIENT.
|
||||
-- @param #MENU_CLIENT self
|
||||
-- @return #nil
|
||||
function MENU_CLIENT:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
self:RemoveSubMenus()
|
||||
|
||||
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
||||
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
||||
end
|
||||
|
||||
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
||||
|
||||
if MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] then
|
||||
MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] = nil
|
||||
end
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), self.MenuPath )
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- @type MENU_CLIENT_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND
|
||||
|
||||
--- # MENU_CLIENT_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_CLIENT_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_CLIENT_COMMAND
|
||||
MENU_CLIENT_COMMAND = {
|
||||
ClassName = "MENU_CLIENT_COMMAND"
|
||||
}
|
||||
|
||||
--- MENU_CLIENT_COMMAND constructor. Creates a new radio command item for a client, which can invoke a function with parameters.
|
||||
-- @param #MENU_CLIENT_COMMAND self
|
||||
-- @param Wrapper.Client#CLIENT Client The Client owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #MENU_BASE ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @return Menu#MENU_CLIENT_COMMAND self
|
||||
function MENU_CLIENT_COMMAND:New( Client, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
-- Arrange meta tables
|
||||
|
||||
local MenuParentPath = {}
|
||||
if ParentMenu ~= nil then
|
||||
MenuParentPath = ParentMenu.MenuPath
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, MenuParentPath, CommandMenuFunction, arg ) ) -- Menu#MENU_CLIENT_COMMAND
|
||||
|
||||
self.MenuClient = Client
|
||||
self.MenuClientGroupID = Client:GetClientGroupID()
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
||||
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
||||
end
|
||||
|
||||
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
||||
|
||||
self:T( { Client:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText, CommandMenuFunction, arg } )
|
||||
|
||||
local MenuPathID = table.concat(MenuParentPath) .. "/" .. MenuText
|
||||
if MenuPath[MenuPathID] then
|
||||
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), MenuPath[MenuPathID] )
|
||||
end
|
||||
|
||||
self.MenuPath = missionCommands.addCommandForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath, self.MenuCallHandler, arg )
|
||||
MenuPath[MenuPathID] = self.MenuPath
|
||||
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a menu structure for a client.
|
||||
-- @param #MENU_CLIENT_COMMAND self
|
||||
-- @return #nil
|
||||
function MENU_CLIENT_COMMAND:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
||||
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
||||
end
|
||||
|
||||
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
||||
|
||||
if MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] then
|
||||
MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] = nil
|
||||
end
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), self.MenuPath )
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- MENU_GROUP
|
||||
|
||||
do
|
||||
-- This local variable is used to cache the menus registered under groups.
|
||||
-- Menus don't dissapear when groups for players are destroyed and restarted.
|
||||
-- So every menu for a client created must be tracked so that program logic accidentally does not create.
|
||||
-- the same menus twice during initialization logic.
|
||||
-- These menu classes are handling this logic with this variable.
|
||||
local _MENUGROUPS = {}
|
||||
|
||||
--- @type MENU_GROUP
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_GROUP class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the two groups of planes.
|
||||
-- -- Each group will receive a different menu structure.
|
||||
-- -- To test, join the planes, then look at the other radio menus (Option F10).
|
||||
-- -- Then switch planes and check if the menu is still there.
|
||||
-- -- And play with the Add and Remove menu options.
|
||||
--
|
||||
-- -- Note that in multi player, this will only work after the DCS groups bug is solved.
|
||||
--
|
||||
-- local function ShowStatus( PlaneGroup, StatusText, Coalition )
|
||||
--
|
||||
-- MESSAGE:New( Coalition, 15 ):ToRed()
|
||||
-- PlaneGroup:Message( StatusText, 15 )
|
||||
-- end
|
||||
--
|
||||
-- local MenuStatus = {}
|
||||
--
|
||||
-- local function RemoveStatusMenu( MenuGroup )
|
||||
-- local MenuGroupName = MenuGroup:GetName()
|
||||
-- MenuStatus[MenuGroupName]:Remove()
|
||||
-- end
|
||||
--
|
||||
-- --- @param Wrapper.Group#GROUP MenuGroup
|
||||
-- local function AddStatusMenu( MenuGroup )
|
||||
-- local MenuGroupName = MenuGroup:GetName()
|
||||
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
|
||||
-- MenuStatus[MenuGroupName] = MENU_GROUP:New( MenuGroup, "Status for Planes" )
|
||||
-- MENU_GROUP_COMMAND:New( MenuGroup, "Show Status", MenuStatus[MenuGroupName], ShowStatus, MenuGroup, "Status of planes is ok!", "Message to Red Coalition" )
|
||||
-- end
|
||||
--
|
||||
-- SCHEDULER:New( nil,
|
||||
-- function()
|
||||
-- local PlaneGroup = GROUP:FindByName( "Plane 1" )
|
||||
-- if PlaneGroup and PlaneGroup:IsAlive() then
|
||||
-- local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
|
||||
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneGroup )
|
||||
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneGroup )
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- SCHEDULER:New( nil,
|
||||
-- function()
|
||||
-- local PlaneGroup = GROUP:FindByName( "Plane 2" )
|
||||
-- if PlaneGroup and PlaneGroup:IsAlive() then
|
||||
-- local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
|
||||
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneGroup )
|
||||
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneGroup )
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- @field #MENU_GROUP
|
||||
MENU_GROUP = {
|
||||
ClassName = "MENU_GROUP"
|
||||
}
|
||||
|
||||
--- MENU_GROUP constructor. Creates a new radio menu item for a group.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param Wrapper.Group#GROUP MenuGroup The Group owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #table ParentMenu The parent menu.
|
||||
-- @return #MENU_GROUP self
|
||||
function MENU_GROUP:New( MenuGroup, MenuText, ParentMenu )
|
||||
|
||||
-- Determine if the menu was not already created and already visible at the group.
|
||||
-- If it is visible, then return the cached self, otherwise, create self and cache it.
|
||||
|
||||
MenuGroup._Menus = MenuGroup._Menus or {}
|
||||
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
|
||||
if MenuGroup._Menus[Path] then
|
||||
self = MenuGroup._Menus[Path]
|
||||
else
|
||||
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
--if MenuGroup:IsAlive() then
|
||||
MenuGroup._Menus[Path] = self
|
||||
--end
|
||||
|
||||
self.MenuGroup = MenuGroup
|
||||
self.Path = Path
|
||||
self.MenuGroupID = MenuGroup:GetID()
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self:T( { "Adding Menu ", MenuText, self.MenuParentPath } )
|
||||
self.MenuPath = missionCommands.addSubMenuForGroup( self.MenuGroupID, MenuText, self.MenuParentPath )
|
||||
|
||||
if self.ParentMenu and self.ParentMenu.Menus then
|
||||
self.ParentMenu.Menus[MenuText] = self
|
||||
self:F( { self.ParentMenu.Menus, MenuText } )
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
|
||||
end
|
||||
end
|
||||
|
||||
--self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param MenuTime
|
||||
-- @return #MENU_GROUP self
|
||||
function MENU_GROUP:RemoveSubMenus( MenuTime )
|
||||
--self:F2( { self.MenuPath, MenuTime, self.MenuTime } )
|
||||
|
||||
--self:T( { "Removing Group SubMenus:", self.MenuGroup:GetName(), self.MenuPath } )
|
||||
for MenuText, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove( MenuTime )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param MenuTime
|
||||
-- @return #nil
|
||||
function MENU_GROUP:Remove( MenuTime )
|
||||
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
|
||||
|
||||
self:RemoveSubMenus( MenuTime )
|
||||
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if self.MenuGroup._Menus[self.Path] then
|
||||
self = self.MenuGroup._Menus[self.Path]
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuText] = nil
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
|
||||
if self.ParentMenu.MenuCount == 0 then
|
||||
if self.MenuRemoveParent == true then
|
||||
self:T2( "Removing Parent Menu " )
|
||||
self.ParentMenu:Remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
self:T( { "Removing Group Menu:", MenuGroup = self.MenuGroup:GetName(), MenuPath = self.MenuGroup._Menus[self.Path].Path } )
|
||||
self.MenuGroup._Menus[self.Path] = nil
|
||||
self = nil
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- @type MENU_GROUP_COMMAND
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_GROUP_COMMAND
|
||||
MENU_GROUP_COMMAND = {
|
||||
ClassName = "MENU_GROUP_COMMAND"
|
||||
}
|
||||
|
||||
--- Creates a new radio command item for a group
|
||||
-- @param #MENU_GROUP_COMMAND self
|
||||
-- @param Wrapper.Group#GROUP MenuGroup The Group owning the menu.
|
||||
-- @param MenuText The text for the menu.
|
||||
-- @param ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function.
|
||||
-- @return #MENU_GROUP_COMMAND
|
||||
function MENU_GROUP_COMMAND:New( MenuGroup, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
MenuGroup._Menus = MenuGroup._Menus or {}
|
||||
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
|
||||
if MenuGroup._Menus[Path] then
|
||||
self = MenuGroup._Menus[Path]
|
||||
self:F2( { "Re-using Group Command Menu:", MenuGroup:GetName(), MenuText } )
|
||||
else
|
||||
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
|
||||
|
||||
--if MenuGroup:IsAlive() then
|
||||
MenuGroup._Menus[Path] = self
|
||||
--end
|
||||
|
||||
self.Path = Path
|
||||
self.MenuGroup = MenuGroup
|
||||
self.MenuGroupID = MenuGroup:GetID()
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self:F( { "Adding Group Command Menu:", MenuGroup = MenuGroup:GetName(), MenuText = MenuText, MenuPath = self.MenuParentPath } )
|
||||
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
|
||||
|
||||
if self.ParentMenu and self.ParentMenu.Menus then
|
||||
self.ParentMenu.Menus[MenuText] = self
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
|
||||
self:F2( { ParentMenu.Menus, MenuText } )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a menu structure for a group.
|
||||
-- @param #MENU_GROUP_COMMAND self
|
||||
-- @param MenuTime
|
||||
-- @return #nil
|
||||
function MENU_GROUP_COMMAND:Remove( MenuTime )
|
||||
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
|
||||
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if self.MenuGroup._Menus[self.Path] then
|
||||
self = self.MenuGroup._Menus[self.Path]
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
|
||||
self:T( { "Removing Group Command Menu:", MenuGroup = self.MenuGroup:GetName(), MenuText = self.MenuText, MenuPath = self.Path } )
|
||||
|
||||
self.ParentMenu.Menus[self.MenuText] = nil
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
|
||||
if self.ParentMenu.MenuCount == 0 then
|
||||
if self.MenuRemoveParent == true then
|
||||
self:T2( "Removing Parent Menu " )
|
||||
self.ParentMenu:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
self.MenuGroup._Menus[self.Path] = nil
|
||||
self = nil
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -1,17 +1,45 @@
|
||||
--- Message System to display Messages for Clients and Coalitions or All.
|
||||
-- Messages are grouped on the display panel per Category to improve readability for the players.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages are identified by an ID. The messages with the same ID belonging to the same category will be overwritten if they were still being displayed on the display panel.
|
||||
-- Messages are created with MESSAGE:@{New}().
|
||||
-- Messages are sent to Clients with MESSAGE:@{ToClient}().
|
||||
-- Messages are sent to Coalitions with MESSAGE:@{ToCoalition}().
|
||||
-- Messages are sent to All Players with MESSAGE:@{ToAll}().
|
||||
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Message
|
||||
|
||||
Include.File( "Base" )
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # MESSAGE class, extends @{Base#BASE}
|
||||
--
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
-- ## MESSAGE construction
|
||||
--
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- ## Send messages to an audience
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
|
||||
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{Message#MESSAGE.ToAll}().
|
||||
--
|
||||
-- ## Send conditionally to an audience
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
-- @field #MESSAGE
|
||||
MESSAGE = {
|
||||
ClassName = "MESSAGE",
|
||||
MessageCategory = 0,
|
||||
@@ -22,9 +50,8 @@ MESSAGE = {
|
||||
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
|
||||
-- @param self
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #string MessageCategory is a string expressing the Category of the Message. Messages are grouped on the display panel per Category to improve readability.
|
||||
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
|
||||
-- @param #string MessageID is a string expressing the ID of the Message.
|
||||
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Create a series of new Messages.
|
||||
@@ -32,23 +59,26 @@ MESSAGE = {
|
||||
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
|
||||
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
||||
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
|
||||
function MESSAGE:New( MessageText, MessageCategory, MessageDuration, MessageID )
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
|
||||
function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText, MessageCategory, MessageDuration, MessageID } )
|
||||
self:F( { MessageText, MessageDuration, MessageCategory } )
|
||||
|
||||
-- When no messagecategory is given, we don't show it as a title...
|
||||
-- When no MessageCategory is given, we don't show it as a title...
|
||||
if MessageCategory and MessageCategory ~= "" then
|
||||
self.MessageCategory = MessageCategory .. ": "
|
||||
if MessageCategory:sub(-1) ~= "\n" then
|
||||
self.MessageCategory = MessageCategory .. ": "
|
||||
else
|
||||
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
|
||||
end
|
||||
else
|
||||
self.MessageCategory = ""
|
||||
end
|
||||
|
||||
self.MessageDuration = MessageDuration
|
||||
self.MessageID = MessageID
|
||||
self.MessageDuration = MessageDuration or 5
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = MessageText
|
||||
|
||||
@@ -61,7 +91,7 @@ end
|
||||
|
||||
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
|
||||
-- @param #MESSAGE self
|
||||
-- @param Client#CLIENT Client is the Group of the Client.
|
||||
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Send the 2 messages created with the @{New} method to the Client Group.
|
||||
@@ -91,6 +121,21 @@ function MESSAGE:ToClient( Client )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Group.
|
||||
-- @param #MESSAGE self
|
||||
-- @param Wrapper.Group#GROUP Group is the Group.
