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823 Commits

Author SHA1 Message Date
Sven Van de Velde
b81bc550ec Merge pull request #267 from FlightControl-Master/master-bugfix
Master bugfix
2017-03-04 16:03:19 +01:00
FlightControl
f725866ef4 Docs 2017-03-04 16:02:37 +01:00
FlightControl
842aa878ad EVENTDATA structure was hidden in documentation. 2017-03-04 16:02:21 +01:00
FlightControl
bbc9ddf9a3 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-03-04 16:01:41 +01:00
FlightControl
bf5dce5b5f Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-03-04 15:48:12 +01:00
Sven Van de Velde
c9a3740ac7 Merge pull request #266 from FlightControl-Master/master-scoring
Master scoring - Bugfixes
2017-03-04 15:01:01 +01:00
FlightControl
942ae18290 BUGFIXES: Fixed problems
-- With menu
-- On destroy, sometimes the wrong target was scored. Is fixed, was
silly leftover statement that did that. Corrected.
-- Goals added.
2017-03-04 14:59:56 +01:00
FlightControl
a8d4e5e5e6 Merge remote-tracking branch 'refs/remotes/origin/master' into master-scoring 2017-03-04 09:10:35 +01:00
Sven Van de Velde
1ec21942af Merge pull request #265 from FlightControl-Master/master-adding
Added methods Set and Add to the POINT_VEC3 and POINT_VEC2 classes + documentation
2017-03-03 13:35:53 +01:00
FlightControl
b75c1a92ad Added POINT_VEC3 and POINT_VEC2 Set and Add methods + documentation 2017-03-03 13:34:10 +01:00
FlightControl
ba1a08920f Merge remote-tracking branch 'refs/remotes/origin/master' into master-scoring 2017-03-03 08:34:38 +01:00
FlightControl
edaa5112a1 Merge remote-tracking branch 'refs/remotes/origin/master' into master-adding 2017-03-03 08:34:21 +01:00
Sven Van de Velde
d6afb5e6e7 Merge pull request #264 from FlightControl-Master/master-adding
Added methods to POINT_VEC3 and documentation
2017-03-03 08:33:30 +01:00
FlightControl
5d17cde83a Added methods to POINT_VEC3 and documented 2017-03-03 08:31:45 +01:00
FlightControl
83447468f8 Merge remote-tracking branch 'refs/remotes/origin/master' into master-adding 2017-03-03 08:14:34 +01:00
Sven Van de Velde
1af9ad46b9 Merge pull request #263 from FlightControl-Master/master-scoring
Added API to set Score GOALs
2017-03-03 08:09:19 +01:00
FlightControl
ef5f83034b Added API to set Goal Scores upon a condition 2017-03-03 08:08:29 +01:00
FlightControl
1b6d241acc Merge remote-tracking branch 'refs/remotes/origin/master' into master-scoring 2017-03-02 23:56:29 +01:00
Sven Van de Velde
9bc84264ef Merge pull request #262 from FlightControl-Master/master-scoring
Master scoring
2017-03-02 23:34:33 +01:00
FlightControl
c476c7df27 Fix of scheduler.
When trace is off, the scheduler removed the link to placed schedules.
This was wrong due to a wrong weak table. Corrected.
2017-03-02 23:33:54 +01:00
FlightControl
082e1d5e2e Merge remote-tracking branch 'refs/remotes/origin/master' into master-scoring 2017-03-02 17:53:34 +01:00
Sven Van de Velde
fbec9519ee Merge pull request #261 from FlightControl-Master/master-scoring
Master scoring
2017-03-02 17:45:14 +01:00
FlightControl
336f1781a7 Scoring scale change
-- Presentation update
-- Documentation updated
-- SetScale functions instead of multiplier
-- Updated proper scoring scaling formula!
2017-03-02 17:43:46 +01:00
FlightControl
4861c46e0d Merge remote-tracking branch 'refs/remotes/origin/master' into master-scoring 2017-03-02 17:43:18 +01:00
Sven Van de Velde
9ea2221c33 Merge pull request #260 from Kalbuth/master
Added TimeOut functionality for TASK, coded by whisper.
2017-03-02 13:39:45 +01:00
Kalbuth
f945018dfe Added TimeOut functionality for TASK
SetTimeOut( Timer ) method added, to have TASK go into Cancelled state is staying in Planned state for more than Timer seconds.
2017-03-02 13:21:30 +01:00
FlightControl
45c7f72732 Merge remote-tracking branch 'refs/remotes/origin/master' into master-scoring 2017-03-02 12:50:00 +01:00
Sven Van de Velde
f3d5b17548 Merge pull request #259 from FlightControl-Master/master-scoring
BIGFIX: Scoring Coalition change Fratricide
2017-03-02 12:30:21 +01:00
FlightControl
3789bf79c2 BIGFIX: Scoring Coalition change Fratricide
Fixed some bugs in the logging of fratricide.
2017-03-02 12:29:41 +01:00
Sven Van de Velde
7f3a2fa8e1 Merge pull request #257 from FlightControl-Master/master-bugfix-scoring-client-to-client
BUGFIX: Fixed a problem in AI_BALANCER. When the SPAWN object uses the InitLimit method to limit the amount of airplanes spawned, the OnAfterSpawned event would always be called, even when Spawn() would return an empty group, because the limit of spawned groups was reached. This resulted in the OnAfterSpawned event handler receiving an empty AIGroup object, with all the consequences you can imagine.
Now, the AI_BALANCER code has been adapted, that, if the SPAWN object returns en empty AIGroup, then the OnAfterSpawned event will **not** be triggered!
2017-03-02 10:00:46 +01:00
FlightControl
7c7aa76fdd Update to AI_Balancer 2017-03-02 09:56:47 +01:00
FlightControl
0a3db0034f Scoring maths 2017-03-01 10:16:44 +01:00
FlightControl
72d6b2b769 Presentation 2017-03-01 10:15:10 +01:00
FlightControl
36aac4162d Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix-scoring-client-to-client 2017-03-01 09:39:28 +01:00
FlightControl
8d65e6f05a New video from Gunterlund 2017-02-28 21:59:29 +01:00
Sven Van de Velde
d496b594ae Merge pull request #256 from FlightControl-Master/master-bugfix-scoring-client-to-client
New SCORING class
2017-02-28 18:54:00 +01:00
FlightControl
5dec4b137b Static moose.lua 2017-02-28 18:52:34 +01:00
FlightControl
a0029fd0bd Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix-scoring-client-to-client 2017-02-28 18:51:34 +01:00
FlightControl
ad3baa1f0d Static moose.lua 2017-02-28 18:50:35 +01:00
Sven Van de Velde
9d23c4943c Merge pull request #255 from FlightControl-Master/master-bugfix-scoring-client-to-client
New SCORING class release.
New SCORING class ...

-- Client to Client scoring working
-- CSV file working
-- Conditional display of messages
-- Set audience of messages (all or coalition)
-- Set additional scoring per unit, static
-- Set zones with additional scoring
-- Set fraticide levels
-- Set scoring multipliers
-- Set penalty scores when a player changes coalition.

New methods in MESSAGE class
-- ToAllIf() - Only send when a condition is true.
-- ToCoalitionIf() - Only send when a condition is true.

Important! Some ZONE methods have changed name!
-- 2017-02-28: ZONE_BASE:IsVec2InZone() replaces ZONE_BASE:IsPointVec2InZone().
-- 2017-02-28: ZONE_BASE:IsVec3InZone() replaces ZONE_BASE:IsPointVec3InZone().
-- 2017-02-28: ZONE_RADIUS:IsVec2InZone() replaces ZONE_RADIUS:IsPointVec2InZone().
-- 2017-02-28: ZONE_RADIUS:IsVec3InZone() replaces ZONE_RADIUS:IsPointVec3InZone().
-- 2017-02-28: ZONE_POLYGON:IsVec2InZone() replaces ZONE_POLYGON:IsPointVec2InZone().
-- 2017-02-28: ZONE_POLYGON:IsVec3InZone() replaces ZONE_POLYGON:IsPointVec3InZone().

The EVENTDISPATCHER:
-- now also processes SCENERY and STATICS.
-- Fields of EVENTDATA are now properly documented.
-- Fields are conditionallly filled, based on SCENERY, STATICS, UNIT.
-- Additional fields are added to EVENTDATA.

A new SCENERY class has been added.

Updated documentation.

SCO-100 has been updated. More test missions to be created.
2017-02-28 18:49:16 +01:00
FlightControl
438a587927 Wrap up updates. 2017-02-28 18:35:29 +01:00
FlightControl
b9bd76f387 Progress 2017-02-28 18:16:13 +01:00
FlightControl
316d7325bc Progress 2017-02-28 18:16:05 +01:00
FlightControl
d779fb4167 Event too 2017-02-28 14:01:57 +01:00
FlightControl
8edbb5ca23 Progress, a lot is working already. 2017-02-28 14:01:38 +01:00
FlightControl
e0254308d3 Progress 2017-02-27 16:27:21 +01:00
FlightControl
405c297cdf Documentation 2017-02-27 11:17:24 +01:00
FlightControl
1f109c3935 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix-scoring-client-to-client 2017-02-27 10:33:10 +01:00
FlightControl
1e143778bd Scoring updates 2017-02-26 22:55:36 +01:00
Sven Van de Velde
389659df0c Merge pull request #253 from FlightControl-Master/master-bugfix-scoring-client-to-client
Master bugfix scoring client to client
2017-02-26 15:31:55 +01:00
FlightControl
c9c3b11b14 Updated static scores 2017-02-26 15:31:23 +01:00
FlightControl
0f7bc2b663 First draft version new scoring 2017-02-26 15:25:32 +01:00
Sven Van de Velde
490f1b47c7 SCORING new functions addons. 2017-02-26 11:58:26 +01:00
Sven Van de Velde
b8df0c433b bugfixes and cleanup of scoring code for player to player scoring 2017-02-26 07:58:02 +01:00
Sven Van de Velde
e29d486dfb Trace 2017-02-24 13:47:26 +01:00
Sven Van de Velde
5f6deff3fa BUGFIX of Scoring CLIENT to CLIENT.
Creation of test mission to test hits and kills client to client.
2017-02-24 13:45:56 +01:00
Sven Van de Velde
34cdfbad40 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-24 13:35:22 +01:00
Sven Van de Velde
20215d105f Merge pull request #251 from FlightControl-Master/master-bugfix-spawn-randomizetemplate
Master bugfix spawn randomizetemplate
2017-02-24 13:15:04 +01:00
Sven Van de Velde
152a3a789f BIGFIX: InitRandomizeTemplate is now correctly positioning the Spawned Units.
-- Fixed in spawn.lua
-- InitRandomizeTemplate is now correctly positioning the spawned units
according the initial position as modeled in the mission editor.
-- When combining InitRandomizeTemplate with InitRandomizeZone, the
spawned units are still positioned at their initial position according
the position modeled in the mission editor.

-- Added test missions SPA-019 and SPA-020.
2017-02-24 13:13:24 +01:00
Sven Van de Velde
f4b4a40d75 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-24 12:29:31 +01:00
Sven Van de Velde
0b034f476d Merge pull request #250 from FlightControl-Master/master-bugfix-ai-patrol
Fixed EngageZone documentation problem.
2017-02-24 12:24:40 +01:00
Sven Van de Velde
06409f6cd0 Fixed EngageZone documentation problem. 2017-02-24 12:23:42 +01:00
Sven Van de Velde
7b07c48ff8 Merge pull request #249 from FlightControl-Master/master-bugfix-scoring
Master bugfix scoring
2017-02-24 12:12:57 +01:00
Sven Van de Velde
604db7e53c BIGFIX: Reworked the code so that SCORING is working with STATIC objects.
The problems were in the EVENTDISPATCHER.

-- Reworked the Event Dispatcher code...
-- Added fields IniCategory and TgtCategory that indicate which Object
Category is involved in the Event.
-- Added fields IniPlayerName and TgtPlayerName that indicate which
Player Name is the initiator or Target (only when the Object Category is
a UNIT).

-- In the Event.lua, I poperly documented every field in EVENTDATA and
typed it correctly.

-- Reworked te Scoring code..
-- Incorporated the Event.* added fields into the Scoring Code.

-- Added a SCO-100 test mission
-- A shooting range with STATIC objects, so that a player can TEST the
scoring for STATIC objects in  a mission.