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:ToGroup( Group )
|
||||
self:F( Group.GroupName )
|
||||
|
||||
if Group then
|
||||
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
--- Sends a MESSAGE to the Blue coalition.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
@@ -152,6 +197,20 @@ function MESSAGE:ToCoalition( CoalitionSide )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Coalition if the given Condition is true.
|
||||
-- @param #MESSAGE self
|
||||
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
|
||||
self:F( CoalitionSide )
|
||||
|
||||
if Condition and Condition == true then
|
||||
self:ToCoalition( CoalitionSide )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to all players.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
@@ -164,84 +223,24 @@ end
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
|
||||
-- MessageAll:ToAll()
|
||||
function MESSAGE:ToAll()
|
||||
self:F()
|
||||
self:F()
|
||||
|
||||
self:ToCoalition( coalition.side.RED )
|
||||
self:ToCoalition( coalition.side.BLUE )
|
||||
self:ToCoalition( coalition.side.RED )
|
||||
self:ToCoalition( coalition.side.BLUE )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sends a MESSAGE to all players if the given Condition is true.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:ToAllIf( Condition )
|
||||
|
||||
if Condition and Condition == true then
|
||||
self:ToCoalition( coalition.side.RED )
|
||||
self:ToCoalition( coalition.side.BLUE )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- The MESSAGEQUEUE class
|
||||
-- @type MESSAGEQUEUE
|
||||
MESSAGEQUEUE = {
|
||||
ClientGroups = {},
|
||||
CoalitionSides = {}
|
||||
}
|
||||
|
||||
function MESSAGEQUEUE:New( RefreshInterval )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { RefreshInterval } )
|
||||
|
||||
self.RefreshInterval = RefreshInterval
|
||||
|
||||
self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- This function is called automatically by the MESSAGEQUEUE scheduler.
|
||||
function MESSAGEQUEUE:_DisplayMessages()
|
||||
|
||||
-- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
|
||||
for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
|
||||
for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
|
||||
if MessageData.MessageSent == false then
|
||||
--trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
||||
MessageData.MessageSent = true
|
||||
end
|
||||
local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
||||
if MessageTimeLeft <= 0 then
|
||||
MessageData = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
|
||||
-- Because the Client messages will overwrite the Coalition messages (for that Client).
|
||||
for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
|
||||
for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
|
||||
if MessageData.MessageGroup == false then
|
||||
trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
||||
MessageData.MessageGroup = true
|
||||
end
|
||||
local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
||||
if MessageTimeLeft <= 0 then
|
||||
MessageData = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Now check if the Client also has messages that belong to the Coalition of the Client...
|
||||
for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
|
||||
for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
|
||||
local CoalitionGroup = Group.getByName( ClientGroupName )
|
||||
if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
|
||||
if MessageData.MessageCoalition == false then
|
||||
trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
||||
MessageData.MessageCoalition = true
|
||||
end
|
||||
end
|
||||
local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
||||
if MessageTimeLeft <= 0 then
|
||||
MessageData = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The _MessageQueue object is created when the MESSAGE class module is loaded.
|
||||
--_MessageQueue = MESSAGEQUEUE:New( 0.5 )
|
||||
|
||||
1215
Moose Development/Moose/Core/Point.lua
Normal file
1215
Moose Development/Moose/Core/Point.lua
Normal file
File diff suppressed because it is too large
Load Diff
586
Moose Development/Moose/Core/Radio.lua
Normal file
586
Moose Development/Moose/Core/Radio.lua
Normal file
@@ -0,0 +1,586 @@
|
||||
--- **Core** - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The Radio contains 2 classes : RADIO and BEACON
|
||||
--
|
||||
-- What are radio communications in DCS ?
|
||||
--
|
||||
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
|
||||
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
|
||||
--
|
||||
-- How to supply DCS my own Sound Files ?
|
||||
--
|
||||
-- * Your sound files need to be encoded in **.ogg** or .wav,
|
||||
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
|
||||
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
|
||||
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
--
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
--
|
||||
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
|
||||
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
|
||||
-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircaft isn't compatible,
|
||||
-- you won't hear/be able to use the TACAN beacon informations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
--
|
||||
-- @module Radio
|
||||
|
||||
|
||||
--- # RADIO class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## RADIO usage
|
||||
--
|
||||
-- There are 3 steps to a successful radio transmission.
|
||||
--
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * Then, you will **set the relevant parameters** to the transmission (see below),
|
||||
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
|
||||
--
|
||||
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
|
||||
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
|
||||
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
|
||||
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
|
||||
--
|
||||
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
|
||||
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
|
||||
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- What is this power thing ?
|
||||
--
|
||||
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna,
|
||||
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
|
||||
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * This an automated DCS calculation you have no say on,
|
||||
-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
|
||||
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
|
||||
--
|
||||
-- @type RADIO
|
||||
-- @field Positionable#POSITIONABLE Positionable The transmiter
|
||||
-- @field #string FileName Name of the sound file
|
||||
-- @field #number Frequency Frequency of the transmission in Hz
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
|
||||
-- @field #string Subtitle Subtitle of the transmission
|
||||
-- @field #number SubtitleDuration Duration of the Subtitle in seconds
|
||||
-- @field #number Power Power of the antenna is Watts
|
||||
-- @field #boolean Loop
|
||||
-- @extends Core.Base#BASE
|
||||
RADIO = {
|
||||
ClassName = "RADIO",
|
||||
FileName = "",
|
||||
Frequency = 0,
|
||||
Modulation = radio.modulation.AM,
|
||||
Subtitle = "",
|
||||
SubtitleDuration = 0,
|
||||
Power = 100,
|
||||
Loop = 0,
|
||||
}
|
||||
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
|
||||
-- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead
|
||||
-- @param #RADIO self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #RADIO Radio
|
||||
-- @return #nil If Positionable is invalid
|
||||
function RADIO:New(Positionable)
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
|
||||
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no RADIO created", Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check validity of the filename passed and sets RADIO.FileName
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFileName(FileName)
|
||||
self:F2(FileName)
|
||||
|
||||
if type(FileName) == "string" then
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
if not FileName:find("l10n/DEFAULT/") then
|
||||
FileName = "l10n/DEFAULT/" .. FileName
|
||||
end
|
||||
self.FileName = FileName
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Frequency
|
||||
-- @param #RADIO self
|
||||
-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFrequency(Frequency)
|
||||
self:F2(Frequency)
|
||||
if type(Frequency) == "number" then
|
||||
-- If frequency is in range
|
||||
if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then
|
||||
self.Frequency = Frequency * 1000000 -- Conversion in Hz
|
||||
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
id = "SetFrequency",
|
||||
params = {
|
||||
frequency = self.Frequency,
|
||||
modulation = self.Modulation,
|
||||
}
|
||||
})
|
||||
end
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Modulation
|
||||
-- @param #RADIO self
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetModulation(Modulation)
|
||||
self:F2(Modulation)
|
||||
if type(Modulation) == "number" then
|
||||
if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ?
|
||||
self.Modulation = Modulation
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the power passed and sets RADIO.Power
|
||||
-- @param #RADIO self
|
||||
-- @param #number Power in W
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetPower(Power)
|
||||
self:F2(Power)
|
||||
if type(Power) == "number" then
|
||||
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
return self
|
||||
end
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the loop passed and sets RADIO.Loop
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean Loop
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
function RADIO:SetLoop(Loop)
|
||||
self:F2(Loop)
|
||||
if type(Loop) == "boolean" then
|
||||
self.Loop = Loop
|
||||
return self
|
||||
end
|
||||
self:E({"Loop is invalid. Loop unchanged.", self.Loop})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration
|
||||
-- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration
|
||||
-- @param #RADIO self
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
-- -- create the broadcaster and attaches it a RADIO
|
||||
-- local MyUnit = UNIT:FindByName("MyUnit")
|
||||
-- local MyUnitRadio = MyUnit:GetRadio()
|
||||
--
|
||||
-- -- add a subtitle for the next transmission, which will be up for 10s
|
||||
-- MyUnitRadio:SetSubtitle("My Subtitle, 10)
|
||||
function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
|
||||
self:F2({Subtitle, SubtitleDuration})
|
||||
if type(Subtitle) == "string" then
|
||||
self.Subtitle = Subtitle
|
||||
else
|
||||
self.Subtitle = ""
|
||||
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
|
||||
end
|
||||
if type(SubtitleDuration) == "number" then
|
||||
if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then
|
||||
self.SubtitleDuration = SubtitleDuration
|
||||
return self
|
||||
end
|
||||
end
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP,
|
||||
-- but it will work with a UNIT or a GROUP anyway.
|
||||
-- Only the #RADIO and the Filename are mandatory
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Power in W
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
|
||||
self:F({FileName, Frequency, Modulation, Power})
|
||||
|
||||
self:SetFileName(FileName)
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Power then self:SetPower(Power) end
|
||||
if Loop then self:SetLoop(Loop) end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
|
||||
-- but it will work for any @{Positionable#POSITIONABLE}.
|
||||
-- Only the RADIO and the Filename are mandatory.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #boolean Loop
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
|
||||
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
|
||||
|
||||
self:SetFileName(FileName)
|
||||
if Subtitle then self:SetSubtitle(Subtitle) end
|
||||
if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Loop then self:SetLoop(Loop) end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Actually Broadcast the transmission
|
||||
-- * The Radio has to be populated with the new transmission before broadcasting.
|
||||
-- * Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission}
|
||||
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
|
||||
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
|
||||
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
|
||||
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
|
||||
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
|
||||
-- @param #RADIO self
|
||||
-- @return #RADIO self
|
||||
function RADIO:Broadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self:T2("Broadcasting from a UNIT or a GROUP")
|
||||
self.Positionable:SetCommand({
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file = self.FileName,
|
||||
duration = self.SubtitleDuration,
|
||||
subtitle = self.Subtitle,
|
||||
loop = self.Loop,
|
||||
}
|
||||
})
|
||||
else
|
||||
-- If the POSITIONABLE is anything else, we revert to the general singleton function
|
||||
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
|
||||
self:T2("Broadcasting from a POSITIONABLE")
|
||||
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops a transmission
|
||||
-- This function is especially usefull to stop the broadcast of looped transmissions
|
||||
-- @param #RADIO self
|
||||
-- @return #RADIO self
|
||||
function RADIO:StopBroadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
id = "StopTransmission",
|
||||
params = {}
|
||||
})
|
||||
else
|
||||
-- Else, we use the appropriate singleton funciton
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- # BEACON class, extends @{Base#BASE}
|
||||
--
|
||||
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
|
||||
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
|
||||
-- attach to a cargo crate, for exemple.
|
||||
--
|
||||
-- ## AA TACAN Beacon usage
|
||||
--
|
||||
-- This beacon only works with airborne @{Unit#UNIT} or a @{Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- Use @#BEACON:StopAATACAN}() to stop it.
|
||||
--
|
||||
-- ## General Purpose Radio Beacon usage
|
||||
--
|
||||
-- This beacon will work with any @{Positionable#POSITIONABLE}, but **it won't follow the @{Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
|
||||
--
|
||||
-- @type BEACON
|
||||
-- @extends Core.Base#BASE
|
||||
BEACON = {
|
||||
ClassName = "BEACON",
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic}
|
||||
-- If you want to create a BEACON, you probably should use @{Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- @param #BEACON self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #BEACON Beacon
|
||||
-- @return #nil If Positionable is invalid
|
||||
function BEACON:New(Positionable)
|
||||
local self = BASE:Inherit(self, BASE:New())
|
||||
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel
|
||||
-- @param #string TACANMode
|
||||
-- @return #number Frequecy
|
||||
-- @return #nil if parameters are invalid
|
||||
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
self:F3({TACANChannel, TACANMode})
|
||||
|
||||
if type(TACANChannel) ~= "number" then
|
||||
if TACANMode ~= "X" and TACANMode ~= "Y" then
|
||||
return nil -- error in arguments
|
||||
end
|
||||
end
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
A = 1088
|
||||
end
|
||||
else -- 'X'
|
||||
if TACANChannel < 64 then
|
||||
A = 962
|
||||
end
|
||||
end
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
end
|
||||
|
||||
|
||||
--- Activates a TACAN BEACON on an Aircraft.
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
|
||||
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
|
||||
-- @param #boolean Bearing Can the BEACON be homed on ?
|
||||
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
-- @usage
|
||||
-- -- Let's create a TACAN Beacon for a tanker
|
||||
-- local myUnit = UNIT:FindByName("MyUnit")
|
||||
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
|
||||
--
|
||||
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
|
||||
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
self:F({TACANChannel, Message, Bearing, BeaconDuration})
|
||||
|
||||
local IsValid = true
|
||||
|
||||
if not self.Positionable:IsAir() then
|
||||
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
|
||||
if not Frequency then
|
||||
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing
|
||||
-- or 14 (TACAN_AA_MODE_Y) if it does not
|
||||
local System
|
||||
if Bearing then
|
||||
System = 5
|
||||
else
|
||||
System = 14
|
||||
end
|
||||
|
||||
if IsValid then -- Starts the BEACON
|
||||
self:T2({"AA TACAN BEACON started !"})
|
||||
self.Positionable:SetCommand({
|
||||
id = "ActivateBeacon",
|
||||
params = {
|
||||
type = 4,
|
||||
system = System,
|
||||
callsign = Message,
|
||||
frequency = Frequency,
|
||||
}
|
||||
})
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
function()
|
||||
self:StopAATACAN()
|
||||
end, {}, BeaconDuration)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops the AA TACAN BEACON
|
||||
-- @param #BEACON self
|
||||
-- @return #BEACON self
|
||||
function BEACON:StopAATACAN()
|
||||
self:F()
|
||||
if not self.Positionable then
|
||||
self:E({"Start the beacon first before stoping it !"})
|
||||
else
|
||||
self.Positionable:SetCommand({
|
||||
id = 'DeactivateBeacon',
|
||||
params = {
|
||||
}
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Activates a general pupose Radio Beacon
|
||||
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
|
||||
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
|
||||
-- They can home in on these specific frequencies :
|
||||
-- * **Mi8**
|
||||
-- * R-828 -> 20-60MHz
|
||||
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
|
||||
-- * ARK9 -> 150-1300KHz
|
||||
-- * **Huey**
|
||||
-- * AN/ARC-131 -> 30-76 Mhz FM
|
||||
-- @param #BEACON self
|
||||
-- @param #string FileName The name of the audio file
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Power in W
|
||||
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
-- @usage
|
||||
-- -- Let's create a beacon for a unit in distress.
|
||||
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
|
||||
-- -- The beacon they use is battery-powered, and only lasts for 5 min
|
||||
-- local UnitInDistress = UNIT:FindByName("Unit1")
|
||||
-- local UnitBeacon = UnitInDistress:GetBeacon()
|
||||
--
|
||||
-- -- Set the beacon and start it
|
||||
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
|
||||
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
|
||||
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
|
||||
local IsValid = false
|
||||
|
||||
-- Check the filename
|
||||
if type(FileName) == "string" then
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
if not FileName:find("l10n/DEFAULT/") then
|
||||
FileName = "l10n/DEFAULT/" .. FileName
|
||||
end
|
||||
IsValid = true
|
||||
end
|
||||
end
|
||||
if not IsValid then
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
|
||||
end
|
||||
|
||||
-- Check the Frequency
|
||||
if type(Frequency) ~= "number" and IsValid then
|
||||
self:E({"Frequency invalid. ", Frequency})
|
||||
IsValid = false
|
||||
end
|
||||
Frequency = Frequency * 1000000 -- Conversion to Hz
|
||||
|
||||
-- Check the modulation
|
||||
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
|
||||
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
-- Check the Power
|
||||
if type(Power) ~= "number" and IsValid then
|
||||
self:E({"Power is invalid. ", Power})
|
||||
IsValid = false
|
||||
end
|
||||
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
|
||||
if IsValid then
|
||||
self:T2({"Activating Beacon on ", Frequency, Modulation})
|
||||
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
|
||||
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
function()
|
||||
self:StopRadioBeacon()
|
||||
end, {}, BeaconDuration)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Stops the AA TACAN BEACON
|
||||
-- @param #BEACON self
|
||||
-- @return #BEACON self
|
||||
function BEACON:StopRadioBeacon()
|
||||
self:F()
|
||||
-- The unique name of the transmission is the class ID
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
end
|
||||
227
Moose Development/Moose/Core/ScheduleDispatcher.lua
Normal file
227
Moose Development/Moose/Core/ScheduleDispatcher.lua
Normal file
@@ -0,0 +1,227 @@
|
||||
--- This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
|
||||
--
|
||||
-- This class is tricky and needs some thorought explanation.
|
||||
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
|
||||
-- The SCHEDULEDISPATCHER class ensures that:
|
||||
--
|
||||
-- - Scheduled functions are planned according the SCHEDULER object parameters.
|
||||
-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
|
||||
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
|
||||
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER
|
||||
-- object is _persistent_ within memory.
|
||||
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
|
||||
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
|
||||
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
|
||||
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
|
||||
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
-- @module ScheduleDispatcher
|
||||
|
||||
--- The SCHEDULEDISPATCHER structure
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
SCHEDULEDISPATCHER = {
|
||||
ClassName = "SCHEDULEDISPATCHER",
|
||||
CallID = 0,
|
||||
}
|
||||
|
||||
function SCHEDULEDISPATCHER:New()
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F3()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a Schedule to the ScheduleDispatcher.
|
||||
-- The development of this method was really tidy.
|
||||
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
|
||||
-- Nothing of this code should be modified without testing it thoroughly.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler
|
||||
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop )
|
||||
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } )
|
||||
|
||||
self.CallID = self.CallID + 1
|
||||
|
||||
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
|
||||
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
|
||||
self.PersistentSchedulers = self.PersistentSchedulers or {}
|
||||
|
||||
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
|
||||
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
|
||||
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } ) -- or {}
|
||||
|
||||
if Scheduler.MasterObject then
|
||||
self.ObjectSchedulers[self.CallID] = Scheduler
|
||||
self:F3( { CallID = self.CallID, ObjectScheduler = tostring(self.ObjectSchedulers[self.CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
|
||||
else
|
||||
self.PersistentSchedulers[self.CallID] = Scheduler
|
||||
self:F3( { CallID = self.CallID, PersistentScheduler = self.PersistentSchedulers[self.CallID] } )
|
||||
end
|
||||
|
||||
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
|
||||
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
|
||||
self.Schedule[Scheduler][self.CallID] = {}
|
||||
self.Schedule[Scheduler][self.CallID].Function = ScheduleFunction
|
||||
self.Schedule[Scheduler][self.CallID].Arguments = ScheduleArguments
|
||||
self.Schedule[Scheduler][self.CallID].StartTime = timer.getTime() + ( Start or 0 )
|
||||
self.Schedule[Scheduler][self.CallID].Start = Start + .1
|
||||
self.Schedule[Scheduler][self.CallID].Repeat = Repeat
|
||||
self.Schedule[Scheduler][self.CallID].Randomize = Randomize
|
||||
self.Schedule[Scheduler][self.CallID].Stop = Stop
|
||||
|
||||
self:T3( self.Schedule[Scheduler][self.CallID] )
|
||||
|
||||
self.Schedule[Scheduler][self.CallID].CallHandler = function( CallID )
|
||||
self:F2( CallID )
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "Error in timer function: " .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
end
|
||||
return errmsg
|
||||
end
|
||||
|
||||
local Scheduler = self.ObjectSchedulers[CallID]
|
||||
if not Scheduler then
|
||||
Scheduler = self.PersistentSchedulers[CallID]
|
||||
end
|
||||
|
||||
self:T3( { Scheduler = Scheduler } )
|
||||
|
||||
if Scheduler then
|
||||
|
||||
local Schedule = self.Schedule[Scheduler][CallID]
|
||||
|
||||
self:T3( { Schedule = Schedule } )
|
||||
|
||||
local ScheduleObject = Scheduler.SchedulerObject
|
||||
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
|
||||
local ScheduleFunction = Schedule.Function
|
||||
local ScheduleArguments = Schedule.Arguments
|
||||
local Start = Schedule.Start
|
||||
local Repeat = Schedule.Repeat or 0
|
||||
local Randomize = Schedule.Randomize or 0
|
||||
local Stop = Schedule.Stop or 0
|
||||
local ScheduleID = Schedule.ScheduleID
|
||||
|
||||
local Status, Result
|
||||
if ScheduleObject then
|
||||
local function Timer()
|
||||
return ScheduleFunction( ScheduleObject, unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
else
|
||||
local function Timer()
|
||||
return ScheduleFunction( unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
end
|
||||
|
||||
local CurrentTime = timer.getTime()
|
||||
local StartTime = CurrentTime + Start
|
||||
|
||||
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
|
||||
if Repeat ~= 0 and ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) then
|
||||
local ScheduleTime =
|
||||
CurrentTime +
|
||||
Repeat +
|
||||
math.random(
|
||||
- ( Randomize * Repeat / 2 ),
|
||||
( Randomize * Repeat / 2 )
|
||||
) +
|
||||
0.01
|
||||
self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
|
||||
return ScheduleTime -- returns the next time the function needs to be called.
|
||||
else
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
else
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
else
|
||||
self:E( "Scheduled obscolete call for CallID: " .. CallID )
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
self:Start( Scheduler, self.CallID )
|
||||
|
||||
return self.CallID
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
|
||||
self:F2( { Remove = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
self:Stop( Scheduler, CallID )
|
||||
self.Schedule[Scheduler][CallID] = nil
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
|
||||
self:F2( { Start = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
local Schedule = self.Schedule[Scheduler]
|
||||
-- Only start when there is no ScheduleID defined!
|
||||
-- This prevents to "Start" the scheduler twice with the same CallID...
|
||||
if not Schedule[CallID].ScheduleID then
|
||||
Schedule[CallID].ScheduleID = timer.scheduleFunction(
|
||||
Schedule[CallID].CallHandler,
|
||||
CallID,
|
||||
timer.getTime() + Schedule[CallID].Start
|
||||
)
|
||||
end
|
||||
else
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Start( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
|
||||
self:F2( { Stop = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
local Schedule = self.Schedule[Scheduler]
|
||||
-- Only stop when there is a ScheduleID defined for the CallID.
|
||||
-- So, when the scheduler was stopped before, do nothing.
|
||||
if Schedule[CallID].ScheduleID then
|
||||
timer.removeFunction( Schedule[CallID].ScheduleID )
|
||||
Schedule[CallID].ScheduleID = nil
|
||||
end
|
||||
else
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Stop( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Stop( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
316
Moose Development/Moose/Core/Scheduler.lua
Normal file
316
Moose Development/Moose/Core/Scheduler.lua
Normal file
@@ -0,0 +1,316 @@
|
||||
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SCHEDULER manages the **scheduling of functions**:
|
||||
--
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [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
|
||||
--
|
||||
-- ### [SCHEDULER YouTube Channel (none)]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * FlightControl : Concept & Testing
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Scheduler
|
||||
|
||||
|
||||
--- The SCHEDULER class
|
||||
-- @type SCHEDULER
|
||||
-- @field #number ScheduleID the ID of the scheduler.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SCHEDULER class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SCHEDULER class creates schedule.
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
|
||||
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
|
||||
--
|
||||
-- ## SCHEDULER constructor
|
||||
--
|
||||
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
|
||||
--
|
||||
-- The @{#SCHEDULER.New}() method returns 2 variables:
|
||||
--
|
||||
-- 1. The SCHEDULER object reference.
|
||||
-- 2. The first schedule planned in the SCHEDULER object.
|
||||
--
|
||||
-- To clarify the different appliances, lets have a look at the following examples:
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
--
|
||||
-- SchedulerObject = SCHEDULER:New()
|
||||
-- SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule..., which returns a ScheduleID
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule()..., which returns a ScheduleID
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel any planned schedule.
|
||||
--
|
||||
-- ### Construct a SCHEDULER object with a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction),
|
||||
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
|
||||
-- Both a ScheduleObject and a SchedulerID variable are returned.
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel the planned schedule.
|
||||
--
|
||||
-- ## SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
-- The SCHEDULER can be stopped and restarted with the following methods:
|
||||
--
|
||||
-- * @{#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
|
||||
-- * @{#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 )
|
||||
-- ...
|
||||
-- SchedulerObject:Stop( SchedulerID )
|
||||
-- ...
|
||||
-- SchedulerObject:Start( SchedulerID )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
|
||||
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
|
||||
--
|
||||
-- ## Create a new schedule
|
||||
--
|
||||
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
|
||||
-- This method is used by the :New() constructor when a new schedule is planned.
|
||||
--
|
||||
-- Consider the following code fragment of the SCHEDULER object creation.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
--
|
||||
-- Several parameters can be specified that influence the behaviour of a Schedule.
|
||||
--
|
||||
-- ### A single schedule, immediately executed
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
|
||||
--
|
||||
-- ### A single schedule, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 every seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 seconds, with a 50% time interval randomization ...
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- The schedule will repeat every 60 seconds.