Hope this helps.
FC
2017-02-24 12:10:27 +01:00
Sven Van de Velde
3a5f4ccd55 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix-scoring
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2017-02-24 10:42:26 +01:00
Sven Van de Velde
35a2bb459c Merge pull request #248 from FlightControl-Master/master-bugfix-group-isalive
Master bugfix group isalive
2017-02-23 17:29:09 +01:00
Sven Van de Velde
6fb5a88953 Fixed GROUP:IsAlive() returning true even if all group members aredead
Fixed the mechanism by checking if the group has a :getUnit(1) ~= nil
2017-02-23 17:25:16 +01:00
Sven Van de Velde
d0b0ce7483 Scoring fix 2017-02-23 08:44:54 +01:00
Sven Van de Velde
d9e9ef887b Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-21 12:24:17 +01:00
Sven Van de Velde
e5457a906d Merge pull request #247 from FlightControl-Master/master-bugfix
Reviewed zone test missions
2017-02-21 12:18:58 +01:00
Sven Van de Velde
33f064141f Reviewed all the zone test missions 2017-02-21 12:17:14 +01:00
Sven Van de Velde
ede466c0bd Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-21 11:10:35 +01:00
Sven Van de Velde
e6e470e8d1 Merge pull request #246 from FlightControl-Master/master-bugfix
2017-02-08 - Reworked some vector functions.
-- POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd ) added.
-- ZONE_RADIUS:GetRandomPointVec2( inner, outer ) added.
-- ZONE_RADIUS:GetRandomPointVec3( inner, outer ) added.
-- ZONE_POLYGON_BASE:GetRandomPointVec2() added.
-- ZONE_POLYGON_BASE:GetRandomPointVec3() added.
2017-02-18 22:39:38 +01:00
FlightControl
d7c2e0f900 Reworked zone and vector functions
2017-02-08 - Reworked some vector functions.
-- POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd ) added.
-- ZONE_RADIUS:GetRandomPointVec2( inner, outer ) added.
-- ZONE_RADIUS:GetRandomPointVec3( inner, outer ) added.
-- ZONE_POLYGON_BASE:GetRandomPointVec2() added.
-- ZONE_POLYGON_BASE:GetRandomPointVec3() added.
2017-02-18 22:38:31 +01:00
FlightControl
b9b2caed65 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-18 19:54:20 +01:00
Sven Van de Velde
e788bc928d Merge pull request #245 from FlightControl-Master/CraigOwen
EVT-501 OnEventLanding LandingChallengeComplex
2017-02-16 19:26:56 +01:00
Sven Van de Velde
bc863c157e Merge pull request #244 from FlightControl-Master/Bugfix-132nd
Fix to Missile Trainer
2017-02-16 18:31:42 +01:00
entropySG
5cae3a9600 Fix to Missile Trainer 2017-02-16 10:58:35 +01:00
CraigOwen
b60526686f Moved the LandingChallenge
Created new folder EVT-501
Changed mission and script name to EVT-501 OnEventLand
LandingChallengeComplex
2017-02-15 22:08:21 +01:00
CraigOwen
423c45489e Full landing challenge
This mission combines eventmanagement with sets and scheduler for a full
landing challenge. Descriptions are given for each step.
2017-02-15 20:03:23 +01:00
FlightControl
beff62b864 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-15 10:09:52 +01:00
Sven Van de Velde
748e5cc8f8 Merge pull request #242 from FlightControl-Master/master-bugfix
Fix Event handling problem
2017-02-14 17:02:16 +01:00
FlightControl
3473076814 Fix for Delta, hopefully solves error in Event Handling. 2017-02-14 16:55:02 +01:00
FlightControl
fcf011a6f4 Merge remote-tracking branch 'refs/remotes/origin/master' into master-bugfix 2017-02-14 15:24:46 +01:00
Sven Van de Velde
83d07017c3 Merge pull request #241 from FlightControl-Master/master-bugfix
Added EVENTHANDLER class for generic event handling
2017-02-14 13:15:49 +01:00
FlightControl
84b5f2dd68 Added EVENTHANDLER class for generic event handling 2017-02-14 13:15:11 +01:00
Sven Van de Velde
3776b57164 Merge pull request #240 from FlightControl-Master/master-bugfix
Master bugfix
2017-02-14 11:09:54 +01:00
FlightControl
d1877ba300 the rest 2017-02-14 11:04:39 +01:00
FlightControl
a174fa5169 the rest 2017-02-14 11:04:31 +01:00
FlightControl
2f50854c74 the rest 2017-02-14 11:04:25 +01:00
FlightControl
c72354a914 the rest 2017-02-14 11:03:57 +01:00
FlightControl
843759193f the rest 2017-02-14 11:03:53 +01:00
FlightControl
247abe57f3 the rest 2017-02-14 11:03:46 +01:00
FlightControl
88943f9c96 the rest 2017-02-14 10:59:23 +01:00
FlightControl
19842bd7f0 the rest 2017-02-14 10:59:10 +01:00
FlightControl
a50b497840 the rest 2017-02-14 10:58:56 +01:00
FlightControl
bd9d831b49 the rest 2017-02-14 10:58:48 +01:00
FlightControl
ff48d20c40 menu 2017-02-14 10:56:52 +01:00
FlightControl
4b65b944b3 group 2017-02-14 10:56:45 +01:00
FlightControl
1ac2dde262 fsm 2017-02-14 10:56:38 +01:00
FlightControl
b24c04f64e event handling 2017-02-14 10:56:30 +01:00
FlightControl
21ddf8f0c0 Escort 2017-02-14 10:56:18 +01:00
FlightControl
9cc04e31a1 Detection 2017-02-14 10:56:06 +01:00
FlightControl
17e3d51b56 Cargo test missions updated 2017-02-14 10:55:54 +01:00
FlightControl
085f7628fd CAS test missions updated 2017-02-14 10:55:36 +01:00
FlightControl
d4d521b432 AIB Test Missions Updated 2017-02-14 10:55:21 +01:00
FlightControl
a24717e30e Fix for delayed __Event( DelaySeconds ) trigger
DelaySeconds must ALWAYS be given!
2017-02-14 10:53:46 +01:00
Sven Van de Velde
062d241c1c Merge pull request #238 from Delta-99/master
AI Balancers for all airports and both coalitions demo mission
2017-02-12 21:01:03 +01:00
Delta-99
71730c5b70 Merge pull request #8 from Delta-99/ai-balancer-demo
AI Balancers for all airports and both coalitions demo mission
2017-02-12 14:58:06 -05:00
Delta-99
895bff0121 AI Balancers for all airports and both coalitions demo mission
AI Balancers for all airports and both coalitions demo mission
2017-02-12 14:56:46 -05:00
Delta-99
90db41567d Merge pull request #7 from FlightControl-Master/master
Merge from FlightControl-Master
2017-02-12 14:54:45 -05:00
Sven Van de Velde
2f93e16566 Merge pull request #237 from FlightControl-Master/CraigOwen
Example for EventOnLand
2017-02-12 18:18:06 +01:00
CraigOwen
099697f582 Example for EventOnLand
In this example a client can land a plane in specified zones. In case of
success, there will be a message and a flaring unit.
2017-02-12 18:14:39 +01:00
Delta-99
b917e604b5 Merge pull request #6 from FlightControl-Master/master
Merge latest FlightControl-Master changes
2017-02-10 16:12:21 -05:00
Sven Van de Velde
4a89d4fc78 Merge pull request #236 from FlightControl-Master/FlightControl
Fix for AI_CAS_ZONE
2017-02-08 15:07:22 +01:00
FlightControl
903d8dd628 Static moose 2017-02-08 15:06:17 +01:00
FlightControl
dd310b48d4 Fix for CAS, stopping when one plane crashed... 2017-02-08 15:04:27 +01:00
FlightControl
63d443802b Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-08 15:03:15 +01:00
Sven Van de Velde
48e382d999 Merge pull request #235 from FlightControl-Master/FlightControl
Fix for AI_CAP_ZONE
2017-02-08 11:59:24 +01:00
FlightControl
50f37d4dbe Fixed glitch in AI_CAP_ZONE 2017-02-08 11:58:35 +01:00
FlightControl
8c0adea841 Fixed glitch in AI_CAP 2017-02-08 10:24:50 +01:00
Delta-99
7be632ced0 Merge pull request #5 from FlightControl-Master/master
Update Delta-99 From FlightControl-Master
2017-02-07 17:37:49 -05:00
FlightControl
1d8d8b3e58 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-07 22:00:37 +01:00
Sven Van de Velde
3685b9418a Merge pull request #234 from FlightControl-Master/FlightControl
Event Documentation
2017-02-07 21:54:40 +01:00
FlightControl
24c896b535 Event Documentation 2017-02-07 21:53:23 +01:00
FlightControl
fa8fcfec89 Event Documentation 2017-02-07 20:20:58 +01:00
FlightControl
4b1f0014ab Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-07 14:36:11 +01:00
Sven Van de Velde
f115ec87d4 Merge pull request #233 from FlightControl-Master/FlightControl
Updated Event Handling
2017-02-07 13:48:34 +01:00
FlightControl
20f8a98cf0 Event documentation 2017-02-07 13:46:52 +01:00
FlightControl
1441d035d7 updated event handling 2017-02-07 13:44:59 +01:00
FlightControl
3db8062583 Event Handling Optimization
-- Created a HandleEvent method
-- Created an UnHandleEvent method
2017-02-07 13:33:29 +01:00
FlightControl
154f729788 Event Handling improved 2017-02-07 10:34:16 +01:00
FlightControl
e9a4429f7a Event handling presentation, first version. 2017-02-06 22:40:54 +01:00
FlightControl
3f2b47b82d Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-06 20:21:37 +01:00
Sven Van de Velde
8fc7609932 Merge pull request #231 from FlightControl-Master/FlightControl
Flightcontrol
2017-02-06 17:19:38 +01:00
FlightControl
c512eaad04 InitRandomTemplates
test mission
2017-02-06 17:15:08 +01:00
FlightControl
ec299132ad Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-06 17:14:43 +01:00
Sven Van de Velde
985070b5f8 Merge pull request #230 from FlightControl-Master/FlightControl
AI_CAS_ZONE fixed
-- Added separate detection loop during engagement
-- Detection during patrolling is off.
-- Engage now has several parameters that specify how to engage within
the zone.
-- Using now the EngageUnit command instead of the AttackUnit command. Is better.
-- Created several additional test missions, more to come.
2017-02-06 15:02:30 +01:00
FlightControl
93e7fab116 Fixed AI_CAS_ZONE
-- Added separate detection loop during engagement
-- Detection during patrolling is off.
-- Engage now has several parameters that specify how to engage within
the zone.
-- Created several additional test missions, more to come.
2017-02-06 14:58:19 +01:00
FlightControl
9f63184a5e Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-05 18:22:09 +01:00
Sven Van de Velde
7d3729e556 Merge pull request #227 from FlightControl-Master/FlightControl
Fixed AI_CAP_ZONE engage with Engage Zone issue