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
-- The schedule will stop after **300** seconds.
|
||||
--
|
||||
-- @field #SCHEDULER
|
||||
SCHEDULER = {
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
}
|
||||
|
||||
--- SCHEDULER constructor.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
|
||||
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
|
||||
-- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
|
||||
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
|
||||
-- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function.
|
||||
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
|
||||
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
|
||||
-- @return #SCHEDULER self.
|
||||
-- @return #number The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
|
||||
|
||||
local ScheduleID = nil
|
||||
|
||||
self.MasterObject = SchedulerObject
|
||||
|
||||
if SchedulerFunction then
|
||||
ScheduleID = self:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
end
|
||||
|
||||
return self, ScheduleID
|
||||
end
|
||||
|
||||
--function SCHEDULER:_Destructor()
|
||||
-- --self:E("_Destructor")
|
||||
--
|
||||
-- _SCHEDULEDISPATCHER:RemoveSchedule( self.CallID )
|
||||
--end
|
||||
|
||||
--- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
|
||||
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
|
||||
-- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
|
||||
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
|
||||
-- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function.
|
||||
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
|
||||
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
|
||||
-- @return #number The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
|
||||
self:T3( { SchedulerArguments } )
|
||||
|
||||
local ObjectName = "-"
|
||||
if SchedulerObject and SchedulerObject.ClassName and SchedulerObject.ClassID then
|
||||
ObjectName = SchedulerObject.ClassName .. SchedulerObject.ClassID
|
||||
end
|
||||
self:F3( { "Schedule :", ObjectName, tostring( SchedulerObject ), Start, Repeat, RandomizeFactor, Stop } )
|
||||
self.SchedulerObject = SchedulerObject
|
||||
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
SchedulerArguments,
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop
|
||||
)
|
||||
|
||||
self.Schedules[#self.Schedules+1] = ScheduleID
|
||||
|
||||
return ScheduleID
|
||||
end
|
||||
|
||||
--- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Start( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
|
||||
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Stops the schedules or a specific schedule if a valid ScheduleID is provided.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Stop( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
|
||||
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Removes a specific schedule if a valid ScheduleID is provided.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Remove( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
|
||||
_SCHEDULEDISPATCHER:Remove( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Clears all pending schedules.
|
||||
-- @param #SCHEDULER self
|
||||
function SCHEDULER:Clear()
|
||||
self:F3( )
|
||||
|
||||
_SCHEDULEDISPATCHER:Clear( self )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
3012
Moose Development/Moose/Core/Set.lua
Normal file
3012
Moose Development/Moose/Core/Set.lua
Normal file
File diff suppressed because it is too large
Load Diff
177
Moose Development/Moose/Core/SpawnStatic.lua
Normal file
177
Moose Development/Moose/Core/SpawnStatic.lua
Normal file
@@ -0,0 +1,177 @@
|
||||
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics)
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPAWNSTATIC YouTube Channel]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWNSTATIC class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static,
|
||||
-- or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**,
|
||||
-- and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
--
|
||||
-- ## SPAWNSTATIC construction methods
|
||||
--
|
||||
-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
|
||||
--
|
||||
-- ## **Spawn** methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate.
|
||||
-- (The group will be spawned at land height ).
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- @field #SPAWNSTATIC SPAWNSTATIC
|
||||
--
|
||||
SPAWNSTATIC = {
|
||||
ClassName = "SPAWNSTATIC",
|
||||
}
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC.SpawnZoneTable
|
||||
-- @list <Core.Zone#ZONE_BASE> SpawnZone
|
||||
|
||||
|
||||
--- Creates the main object to spawn a @{Static} defined in the ME.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTemplatePrefix } )
|
||||
|
||||
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.CountryID = CountryID
|
||||
self.SpawnIndex = 0
|
||||
else
|
||||
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Static} based on a type name.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTypeName is the name of the type.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTypeName } )
|
||||
|
||||
self.SpawnTypeName = SpawnTypeName
|
||||
self.CountryID = CountryID
|
||||
self.SpawnIndex = 0
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
StaticTemplate.x = PointVec2:GetLat()
|
||||
StaticTemplate.y = PointVec2:GetLon()
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
|
||||
self:F( { Zone, Heading, NewName } )
|
||||
|
||||
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
295
Moose Development/Moose/Core/Spot.lua
Normal file
295
Moose Development/Moose/Core/Spot.lua
Normal file
@@ -0,0 +1,295 @@
|
||||
--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Spot for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPOT Demo Missions source code]()
|
||||
--
|
||||
-- ### [SPOT Demo Missions, only for beta testers]()
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPOT YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Spot
|
||||
|
||||
|
||||
do
|
||||
|
||||
--- @type SPOT
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # SPOT class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Mark targets for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ## 1. SPOT constructor
|
||||
--
|
||||
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.
|
||||
--
|
||||
-- ## 2. SPOT is a FSM
|
||||
--
|
||||
-- ![Process]()
|
||||
--
|
||||
-- ### 2.1 SPOT States
|
||||
--
|
||||
-- * **Off**: Lasing is switched off.
|
||||
-- * **On**: Lasing is switched on.
|
||||
-- * **Destroyed**: Target is destroyed.
|
||||
--
|
||||
-- ### 2.2 SPOT Events
|
||||
--
|
||||
-- * **@{#SPOT.LaseOn}(Target, LaserCode, Duration)**: Lase to a target.
|
||||
-- * **@{#SPOT.LaseOff}()**: Stop lasing the target.
|
||||
-- * **@{#SPOT.Lasing}()**: Target is being lased.
|
||||
-- * **@{#SPOT.Destroyed}()**: Triggered when target is destroyed.
|
||||
--
|
||||
-- ## 3. Check if a Target is being lased
|
||||
--
|
||||
-- The method @{#SPOT.IsLasing}() indicates whether lasing is on or off.
|
||||
--
|
||||
-- @field #SPOT
|
||||
SPOT = {
|
||||
ClassName = "SPOT",
|
||||
}
|
||||
|
||||
--- SPOT Constructor.
|
||||
-- @param #SPOT self
|
||||
-- @param Wrapper.Unit#UNIT Recce
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
-- @return #SPOT
|
||||
function SPOT:New( Recce )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #SPOT
|
||||
self:F( {} )
|
||||
|
||||
self:SetStartState( "Off" )
|
||||
self:AddTransition( "Off", "LaseOn", "On" )
|
||||
|
||||
--- LaseOn Handler OnBefore for SPOT
|
||||
-- @function [parent=#SPOT] OnBeforeLaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOn Handler OnAfter for SPOT
|
||||
-- @function [parent=#SPOT] OnAfterLaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOn Trigger for SPOT
|
||||
-- @function [parent=#SPOT] LaseOn
|
||||
-- @param #SPOT self
|
||||
|
||||
--- LaseOn Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
self:AddTransition( "On", "Lasing", "On" )
|
||||
self:AddTransition( { "On", "Destroyed" } , "LaseOff", "Off" )
|
||||
|
||||
--- LaseOff Handler OnBefore for SPOT
|
||||
-- @function [parent=#SPOT] OnBeforeLaseOff
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOff Handler OnAfter for SPOT
|
||||
-- @function [parent=#SPOT] OnAfterLaseOff
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOff Trigger for SPOT
|
||||
-- @function [parent=#SPOT] LaseOff
|
||||
-- @param #SPOT self
|
||||
|
||||
--- LaseOff Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOff
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*" , "Destroyed", "Destroyed" )
|
||||
|
||||
--- Destroyed Handler OnBefore for SPOT
|
||||
-- @function [parent=#SPOT] OnBeforeDestroyed
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Destroyed Handler OnAfter for SPOT
|
||||
-- @function [parent=#SPOT] OnAfterDestroyed
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Destroyed Trigger for SPOT
|
||||
-- @function [parent=#SPOT] Destroyed
|
||||
-- @param #SPOT self
|
||||
|
||||
--- Destroyed Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __Destroyed
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
self.Recce = Recce
|
||||
|
||||
self.LaseScheduler = SCHEDULER:New( self )
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
|
||||
self:E( { "LaseOn", Target, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
end
|
||||
|
||||
self.Target = Target
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
self.Lasing = true
|
||||
|
||||
local RecceDcsUnit = self.Recce:GetDCSObject()
|
||||
|
||||
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
|
||||
|
||||
if Duration then
|
||||
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
|
||||
end
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:__Lasing( -0.2 )
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPOT:OnEventDead(EventData)
|
||||
self:E( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
if self.Target then
|
||||
if EventData.IniDCSUnitName == self.Target:GetName() then
|
||||
self:E( {"Target dead ", self.Target:GetName() } )
|
||||
self:Destroyed()
|
||||
self:LaseOff()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function SPOT:onafterLasing( From, Event, To )
|
||||
|
||||
if self.Target:IsAlive() then
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self:__Lasing( -0.2 )
|
||||
else
|
||||
self:E( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @return #SPOT
|
||||
function SPOT:onafterLaseOff( From, Event, To )
|
||||
|
||||
self:E( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
self.SpotIR:destroy()
|
||||
self.SpotLaser:destroy()
|
||||
|
||||
self.SpotIR = nil
|
||||
self.SpotLaser = nil
|
||||
|
||||
if self.ScheduleID then
|
||||
self.LaseScheduler:Stop(self.ScheduleID)
|
||||
end
|
||||
self.ScheduleID = nil
|
||||
|
||||
self.Target = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check if the SPOT is lasing
|
||||
-- @param #SPOT self
|
||||
-- @return #boolean true if it is lasing
|
||||
function SPOT:IsLasing()
|
||||
return self.Lasing
|
||||
end
|
||||
|
||||
end
|
||||
1162
Moose Development/Moose/Core/Zone.lua
Normal file
1162
Moose Development/Moose/Core/Zone.lua
Normal file
File diff suppressed because it is too large
Load Diff
1
Moose Development/Moose/Dcs
Submodule
1
Moose Development/Moose/Dcs
Submodule
Submodule Moose Development/Moose/Dcs added at 53f6e5cd52
1197
Moose Development/Moose/Functional/AirbasePolice.lua
Normal file
1197
Moose Development/Moose/Functional/AirbasePolice.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -2,15 +2,15 @@
|
||||
-- @module CleanUp
|
||||
-- @author Flightcontrol
|
||||
|
||||
Include.File( "Routines" )
|
||||
Include.File( "Base" )
|
||||
Include.File( "Mission" )
|
||||
Include.File( "Client" )
|
||||
Include.File( "Task" )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The CLEANUP class.
|
||||
-- @type CLEANUP
|
||||
-- @extends Base#BASE
|
||||
-- @extends Core.Base#BASE
|
||||
CLEANUP = {
|
||||
ClassName = "CLEANUP",
|
||||
ZoneNames = {},
|
||||
@@ -29,7 +29,9 @@ CLEANUP = {
|
||||
-- or
|
||||
-- CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 )
|
||||
-- CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 )
|
||||
function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self, BASE:New() )
|
||||
function CLEANUP:New( ZoneNames, TimeInterval )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP
|
||||
self:F( { ZoneNames, TimeInterval } )
|
||||
|
||||
if type( ZoneNames ) == 'table' then
|
||||
@@ -41,9 +43,9 @@ function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self,
|
||||
self.TimeInterval = TimeInterval
|
||||
end
|
||||
|
||||
_EVENTDISPATCHER:OnBirth( self._OnEventBirth, self )
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
self.CleanUpScheduler = routines.scheduleFunction( self._CleanUpScheduler, { self }, timer.getTime() + 1, TimeInterval )
|
||||
self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, TimeInterval )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -51,27 +53,25 @@ end
|
||||
|
||||
--- Destroys a group from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSGroup#Group GroupObject The object to be destroyed.
|
||||
-- @param Dcs.DCSWrapper.Group#Group GroupObject The object to be destroyed.
|
||||
-- @param #string CleanUpGroupName The groupname...
|
||||
function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
|
||||
self:F( { GroupObject, CleanUpGroupName } )
|
||||
|
||||
if GroupObject then -- and GroupObject:isExist() then
|
||||
--MESSAGE:New( "Destroy Group " .. CleanUpGroupName, CleanUpGroupName, 1, CleanUpGroupName ):ToAll()
|
||||
trigger.action.deactivateGroup(GroupObject)
|
||||
self:T( { "GroupObject Destroyed", GroupObject } )
|
||||
end
|
||||
end
|
||||
|
||||
--- Destroys a @{DCSUnit#Unit} from the simulator, but checks first if it is still existing!
|
||||
--- Destroys a @{DCSWrapper.Unit#Unit} from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSUnit#Unit CleanUpUnit The object to be destroyed.
|
||||
-- @param Dcs.DCSWrapper.Unit#Unit CleanUpUnit The object to be destroyed.
|
||||
-- @param #string CleanUpUnitName The Unit name ...
|
||||
function CLEANUP:_DestroyUnit( CleanUpUnit, CleanUpUnitName )
|
||||
self:F( { CleanUpUnit, CleanUpUnitName } )
|
||||
|
||||
if CleanUpUnit then
|
||||
--MESSAGE:New( "Destroy " .. CleanUpUnitName, CleanUpUnitName, 1, CleanUpUnitName ):ToAll()
|
||||
local CleanUpGroup = Unit.getGroup(CleanUpUnit)
|
||||
-- TODO Client bug in 1.5.3
|
||||
if CleanUpGroup and CleanUpGroup:isExist() then
|
||||
@@ -91,10 +91,10 @@ function CLEANUP:_DestroyUnit( CleanUpUnit, CleanUpUnitName )
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO check DCSTypes#Weapon
|
||||
-- TODO check Dcs.DCSTypes#Weapon
|
||||
--- Destroys a missile from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSTypes#Weapon MissileObject
|
||||
-- @param Dcs.DCSTypes#Weapon MissileObject
|
||||
function CLEANUP:_DestroyMissile( MissileObject )
|
||||
self:F( { MissileObject } )
|
||||
|
||||
@@ -104,44 +104,35 @@ function CLEANUP:_DestroyMissile( MissileObject )
|
||||
end
|
||||
end
|
||||
|
||||
function CLEANUP:_OnEventBirth( Event )
|
||||
self:F( { Event } )
|
||||
--- @param #CLEANUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CLEANUP:_OnEventBirth( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
self.CleanUpList[Event.IniDCSUnitName] = {}
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
|
||||
|
||||
_EVENTDISPATCHER:OnEngineShutDownForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
|
||||
_EVENTDISPATCHER:OnEngineStartUpForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
|
||||
_EVENTDISPATCHER:OnHitForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
|
||||
_EVENTDISPATCHER:OnPilotDeadForUnit( Event.IniDCSUnitName, self._EventCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForUnit( Event.IniDCSUnitName, self._EventCrash, self )
|
||||
_EVENTDISPATCHER:OnCrashForUnit( Event.IniDCSUnitName, self._EventCrash, self )
|
||||
_EVENTDISPATCHER:OnShotForUnit( Event.IniDCSUnitName, self._EventShot, self )
|
||||
|
||||
--self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._EventAddForCleanUp )
|
||||
--self:AddEvent( world.event.S_EVENT_ENGINE_STARTUP, self._EventAddForCleanUp )
|
||||
-- self:AddEvent( world.event.S_EVENT_HIT, self._EventAddForCleanUp ) -- , self._EventHitCleanUp )
|
||||
-- self:AddEvent( world.event.S_EVENT_CRASH, self._EventCrash ) -- , self._EventHitCleanUp )
|
||||
-- --self:AddEvent( world.event.S_EVENT_DEAD, self._EventCrash )
|
||||
-- self:AddEvent( world.event.S_EVENT_SHOT, self._EventShot )
|
||||
--
|
||||
-- self:EnableEvents()
|
||||
self.CleanUpList[EventData.IniDCSUnitName] = {}
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniDCSUnit
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniDCSGroup
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
|
||||
|
||||
EventData.IniUnit:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.PilotDead, self._EventCrash )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Dead, self._EventCrash )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Crash, self._EventCrash )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Shot, self._EventShot )
|
||||
|
||||
end
|
||||
|
||||
--- Detects if a crash event occurs.
|
||||
-- Crashed units go into a CleanUpList for removal.
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSTypes#Event event
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
function CLEANUP:_EventCrash( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
--TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
|
||||
--MESSAGE:New( "Crash ", "Crash", 10, "Crash" ):ToAll()
|
||||
-- self:T("before getGroup")
|
||||
-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
|
||||
-- self:T("after getGroup")
|
||||
@@ -160,7 +151,7 @@ end
|
||||
--- Detects if a unit shoots a missile.
|
||||
-- If this occurs within one of the zones, then the weapon used must be destroyed.
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSTypes#Event event
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
function CLEANUP:_EventShot( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
@@ -170,14 +161,14 @@ function CLEANUP:_EventShot( Event )
|
||||
if ( CurrentLandingZoneID ) then
|
||||
-- Okay, the missile was fired within the CLEANUP.ZoneNames, destroy the fired weapon.
|
||||
--_SEADmissile:destroy()
|
||||
routines.scheduleFunction( CLEANUP._DestroyMissile, { self, Event.Weapon }, timer.getTime() + 0.1)
|
||||
SCHEDULER:New( self, CLEANUP._DestroyMissile, { Event.Weapon }, 0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit.
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSTypes#Event event
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
function CLEANUP:_EventHitCleanUp( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
@@ -186,7 +177,7 @@ function CLEANUP:_EventHitCleanUp( Event )
|
||||
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } )
|
||||
if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then
|
||||
self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName )
|
||||
routines.scheduleFunction( CLEANUP._DestroyUnit, { self, Event.IniDCSUnit }, timer.getTime() + 0.1)
|
||||
SCHEDULER:New( self, CLEANUP._DestroyUnit, { Event.IniDCSUnit }, 0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -196,13 +187,13 @@ function CLEANUP:_EventHitCleanUp( Event )
|
||||
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } )
|
||||
if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then
|
||||
self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName )
|
||||
routines.scheduleFunction( CLEANUP._DestroyUnit, { self, Event.TgtDCSUnit }, timer.getTime() + 0.1 )
|
||||
SCHEDULER:New( self, CLEANUP._DestroyUnit, { Event.TgtDCSUnit }, 0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Add the @{DCSUnit#Unit} to the CleanUpList for CleanUp.
|
||||
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
|
||||
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
|
||||
self:F( { CleanUpUnit, CleanUpUnitName } )
|
||||
|
||||
@@ -220,7 +211,7 @@ end
|
||||
|
||||
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List.
|
||||
-- @param #CLEANUP self
|
||||
-- @param DCSTypes#Event event
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
function CLEANUP:_EventAddForCleanUp( Event )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
@@ -273,7 +264,6 @@ function CLEANUP:_CleanUpScheduler()
|
||||
--self:T( CleanUpUnitVec2 )
|
||||
local CleanUpSurfaceType = land.getSurfaceType(CleanUpUnitVec2)
|
||||
--self:T( CleanUpSurfaceType )
|
||||
--MESSAGE:New( "Surface " .. CleanUpUnitName .. " = " .. CleanUpSurfaceTypeText[CleanUpSurfaceType], CleanUpUnitName, 10, CleanUpUnitName ):ToAll()
|
||||
|
||||
if CleanUpUnit and CleanUpUnit:getLife() <= CleanUpUnit:getLife0() * 0.95 then
|
||||
if CleanUpSurfaceType == land.SurfaceType.RUNWAY then
|
||||
@@ -305,7 +295,6 @@ function CLEANUP:_CleanUpScheduler()
|
||||
else
|
||||
UnitData.CleanUpTime = timer.getTime()
|
||||
UnitData.CleanUpMoved = true
|
||||
--MESSAGE:New( "Moved " .. CleanUpUnitName, CleanUpUnitName, 10, CleanUpUnitName ):ToAll()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -319,5 +308,7 @@ function CLEANUP:_CleanUpScheduler()
|
||||
end
|
||||
end
|
||||
self:T(CleanUpCount)
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
924
Moose Development/Moose/Functional/Designate.lua
Normal file
924
Moose Development/Moose/Functional/Designate.lua
Normal file
@@ -0,0 +1,924 @@
|
||||
--- **Funtional R2.1** -- Management of target **Designation**.
|
||||
--
|
||||
-- --
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
|
||||
-- and communicates these to a dedicated attacking group of players,
|
||||
-- so that following a dynamically generated menu system,
|
||||
-- each detected set of potential targets can be lased or smoked...
|
||||
--
|
||||
-- Targets can be:
|
||||
--
|
||||
-- * **Lased** for a period of time.
|
||||
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
|
||||
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Designate
|
||||
|
||||
|
||||
do -- DESIGNATE
|
||||
|
||||
--- @type DESIGNATE
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
|
||||
--- # DESIGNATE class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
|
||||
-- and communicates these to a dedicated attacking group of players,
|
||||
-- so that following a dynamically generated menu system,
|
||||
-- each detected set of potential targets can be lased or smoked...
|
||||
--
|
||||
-- Targets can be:
|
||||
--
|
||||
-- * **Lased** for a period of time.
|
||||
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
|
||||
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
|
||||
--
|
||||
-- The following terminology is being used throughout this document:
|
||||
--
|
||||
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
|
||||
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
|
||||
-- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_.
|
||||
-- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_.
|
||||
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
|
||||
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
|
||||
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
|
||||
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
|
||||
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
|
||||
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
|
||||
-- * An **AttackGroup** is a GROUP object that contain _Players_.
|
||||
-- * A **Player** is an active CLIENT object containing a human player.
|
||||
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
|
||||
--
|
||||
-- The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject.
|
||||
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
|
||||
--
|
||||
-- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:
|
||||
--
|
||||
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
|
||||
-- * **Menu options** are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition.
|
||||
--
|
||||
-- A Player can then select an action from the Designate Menu.
|
||||
--
|
||||
-- **Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.**
|
||||
--
|
||||
-- Each **Menu Option** in the Designate Menu has two modes:
|
||||
--
|
||||
-- 1. If the TargetSet **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets.
|
||||
-- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation.
|
||||
--
|
||||
-- While designating, the RecceGroups will report any change in TargetSet composition or Target presence.
|
||||
--
|
||||
-- The following logic is executed when a TargetSet is selected to be *lased* from the Designation Menu:
|
||||
--
|
||||
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetSet that is currently not being designated.
|
||||
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
|
||||
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
|
||||
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
|
||||
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
|
||||
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
|
||||
--
|
||||
-- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!
|
||||
--
|
||||
-- Have FUN!
|
||||
--
|
||||
-- ## 1. DESIGNATE constructor
|
||||
--
|
||||
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
|
||||
--
|
||||
-- ## 2. DESIGNATE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 DESIGNATE States
|
||||
--
|
||||
-- * **Designating** ( Group ): The process is not started yet.
|
||||
--
|
||||
-- ### 2.2 DESIGNATE Events
|
||||
--
|
||||
-- * **@{#DESIGNATE.Detect}**: Detect targets.
|
||||
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.LaseOff}**: Stop lasing the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.Status}**: Report designation status.
|
||||
--
|
||||
-- ## 3. Laser codes
|
||||
--
|
||||
-- ### 3.1 Set possible laser codes
|
||||
--
|
||||
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
|
||||
-- The laser code is communicated by the Recce when it is lasing a larget.
|
||||
-- Note that the default laser code is 1113.
|
||||
-- Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237
|
||||
--
|
||||
-- Use the method @{#DESIGNATE.SetLaserCodes}() to set the possible laser codes to be selected from.
|
||||
-- One laser code can be given or an sequence of laser codes through an table...
|
||||
--
|
||||
-- Designate:SetLaserCodes( 1214 )
|
||||
--
|
||||
-- The above sets one laser code with the value 1214.
|
||||
--
|
||||
-- Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } )
|
||||
--
|
||||
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
|
||||
--
|
||||
-- ### 3.2 Auto generate laser codes
|
||||
--
|
||||
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
|
||||
--
|
||||
-- ## 4. Autolase to automatically lase detected targets.
|
||||
--
|
||||
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
|
||||
-- The **auto lase** function can be activated through the Designation Menu.
|
||||
-- Use the method @{#DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically.
|
||||
-- Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.
|
||||
--
|
||||
-- Designate:SetAutoLase( true )
|
||||
--
|
||||
-- Activate the auto lasing.
|
||||
--
|
||||
-- ## 5. Target prioritization on threat level
|
||||
--
|
||||
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
|
||||
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
|
||||
-- and will continue this until the remaining vehicles with the lowest threat have been reached.
|
||||
--
|
||||
-- This threat level prioritization can be activated using the method @{#DESIGNATE.SetThreatLevelPrioritization}().
|
||||
-- If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.
|
||||
--
|
||||
-- Designate:SetThreatLevelPrioritization( true )
|
||||
--
|
||||
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
|
||||
--
|
||||
-- ## 6. Status Report
|
||||
--
|
||||
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
|
||||
--
|
||||
-- * The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .
|
||||
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
|
||||
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
|
||||
-- * The flashing of the status menu is disabled by default.
|
||||
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
|
||||
--
|
||||
-- Designate:FlashStatusMenu( true )
|
||||
--
|
||||
-- The example will activate the flashing of the status menu for this Designate object.
|
||||
--
|
||||
-- @field #DESIGNATE
|
||||
--
|
||||
DESIGNATE = {
|
||||
ClassName = "DESIGNATE",
|
||||
}
|
||||
|
||||
--- DESIGNATE Constructor. This class is an abstract class and should not be instantiated.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param Tasking.CommandCenter#COMMANDCENTER CC
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:New( CC, Detection, AttackSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #DESIGNATE
|
||||
self:F( { Detection } )
|
||||
|
||||
self:SetStartState( "Designating" )
|
||||
|
||||
self:AddTransition( "*", "Detect", "*" )
|
||||
--- Detect Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnBeforeDetect
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Detect Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnAfterDetect
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Detect Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] Detect
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Detect Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] __Detect
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "LaseOn", "Lasing" )
|
||||
--- LaseOn Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeLaseOn
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOn Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterLaseOn
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOn Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] LaseOn
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- LaseOn Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __LaseOn
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "Lasing", "Lasing", "Lasing" )
|
||||
|
||||
self:AddTransition( "*", "LaseOff", "Designate" )
|
||||
--- LaseOff Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeLaseOff
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOff Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterLaseOff
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOff Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] LaseOff
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- LaseOff Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __LaseOff
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Smoke", "*" )
|
||||
--- Smoke Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeSmoke
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Smoke Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterSmoke
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Smoke Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] Smoke
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Smoke Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __Smoke
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Illuminate", "*" )
|
||||
--- Illuminate Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnBeforeIlluminate
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Illuminate Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnAfterIlluminate
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Illuminate Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] Illuminate
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Illuminate Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] __Illuminate
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Done", "*" )
|
||||
|
||||
self:AddTransition( "*", "Status", "*" )
|
||||
--- Status Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeStatus
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Status Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterStatus
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Status Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] Status
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Status Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __Status
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self.CC = CC
|
||||
self.Detection = Detection
|
||||
self.AttackSet = AttackSet
|
||||
self.RecceSet = Detection:GetDetectionSetGroup()
|
||||
self.Recces = {}
|
||||
self.Designating = {}
|
||||
|
||||
self.LaseDuration = 60
|
||||
|
||||
self:SetFlashStatusMenu( false )
|
||||
self:SetDesignateMenu()
|
||||
|
||||
self:SetLaserCodes( 1688 ) -- set self.LaserCodes
|
||||
self:SetAutoLase( false ) -- set self.Autolase
|
||||
|
||||
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
|
||||
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
|
||||
self.Detection:__Start( 2 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the flashing of the status menu.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
|
||||
|
||||
self.FlashStatusMenu = {}
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
self.FlashStatusMenu[AttackGroup] = FlashMenu
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set an array of possible laser codes.