-- Fixed AI_CAP_ZONE: Groups not engaging when an engage was "aborted",
but was actually erroneously set to "Accomplished". Is fixed now. An
engage that cannot be accomplished (due to no unit in the Engage Zone,
will be Aborted). Groups are engaging now when an Engage Zone is set.
-- Fixed FSM: There was a big issue with delayed function scheduling.
When creating "loops", meaning an Event handler calles again itself
delayed, would start propagating multiple times when the event was
scheduled, and another schedule of the event would be planned.... Thus 2
to x events handled and would end in chaos. Implemented delayed event
scheduling accepting a negative parameter in seconds, which would
check if an event would be already scheduled. If so, no new event would
be scheduled until the event handler would have been processed. In this
way, only maximum one event can be scheduled when this is wanted (this
is not always the case by the mission designer). So providing a negative
value as the seconds would make the event being scheduled only once!
-- Added EventPriority field in EVENT logging
-- Removed logging from POSITIONABLE
-- Moved the start of the detection to the Start event handler in
AI_CAP_ZONE
2017-02-05 18:13:19 +01:00
FlightControl
b9b829a09a Various fixes
-- Fixed AI_CAP_ZONE: Groups not engaging when an engage was "aborted",
but was actually erroneously set to "Accomplished". Is fixed now. An
engage that cannot be accomplished (due to no unit in the Engage Zone,
will be Aborted). Groups are engaging now when an Engage Zone is set.
-- Fixed FSM: There was a big issue with delayed function scheduling.
When creating "loops", meaning an Event handler calles again itself
delayed, would start propagating multiple times when the event was
scheduled, and another schedule of the event would be planned.... Thus 2
to x events handled and would end in chaos. Implemented delayed event
scheduling accepting a *negative* parameter in seconds, which would
check if an event would be already scheduled. If so, no new event would
be scheduled until the event handler would have been processed. In this
way, only maximum one event can be scheduled when this is wanted (this
is not always the case by the mission designer). So providing a negative
value as the seconds would make the event being scheduled only once!
-- Added EventPriority field in EVENT logging
-- Removed logging from POSITIONABLE
-- Moved the start of the detection to the Start event handler in
AI_CAP_ZONE
2017-02-05 18:06:29 +01:00
FlightControl
f1755fc3a4 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-05 12:08:27 +01:00
Sven Van de Velde
a9101750e5 Merge pull request #226 from FlightControl-Master/FlightControl
Bugfix of EVENT prioroty handling
2017-02-05 10:27:38 +01:00
FlightControl
a530cea326 Fixed glitch in EVENT with new EventPriority logic
The Init method was wrong. It is fixed now.
SPAWN and other event handling will now be correctly processed!
2017-02-05 10:26:07 +01:00
FlightControl
0adf349066 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-05 09:13:36 +01:00
FlightControl
8acfb79c0e USAF agressors fix (and also for other countries with _ names in country.id)
-- reworked the DATABASE template population logic
2017-02-05 08:31:03 +01:00
Sven Van de Velde
e5c3f2070f Merge pull request #225 from FlightControl-Master/FlightControl
Flightcontrol
2017-02-04 19:33:43 +01:00
FlightControl
a669ba5e5b bugfix with uncontrolled 2017-02-04 19:32:54 +01:00
FlightControl
7bb66c79aa Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-04 15:55:45 +01:00
FlightControl
f65cc1404a doc 2017-02-04 15:55:21 +01:00
Sven Van de Velde
e088edcfbc Merge pull request #224 from FlightControl-Master/FlightControl
Flightcontrol
-- Fixed documentation links
-- Added SPAWN:UnControlled( true/false )
-- Fixed glitch in MENU_CLIENT_COMMAND
-- New EVENT dispatching model
-- Implemented EVENT priorities in DATABASE, SET, UNIT, GROUP
-- Added BASE:SetEventPriority() and BASE:GetEVentPriority()
-- Made new test mission for UnControlled demonstration
2017-02-04 15:31:13 +01:00
FlightControl
52f4051901 Various Fixes
-- Documentation fixes with links not working.
-- MENU_CLIENT_COMMAND had a small glitch, fixed that one too.
-- Implemented new Event Dispatcher.
--
2017-02-04 15:16:32 +01:00
FlightControl
be4d51237b Improved the event handling
-- Removed the sort
-- Implemented the order in the existing table.
-- 5 levels
-- _DATABASE = 1
-- SET and SET_ derived classes = 2
-- UNIT = 3
-- GROUP = 4
-- all other = 5
2017-02-04 11:35:58 +01:00
FlightControl
ab345f5ad2 New Event Dispatching based on priorities
-- First _DATABASE
-- then SETS
-- then the rest
-- changed AIRBASEPOLICE
2017-02-03 22:18:51 +01:00
FlightControl
33af2b4f95 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-02-03 18:21:42 +01:00
FlightControl
8d2404b1e5 Update 2017-02-03 18:21:24 +01:00
Sven Van de Velde
8ba815a7ba Merge pull request #223 from Delta-99/master
Update Moose.lua for FlightControl
2017-02-03 08:02:03 +01:00
Delta-99
dc71032f7d Update Moose.lua to incorporate latest changes 2017-02-02 22:58:49 -05:00
Delta-99
e41b72196b Merge pull request #4 from FlightControl-Master/master
Update from FlighControl-Master
2017-02-02 22:55:20 -05:00
Sven Van de Velde
30c7fce430 comment 2nd line that makes menu crash 2017-02-02 08:37:57 +01:00
Sven Van de Velde
e4ad046bbf commented line that crashed menu... 2017-02-02 08:31:33 +01:00
Sven Van de Velde
2767026892 Merge pull request #219 from 132nd-etcher/master
add "inner" and "outer" parameter to ZONE_RADIUS:GetRandomVec2() method
Great job @132nd-etcher ok 👌
2017-02-02 05:18:16 +01:00
Delta-99
96516760ea Merge pull request #3 from FlightControl-Master/master
Update Delta-99 master
2017-02-01 23:17:59 -05:00
Sven Van de Velde
2550638bb3 Merge pull request #218 from Delta-99/add-radio-alt-type
Add radio alt type
2017-02-02 05:11:29 +01:00
Delta-99
e723a66f62 Add an Altitude type to the AI_PATROL, AI_CAP, AI_CAS New() calls. Can pass RADIO or BARO and defaults to RADIO (or AGL) if nothing passed. 2017-01-31 22:50:42 -05:00
Delta-99
273b5fc7e5 Merge pull request #2 from FlightControl-Master/master
Merge FlightControl-Master/master to Delta-99/master
2017-01-30 16:45:08 -05:00
132nd-etcher
ac7dd8cb2f add "inner" and "outer" parameter to ZONE_RADIUS:GetRandomVec2() method 2017-01-28 20:08:30 +01:00
FlightControl
e00e3104ab Presentations 2017-01-24 11:52:28 +01:00
FlightControl
3466f2d3b7 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-24 11:27:07 +01:00
Sven Van de Velde
fd1ed374cf Merge pull request #215 from FlightControl-Master/FlightControl
-- Added SPA-017 test mission
-- Added SPAWN:InitAIOnOff()
-- Added SPAWN:InitAIOn()
-- Added SPAWN:InitAIOff()
-- Added GROUP:SetAIOnOff( AIOnOff )
-- Added GROUP:SetAIOn()
-- Added GROUP:SetAIOff()
-- Documentation
2017-01-24 11:10:57 +01:00
FlightControl
98a77e2856 Added AI Off methods in SPAWN and GROUP
-- Added SPA-017 test mission
-- Added SPAWN:InitAIOnOff()
-- Added SPAWN:InitAIOn()
-- Added SPAWN:InitAIOff()
-- Added GROUP:SetAIOnOff( AIOnOff )
-- Added GROUP:SetAIOn()
-- Added GROUP:SetAIOff()
-- Documentation
2017-01-24 11:09:55 +01:00
FlightControl
0095e53b3a Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-24 07:10:24 +01:00
FlightControl
0cb456ef0c Set AI On or Off when spawning
-- Added AI On or Off functions for SPAWN
-- Added AI On or Off functions for GROUP
2017-01-24 07:10:20 +01:00
Sven Van de Velde
2a928765bb Merge pull request #214 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-23 15:32:37 +01:00
FlightControl
0c55d62763 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-23 15:31:15 +01:00
FlightControl
81b04bdbfb Trace off for mission 2017-01-23 15:30:54 +01:00
Sven Van de Velde
d6ff4221e7 Merge pull request #213 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-23 15:05:34 +01:00
FlightControl
8a1765141a Task Scores are now calculating correctly
The task scores are now working . Jippie!!!!
Demo time!!!
2017-01-23 15:04:20 +01:00
FlightControl
745e185f71 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-23 14:26:10 +01:00
FlightControl
0109f011e8 Static + documentation 2017-01-23 14:17:23 +01:00
FlightControl
d4497fbf5e Cleanup of logging volume in fsm.lua
-- replaced all self:E with self:T
2017-01-23 14:16:24 +01:00
FlightControl
faa64c9f4e Tasking and Documentation
-- Added possibility to abort a TASK
-- Revised documentation of the main site.
2017-01-23 14:05:59 +01:00
FlightControl
956c71bbaa documentation 2017-01-22 15:05:49 +01:00
FlightControl
a54c3f975a doc 2017-01-22 14:55:28 +01:00
FlightControl
553fab6b51 Intellisense picture 2017-01-22 14:54:12 +01:00
FlightControl
24de4655f6 Documentation 2017-01-22 14:49:26 +01:00
FlightControl
fa97ba6ed7 lua code block, next try 2017-01-22 14:08:20 +01:00
FlightControl
ca8920a429 Documentation 2017-01-22 14:00:42 +01:00
FlightControl
83f4b35bb3 Documentation 2017-01-22 13:30:32 +01:00
FlightControl
77c706a3c6 Installation documentation 2017-01-22 08:07:06 +01:00
Sven Van de Velde
bda23b2064 Set theme jekyll-theme-architect 2017-01-22 07:59:52 +01:00
FlightControl
8f5dec1da8 Installation documentation 2017-01-22 07:57:11 +01:00
Sven Van de Velde
4f6d81e0c8 Merge pull request #209 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-22 07:07:24 +01:00
FlightControl
0f278757de Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-22 07:06:35 +01:00
FlightControl
637e14798f static version 2017-01-22 07:05:21 +01:00
Sven Van de Velde
312696a385 Merge pull request #208 from FlightControl-Master/FlightControl
Flightcontrol
-- DCS Folder sync barch file (DCS_Folder_Sync.bat) stored in the root directory of MOOSE.
-- Allow task abort through the menu options (still need to fix the coalition problem)
-- Documented in BASE the SetState and the GetState methods.
2017-01-22 07:04:20 +01:00
FlightControl
10c8e67e37 Updated file name to sync DCS Folder 2017-01-22 06:57:44 +01:00
FlightControl
93bea9528d Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-22 06:56:26 +01:00
Sven Van de Velde
34037c3a8c Merge pull request #206 from FlightControl-Master/Bugfix-132nd
Fixed 3 ZONE test missions that didnt work for me
2017-01-21 10:33:26 +01:00
FlightControl
9987b60c07 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-20 20:15:06 +01:00
FlightControl
84a1fc1ac7 Documentation of SetState and GetState and BASE documentation update.
-- SetState documented.
-- GetState documented.
-- BASE main documentation.
-- Test mission updated and documentation.
2017-01-20 20:15:02 +01:00
Sven Van de Velde
af37624d4f Merge pull request #207 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-20 18:26:48 +01:00
FlightControl
65f4902029 New test mission. 2017-01-20 18:22:32 +01:00
entropySG
8f2f69d7b9 Fixed Zone Test Missions 2017-01-20 17:41:44 +01:00
FlightControl
4b66d9db31 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-20 16:54:52 +01:00
FlightControl
fcf31a4d50 Setup Presentation 2017-01-20 16:54:24 +01:00
Sven Van de Velde
cacbc6f40c Merge pull request #204 from birgersp/master
Added Update.bat script to accommodate FlightControl-Master/MOOSE#203
2017-01-20 14:54:14 +01:00
Birger Skogeng Pedersen
e7d8aa528d Added Update.bat script to accommodate FlightControl-Master/MOOSE#203
This script pulls the latest changes from the remote repository, and
updates the submodules.
2017-01-20 09:51:27 +01:00
Sven Van de Velde
4e069b389d Merge pull request #202 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-19 20:10:24 +01:00
FlightControl
c48129d647 HTML generation 2017-01-19 20:07:34 +01:00
FlightControl
d04b0ed82b Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-19 20:07:22 +01:00
Sven Van de Velde
6ce40d0bbd Merge pull request #201 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-19 20:03:57 +01:00
FlightControl
0a2cdf999d Fixed case problem for pictures in documentation. 2017-01-19 20:03:11 +01:00
FlightControl
02fe5f6104 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-19 20:02:53 +01:00
Sven Van de Velde
e0f2c6c9fb Merge pull request #200 from FlightControl-Master/FlightControl
AI_CAP and AI_PATROL and AI_CAS fine-tuning.