|
||||
-- Each new lase will select a code from this table.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #list<#number> LaserCodes
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
|
||||
|
||||
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
|
||||
self:E(self.LaserCodes)
|
||||
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Generate an array of possible laser codes.
|
||||
-- Each new lase will select a code from this table.
|
||||
-- The entered value can range from 1111 - 1788,
|
||||
-- -- but the first digit of the series must be a 1 or 2
|
||||
-- -- and the last three digits must be between 1 and 8.
|
||||
-- The range used to be bugged so its not 1 - 8 but 0 - 7.
|
||||
-- function below will use the range 1-7 just in case
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:GenerateLaserCodes() --R2.1
|
||||
|
||||
self.LaserCodes = {}
|
||||
|
||||
local function containsDigit(_number, _numberToFind)
|
||||
|
||||
local _thisNumber = _number
|
||||
local _thisDigit = 0
|
||||
|
||||
while _thisNumber ~= 0 do
|
||||
_thisDigit = _thisNumber % 10
|
||||
_thisNumber = math.floor(_thisNumber / 10)
|
||||
if _thisDigit == _numberToFind then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
-- generate list of laser codes
|
||||
local _code = 1111
|
||||
local _count = 1
|
||||
while _code < 1777 and _count < 30 do
|
||||
while true do
|
||||
_code = _code + 1
|
||||
if not containsDigit(_code, 8)
|
||||
and not containsDigit(_code, 9)
|
||||
and not containsDigit(_code, 0) then
|
||||
self:T(_code)
|
||||
table.insert( self.LaserCodes, _code )
|
||||
break
|
||||
end
|
||||
end
|
||||
_count = _count + 1
|
||||
end
|
||||
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Set auto lase.
|
||||
-- Auto lase will start lasing targets immediately when these are in range.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #boolean AutoLase
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetAutoLase( AutoLase ) --R2.1
|
||||
|
||||
self.AutoLase = AutoLase
|
||||
|
||||
local AutoLaseOnOff = ( AutoLase == true ) and "On" or "Off"
|
||||
|
||||
local CC = self.CC:GetPositionable()
|
||||
|
||||
if CC then
|
||||
CC:MessageToSetGroup( "Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
|
||||
end
|
||||
|
||||
self:ActivateAutoLase()
|
||||
self:SetDesignateMenu()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set priorization of Targets based on the **Threat Level of the Target** in an Air to Ground context.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #boolean Prioritize
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1
|
||||
|
||||
self.ThreatLevelPrioritization = Prioritize
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterDetect()
|
||||
|
||||
self:__Detect( -60 )
|
||||
|
||||
self:ActivateAutoLase()
|
||||
self:SendStatus()
|
||||
self:SetDesignateMenu()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends the status to the Attack Groups.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param Wrapper.Group#GROUP AttackGroup
|
||||
-- @param #number Duration The time in seconds the report should be visible.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SendStatus( MenuAttackGroup, Duration )
|
||||
|
||||
Duration = Duration or 10
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
|
||||
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
|
||||
|
||||
local DetectedReport = REPORT:New( "Targets designated:\n" )
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
|
||||
for Index, DetectedItemData in pairs( DetectedItems ) do
|
||||
|
||||
local Report = self.Detection:DetectedItemReportSummary( Index )
|
||||
DetectedReport:Add(" - " .. Report)
|
||||
end
|
||||
|
||||
local CC = self.CC:GetPositionable()
|
||||
|
||||
CC:MessageToGroup( DetectedReport:Text( "\n" ), Duration, AttackGroup )
|
||||
|
||||
local DesignationReport = REPORT:New( "Targets marked:\n" )
|
||||
|
||||
self.RecceSet:ForEachGroup(
|
||||
function( RecceGroup )
|
||||
local RecceUnits = RecceGroup:GetUnits()
|
||||
for UnitID, RecceData in pairs( RecceUnits ) do
|
||||
local Recce = RecceData -- Wrapper.Unit#UNIT
|
||||
if Recce:IsLasing() then
|
||||
DesignationReport:Add( " - " .. Recce:GetMessageText( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. "." ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
CC:MessageToGroup( DesignationReport:Text(), Duration, AttackGroup )
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Coordinates the Auto Lase.
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:ActivateAutoLase()
|
||||
|
||||
self.AttackSet:Flush()
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
|
||||
for Index, DetectedItemData in pairs( DetectedItems ) do
|
||||
if self.AutoLase then
|
||||
if not self.Designating[Index] then
|
||||
self:LaseOn( Index, self.LaseDuration )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the Designate Menu.
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetDesignateMenu()
|
||||
|
||||
self.AttackSet:Flush()
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
local DesignateMenu = AttackGroup:GetState( AttackGroup, "DesignateMenu" ) -- Core.Menu#MENU_GROUP
|
||||
if DesignateMenu then
|
||||
DesignateMenu:Remove()
|
||||
DesignateMenu = nil
|
||||
self:E("Remove Menu")
|
||||
end
|
||||
DesignateMenu = MENU_GROUP:New( AttackGroup, "Designate" )
|
||||
self:E(DesignateMenu)
|
||||
AttackGroup:SetState( AttackGroup, "DesignateMenu", DesignateMenu )
|
||||
|
||||
-- Set Menu option for auto lase
|
||||
|
||||
if self.AutoLase then
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", DesignateMenu, self.MenuAutoLase, self, false )
|
||||
else
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", DesignateMenu, self.MenuAutoLase, self, true )
|
||||
end
|
||||
|
||||
local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", DesignateMenu )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 15s", StatusMenu, self.MenuStatus, self, AttackGroup, 15 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 30s", StatusMenu, self.MenuStatus, self, AttackGroup, 30 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 60s", StatusMenu, self.MenuStatus, self, AttackGroup, 60 )
|
||||
|
||||
if self.FlashStatusMenu[AttackGroup] then
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false )
|
||||
else
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true )
|
||||
end
|
||||
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
|
||||
for Index, DetectedItemData in pairs( DetectedItems ) do
|
||||
|
||||
local Report = self.Detection:DetectedItemMenu( Index )
|
||||
|
||||
if not self.Designating[Index] then
|
||||
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, Index, 60 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, Index, 120 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Red )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Blue )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Green )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.White )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Orange )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, Index )
|
||||
else
|
||||
if self.Designating[Index] == "Laser" then
|
||||
Report = "Lasing " .. Report
|
||||
elseif self.Designating[Index] == "Smoke" then
|
||||
Report = "Smoking " .. Report
|
||||
elseif self.Designating[Index] == "Illuminate" then
|
||||
Report = "Illuminating " .. Report
|
||||
end
|
||||
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
|
||||
if self.Designating[Index] == "Laser" then
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, Index )
|
||||
else
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuStatus( AttackGroup, Duration )
|
||||
|
||||
self:E("Status")
|
||||
|
||||
self:SendStatus( AttackGroup, Duration )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuFlashStatus( AttackGroup, Flash )
|
||||
|
||||
self:E("Flash Status")
|
||||
|
||||
self.FlashStatusMenu[AttackGroup] = Flash
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuAutoLase( AutoLase )
|
||||
|
||||
self:E("AutoLase")
|
||||
|
||||
self:SetAutoLase( AutoLase )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuSmoke( Index, Color )
|
||||
|
||||
self:E("Designate through Smoke")
|
||||
|
||||
self.Designating[Index] = "Smoke"
|
||||
self:__Smoke( 1, Index, Color )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuIlluminate( Index )
|
||||
|
||||
self:E("Designate through Illumination")
|
||||
|
||||
self.Designating[Index] = "Illuminate"
|
||||
|
||||
self:__Illuminate( 1, Index )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuLaseOn( Index, Duration )
|
||||
|
||||
self:E("Designate through Lase")
|
||||
|
||||
self:__LaseOn( 1, Index, Duration )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuLaseOff( Index, Duration )
|
||||
|
||||
self:E("Lasing off")
|
||||
|
||||
self.Designating[Index] = nil
|
||||
self:__LaseOff( 1, Index )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration )
|
||||
|
||||
self.Designating[Index] = "Laser"
|
||||
self:Lasing( Index, Duration )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration )
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
|
||||
TargetSetUnit:Flush()
|
||||
|
||||
for TargetUnit, RecceData in pairs( self.Recces ) do
|
||||
local Recce = RecceData -- Wrapper.Unit#UNIT
|
||||
if not Recce:IsLasing() then
|
||||
local LaserCode = Recce:GetLaserCode() --(Not deleted when stopping with lasing).
|
||||
self.LaserCodesUsed[LaserCode] = nil
|
||||
self.Recces[TargetUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( TargetUnit )
|
||||
self:E("In procedure")
|
||||
if TargetUnit:IsAlive() then
|
||||
local Recce = self.Recces[TargetUnit]
|
||||
if not Recce then
|
||||
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
|
||||
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
|
||||
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
|
||||
if RecceUnit:IsLasing() == false then
|
||||
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
|
||||
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
|
||||
local LaserCode = self.LaserCodes[LaserCodeIndex]
|
||||
if not self.LaserCodesUsed[LaserCode] then
|
||||
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
|
||||
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
|
||||
local AttackSet = self.AttackSet
|
||||
function Spot:OnAfterDestroyed( From, Event, To )
|
||||
self:E( "Destroyed Message" )
|
||||
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet )
|
||||
end
|
||||
self.Recces[TargetUnit] = RecceUnit
|
||||
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet )
|
||||
break
|
||||
end
|
||||
else
|
||||
RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
|
||||
end
|
||||
else
|
||||
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
|
||||
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
|
||||
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
|
||||
if Recce then
|
||||
Recce:LaseOff()
|
||||
Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
self:__Lasing( 15, Index, Duration )
|
||||
|
||||
self:SetDesignateMenu()
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterLaseOff( From, Event, To, Index )
|
||||
|
||||
local CC = self.CC:GetPositionable()
|
||||
|
||||
if CC then
|
||||
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet )
|
||||
end
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
|
||||
local Recces = self.Recces
|
||||
|
||||
for TargetID, RecceData in pairs( Recces ) do
|
||||
local Recce = RecceData -- Wrapper.Unit#UNIT
|
||||
Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet )
|
||||
Recce:LaseOff()
|
||||
end
|
||||
|
||||
Recces = nil
|
||||
self.Recces = {}
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
local TargetSetUnitCount = TargetSetUnit:Count()
|
||||
|
||||
TargetSetUnit:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( SmokeUnit )
|
||||
self:E("In procedure")
|
||||
if math.random( 1, TargetSetUnitCount ) == math.random( 1, TargetSetUnitCount ) then
|
||||
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
|
||||
local RecceUnit = RecceGroup:GetUnit( 1 )
|
||||
if RecceUnit then
|
||||
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet )
|
||||
SCHEDULER:New( self,
|
||||
function()
|
||||
if SmokeUnit:IsAlive() then
|
||||
SmokeUnit:Smoke( Color, 150 )
|
||||
end
|
||||
self:Done( Index )
|
||||
end, {}, math.random( 5, 20 )
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Illuminating
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterIlluminate( From, Event, To, Index )
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
local TargetUnit = TargetSetUnit:GetFirst()
|
||||
|
||||
if TargetUnit then
|
||||
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
|
||||
local RecceUnit = RecceGroup:GetUnit( 1 )
|
||||
if RecceUnit then
|
||||
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet )
|
||||
SCHEDULER:New( self,
|
||||
function()
|
||||
if TargetUnit:IsAlive() then
|
||||
TargetUnit:GetPointVec3():AddY(300):IlluminationBomb()
|
||||
end
|
||||
self:Done( Index )
|
||||
end, {}, math.random( 5, 20 )
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Done
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterDone( From, Event, To, Index )
|
||||
|
||||
self.Designating[Index] = nil
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Help from Ciribob
|
||||
|
||||
2430
Moose Development/Moose/Functional/Detection.lua
Normal file
2430
Moose Development/Moose/Functional/Detection.lua
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
706
Moose Development/Moose/Functional/MissileTrainer.lua
Normal file
706
Moose Development/Moose/Functional/MissileTrainer.lua
Normal file
@@ -0,0 +1,706 @@
|
||||
--- This module contains the MISSILETRAINER class.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
|
||||
-- ===============================================================
|
||||
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
-- It suports the following functionality:
|
||||
--
|
||||
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
|
||||
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
|
||||
-- * Provide alerts when a missile would have killed your aircraft.
|
||||
-- * Provide alerts when the missile self destructs.
|
||||
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
|
||||
--
|
||||
-- When running a mission where MISSILETRAINER is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
|
||||
--
|
||||
-- * **Messages**: Menu to configure all messages.
|
||||
-- * **Messages On**: Show all messages.
|
||||
-- * **Messages Off**: Disable all messages.
|
||||
-- * **Tracking**: Menu to configure missile tracking messages.