-- ROE fine tuned.
-- Fixed performance problems.
-- Detection events cross firing and exploding...
-- Crash, Ejected, PilotDead is detected, makes the FSM stop.
-- FSM bug fixed. There was an issue with the onbefore and onleave
events returning false, which did not stop the transition! Fixed now.
-- Event calling can return errors, and these must be logged correctly
-> xpcall implemented.
-- Added help from moose club members as a reference in the
documentation. -> delta99 en whisper.
-- Fixed the presentations.
2017-01-19 19:54:48 +01:00
FlightControl
15fdb0fd45 Fixed AI_CAP
-- ROE fine tuned.
-- Detection events cross firing and exploding...
-- Crash, Ejected, PilotDead is detected, makes the FSM stop.
-- FSM bug fixed. There was an issue with the onbefore and onleave
events returning false, which did not stop the transition! Fixed now.
-- Event calling can return errors, and these must be logged correctly
-> xpcall implemented.
-- Added help from moose club members as a reference in the
documentation. -> delta99 en whisper.
-- ...
2017-01-19 19:51:37 +01:00
FlightControl
b52dd7cf57 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-19 19:01:50 +01:00
Sven Van de Velde
60e01b0d9c Merge pull request #199 from 132nd-etcher/master
Add optional AmmoCount to CONTROLLABLE:TaskFireAtPoint
2017-01-19 10:39:27 +01:00
132nd-etcher
8eb76e0da2 Add optional AmmoCount to CONTROLLABLE:TaskFireAtPoint 2017-01-19 08:19:17 +01:00
Sven Van de Velde
45d124065b Merge pull request #198 from FlightControl-Master/Bugfix-132nd
Bugfix 132nd, second fix from entropy fixing fireatpoint
2017-01-18 19:43:07 +01:00
entropySG
62930f39b1 Fixed FireAtPoint bug 2017-01-18 19:31:52 +01:00
entropySG
c54c3f275f Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix-132nd 2017-01-18 19:10:21 +01:00
entropySG
575626e44e Merge remote-tracking branch 'refs/remotes/origin/Bugfix-132nd' 2017-01-18 16:52:08 +01:00
Sven Van de Velde
9c81380b50 Merge pull request #195 from FlightControl-Master/FlightControl
-- AI_PATROL_ZONE rename
-- AI_CAS_ZONE new class
-- AI_CAP_ZONE new class
-- documentation
-- test missions
-- presentations
-- fixed errors in AI_PATROL_ZONE
  -- Fixed AI returning too early back to base
  -- When AI is respawned, the FSM is reset.
2017-01-17 12:22:21 +01:00
FlightControl
1206c51fe1 Final updates 2017-01-17 12:19:35 +01:00
FlightControl
b9c85d4cb7 Updated presentation 2017-01-16 14:43:17 +01:00
FlightControl
54becfe0b7 Updated test mission 2017-01-16 13:55:33 +01:00
FlightControl
131d2dd4a4 AI_CAP Created
-- Documentation
-- Coding
-- Test Missions
-- Presentations
2017-01-16 12:25:21 +01:00
FlightControl
4f6ed0c119 Updates 2017-01-15 22:21:47 +01:00
FlightControl
114517bb05 Documentation and embedding pictures in AI_CAS_ZONE 2017-01-15 22:18:39 +01:00
FlightControl
04c6d12247 Updates 2017-01-15 18:44:44 +01:00
FlightControl
6d4a7a21b9 Documentation review 2017-01-15 18:23:02 +01:00
FlightControl
b888a0e96a Progress CAS + PATROLZONE
-- Code
-- Documentation
-- Presentations
-- Dias
-- Test Missions
2017-01-15 18:08:58 +01:00
FlightControl
70a64e81a4 Presentations 2017-01-15 14:08:04 +01:00
FlightControl
6d5655e56a Progress on AI_CAS_ZONE and AI_PATROL_ZONE rework. 2017-01-15 11:11:58 +01:00
FlightControl
e552e70e2a Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-13 20:15:16 +01:00
Sven Van de Velde
3f6487c410 Merge pull request #194 from FlightControl-Master/FlightControl
commit
2017-01-13 20:08:37 +01:00
FlightControl
25b7c49842 Updates 2017-01-13 20:08:18 +01:00
FlightControl
3dfbc9a0f9 updates 2017-01-13 20:06:17 +01:00
FlightControl
3331c58e24 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-13 20:05:58 +01:00
FlightControl
eae00a0cb8 commit 2017-01-13 20:04:42 +01:00
Sven Van de Velde
cabedb65b7 Merge pull request #193 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-13 20:00:01 +01:00
FlightControl
f0e99225db Updates 2017-01-13 19:59:23 +01:00
FlightControl
f3d0f7233d Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-13 19:59:07 +01:00
Sven Van de Velde
8609cb50d3 Merge pull request #192 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-13 19:58:00 +01:00
FlightControl
54c3549bac Update 2017-01-13 19:57:30 +01:00
FlightControl
8439708cca Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-13 19:57:21 +01:00
Sven Van de Velde
368b396b2a Merge pull request #191 from FlightControl-Master/FlightControl
First AI_CAS_ZONE prototype ...
2017-01-13 14:14:15 +01:00
FlightControl
3e199fce90 Fixed the scoring (small fix) 2017-01-13 14:12:35 +01:00
FlightControl
60bb6de4a5 CAS first prototype 2017-01-13 14:05:09 +01:00
FlightControl
f5f59c4137 Test 2017-01-13 03:13:13 +01:00
FlightControl
5bdad983ad Updated the declutter lua file 2017-01-12 18:53:27 +01:00
FlightControl
f2f73ef71b Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-12 12:23:10 +01:00
Sven Van de Velde
cfca7dfc05 Merge pull request #190 from FlightControl-Master/FlightControl
Flightcontrol: Fixed AI_BALANCER problems.
- Problems were with the scheduler, and the SPAWNING.
- After a re-spawn, the route set by AI_PATROLZONE was erased for the new GROUP object.
- The SCHEDULER was completely wrong used for SetTask, GetTask and RouteTo.
2017-01-12 12:22:15 +01:00
FlightControl
1acdfc1798 Ensure merge is done correctly 2017-01-12 12:20:17 +01:00
FlightControl
db7b91bb5f Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-12 12:19:42 +01:00
FlightControl
6716f2907b Fixed AI_BALANCER problem with AI not patrolling...
-- Need to redo a video, because I gave the wrong example ...
2017-01-12 12:19:23 +01:00
FlightControl
f0d0b07cc0 Master page and introduction 2017-01-12 09:37:52 +01:00
Delta-99
8a16507adb Merge pull request #1 from FlightControl-Master/master
Refresh from master
2017-01-11 14:51:58 -05:00
FlightControl
cbd26b631a CARGO 2017-01-11 16:54:08 +01:00
FlightControl
792f006041 main site 2017-01-11 11:38:39 +01:00
FlightControl
4f7fb7ef1d Link to MOOSE in 5 minutes video 2017-01-11 11:35:22 +01:00
FlightControl
d274dc44e9 MOOSE in 5 minutes presentation 2017-01-11 11:27:59 +01:00
FlightControl
788e5dfa56 Master page update 2017-01-11 10:25:09 +01:00
FlightControl
b4c7e9cacf Master page update 2017-01-11 10:21:05 +01:00
FlightControl
2453fb6780 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-11 10:12:50 +01:00
Sven Van de Velde
3cff3ed761 Merge pull request #187 from FlightControl-Master/FlightControl
Flightcontrol
2017-01-10 12:57:02 +01:00
FlightControl
9258beffc8 Revised documentation for AI_BALANCER
-- Added new SPAWN test missions.
-- Added new AI_BALANCER test missions.
-- Revised the MOOSE launch page.
2017-01-10 12:56:03 +01:00
FlightControl
899d076399 Documentation and Videos 2017-01-09 16:48:30 +01:00
FlightControl
41ccfb35fc Modified documentation 2017-01-09 15:59:54 +01:00
FlightControl
5adc72fdb9 Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl 2017-01-09 15:59:40 +01:00
FlightControl
de4edad449 Documenting further 2017-01-09 11:27:37 +01:00
Sven Van de Velde
ccc10e5233 Merge pull request #186 from FlightControl-Master/FlightControl
-- Revised and Added documentation.
-- Added pictures to documentation.
-- Add/Exit clients is working. AI balances perfectly.
-- FSM bug fixed. SUBS should not execute OnAfter, OnEnter
2017-01-08 21:13:13 +01:00
FlightControl
51780b1d9b AI_BALANCER revised completely
-- Revised and Added documentation.
-- Added pictures to documentation.
-- Add/Exit clients is working. AI balances perfectly.
-- FSM bug fixed. SUBS should not execute OnAfter, OnEnter
2017-01-08 21:07:25 +01:00
FlightControl
1f90c0c766 Fixed respawn bug in AI_BALANCER + Scheduler bug
AI_BALANCER respawns back the AI. Bug was in the FSM. In a transition,
when states are the same, the events SHOULD execute.
Added spawn delay interval option API SetSpawnInterval().
Bug that prevented AI_BALANCER to start if multiple AI_BALANCERs is also
fixed.
Fixed bug in scheduler dispatcher. Multiple schedules for the same
scheduler work now too!
2017-01-08 03:53:05 +01:00
FlightControl
243f33764a Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts:
#	Moose Mission Setup/Moose.lua
2017-01-07 16:46:50 +01:00
FlightControl
196f85f07b AI_BALANCER fixes and other stuff 2017-01-07 16:44:41 +01:00
entropySG
c6dc68cf0a Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix-132nd 2017-01-07 14:16:50 +01:00
Sven Van de Velde
8c45629dde Merge pull request #184 from FlightControl-Master/Bugfix-132nd
fix to missile trainer be 132nd
2017-01-07 14:15:48 +01:00
entropySG
ffe3325080 fix to missile trainer be 132nd
we had noticed that some weapons, like GBU-38 were destroyed by the
missile trainer. This insert would restrict the unspecific destruction
of weapons to the Tunguskas missile only and leave other weapons, like
GBU38 intact
2017-01-07 13:59:56 +01:00
FlightControl
fc100716e0 FSM Updates 2017-01-06 11:08:42 +01:00
FlightControl
44332595a4 And now putting them back to get them on the web page :-) 2017-01-06 07:42:50 +01:00
FlightControl
a5298a950f Deleting JPG Files ... 2017-01-06 07:42:08 +01:00
FlightControl
743609310b FSM Documentation 2017-01-06 07:37:20 +01:00
FlightControl
df0adff9f1 FSM Documentation 2017-01-05 22:12:09 +01:00
FlightControl
e60f686ec8 FSM Documentation 2017-01-05 16:12:29 +01:00
FlightControl
64092dbb2e FSM documentation 2017-01-05 16:12:07 +01:00
FlightControl
640af3d964 FSM documentation phase 1 done. 2017-01-05 08:42:07 +01:00
FlightControl
3017f10906 FSM Documentation 2017-01-05 08:34:15 +01:00
Sven Van de Velde
29401e0c95 Merge pull request #183 from birgersp/adding-dcs-api-submodule
Re-added DCS-API submodule
2017-01-04 14:45:28 +01:00
Birger Skogeng Pedersen
56a78f1f28 Added DCS-API submodule 2017-01-04 14:36:00 +01:00
FlightControl
f79539965f FSM documentation 2017-01-04 11:13:49 +01:00
FlightControl
6bd4442d84 FSM Documentation 2017-01-04 10:40:58 +01:00
FlightControl
ccbe79c00c Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2017-01-04 10:37:31 +01:00
FlightControl
048703a1e9 test 2017-01-04 10:37:02 +01:00
FlightControl
f080d4bac1 test 2017-01-04 10:36:42 +01:00
Sven Van de Velde
6856404126 Set theme jekyll-theme-architect 2017-01-04 10:35:01 +01:00
FlightControl
335ef0d471 FSM Documentation 2017-01-04 10:33:11 +01:00
FlightControl
4a45923c15 FSM doc 2016-12-23 07:17:24 +01:00
FlightControl
a5bc67b328 FSM 2016-12-23 07:16:32 +01:00
Sven Van de Velde
416f201742 Set theme jekyll-theme-architect 2016-12-23 07:14:48 +01:00
FlightControl
aa3a75350a FSM 2016-12-23 07:13:20 +01:00
FlightControl
d7e3d5fc79 FSM doc 2016-12-23 07:11:22 +01:00
FlightControl
54d0c20d5b FSM docs 2016-12-23 07:02:29 +01:00
FlightControl
7ad4db84bd FSM Documentation 2016-12-23 06:58:47 +01:00
Sven Van de Velde
80ed9fe3f8 Merge pull request #181 from FlightControl-Master/Moose-Release
FSM Documentation
2016-12-23 06:51:48 +01:00
FlightControl
13854370e4 Documentation FSM 2016-12-23 06:50:24 +01:00
FlightControl
4e1b06a50b Merge remote-tracking branch 'refs/remotes/origin/master' into Moose-Release 2016-12-23 06:50:06 +01:00
Sven Van de Velde
a0cf14cd4f Merge pull request #180 from birgersp/master
Dcs luadoc to separate repo
2016-12-22 12:45:43 +01:00
Birger Skogeng Pedersen
2f7dd91259 Added DCS-API submodule 2016-12-22 12:42:24 +01:00
Birger Skogeng Pedersen
6601f2217a Removed DCS luadoc, will be re-added as a submodule 2016-12-22 12:41:45 +01:00
FlightControl
8daf37ce8f Merge remote-tracking branch 'refs/remotes/origin/master' into Moose-Release 2016-12-21 17:33:57 +01:00
Sven Van de Velde
0ab77d24b0 Merge pull request #178 from FlightControl-Master/Moose-Release
Moose release
2016-12-21 17:33:24 +01:00
FlightControl
cff0d8bb2b FSM Documentation 2016-12-21 17:31:24 +01:00
FlightControl
513839ceaa First pages 2016-12-20 11:47:07 +01:00
FlightControl
b1cb90d08d Tasking Presentation Updated
-- Video made
2016-12-20 11:11:17 +01:00
FlightControl
a65438f692 Task testing, works. 2016-12-20 10:09:02 +01:00
FlightControl
23a84bc1a9 Updated SEAD modelling task with new FSMC templates 2016-12-20 10:04:47 +01:00
FlightControl
cb993c4df5 Switched for Event and State Transition handlers the parameter order
The parameters are now: From, Event, To
The old parameter order was: Event, From, To
2016-12-20 09:24:19 +01:00
FlightControl
dc3ce7226e Documentation 2016-12-19 21:42:17 +01:00
FlightControl
6969e52f67 Merge remote-tracking branch 'refs/remotes/origin/master' into Moose-Release 2016-12-19 21:18:57 +01:00
Sven Van de Velde
e2ec47a3f0 Merge pull request #177 from FlightControl-Master/Moose-Release
Documentation of the BASE class
Added documentation for:
-- EventOn functions
-- Tracing
-- Revised documentation.
-- Still need to do some cleanup.
2016-12-19 21:17:34 +01:00
FlightControl
b21f1144fb Documentation of the BASE class 2016-12-19 21:15:10 +01:00
FlightControl
5bdb7db268 Merge remote-tracking branch 'refs/remotes/origin/master' into Moose-Release 2016-12-19 14:40:37 +01:00
Sven Van de Velde
f829892f64 Merge pull request #176 from FlightControl-Master/Moose-Release
Moose release
2016-12-19 14:28:20 +01:00
FlightControl
9a4d31c82f Youtube presentation for Finite State Machines 2016-12-19 14:27:09 +01:00
FlightControl
5ef372eaa0 Creation of first concept Youtube Video for Finite State Machines 2016-12-19 14:25:26 +01:00
FlightControl
74bbd59dde Merge remote-tracking branch 'refs/remotes/origin/master' into Moose-Release 2016-12-19 10:48:10 +01:00
Sven Van de Velde
9e84ae538f Rename README to README.md 2016-12-18 22:18:53 +01:00
FlightControl
5e4ffdafc7 docs 2016-12-18 14:30:36 +01:00
FlightControl
8af0b052c6 doc 2016-12-18 14:21:07 +01:00
FlightControl
755eb9748b reset documentation 2016-12-18 14:20:18 +01:00
FlightControl
2de7726430 documentation 2016-12-18 14:19:10 +01:00
FlightControl
837796ed0b documentation 2016-12-18 14:17:26 +01:00
FlightControl
637b5113fa documentation 2016-12-18 14:12:54 +01:00
FlightControl
8749067b0a Documentation 2016-12-18 13:52:13 +01:00
Sven Van de Velde
b0f614248c Set theme jekyll-theme-architect 2016-12-18 13:51:08 +01:00
FlightControl
9e28fa9266 Documentation 2016-12-18 13:49:45 +01:00
FlightControl
d2e24c39c4 Publish updates 2016-12-18 13:47:20 +01:00
Sven Van de Velde
b213896ae7 Set theme jekyll-theme-architect 2016-12-18 13:18:59 +01:00
FlightControl
07f9cd2431 docs 2016-12-18 13:16:24 +01:00
FlightControl
ba7d8787f8 test 2016-12-18 13:15:32 +01:00
Sven Van de Velde
19eb51d8a3 Set theme jekyll-theme-architect 2016-12-18 13:12:42 +01:00
FlightControl
4b6edcceba update documentation 2016-12-18 13:11:58 +01:00
FlightControl
2717617419 docs folder 2016-12-18 13:05:05 +01:00
FlightControl
f9ffb4d592 Deleted docs 2016-12-18 13:01:44 +01:00
FlightControl
ad0e048d15 Documentation main page 2016-12-18 11:58:34 +01:00
Sven Van de Velde
8eaa6a39d9 Merge pull request #172 from FlightControl-Master/Moose-Release
-- Fixed DETECTION DISPATCHER
-- Need to test this in a group.
-- Revised messages adding @ signs, which represent to who the message
is targetted.
2016-12-18 11:42:38 +01:00
FlightControl
0f8ed48183 Fixed DETECTION_DISPATCHER (I think)..
-- Need to test this in a group.
-- Revised messages adding @ signs, which represent to who the message
is targetted.
2016-12-18 11:39:16 +01:00
FlightControl
ce0be4dcf7 Fixing TASK_DISPATCHER and optimizing reports 2016-12-18 06:09:27 +01:00
FlightControl
59640e8df4 Updated Test Missions 2016-12-17 22:13:07 +01:00
Sven Van de Velde
4c904309f6 Merge pull request #171 from FlightControl-Master/MOOSE-RELEASE-2
MOOSE-RELEASE
2016-12-17 22:09:00 +01:00
FlightControl
7046f39ea4 Release preparation 2016-12-17 22:06:00 +01:00
FlightControl
23f164e5ad Release preparation. 2016-12-17 21:55:33 +01:00
Sven Van de Velde
2e8fa76c0d Merge pull request #170 from FlightControl-Master/MR2-Fixing-Add-new-Player
Mr2 fixing add new player
2016-12-17 16:37:37 +01:00
FlightControl
23a039b58f Publish new release 2016-12-16 17:06:43 +01:00
FlightControl
e98d36e314 Fixed all files now 2016-12-16 16:33:58 +01:00
FlightControl
33f42351e4 Progress 2016-12-16 12:56:36 +01:00
FlightControl
995e21e200 Progress 2016-12-16 12:07:11 +01:00
FlightControl
d62acf421e Progress 2016-12-15 14:51:08 +01:00
FlightControl
74cee904cd Updated the Static moose 2016-12-15 11:24:46 +01:00
FlightControl
ef120c7397 Test MP 2016-12-15 10:39:15 +01:00
FlightControl
9e6fc16cce Test MP 2016-12-15 10:30:54 +01:00
FlightControl
cf4adbd8d5 Filter dynamically 2016-12-15 10:22:28 +01:00
FlightControl
80f7269651 MP bugfix 2016-12-15 10:14:53 +01:00
FlightControl
b65bdad54f Updated Menu Triggering 2016-12-15 10:07:07 +01:00
FlightControl
51d8e2b7d8 Progress 2016-12-15 09:50:21 +01:00
FlightControl
63e46ad029 Task documentation and event handler prototypes 2016-12-15 06:57:06 +01:00
FlightControl
7f7570429a Abort working now as it should... fiew... what a work was that ... 2016-12-14 20:05:45 +01:00
FlightControl
c966929933 Progress 2016-12-14 15:09:10 +01:00
FlightControl
104aa006e4 Merge remote-tracking branch 'refs/remotes/origin/MOOSE-RELEASE-2' into MR2-Fixing-Add-new-Player 2016-12-14 11:15:52 +01:00
Sven Van de Velde
14d592b8b9 Merge pull request #156 from FlightControl-Master/MR2-Solve-Garbage-Collection
Modified SCHEDULER, so that it gets garbage collected when the SCHEDULER is attached to an SchedulerObject that has been destroyed.

-- Modifed SCHEDULER
-- Created SCHEDULEDISPATCHER
-- New central MOOSE object _SCHEDULEDISPATCHER is created that dispatches the schedules.
-- Created the documentation.
-- Created various test mission for schedule testing and explanation.
2016-12-14 11:13:01 +01:00
FlightControl
365034ad69 Finalized the SCHEDULER and SCHEDULERDISPATCHER
- Done, time to remerge the work.
2016-12-14 11:10:00 +01:00
FlightControl
84e2361829 Progress 2016-12-14 06:59:43 +01:00
FlightControl
761053c95e Progress 2016-12-14 06:58:24 +01:00
FlightControl
02d4bbf3ff Getting somewhere, with the new schedulers, the TASK logic works now much better!
- Schedulers are stopped when the parent object is destroyed.
- Parent objects are garbage cleaned.
- Destructors are called.

Jippie! Results!!!
2016-12-13 13:05:21 +01:00
FlightControl
e98814e8d4 Progress
Fixed that schedulers, which are not attached to an object, after
garbage collect were removed also from the scheduler dispatcher. The
scheduler dispatcher now attaches the schedulers to 2 different tables.
- A weak table ObjectSchedulers, which contains scheduler attached to
objects. When the object is removed, the scheduler is removed also.
- A weak table with PersistentSchedulers, which contains schedulers not
attached to objects. These schedulers are persistent, even after garbage
collection.

I hope this now makes the circle round...
2016-12-13 12:29:28 +01:00
FlightControl
152c8a986d Pogress
- Still a problem, getting obscolete calls after a garbage collect where
i should not get them ...
2016-12-13 12:10:12 +01:00
FlightControl
6c6b26e33e Progress 2016-12-13 11:25:39 +01:00
FlightControl
e5b386b9e5 Progress 2016-12-13 10:24:19 +01:00
FlightControl
15134d7f4e Formidastic, now when nillifying the Test1 and Test 3, the destructor of the SCHEDULER is called
The references of nillified and garbage collected SCHEDULERS are removed
from the _TIMERDISPATCHER. This results now in schedules that are still
pending to be executed, but are nillified, that these schedules will
never be executed!!!

Sven
2016-12-12 17:41:58 +01:00
FlightControl
b81b483f0b First prototype of the scheduler dispatcher is ready... It works, but the code was very difficult...
So, when the Scheduler that is passed to the AddScheduler is nillified,
the internal arrays that keep the Scheduler reference are also
nillified. And it does what i need for further utilization in MOOSE
classes. When the Scheduler is nillified, but, a schedule was planned
for that Scheduler, once the scheduler fires off, it will ignore that
call... cool.

Sven
2016-12-12 16:44:56 +01:00
Sven Van de Velde
24a6d37500 Progress 2016-12-11 11:01:06 +01:00
Sven Van de Velde
46aa9ddf65 Progress 2016-12-10 09:38:35 +01:00
Sven Van de Velde
038c10c4d4 Progress 2016-12-10 08:40:49 +01:00
FlightControl
2582e7a90a Work in progress
- problem with UNIT tables... Unit not alive... Need to fix CLIENTs...
CLIENTs need to be copied into UNITs...
2016-12-09 14:48:49 +01:00
FlightControl
8cda04be45 Updates
- When joining a slot, you get a mission briefing.
- When task is successful, a message is displayed, and the task is
Success.
- HeadQuarters clears all menus of the involved groups back to Planned.
2016-12-09 13:35:36 +01:00
FlightControl
7c73b232ae Undone the Templating... 2016-12-09 12:34:43 +01:00
FlightControl
50e69e07fb Undone the Templating crap. It is much better now. Users will understand ... 2016-12-09 12:34:28 +01:00
Sven Van de Velde
618fdb8405 Further updating of Demonstration Missions 2016-12-08 14:19:29 +01:00
Sven Van de Velde
3b31fca7c0 Rename Missions, first batch. 2016-12-08 09:07:58 +01:00
FlightControl
d17a637515 Test missions updated with new MOOSE static loader... pre release... 2016-12-07 19:18:11 +01:00
FlightControl
a610b8b425 Patrol demo is done. It works perfectly and provides a fantastic system now! 2016-12-07 17:15:21 +01:00
FlightControl
f840b6f836 Demo missions update. 2016-12-07 17:01:37 +01:00
FlightControl
0d8936bcb0 Test Case documentation 2016-12-07 14:55:35 +01:00
FlightControl
6d640c8416 Fixes FSM parameter mixup... 2016-12-07 14:33:19 +01:00
FlightControl
2dc231eb9e AIBalancer, identified the problem now ...
- still need to fix it :-)
2016-12-07 10:56:36 +01:00
FlightControl
22f6cb8ecb Worked on Task Presentation ... 2016-12-06 21:03:30 +01:00
FlightControl
c8e8aecf34 Got PATROLZONE working with new FSM mechanism 2016-12-06 13:04:06 +01:00
FlightControl
b45f20579e Updates 2016-12-06 12:52:02 +01:00
FlightControl
3496550cb3 Got CARGO working now with new FSM mechanism 2016-12-06 12:05:02 +01:00
Sven Van de Velde
b72a1c5c6b Merge pull request #154 from FlightControl-Master/Template-the-Statemachines
Template the statemachines
- Lots of changes.
- Preparing MOOSE Release 2
- New Tasking System
- New Fsm System
- ...
2016-12-06 10:53:54 +01:00
FlightControl
4c8f920c61 Updates 2016-12-06 10:49:28 +01:00
FlightControl
5486a12c77 Restructuring 2016-12-06 10:41:41 +01:00
FlightControl
e46d7be91b FSM restructuring 2016-12-06 10:30:05 +01:00
FlightControl
0a4630bde6 Fsm restructuring 2016-12-06 10:24:24 +01:00
FlightControl
dd162831fa New File Structure Updates 2016-12-06 10:17:21 +01:00
FlightControl
931464dfec Merge remote-tracking branch 'refs/remotes/origin/master' into Template-the-Statemachines
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-12-06 08:37:32 +01:00
FlightControl
3319843888 Merge remote-tracking branch 'refs/remotes/origin/master' into Template-the-Statemachines 2016-12-06 08:31:12 +01:00
Sven Van de Velde
8c85f9319d Fixed a bug in TaskFollow and TaskEscort
- In TaskFollow method, controllerId was renamed back to groupId. Did
this in all required functions in the Controllable.lua where this
mistake was made during renaming.
- In TaskFollow method, fixed the lastWptIndexFlag bug, which needs to
be set to false if lastWptIndex is not given. Did this fix also in
TaskEscort method.
- Made an additional test mission to demonstrate the TaskFollow API.
2016-12-05 12:54:57 +01:00
FlightControl
4034461488 Templates progress, not perfect yet...
issues with smoke
issues with accounting
issues with scoring
minor things, should be solvable.
2016-12-02 14:47:58 +01:00
FlightControl
62b476144a Removed the Init function 2016-11-30 15:22:24 +01:00
FlightControl
9c4b147b6b First incomplete version 2016-11-30 12:00:32 +01:00
FlightControl
9ab3a2f74d STATEMACHINE_TEMPLATE is added to template statemachines...
It is working now, and NOW SWITCHING SLOTS of PLAYERS ALSO WORKS IN
TASKING!!!
Jippie!!!
The next thing is to debug the DETECTION_DISPATCHER...
And make STATEMACHINE_TEMPLATE now as a parameter to create new
STATEMACHINEs, instead of that ugly table construction.
The, I need to modify the New: Methods of each STATEMACHINE_PROCESS to
be initialized with a TEMPLATE... Maybe I can commit already and just
implement this later ...
2016-11-30 10:40:31 +01:00
FlightControl
54a861cc58 Further optimizatons 2016-11-29 10:48:38 +01:00
FlightControl
f9eb19e0f5 Failed is now working. Scoring working on Task level now ... 2016-11-29 10:40:01 +01:00
FlightControl
354a9333c6 GROUP menus are now working
- Caching the menus on the GROUP object.
- When a new menu is created, it will chech the cache
- When the menu is already in the cache, nothing will be done and the
self is returned.
- When the menu is not in the cache, the menu is created and the cache
is updated.
- The removal of menus now work flawlessly, because the cache is now
used to traverse the path of submenus during removal.
2016-11-29 08:38:19 +01:00
FlightControl
a5e3deb272 Menu 2016-11-28 15:45:27 +01:00
FlightControl
522ba96ca1 Menus optimized in function of Group menus 2016-11-28 15:44:50 +01:00
FlightControl
c86b9d1822 Sync 2016-11-28 15:03:47 +01:00
FlightControl
2d3ee93d9e Sync 2016-11-28 15:03:31 +01:00
FlightControl
68e3472c49 Updates 2016-11-27 20:06:49 +01:00
FlightControl
28802ba276 COMMANDCENTER class added, Event handlers added, HQs working with missions
- Handling menus
- Reporting missions
- ...
2016-11-25 14:08:06 +01:00
FlightControl
c27b6efe12 Got mission dispatching working again with SEAD_Task and A2G_Task ...
Next is debugging all, and ensuring the scoring and Failed / Abort is
working.
2016-11-24 14:55:07 +01:00
FlightControl
35ac87109b Starting to harmonize the new TASK logic with the old DETECTION_DISPATCHER 2016-11-23 18:37:12 +01:00
Sven Van de Velde
20dca5088a Merge pull request #152 from FlightControl-Master/Process-Templates
Process templates
2016-11-22 12:47:33 +01:00
FlightControl
4816cd2c57 Got tasking working again now, with the NEW API set!!!
This is really, really great!
Now document all, and optimize the code.
And start video making.
And re-test the test mission, all...

And PUBLISH!!!
2016-11-22 12:46:28 +01:00
FlightControl
2f4eb39156 Jippie! Finally got the Sub Statemachine declaration understandable for end-users.
Reworked the hierarchical state machine processing in terms of sub
processing.
Now, the declaration and usage of subs is completely understandable and
easy to implement.
I am excited to see how end-users will see the possibilities.
2016-11-22 08:45:38 +01:00
FlightControl
07f6760039 Got the process cleanup working now, when a task has finished.
ProcessStop is called for each process that is destructed... Actually, I
need to implement destructors upon a garbage collection event. Found the
method to do that, but need to implement it ... Next time ...
2016-11-11 15:42:08 +01:00
FlightControl
1bd61837f2 Updated Task Processing logic. 2016-11-08 18:38:30 +01:00
FlightControl
764266d552 Got SEAD tasking working now with new Process Templates... 2016-11-06 11:34:32 +01:00
FlightControl
6239b6263c Progress on tasking, processes to use templates ... 2016-11-02 10:00:21 +01:00
FlightControl
cd4d4af559 Last Updates 2016-09-12 12:29:20 +02:00
Sven Van de Velde
9126c8c0b2 GNU GENERAL PUBLIC LICENSE
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.
2016-09-04 10:52:44 +02:00
FlightControl
dac29f6356 Cargo Group is working... 2016-09-01 12:52:02 +02:00
Sven Van de Velde
0edb083d5d Progress on the new AISET_BALANCER class 2016-08-24 14:34:04 +02:00
Sven Van de Velde
167b0dd598 Branch release for first test with community members
Gents, please have a look at this development:
2016-08-21

- Made a new STATEMACHINE_CONTROLLABLE object, which models a base state
machine class to be inherited by AI controllable classes.
-- Created the class as such that intherited AI classes become "finite
state machines".
-- Each STATEMACHINE_CONTROLLABLE class contains a Controllable object,
which is one Unit, Client or Group object.
-- Added state transition functions that are called before and after the
state transition.
-- Event functions are automatically added to the class, based on the
FSMT.
-- Added immediate and delayed event processing as part of the
STATEMACHINE_CONTROLLABLE class.
--- Events that start with __Event are processed with a delay. The delay
is given in seconds as a parameter.