|
||||
-- * **To All**: Shows missile tracking messages to all players.
|
||||
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
|
||||
-- * **Tracking On**: Show missile tracking messages.
|
||||
-- * **Tracking Off**: Disable missile tracking messages.
|
||||
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
|
||||
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
|
||||
-- * **Alerts**: Menu to configure alert messages.
|
||||
-- * **To All**: Shows alert messages to all players.
|
||||
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at.
|
||||
-- * **Hits On**: Show missile hit alert messages.
|
||||
-- * **Hits Off**: Disable missile hit alert messages.
|
||||
-- * **Launches On**: Show missile launch messages.
|
||||
-- * **Launches Off**: Disable missile launch messages.
|
||||
-- * **Details**: Menu to configure message details.
|
||||
-- * **Range On**: Shows range information when a missile is fired to a target.
|
||||
-- * **Range Off**: Disable range information when a missile is fired to a target.
|
||||
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
|
||||
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
|
||||
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
|
||||
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
|
||||
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
|
||||
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
|
||||
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
|
||||
--
|
||||
--
|
||||
-- 1.1) MISSILETRAINER construction methods:
|
||||
-- -----------------------------------------
|
||||
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
|
||||
--
|
||||
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
|
||||
--
|
||||
-- 1.2) MISSILETRAINER initialization methods:
|
||||
-- -------------------------------------------
|
||||
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
|
||||
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
|
||||
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
|
||||
-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
|
||||
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
|
||||
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- CREDITS
|
||||
-- =======
|
||||
-- **Stuka (Danny)** Who you can search on the Eagle Dynamics Forums.
|
||||
-- Working together with Danny has resulted in the MISSILETRAINER class.
|
||||
-- Danny has shared his ideas and together we made a design.
|
||||
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
|
||||
--
|
||||
-- @module MissileTrainer
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
--- The MISSILETRAINER class
|
||||
-- @type MISSILETRAINER
|
||||
-- @field Core.Set#SET_CLIENT DBClients
|
||||
-- @extends Core.Base#BASE
|
||||
MISSILETRAINER = {
|
||||
ClassName = "MISSILETRAINER",
|
||||
TrackingMissiles = {},
|
||||
}
|
||||
|
||||
function MISSILETRAINER._Alive( Client, self )
|
||||
|
||||
if self.Briefing then
|
||||
Client:Message( self.Briefing, 15, "Trainer" )
|
||||
end
|
||||
|
||||
if self.MenusOnOff == true then
|
||||
Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "Trainer" )
|
||||
|
||||
Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil ) -- Menu#MENU_CLIENT
|
||||
|
||||
Client.MenuMessages = MENU_CLIENT:New( Client, "Messages", Client.MainMenu )
|
||||
Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
|
||||
Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
|
||||
|
||||
Client.MenuTracking = MENU_CLIENT:New( Client, "Tracking", Client.MainMenu )
|
||||
Client.MenuTrackingToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
|
||||
Client.MenuTrackingToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
|
||||
Client.MenuTrackOn = MENU_CLIENT_COMMAND:New( Client, "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
|
||||
Client.MenuTrackOff = MENU_CLIENT_COMMAND:New( Client, "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
|
||||
Client.MenuTrackIncrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
|
||||
Client.MenuTrackDecrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
|
||||
|
||||
Client.MenuAlerts = MENU_CLIENT:New( Client, "Alerts", Client.MainMenu )
|
||||
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
|
||||
Client.MenuAlertsToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
|
||||
Client.MenuHitsOn = MENU_CLIENT_COMMAND:New( Client, "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
|
||||
Client.MenuHitsOff = MENU_CLIENT_COMMAND:New( Client, "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
|
||||
Client.MenuLaunchesOn = MENU_CLIENT_COMMAND:New( Client, "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
|
||||
Client.MenuLaunchesOff = MENU_CLIENT_COMMAND:New( Client, "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
|
||||
|
||||
Client.MenuDetails = MENU_CLIENT:New( Client, "Details", Client.MainMenu )
|
||||
Client.MenuDetailsDistanceOn = MENU_CLIENT_COMMAND:New( Client, "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
|
||||
Client.MenuDetailsDistanceOff = MENU_CLIENT_COMMAND:New( Client, "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
|
||||
Client.MenuDetailsBearingOn = MENU_CLIENT_COMMAND:New( Client, "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
|
||||
Client.MenuDetailsBearingOff = MENU_CLIENT_COMMAND:New( Client, "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
|
||||
|
||||
Client.MenuDistance = MENU_CLIENT:New( Client, "Set distance to plane", Client.MainMenu )
|
||||
Client.MenuDistance50 = MENU_CLIENT_COMMAND:New( Client, "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
|
||||
Client.MenuDistance100 = MENU_CLIENT_COMMAND:New( Client, "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
|
||||
Client.MenuDistance150 = MENU_CLIENT_COMMAND:New( Client, "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
|
||||
Client.MenuDistance200 = MENU_CLIENT_COMMAND:New( Client, "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
|
||||
else
|
||||
if Client.MainMenu then
|
||||
Client.MainMenu:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
local ClientID = Client:GetID()
|
||||
self:T( ClientID )
|
||||
if not self.TrackingMissiles[ClientID] then
|
||||
self.TrackingMissiles[ClientID] = {}
|
||||
end
|
||||
self.TrackingMissiles[ClientID].Client = Client
|
||||
if not self.TrackingMissiles[ClientID].MissileData then
|
||||
self.TrackingMissiles[ClientID].MissileData = {}
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates the main object which is handling missile tracking.
|
||||
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
|
||||
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
|
||||
-- @return #MISSILETRAINER
|
||||
function MISSILETRAINER:New( Distance, Briefing )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( Distance )
|
||||
|
||||
if Briefing then
|
||||
self.Briefing = Briefing
|
||||
end
|
||||
|
||||
self.Schedulers = {}
|
||||
self.SchedulerID = 0
|
||||
|
||||
self.MessageInterval = 2
|
||||
self.MessageLastTime = timer.getTime()
|
||||
|
||||
self.Distance = Distance / 1000
|
||||
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
|
||||
self.DBClients = SET_CLIENT:New():FilterStart()
|
||||
|
||||
|
||||
-- for ClientID, Client in pairs( self.DBClients.Database ) do
|
||||
-- self:E( "ForEach:" .. Client.UnitName )
|
||||
-- Client:Alive( self._Alive, self )
|
||||
-- end
|
||||
--
|
||||
self.DBClients:ForEachClient(
|
||||
function( Client )
|
||||
self:E( "ForEach:" .. Client.UnitName )
|
||||
Client:Alive( self._Alive, self )
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
|
||||
-- self.DB:ForEachClient(
|
||||
-- --- @param Wrapper.Client#CLIENT Client
|
||||
-- function( Client )
|
||||
--
|
||||
-- ... actions ...
|
||||
--
|
||||
-- end
|
||||
-- )
|
||||
|
||||
self.MessagesOnOff = true
|
||||
|
||||
self.TrackingToAll = false
|
||||
self.TrackingOnOff = true
|
||||
self.TrackingFrequency = 3
|
||||
|
||||
self.AlertsToAll = true
|
||||
self.AlertsHitsOnOff = true
|
||||
self.AlertsLaunchesOnOff = true
|
||||
|
||||
self.DetailsRangeOnOff = true
|
||||
self.DetailsBearingOnOff = true
|
||||
|
||||
self.MenusOnOff = true
|
||||
|
||||
self.TrackingMissiles = {}
|
||||
|
||||
self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Initialization methods.
|
||||
|
||||
|
||||
|
||||
--- Sets by default the display of any message to be ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean MessagesOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
|
||||
self:F( MessagesOnOff )
|
||||
|
||||
self.MessagesOnOff = MessagesOnOff
|
||||
if self.MessagesOnOff == true then
|
||||
MESSAGE:New( "Messages ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Messages OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean TrackingToAll true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitTrackingToAll( TrackingToAll )
|
||||
self:F( TrackingToAll )
|
||||
|
||||
self.TrackingToAll = TrackingToAll
|
||||
if self.TrackingToAll == true then
|
||||
MESSAGE:New( "Missile tracking to all players ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Missile tracking to all players OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of missile tracking report to be ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean TrackingOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
|
||||
self:F( TrackingOnOff )
|
||||
|
||||
self.TrackingOnOff = TrackingOnOff
|
||||
if self.TrackingOnOff == true then
|
||||
MESSAGE:New( "Missile tracking ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Missile tracking OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
|
||||
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
|
||||
self:F( TrackingFrequency )
|
||||
|
||||
self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency
|
||||
if self.TrackingFrequency < 0.5 then
|
||||
self.TrackingFrequency = 0.5
|
||||
end
|
||||
if self.TrackingFrequency then
|
||||
MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of alerts to be shown to all players or only to you.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean AlertsToAll true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitAlertsToAll( AlertsToAll )
|
||||
self:F( AlertsToAll )
|
||||
|
||||
self.AlertsToAll = AlertsToAll
|
||||
if self.AlertsToAll == true then
|
||||
MESSAGE:New( "Alerts to all players ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Alerts to all players OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of hit alerts ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean AlertsHitsOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff )
|
||||
self:F( AlertsHitsOnOff )
|
||||
|
||||
self.AlertsHitsOnOff = AlertsHitsOnOff
|
||||
if self.AlertsHitsOnOff == true then
|
||||
MESSAGE:New( "Alerts Hits ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Alerts Hits OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of launch alerts ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean AlertsLaunchesOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff )
|
||||
self:F( AlertsLaunchesOnOff )
|
||||
|
||||
self.AlertsLaunchesOnOff = AlertsLaunchesOnOff
|
||||
if self.AlertsLaunchesOnOff == true then
|
||||
MESSAGE:New( "Alerts Launches ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Alerts Launches OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of range information of missiles ON of OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean DetailsRangeOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff )
|
||||
self:F( DetailsRangeOnOff )
|
||||
|
||||
self.DetailsRangeOnOff = DetailsRangeOnOff
|
||||
if self.DetailsRangeOnOff == true then
|
||||
MESSAGE:New( "Range display ON", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Range display OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of bearing information of missiles ON of OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean DetailsBearingOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff )
|
||||
self:F( DetailsBearingOnOff )
|
||||
|
||||
self.DetailsBearingOnOff = DetailsBearingOnOff
|
||||
if self.DetailsBearingOnOff == true then
|
||||
MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Enables / Disables the menus.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean MenusOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitMenusOnOff( MenusOnOff )
|
||||
self:F( MenusOnOff )
|
||||
|
||||
self.MenusOnOff = MenusOnOff
|
||||
if self.MenusOnOff == true then
|
||||
MESSAGE:New( "Menus are ENABLED (only when a player rejoins a slot)", 15, "Menu" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Menus are DISABLED", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
-- Menu functions
|
||||
|
||||
function MISSILETRAINER._MenuMessages( MenuParameters )
|
||||
|
||||
local self = MenuParameters.MenuSelf
|
||||
|
||||
if MenuParameters.MessagesOnOff ~= nil then
|
||||
self:InitMessagesOnOff( MenuParameters.MessagesOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.TrackingToAll ~= nil then
|
||||
self:InitTrackingToAll( MenuParameters.TrackingToAll )
|
||||
end
|
||||
|
||||
if MenuParameters.TrackingOnOff ~= nil then
|
||||
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.TrackingFrequency ~= nil then
|
||||
self:InitTrackingFrequency( MenuParameters.TrackingFrequency )
|
||||
end
|
||||
|
||||
if MenuParameters.AlertsToAll ~= nil then
|
||||
self:InitAlertsToAll( MenuParameters.AlertsToAll )
|
||||
end
|
||||
|
||||
if MenuParameters.AlertsHitsOnOff ~= nil then
|
||||
self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.AlertsLaunchesOnOff ~= nil then
|
||||
self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.DetailsRangeOnOff ~= nil then
|
||||
self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.DetailsBearingOnOff ~= nil then
|
||||
self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.Distance ~= nil then
|
||||
self.Distance = MenuParameters.Distance
|
||||
MESSAGE:New( "Hit detection distance set to " .. self.Distance * 1000 .. " meters", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function MISSILETRAINER:OnEventShot( EVentData )
|
||||
self:F( { EVentData } )
|
||||
|
||||
local TrainerSourceDCSUnit = EVentData.IniDCSUnit
|
||||
local TrainerSourceDCSUnitName = EVentData.IniDCSUnitName
|
||||
local TrainerWeapon = EVentData.Weapon -- Identify the weapon fired
|
||||
local TrainerWeaponName = EVentData.WeaponName -- return weapon type
|
||||
|
||||
self:T( "Missile Launched = " .. TrainerWeaponName )
|
||||
|
||||
local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
|
||||
if TrainerTargetDCSUnit then
|
||||
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
|
||||
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
|
||||
|
||||
self:T(TrainerTargetDCSUnitName )
|
||||
|
||||
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
|
||||
if Client then
|
||||
|
||||
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
|
||||
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
|
||||
|
||||
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
|
||||
|
||||
local Message = MESSAGE:New(
|
||||
string.format( "%s launched a %s",
|
||||
TrainerSourceUnit:GetTypeName(),
|
||||
TrainerWeaponName
|
||||
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
|
||||
|
||||
if self.AlertsToAll then
|
||||
Message:ToAll()
|
||||
else
|
||||
Message:ToClient( Client )
|
||||
end
|
||||
end
|
||||
|
||||
local ClientID = Client:GetID()
|
||||
self:T( ClientID )
|
||||
local MissileData = {}
|
||||
MissileData.TrainerSourceUnit = TrainerSourceUnit
|
||||
MissileData.TrainerWeapon = TrainerWeapon
|
||||
MissileData.TrainerTargetUnit = TrainerTargetUnit
|
||||
MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName()
|
||||
MissileData.TrainerWeaponLaunched = true
|
||||
table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData )
|
||||
--self:T( self.TrackingMissiles )
|
||||
end
|
||||
else
|
||||
-- TODO: some weapons don't know the target unit... Need to develop a workaround for this.