- Created a new AI_PATROLZONE class, which inherites
STATEMACHINE_CONTROLLABLE.
-- This class implements a complete new revamped patrol zone AI pattern.
-- Created a new test directory: Moose_Test_AI_PATROLZONE with test
missions.

2016-08-15

- Removed the old classes and moved into an "Old" folder in the
Moose/Development folder.
-- Cleaned Moose.lua + Documented class types
-- Cleaned Create_Moose.bat + Documented class types

- Extend the ZONE_BASE class with a probability randomization factor,
that can be used for zone randomization purposes.

- Documented the Zone module classes.

- Changed and removed the POINT_VEC3 SmokeColor and FlareColor
structure. Replaced with SMOKECOLOR and FLARECOLOR types.
-- Replaced also code in test missions with SMOKECOLOR and FLARECOLOR
references.

- Added change logs of API changes in MOOSE documentation.

- Added ZONE_BASE:GetName() method.

- Added ZONE_BASE:GetZoneProbability() method.

- Added ZONE_BASE:SetZoneProbability() method.

- Added ZONE_BASE:GetZoneMaybe() method.

- Added SPAWN:InitRandomizeZones() method.

- Renamed SPAWN:CleanUp() method to SPAWN:InitCleanUp() method.

- Reviewed documentation of the PatrolZone module and PATROLZONE class.

2016-08-14

- Changed Spawn APIs to express Group position and Unit position
randomization.

- Changed the API protocol of SpawnInZone() method.
-- Removed OuterRadius and InnerRadius parameters !!!

- Changed the API protocol of SpawnFromUnit() method.
-- Removed OuterRadius and InnerRadius parameters !!!

- Added InitRandomizeUnits() method, taking 3 parameters:
-- RandomizeUnits given the value true, will randomize the units upon
spawning, false (default) will not randomize the untis.
-- OuterRadius is the outer radius of the band where the units will be
spawned, if RandomizeUnits is true.
-- InnerRadius is the inner radius of the band where the units will not
be spawned, if RandomizeUnits is true.

- Removed SpawnFunction() method.

- Added OnSpawnGroup() method as the new official CallBack function
method to catch when a new function will be called.
-- Documented OnSpawnGroup() method.

- Renamed Limit() method to InitLimit() method.

- Renamed Array() method to InitArray() method.

- Renamed RandomizeRoute() method to InitRandomizeRoute() method.

- Renamed RandomizeTemplate() method to InitRandomizeTemplate() method.

- Renamed UnControlled() method to InitUnControlled method.

- Reviewed all test missions for the changes executed and made adaptions
where necessary + re-tests.

2016-08-12

- Temporary release of the new cargo handling.
-- Released available functionality to handle one CARGO_UNIT loading,
boarding, unloading.
-- Created CARGO_UNIT test missions.

- Added Translate() method in POINT_VEC3, translating a 3D point over
the horizontal plane with a Distance and Angle coordinate.
2016-08-23 07:12:31 +02:00
Sven Van de Velde
91d0507b4d Progress AI_PATROLZONE 2016-08-21 14:22:05 +02:00
Sven Van de Velde
a800531ea0 Progress on the AI_PATROLZONE!!! Working test mission!!! 2016-08-21 10:56:56 +02:00
Sven Van de Velde
3861362ed9 Progress
- Added SPAWN:InitRandomizeZones() method.

- Renamed SPAWN:CleanUp() method to SPAWN:InitCleanUp() method.

- Reviewed documentation of the PatrolZone module and PATROLZONE class.

- Reviewed all test missions
2016-08-16 10:17:35 +02:00
Sven Van de Velde
0c15f92210 Progress
- Added change logs of API changes in MOOSE documentation.

- Added ZONE_BASE:GetName() method.

- Added ZONE_BASE:GetZoneProbability() method.

- Added ZONE_BASE:SetZoneProbability() method.

- Added ZONE_BASE:GetZoneMaybe() method.

- Added SPAWN:InitRandomizeZones() method.
2016-08-15 18:44:04 +02:00
Sven Van de Velde
0bfac2d2ed Test missions + documentation 2016-08-15 12:57:25 +02:00
Sven Van de Velde
7cda194f45 Progress
- Removed the old classes and moved into an "Old" folder in the
Moose/Development folder.
-- Cleaned Moose.lua + Documented class types
-- Cleaned Create_Moose.bat + Documented class types

- Extend the ZONE_BASE class with a probability randomization factor,
that can be used for zone randomization purposes.

- Documented the Zone module classes.

- Changed and removed the POINT_VEC3 SmokeColor and FlareColor
structure. Replaced with SMOKECOLOR and FLARECOLOR types.
-- Replaced also code in test missions with SMOKECOLOR and FLARECOLOR
references.

- Renamed UnControlled() method to InitUnControlled method.
2016-08-15 12:30:36 +02:00
Sven Van de Velde
c000675471 Progress, changed and reworked protocols
2016-08-14

- Changed Spawn APIs to express Group position and Unit position
randomization.

- Changed the API protocol of SpawnInZone() method.
-- Removed OuterRadius and InnerRadius parameters !!!

- Changed the API protocol of SpawnFromUnit() method.
-- Removed OuterRadius and InnerRadius parameters !!!

- Added InitRandomizeUnits() method, taking 3 parameters:
-- RandomizeUnits given the value true, will randomize the units upon
spawning, false (default) will not randomize the untis.
-- OuterRadius is the outer radius of the band where the units will be
spawned, if RandomizeUnits is true.
-- InnerRadius is the inner radius of the band where the units will not
be spawned, if RandomizeUnits is true.

- Removed SpawnFunction() method.

- Added OnSpawnGroup() method as the new official CallBack function
method to catch when a new function will be called.
-- Documented OnSpawnGroup() method.

- Renamed Limit() method to InitLimit() method.

- Renamed Array() method to InitArray() method.

- Renamed RandomizeRoute() method to InitRandomizeRoute() method.

- Renamed RandomizeTemplate() method to InitRandomizeTemplate() method.

- Reviewed all test missions for the changes executed and made adaptions
where necessary + re-tests.
2016-08-14 21:37:11 +02:00
Sven Van de Velde
58124c0709 Progress 2016-08-13 07:01:28 +02:00
Sven Van de Velde
be55fdde9a Progress 2016-08-13 07:01:13 +02:00
Sven Van de Velde
e59caac2c7 Progress 2016-08-12 09:06:50 +02:00
Sven Van de Velde
d47e3183e3 Merge remote-tracking branch 'refs/remotes/origin/master' into Spawn-Randomization 2016-08-12 08:41:01 +02:00
Sven Van de Velde
aa4a487256 Merge pull request #143 from FlightControl-Master/PICKUP
Release Notes
2016-08-12 08:34:42 +02:00
Sven Van de Velde
5c8a99a412 Release Notes 2016-08-12 08:34:11 +02:00
Sven Van de Velde
fec2b39469 Merge pull request #142 from FlightControl-Master/PICKUP
2016-08-12
- Temporary release of the new cargo handling.
-- Released available functionality to handle one CARGO_UNIT loading, boarding, unloading.
-- Created CARGO_UNIT test missions.
- Removed PointVec3 field from POINT_VEC3 class and added x, y, z coordinates.
- Removed PointVec2 field from POINT_VEC2 class and added x, y, alt coordinates.
- Added Translate method in POINT_VEC2.

2016-08-06
- Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
-- Replaced method PointVec3() to Vec3() where the code manages a Vec3. Replaced all references to the method.
-- Replaced method PointVec2() to Vec2() where the code manages a Vec2. Replaced all references to the method.
-- Replaced method RandomPointVec3() to RandomVec3() where the code manages a Vec3. Replaced all references to the method.
2016-08-12 08:20:55 +02:00
Sven Van de Velde
52e473204d Static moose.lua 2016-08-12 08:01:00 +02:00
Sven Van de Velde
619efb5c08 Merge remote-tracking branch 'refs/remotes/origin/master' into New-Cargo-Handling
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-08-12 08:00:28 +02:00
Sven Van de Velde
6741d978dd Progress 2016-08-12 07:56:20 +02:00
Sven Van de Velde
6c9842c691 Documentation 2016-08-12 07:16:36 +02:00
Sven Van de Velde
cf9bbc9ba7 Progress 2016-08-11 10:08:22 +02:00
Sven Van de Velde
bdbb1ea018 Progress 2016-08-11 09:01:47 +02:00
Sven Van de Velde
851ccf0a45 Publish changes done for Escort showing Briefing 2016-08-10 08:21:01 +02:00
Sven Van de Velde
9f37dde093 Progress 2016-08-10 08:15:37 +02:00
Sven Van de Velde
df90955347 Progress 2016-08-08 11:16:50 +02:00
Sven Van de Velde
152accb93d Merge remote-tracking branch 'refs/remotes/origin/master' into New-Cargo-Handling
# Conflicts:
#	Moose Development/Release Notes/2016-07 - ReleaseNotes.txt
2016-08-08 06:12:47 +02:00
Sven Van de Velde
66e1b02898 Added briefing to method ESCORT:New()
-- If no EscortBriefing is given, the New() method will show the default
briefing.
2016-08-08 06:00:55 +02:00
Sven Van de Velde
7ec2d3425c Progress 2016-08-06 21:22:19 +02:00
Sven Van de Velde
d2efc61ddc Progress 2016-08-06 19:27:17 +02:00
Sven Van de Velde
bd62df4d28 Progress 2016-08-06 12:44:23 +02:00
Sven Van de Velde
b9a94271b2 Progress 2016-08-06 11:33:50 +02:00
Sven Van de Velde
92f1f08d5f Progress 2016-08-05 09:26:34 +02:00
Sven Van de Velde
e1610330f4 Progress 2016-08-05 06:50:30 +02:00
Sven Van de Velde
75ea07fea0 Progress 2016-08-04 08:17:15 +02:00
Sven Van de Velde
a95d4b6caf Progress 2016-08-04 08:05:30 +02:00
Sven Van de Velde
8ca74ee7db Progress 2016-08-04 07:47:36 +02:00
Sven Van de Velde
0c5e1db39c Merge remote-tracking branch 'refs/remotes/origin/master' into New-Cargo-Handling 2016-08-04 05:36:31 +02:00
Sven Van de Velde
c6eff8b1ce Merge pull request #136 from FlightControl-Master/Spawn-RandomizeTemplate
Spawn randomizetemplate
2016-08-03 20:55:18 +02:00
Sven Van de Velde
9c5e132fab Release Notes 2016-08-03 20:54:44 +02:00
Sven Van de Velde
88e280fee3 Fixed error in SPAWN:RandomizeTemplate()
-- Units started in wrong x, y position (at the template, instead of at
the master template of the SPAWN).
-- Adjusted x, y and alt to the start position of the first unit of the
master template.
-- Added a test mission Moose_Test_SPAWN_RandomizeTemplate.
-- Regenerated MOOSE.lua
2016-08-03 20:51:48 +02:00
Sven Van de Velde
2d17825268 Progress 2016-08-03 11:41:52 +02:00
Sven Van de Velde
0a5d2a38c5 Merge remote-tracking branch 'refs/remotes/origin/master' into PICKUP 2016-08-02 07:36:27 +02:00
Sven Van de Velde
70f8234cd7 Merge pull request #134 from FlightControl-Master/Tasking-Documentation
Tasking documentation
2016-08-02 07:32:20 +02:00
Sven Van de Velde
50355778a8 Merge remote-tracking branch 'refs/remotes/origin/master' into Tasking-Documentation 2016-08-02 07:31:14 +02:00
Sven Van de Velde
26c01cba60 Commit moose.lua 2016-08-01 18:52:27 +02:00
Sven Van de Velde
fe8418884f Merge pull request #122 from FlightControl-Master/spawn-randomizeroute
- Added a SpawnHeight parameter to the SPAWN method RandomizeRoute(), based upon a bug report of David. Air units will now also have optionally the route height randomized.
2016-07-31 13:40:28 +02:00
Sven Van de Velde
72a76ecfd6 Updated Moose.lua 2016-07-31 13:38:48 +02:00
Sven Van de Velde
6eaf03a903 New Spawn.lua 2016-07-31 09:34:27 +02:00
Sven Van de Velde
6c85ac720b Updated release notes 2016-07-31 09:08:18 +02:00
Sven Van de Velde
4abdfcafeb Created Moose.lua 2016-07-31 09:06:28 +02:00
Sven Van de Velde
77909e10d2 Ready for test 2016-07-31 09:05:54 +02:00
Sven Van de Velde
70de346513 Updated documentation 2016-07-31 08:52:55 +02:00
Sven Van de Velde
d42a06bf94 Updated presentation for SEAD Tasking 2016-07-30 09:48:44 +02:00
Sven Van de Velde
09d1acf2aa Release notes update. 2016-07-29 08:24:46 +02:00
Sven Van de Velde
daef3e415f Added documentation in SPAWN
-- Added documentation for methods GetFirstAliveGroup,
GetNextAliveGroup, GetLastAliveGroup.
-- Added code snippets to the documentation for the methods
GetFirstAliveGroup, GetNextAliveGroup, GetLastAliveGroup.
2016-07-29 08:22:57 +02:00
Sven Van de Velde
54ff64aa94 Merge pull request #121 from FlightControl-Master/Detection
Detection bug fixes
2016-07-23 20:28:03 +02:00
FlightControl
a6da2ba441 Redo commit 2016-07-23 20:27:21 +02:00
FlightControl
84ed412ed7 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-23 20:26:38 +02:00
FlightControl
c10e293ff7 Fixed bug in Scheduler (a real nasty one) and SET_UNIT 2016-07-23 20:26:08 +02:00
Sven Van de Velde
d878c46d56 Merge pull request #120 from FlightControl-Master/Detection
Fixed bug in Scheduler
2016-07-23 17:24:45 +02:00
FlightControl
906045a027 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-07-23 17:23:29 +02:00
FlightControl
dc486be872 Fixed error in Scheduler (due to add Scheduler function this mornin) 2016-07-23 17:22:58 +02:00
FlightControl
c7061e98d7 Removed env.info from sources 2016-07-23 16:50:45 +02:00
FlightControl
9cd45e7abe Test 2016-07-23 16:49:08 +02:00
FlightControl
d005b5a048 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-23 15:19:09 +02:00
FlightControl
509407e63c Release notes 2016-07-23 15:18:48 +02:00
FlightControl
0a8d7a3fc5 Publish release notes of july 2016-07-23 14:49:50 +02:00
FlightControl
3a872827d5 Added ReleaseNotes.txt file 2016-07-23 14:28:11 +02:00
FlightControl
49bb059ee9 Added release notes file 2016-07-23 13:48:57 +02:00
FlightControl
a466daf1aa ensuring in missiletrainer that smoke is on the ground of missile getting destructed. 2016-07-23 12:36:37 +02:00
FlightControl
a76ec08499 Bugfix Missile trainer 2016-07-23 12:32:50 +02:00
FlightControl
5f02b5f764 Added tracing in the EVENT class 2016-07-23 12:14:24 +02:00
FlightControl
ea048ade54 Static loading 2016-07-23 11:30:53 +02:00
Sven Van de Velde
195f62f518 Merge pull request #119 from FlightControl-Master/Detection
-- Revised documentation
-- Added SCHEDULER:Schedule()
-- Reworked Process to ensure that when stopping the events, all Process events are stopped! (Relates to the added SCHEDULER:Schedule() method.)
-- Added class MENU_MISSION
-- Added class MENU_MISSION_COMMAND
-- Fixed bug in SCORING class with menu creation.
2016-07-23 11:03:34 +02:00
FlightControl
e55a7716fb Added MENU_MISSION classes and fixed bug in SCORING
-- Added class MENU_MISSION
-- Added class MENU_MISSION_COMMAND
-- Revised documentation of Menu
-- Fixed bug in SCORING class to set the scoring menu
2016-07-23 10:57:10 +02:00
FlightControl
2befd34681 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-23 10:38:15 +02:00
Sven Van de Velde
a4584a9185 Merge pull request #118 from FlightControl-Master/Spawn
-- Added SPAWN:SpawnFromVec3()
-- Added SPAWN:SpawnFromVec2()
-- Revised SPAWN:SpawnFromUnit()
-- Revised SPAWN:SpawnFromZone()
-- Added POINT_VEC3:GetVec2()
-- Added POINT_VEC3:GetRandomVec2InRadius()
-- Added POINT_VEC2:NewFromVec2()
-- Revised the STATIC class working with POSITIONABLE
-- Revised ZONE_RADIUS:GetPointVec3()
-- Revised the documentation.
2016-07-23 10:36:45 +02:00
FlightControl
ede7813a94 Updated documentation 2016-07-23 10:32:41 +02:00
FlightControl
231b382df1 New SPAWN class methods
-- Added SpawnFromVec3
-- Added SpawnFromVec2
-- Revised SpawnFromUnit
-- Revised SpawnFromZone
-- Added POINT_VEC3:GetVec2()
-- Added POINT_VEC3:GetRandomVec2InRadius()
-- Added POINT_VEC2:NewFromVec2()
-- Revised the STATIC class working with POISITIONABLE
-- Revised ZONE_RADIUS:GetPointVec3
--
2016-07-23 10:31:52 +02:00
FlightControl
b283406274 Updated Scheduler and documentation.
-- Added SCHEDULER.Schedule method.
-- Reworked SCHEDULER.New method.
-- Renamed Mechanic to Mechanist.
2016-07-23 07:10:59 +02:00
FlightControl
cf8d105b33 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-23 06:33:42 +02:00
Sven Van de Velde
a634fbb33c Merge pull request #117 from FlightControl-Master/Detection
Menu Restructuring and Documentation
2016-07-22 17:22:12 +02:00
FlightControl
ebfb034170 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-22 17:21:02 +02:00
FlightControl
a4fb512ad9 Updated menu documentation and restructured some of the menu functions...
- Updated documentation.
- _COMMAND:New methods now accept variable parameters.
- Revised some code.
2016-07-22 17:20:52 +02:00
FlightControl
ce789b9703 Commit 2016-07-21 21:44:50 +02:00
Sven Van de Velde
eac2a0b798 Merge pull request #116 from FlightControl-Master/Detection
Detection updates
2016-07-21 20:17:54 +02:00
FlightControl
70651777c5 Updated some of the MOOSE functions 2016-07-21 20:14:11 +02:00
FlightControl
a90098b30b Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-21 15:36:56 +02:00
FlightControl
2b421fc1f1 Changes 2016-07-21 15:36:52 +02:00
Sven Van de Velde
2a788ddaf2 Merge pull request #115 from FlightControl-Master/Detection
JTAC added. JTAC is an additional assigned task option when you select a CAS or BAI task from the A2G menu in DETECTION_DISPATCHER.
2016-07-21 15:30:10 +02:00
FlightControl
2eeaf7b92d Added JTAC to DETECTION_DISPATCHER
Added Process_JTAC to coordinate this activity during a CAS or BAI.
Removed TASK_CAS and TASK BAI into a generic TASK_A2G task.
2016-07-21 15:28:53 +02:00
FlightControl
8e8fcef266 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-07-21 10:30:38 +02:00
Sven Van de Velde
89727a00fb Merge pull request #114 from FlightControl-Master/Scheduler-bugfix-and-test-mission
Scheduler test mission
2016-07-21 09:01:09 +02:00
FlightControl
ffe8ef06d0 Commit new test mission 2016-07-21 09:00:32 +02:00
FlightControl
0c9162aca0 Merge remote-tracking branch 'refs/remotes/origin/master' into Scheduler-bugfix-and-test-mission
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-07-21 08:58:13 +02:00
Sven Van de Velde
5919e9a3ab Merge pull request #113 from FlightControl-Master/zone-group
Fixed bug with GetPointVec2 function that was renamed ...
2016-07-21 08:54:27 +02:00
FlightControl
bee6e8d7c6 Fixed bug with GetPointVec2 function that was renamed ... 2016-07-21 08:53:56 +02:00
FlightControl
01d0cd71f1 Commit 2016-07-21 08:34:42 +02:00
FlightControl
5d88e449be Update tracing 2016-07-21 07:14:03 +02:00
FlightControl
38f18d7b28 commit 2016-07-20 18:25:50 +02:00
FlightControl
0a9eb84264 Updated presentation 2016-07-19 23:31:45 +02:00
FlightControl
6e370b6065 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-19 22:04:52 +02:00
FlightControl
ffecff739b Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-07-19 22:04:32 +02:00
Sven Van de Velde
2bb4c41f62 Merge pull request #112 from FlightControl-Master/Detection
Fixed a bug in the event handler due to a stupid added trace. removed the trace.
2016-07-19 22:04:23 +02:00
FlightControl
5e77d30caa Fixed a bug in the event handler due to a stupid added trace. removed the trace. 2016-07-19 22:03:39 +02:00
Sven Van de Velde
054da51d97 Merge pull request #111 from FlightControl-Master/Detection
I am finally releasing the first alpha release of the DETECTION_DISPATCHER and DETECTION_AREAS classes!!! If you want to try out, have a look at the DETECTION_DISPATCHER test mission.
+ A lot of changes have been done at internal code also. MENU capabilities have been added, and also added a POINT_VEC3 and a POINT_VEC2 class to manage points better. There is still rework pending on points.