|
||||
if ( TrainerWeapon:getTypeName() == "9M311" ) then
|
||||
SCHEDULER:New( TrainerWeapon, TrainerWeapon.destroy, {}, 1 )
|
||||
else
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
|
||||
|
||||
local RangeText = ""
|
||||
|
||||
if self.DetailsRangeOnOff then
|
||||
|
||||
local PositionMissile = TrainerWeapon:getPoint()
|
||||
local TargetVec3 = Client:GetVec3()
|
||||
|
||||
local Range = ( ( PositionMissile.x - TargetVec3.x )^2 +
|
||||
( PositionMissile.y - TargetVec3.y )^2 +
|
||||
( PositionMissile.z - TargetVec3.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
RangeText = string.format( ", at %4.2fkm", Range )
|
||||
end
|
||||
|
||||
return RangeText
|
||||
end
|
||||
|
||||
function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
|
||||
|
||||
local BearingText = ""
|
||||
|
||||
if self.DetailsBearingOnOff then
|
||||
|
||||
local PositionMissile = TrainerWeapon:getPoint()
|
||||
local TargetVec3 = Client:GetVec3()
|
||||
|
||||
self:T2( { TargetVec3, PositionMissile })
|
||||
|
||||
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
|
||||
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
|
||||
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
|
||||
if DirectionRadians < 0 then
|
||||
DirectionRadians = DirectionRadians + 2 * math.pi
|
||||
end
|
||||
local DirectionDegrees = DirectionRadians * 180 / math.pi
|
||||
|
||||
BearingText = string.format( ", %d degrees", DirectionDegrees )
|
||||
end
|
||||
|
||||
return BearingText
|
||||
end
|
||||
|
||||
|
||||
function MISSILETRAINER:_TrackMissiles()
|
||||
self:F2()
|
||||
|
||||
|
||||
local ShowMessages = false
|
||||
if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then
|
||||
self.MessageLastTime = timer.getTime()
|
||||
ShowMessages = true
|
||||
end
|
||||
|
||||
-- ALERTS PART
|
||||
|
||||
-- Loop for all Player Clients to check the alerts and deletion of missiles.
|
||||
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
|
||||
|
||||
local Client = ClientData.Client
|
||||
self:T2( { Client:GetName() } )
|
||||
|
||||
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
|
||||
self:T3( MissileDataID )
|
||||
|
||||
local TrainerSourceUnit = MissileData.TrainerSourceUnit
|
||||
local TrainerWeapon = MissileData.TrainerWeapon
|
||||
local TrainerTargetUnit = MissileData.TrainerTargetUnit
|
||||
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
|
||||
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
|
||||
|
||||
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
|
||||
local PositionMissile = TrainerWeapon:getPosition().p
|
||||
local TargetVec3 = Client:GetVec3()
|
||||
|
||||
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
|
||||
( PositionMissile.y - TargetVec3.y )^2 +
|
||||
( PositionMissile.z - TargetVec3.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
if Distance <= self.Distance then
|
||||
-- Hit alert
|
||||
TrainerWeapon:destroy()
|
||||
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
|
||||
|
||||
self:T( "killed" )
|
||||
|
||||
local Message = MESSAGE:New(
|
||||
string.format( "%s launched by %s killed %s",
|
||||
TrainerWeapon:getTypeName(),
|
||||
TrainerSourceUnit:GetTypeName(),
|
||||
TrainerTargetUnit:GetPlayerName()
|
||||
), 15, "Hit Alert" )
|
||||
|
||||
if self.AlertsToAll == true then
|
||||
Message:ToAll()
|
||||
else
|
||||
Message:ToClient( Client )
|
||||
end
|
||||
|
||||
MissileData = nil
|
||||
table.remove( ClientData.MissileData, MissileDataID )
|
||||
self:T(ClientData.MissileData)
|
||||
end
|
||||
end
|
||||
else
|
||||
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
|
||||
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
|
||||
-- Weapon does not exist anymore. Delete from Table
|
||||
local Message = MESSAGE:New(
|
||||
string.format( "%s launched by %s self destructed!",
|
||||
TrainerWeaponTypeName,
|
||||
TrainerSourceUnit:GetTypeName()
|
||||
), 5, "Tracking" )
|
||||
|
||||
if self.AlertsToAll == true then
|
||||
Message:ToAll()
|
||||
else
|
||||
Message:ToClient( Client )
|
||||
end
|
||||
end
|
||||
MissileData = nil
|
||||
table.remove( ClientData.MissileData, MissileDataID )
|
||||
self:T( ClientData.MissileData )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
|
||||
|
||||
-- TRACKING PART
|
||||
|
||||
-- For the current client, the missile range and bearing details are displayed To the Player Client.
|
||||
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
|
||||
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
|
||||
|
||||
-- Main Player Client loop
|
||||
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
|
||||
|
||||
local Client = ClientData.Client
|
||||
self:T2( { Client:GetName() } )
|
||||
|
||||
|
||||
ClientData.MessageToClient = ""
|
||||
ClientData.MessageToAll = ""
|
||||
|
||||
-- Other Players Client loop
|
||||
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
|
||||
|
||||
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
|
||||
self:T3( MissileDataID )
|
||||
|
||||
local TrainerSourceUnit = MissileData.TrainerSourceUnit
|
||||
local TrainerWeapon = MissileData.TrainerWeapon
|
||||
local TrainerTargetUnit = MissileData.TrainerTargetUnit
|
||||
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
|
||||
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
|
||||
|
||||
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
|
||||
|
||||
if ShowMessages == true then
|
||||
local TrackingTo
|
||||
TrackingTo = string.format( " -> %s",
|
||||
TrainerWeaponTypeName
|
||||
)
|
||||
|
||||
if ClientDataID == TrackingDataID then
|
||||
if ClientData.MessageToClient == "" then
|
||||
ClientData.MessageToClient = "Missiles to You:\n"
|
||||
end
|
||||
ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n"
|
||||
else
|
||||
if self.TrackingToAll == true then
|
||||
if ClientData.MessageToAll == "" then
|
||||
ClientData.MessageToAll = "Missiles to other Players:\n"
|
||||
end
|
||||
ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n"
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
|
||||
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
|
||||
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
@@ -3,12 +3,11 @@
|
||||
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
||||
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
||||
-- on defined intervals (currently every minute).
|
||||
-- @module MOVEMENT
|
||||
|
||||
Include.File( "Routines" )
|
||||
-- @module Movement
|
||||
|
||||
--- the MOVEMENT class
|
||||
-- @type
|
||||
-- @type MOVEMENT
|
||||
-- @extends Core.Base#BASE
|
||||
MOVEMENT = {
|
||||
ClassName = "MOVEMENT",
|
||||
}
|
||||
@@ -22,7 +21,7 @@ MOVEMENT = {
|
||||
-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
|
||||
|
||||
function MOVEMENT:New( MovePrefixes, MoveMaximum )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
|
||||
self:F( { MovePrefixes, MoveMaximum } )
|
||||
|
||||
if type( MovePrefixes ) == 'table' then
|
||||
@@ -35,7 +34,7 @@ function MOVEMENT:New( MovePrefixes, MoveMaximum )
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
|
||||
|
||||
_EVENTDISPATCHER:OnBirth( self.OnBirth, self )
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
|
||||
--
|
||||
@@ -49,7 +48,8 @@ end
|
||||
--- Call this function to start the MOVEMENT scheduling.
|
||||
function MOVEMENT:ScheduleStart()
|
||||
self:F()
|
||||
self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
|
||||
--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
|
||||
self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
|
||||
end
|
||||
|
||||
--- Call this function to stop the MOVEMENT scheduling.
|
||||
@@ -61,24 +61,26 @@ end
|
||||
|
||||
--- Captures the birth events when new Units were spawned.
|
||||
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
|
||||
function MOVEMENT:OnBirth( Event )
|
||||
self:F( { Event } )
|
||||
-- @param #MOVEMENT self
|
||||
-- @param Core.Event#EVENTDATA self
|
||||
function MOVEMENT:OnEventBirth( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
|
||||
if Event.IniDCSUnit then
|
||||
self:T( "Birth object : " .. Event.IniDCSUnitName )
|
||||
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
|
||||
if EventData.IniDCSUnit then
|
||||
self:T( "Birth object : " .. EventData.IniDCSUnitName )
|
||||
if EventData.IniDCSGroup and EventData.IniDCSGroup:isExist() then
|
||||
for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
|
||||
if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then
|
||||
if string.find( EventData.IniDCSUnitName, MovePrefix, 1, true ) then
|
||||
self.AliveUnits = self.AliveUnits + 1
|
||||
self.MoveUnits[Event.IniDCSUnitName] = Event.IniDCSGroupName
|
||||
self.MoveUnits[EventData.IniDCSUnitName] = EventData.IniDCSGroupName
|
||||
self:T( self.AliveUnits )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
_EVENTDISPATCHER:OnCrashForUnit( Event.IniDCSUnitName, self.OnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForUnit( Event.IniDCSUnitName, self.OnDeadOrCrash, self )
|
||||
|
||||
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -125,4 +127,5 @@ function MOVEMENT:_Scheduler()
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
1739
Moose Development/Moose/Functional/Scoring.lua
Normal file
1739
Moose Development/Moose/Functional/Scoring.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -3,16 +3,9 @@
|
||||
-- @author to be searched on the forum
|
||||
-- @author (co) Flightcontrol (Modified and enriched with functionality)
|
||||
|
||||
Include.File( "Routines" )
|
||||
Include.File( "Event" )
|
||||
Include.File( "Base" )
|
||||
Include.File( "Mission" )
|
||||
Include.File( "Client" )
|
||||
Include.File( "Task" )
|
||||
|
||||
--- The SEAD class
|
||||
-- @type SEAD
|
||||
-- @extends Base#BASE
|
||||
-- @extends Core.Base#BASE
|
||||
SEAD = {
|
||||
ClassName = "SEAD",
|
||||
TargetSkill = {
|
||||
@@ -43,31 +36,33 @@ function SEAD:New( SEADGroupPrefixes )
|
||||
else
|
||||
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
|
||||
end
|
||||
_EVENTDISPATCHER:OnShot( self.EventShot, self )
|
||||
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
-- @see SEAD
|
||||
function SEAD:EventShot( Event )
|
||||
self:F( { Event } )
|
||||
-- @param #SEAD
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SEAD:OnEventShot( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
local SEADUnit = Event.IniDCSUnit
|
||||
local SEADUnitName = Event.IniDCSUnitName
|
||||
local SEADWeapon = Event.Weapon -- Identify the weapon fired
|
||||
local SEADWeaponName = Event.WeaponName -- return weapon type
|
||||
--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(SEADWeaponName)), 20) --debug message
|
||||
local SEADUnit = EventData.IniDCSUnit
|
||||
local SEADUnitName = EventData.IniDCSUnitName
|
||||
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
|
||||
local SEADWeaponName = EventData.WeaponName -- return weapon type
|
||||
-- Start of the 2nd loop
|
||||
self:T( "Missile Launched = " .. SEADWeaponName )
|
||||
if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
|
||||
local _evade = math.random (1,100) -- random number for chance of evading action
|
||||
local _targetMim = Event.Weapon:getTarget() -- Identify target
|
||||
local _targetMim = EventData.Weapon:getTarget() -- Identify target
|
||||
local _targetMimname = Unit.getName(_targetMim)
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
local _targetMimgroupName = _targetMimgroup:getName()
|
||||
local _targetMimcont= _targetMimgroup:getController()
|
||||
local _targetskill = _DATABASE.Units[_targetMimname].Template.skill
|
||||
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
|
||||
self:T( self.SEADGroupPrefixes )
|
||||
self:T( _targetMimgroupName )
|
||||
local SEADGroupFound = false
|
||||
@@ -83,10 +78,10 @@ function SEAD:EventShot( Event )
|
||||
local Skills = { "Average", "Good", "High", "Excellent" }
|
||||
_targetskill = Skills[ math.random(1,4) ]
|
||||
end
|
||||
self:T( _targetskill ) -- debug message for skill check
|
||||
self:T( _targetskill )
|
||||
if self.TargetSkill[_targetskill] then
|
||||
if (_evade > self.TargetSkill[_targetskill].Evade) then
|
||||
self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) --debug message
|
||||
self:T( string.format("Evading, target skill " ..string.format(_targetskill)) )
|
||||
local _targetMim = Weapon.getTarget(SEADWeapon)
|
||||
local _targetMimname = Unit.getName(_targetMim)
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user