It can be that due to this release, you'll get errors in your previous missions, so please re-test them!
2016-07-19 18:22:38 +02:00
FlightControl
9b15ec1988 Removed flushes 2016-07-19 18:18:49 +02:00
FlightControl
d5671a5f65 Working version of the DETECTION classes 2016-07-19 18:12:26 +02:00
FlightControl
86b283c7f0 SEAD working correctly + readjust test missions not to loose anything. 2016-07-13 09:08:08 +02:00
FlightControl
ce19e3bc03 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test
Missions/Moose_Test_SPAWN_Limit_Scheduled/MOOSE_Test_SPAWN_Limit_Scheduled.miz
2016-07-13 06:14:36 +02:00
Sven Van de Velde
ca50a0af29 Merge pull request #109 from FlightControl-Master/Bugfix
Fixed SPAWN bug, where the amount of units spawned would exceed the Limit() parameters.
2016-07-12 08:59:41 +02:00
FlightControl
2096c67330 Fixed SpawnBug, and reduced amount of tracing and adjusted tracing levels. 2016-07-12 08:58:21 +02:00
FlightControl
947474eab0 Fixed SPAWN bug, where more units were spawned beyond the Limit() parameters. 2016-07-12 08:57:42 +02:00
FlightControl
99261765c4 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-07-12 07:05:51 +02:00
FlightControl
def75889ad Correct creation and interpretation of the HasRadar function for SET_UNIT.
Fixed SEAD_Process bug. Now the SEAD targets are correctly calculated.
2016-07-10 15:03:25 +02:00
FlightControl
153ff7bd58 Inform state changes 2016-07-10 14:44:55 +02:00
FlightControl
8a4b40303a Updated the explanation. 2016-07-10 13:47:12 +02:00
FlightControl
17abcb7b7f Updated detection algorithm
Now the detected sets are kept consistent to previous sets. New
algorithm developed. This is important to keep assigned tasks consistent
with the detected sets.
2016-07-10 09:11:05 +02:00
FlightControl
40a9c1f7d1 Improved it 2016-07-08 18:02:22 +02:00
FlightControl
e8a7200de7 Added velocity fix for AIBalancer
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-07-08 17:22:22 +02:00
Sven Van de Velde
9a4d9d059a Merge pull request #108 from FlightControl-Master/AIRBASEPOLICE
Airbasepolice - fixed velocity
2016-07-08 17:21:36 +02:00
FlightControl
11aef957b6 Removed message 2016-07-08 17:20:57 +02:00
FlightControl
6a82b223f6 Fixed velocity. had wrong formula but is now corrected. 2016-07-08 17:20:24 +02:00
FlightControl
93d496a1b1 Merge remote-tracking branch 'refs/remotes/origin/master' into AIRBASEPOLICE 2016-07-08 16:31:09 +02:00
FlightControl
0c13744309 First prototype of task dispatching with menu 2016-07-08 16:16:48 +02:00
FlightControl
6ba6390b5d Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test
Missions/Moose_Test_AIRBASEPOLICE/Moose_Test_AIRBASEPOLICE.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test
Missions/Moose_Test_GROUP_SwitchWayPoint/MOOSE_Test_GROUP_SwitchWayPoint.miz
2016-07-08 06:24:34 +02:00
Sven Van de Velde
a4a2843f13 Merge pull request #106 from FlightControl-Master/AIRBASEPOLICE
Airbasepolice - Fixed speed error and reduced # of warnings.
2016-07-08 05:47:34 +02:00
FlightControl
6f26394bcf Fixed speed, and # of warnings 2016-07-08 05:46:47 +02:00
FlightControl
8556ee5128 Static 2016-07-08 05:26:50 +02:00
FlightControl
9493072293 Reduced to 3 speed warnings and fixed km/h calculation error. 2016-07-08 05:26:21 +02:00
FlightControl
dc35fc6653 Merge remote-tracking branch 'refs/remotes/origin/master' into AIRBASEPOLICE
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-07-08 05:14:44 +02:00
FlightControl
e41d45e1eb Merge remote-tracking branch 'origin/master'
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
2016-07-08 05:13:56 +02:00
FlightControl
348130c993 Commit 2016-07-08 05:11:30 +02:00
HellRayzr
2faef0e85b Added ANAPA and 2nd runway at TBLISI-LOCHINI 2016-07-08 01:08:02 +02:00
HellRayzr
85f07c0807 Merge pull request #105 from FlightControl-Master/AIRBASEPOLICE
Airbasepolice
2016-07-07 21:47:49 +02:00
HellRayzr
59446a012d Merge remote-tracking branch 'refs/remotes/origin/master' into AIRBASEPOLICE 2016-07-07 21:45:32 +02:00
HellRayzr
ce553183c9 Static 2016-07-07 21:44:09 +02:00
Sven Van de Velde
ab8c8dee4d Merge pull request #104 from FlightControl-Master/AIRBASEPOLICE
Airbasepolice - Added the AIRBASEPOLICE_NEVADA class
2016-07-07 21:43:20 +02:00
HellRayzr
b1f7d02f25 Merge remote-tracking branch 'refs/remotes/origin/master' into AIRBASEPOLICE 2016-07-07 21:40:38 +02:00
HellRayzr
6a39f6f1e3 Added AirbasePolice for Nevada 2016-07-07 21:40:06 +02:00
FlightControl
c5cc069e46 Progress, got now task acceptance working 2016-07-07 13:11:31 +02:00
FlightControl
bba6aa8fb6 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Test
Missions/Moose_Test_DETECTION/Moose_Test_DETECTION_Laser.miz
2016-07-06 22:26:23 +02:00
FlightControl
c26f5e2dbc Deleted Moose_Test_DETECTION_Laser files 2016-07-06 15:39:07 +02:00
FlightControl
e0314a4598 Updated test missions 2016-07-06 10:41:46 +02:00
FlightControl
6f14927544 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz
#	Moose Test
Missions/Moose_Test_AIRBASEPOLICE/Moose_Test_AIRBASEPOLICE.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_with_Moose.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_without_Moose.miz
#	Moose Test Missions/Moose_Test_BASE/Moose_Test_BASE.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_DETECTION/Moose_Test_DETECTION.miz
#	Moose Test
Missions/Moose_Test_DETECTION/Moose_Test_DETECTION_Laser.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test Missions/Moose_Test_FAC/Moose_Test_FAC.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_PATROLZONE/MOOSE_Test_PATROLZONE.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SET_AIRBASE/Moose_Test_SET_AIRBASE.miz
#	Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz
#	Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
2016-07-06 08:31:28 +02:00
Sven Van de Velde
b12372c758 Merge pull request #100 from FlightControl-Master/Bugfix
Added 3 new test missions and updated and fixed some documentation issues.
2016-07-06 08:18:55 +02:00
FlightControl
61d539b2d5 Regenerate Moose.lua 2016-07-06 08:18:18 +02:00
FlightControl
0938fc6d80 Added 3 new test missions and updated and fixed some documentation issues. 2016-07-06 08:17:36 +02:00
FlightControl
fd548484c9 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-07-06 06:20:10 +02:00
FlightControl
6acc1cfcb6 Updated MOOSE as static 2016-07-05 09:16:28 +02:00
Sven Van de Velde
5318597907 Merge pull request #99 from FlightControl-Master/Bugfix
Added a couple of functions to allow Respawning of a group morre efficiently.
2016-07-05 08:30:21 +02:00
FlightControl
49dd2b6f2a Added a couple of function to allow Respawning of GROUPS more efficiently. 2016-07-05 08:29:16 +02:00
FlightControl
50a770d755 Bugfixing 2016-07-05 06:25:36 +02:00
FlightControl
d39f38b524 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-07-05 06:25:19 +02:00
FlightControl
2218fdd0b2 Updates 2016-07-05 06:24:57 +02:00
FlightControl
06b2ba007e Updates 2016-07-05 06:24:35 +02:00
FlightControl
376b0d08a5 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz
#	Moose Test
Missions/Moose_Test_AIRBASEPOLICE/Moose_Test_AIRBASEPOLICE.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_with_Moose.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_without_Moose.miz
#	Moose Test Missions/Moose_Test_BASE/Moose_Test_BASE.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_DETECTION/Moose_Test_DETECTION.miz
#	Moose Test
Missions/Moose_Test_DETECTION/Moose_Test_DETECTION_Laser.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test Missions/Moose_Test_FAC/Moose_Test_FAC.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_PATROLZONE/MOOSE_Test_PATROLZONE.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SET_AIRBASE/Moose_Test_SET_AIRBASE.miz
#	Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz
#	Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
2016-07-04 19:43:53 +02:00
FlightControl
a9d54b7d02 Fixed bug with Restart Group after landing and engine shutdown...
- Due to rename GetDCSGroup to GetDCSObject.
2016-07-04 16:49:17 +02:00
FlightControl
093f12b57a Updated 2016-07-03 09:41:25 +02:00
FlightControl
d91ba031aa OK, SEADING is now working completely
with a target zone, and with routing and seading task active in
parallel.
2016-07-03 09:31:02 +02:00
Sven Van de Velde
eda2794373 Merge pull request #98 from FlightControl-Master/Bugfix
Bugfix for ZONE_UNIT
2016-07-03 07:55:17 +02:00
FlightControl
123dc13532 Fixed a bug in ZONE_UNIT
GetRandomVec2() did not work for ZONE_UNIT
2016-07-03 07:54:37 +02:00
FlightControl
23ea389b8f Progress on Route 2016-07-03 07:49:26 +02:00
FlightControl
4ac962a87a OK. got workiing prototype now, works! 2016-07-02 09:26:00 +02:00
FlightControl
ae1aeac6ce DONE! Prototype of hierarchical state machine is works!!! 2016-07-02 09:06:29 +02:00
FlightControl
d668b0a0f7 Progress hierarchical state machine
- sub fsm call is working
- return from fsm to parent fsm is in progress
2016-07-02 08:17:33 +02:00
FlightControl
7b66589cca Got a first test mission working 2016-07-01 09:16:16 +02:00
FlightControl
6b942590bd Cleaned 2016-07-01 06:15:43 +02:00
FlightControl
65391223d5 SEAD task is working! 2016-07-01 06:13:26 +02:00
FlightControl
e2250dc92f Statemachine 2016-06-30 10:52:37 +02:00
FlightControl
7ab52025fd Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-06-28 12:35:41 +02:00
FlightControl
626b95fb46 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-28 12:17:27 +02:00
Sven Van de Velde
eb863416ee Merge pull request #96 from FlightControl-Master/Bugfix
Fixed GetID bug
- Due to rework, the function GetID got "lost". Added it back.
- Also fixed the OBJECT class now owning the GetID() method.
- Derived methods IDENTIFIABLE and POSITIONABLE fixed.
- Fixed AIRBASE class
2016-06-28 12:02:13 +02:00
FlightControl
27bb51e69c Fixed GetID bug detected in missiletrainer class.
- Was part of a larger issue related to the class hierarchy between
Object -> Identifiable -> Positionable ...
- Also fixed AIRBASE class fitting now the class hierarchy.
2016-06-28 11:59:30 +02:00
FlightControl
dc644df47e Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-28 11:19:11 +02:00
FlightControl
3a01fb76bf progress 2016-06-28 11:19:01 +02:00
FlightControl
4056e5d66d Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-06-26 07:45:34 +02:00
Sven Van de Velde
1187e46e89 Merge pull request #95 from FlightControl-Master/Remove-routines.scheduleFunction
Removed completely routines.scheduleFunction
2016-06-26 07:41:37 +02:00
FlightControl
fefe5382af Removed completely routines.scheduleFunction 2016-06-26 07:41:01 +02:00
Sven Van de Velde
e842c7a042 Merge pull request #94 from FlightControl-Master/Bugfix-Polygon-zone-test
Fixed the raycasting of ZONE_POLYGON_BASE
2016-06-26 07:22:25 +02:00
FlightControl
9d7f196075 Fixed the raycasting of ZONE_POLYGON_BASE
- The raycasting was wrong when the vertices of the polygon were not
closed.
Now after this fix, the raycasting of the polygon is correctly
performed. The begin and end vertices of the polygon don't need to be
closed anymore within the mission editor. Check the test mission
Moose_Test_ZONE_POLYGON.miz
2016-06-26 07:21:56 +02:00
FlightControl
4a378129f1 Started with DETECTION and FAC presentation 2016-06-25 13:48:36 +02:00
Sven Van de Velde
d211bc084b Merge pull request #93 from FlightControl-Master/SLMOD-fix
Done fixed for SLMOD. Need to retest.
2016-06-25 13:30:32 +02:00
FlightControl
c3da8ac008 Done fixed for SLMOD. Need to retest. 2016-06-25 13:29:58 +02:00
FlightControl
8b57ab494b Documentation 2016-06-25 12:54:09 +02:00
Sven Van de Velde
7985cafdc0 Merge pull request #92 from FlightControl-Master/Detection
Large rework publish



    reworked the core moose class hierarchy
    DETECTION_UNITGROUPS
    FAC_REPORT
    fixes
2016-06-25 08:54:57 +02:00
FlightControl
c581fe1551 Implemented DETECTION and FAC first classes 2016-06-25 08:53:19 +02:00
FlightControl
a34c04e0f2 Updates in test 2016-06-24 21:22:18 +02:00
FlightControl
5e6043aeb3 Progress reworking object model. 2016-06-24 12:52:52 +02:00
FlightControl
b56210a03a Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-24 05:48:58 +02:00
FlightControl
e99458520a Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-06-24 05:48:30 +02:00
Sven Van de Velde
2b5140cec1 Merge pull request #87 from FlightControl-Master/Bugfix
Bugfix
2016-06-24 05:47:44 +02:00
FlightControl
e014cfce51 Bugfix
Fixed
2016-06-24 05:46:21 +02:00
FlightControl
7b8ef52ae0 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-24 05:44:15 +02:00
FlightControl
9dcfe83ed8 Updates 2016-06-23 14:46:51 +02:00
FlightControl
8d12cc2a4d Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-06-22 15:13:59 +02:00
FlightControl
12186bf2b0 Fixed AIBALANCER issue #86 2016-06-22 10:21:02 +02:00
Sven Van de Velde
d43a15a977 Merge pull request #85 from FlightControl-Master/Detection
Detection
2016-06-22 09:32:25 +02:00
FlightControl
062f34bd26 Fixed bug during detection, when i unit got destroyed, the detection stopped. Fixed now
Added a test :IsAlive
2016-06-22 09:31:44 +02:00
FlightControl
08116dab2c Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Mission Setup/Moose_Create.bat
#	Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz
#	Moose Test
Missions/Moose_Test_AIRBASEPOLICE/Moose_Test_AIRBASEPOLICE.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_with_Moose.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_without_Moose.miz
#	Moose Test Missions/Moose_Test_BASE/Moose_Test_BASE.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz
#	Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
2016-06-22 08:54:40 +02:00
HellRayzr
4bd4c6aa79 test 2016-06-20 21:49:24 +02:00
HellRayzr
fdefd87e88 AI BALANCE CHANGE DB 2016-06-20 21:44:01 +02:00
Sven Van de Velde
ca950e1599 Merge pull request #81 from FlightControl-Master/AI-Balancer
- Replaced range test for unit to range test for players.
- Ensure that players database is properly populated.
- Fixed some documentation.
- Removed smoke from trigger.
- Fixed name of RandomPointVec2 to RandomVec2 and fixed in all usages.
2016-06-20 13:14:00 +02:00
FlightControl
c8443f8798 Updates and fixes
- Replaced range test for unit to range test for players.
- Ensure that players database is properly populated.
- Fixed some documentation.
- Removed smoke from trigger.
- Fixed name of RandomPointVec2 to RandomVec2 and fixed in all usages.
2016-06-20 13:12:51 +02:00
FlightControl
8a3cdc6b85 Merge remote-tracking branch 'refs/remotes/origin/master' into AI-Balancer 2016-06-20 12:33:28 +02:00
FlightControl
ad56973b01 Presentation update 2016-06-20 12:29:11 +02:00
Sven Van de Velde
64f964bf70 Merge pull request #80 from FlightControl-Master/AI-Balancer
- Note that the SET_BASE and DATABASE ForEach implementation using multiple threads has been REMOVED! DCS seems not be able to handle multiple threads in a decent way. A scheduled function in a thread will make DCS crash once the coroutine is garbage cleaned...
The consequence of this change is only that the loops will not execute completely, and will not be broken into pieces.
- PATROLZONE added
- AIBALANCER is now using PATROLZONE
- Documentation added
- Presentation made of AIBALANCER and PATROLZONE
2016-06-19 15:08:37 +02:00
FlightControl
e0b32fe5d5 Finalized the AIBALANCER class + PATROLZONE class 2016-06-19 15:03:50 +02:00
FlightControl
ffbc4a838e PATROLZONE class + integration of PATROLZONE class in AIBALANCER class + documentation. 2016-06-18 23:13:33 +02:00
FlightControl
b2bd37edbc Create the PATROLZONE class 2016-06-18 12:24:05 +02:00
FlightControl
36b101fa6d Updated the SPAWN test mission, to ensure that ALL tests are working correctly.
- Fixed code in the mission to spawn vehicles from the Helicopters
(Chinooks), using the new APIs.
- Fixed code in the mission to spawn infantry from the army transport
vehicles using the new APIs.
2016-06-18 10:21:29 +02:00
FlightControl
325c20cb46 Small bugfix 2016-06-18 00:01:02 +02:00
FlightControl
87313a9204 Finetuned AIBALANCER documentation 2016-06-18 00:00:27 +02:00
FlightControl
c211f4f603 Documentation 2016-06-17 23:53:08 +02:00
Sven Van de Velde
396662657f Merge pull request #79 from FlightControl-Master/database-airbases
Database airbases
2016-06-17 23:31:55 +02:00
FlightControl
8edfb49358 Finalization for publishing 2016-06-17 23:27:27 +02:00
FlightControl
34e7015244 Updates 2016-06-17 23:18:02 +02:00
FlightControl
9ce7012c11 Presentations 2016-06-17 14:42:21 +02:00
FlightControl
9b4bc1195c Progress 2016-06-17 13:39:02 +02:00
FlightControl
e5f17213e1 Detection class, first teaser version ... 2016-06-15 22:50:08 +02:00
FlightControl
0ad7cbe2ea Merge remote-tracking branch 'refs/remotes/origin/master' into Detection 2016-06-15 20:28:40 +02:00
Sven Van de Velde
fe62197ba0 Merge pull request #75 from FlightControl-Master/Bugfix
Modified Moose_Test_SPAWN missions
2016-06-15 20:10:44 +02:00
FlightControl
ddab549fe0 Updated the Moose_Test_SPAWN test mission
In the south of Kobuleti, the tanks are driving to different routes when
spawned...
2016-06-15 20:09:40 +02:00
FlightControl
2a619c33ec Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-15 18:57:36 +02:00
FlightControl
cbbc4144e6 First version 2016-06-15 18:57:02 +02:00
FlightControl
0500915d11 Documentation update on SCHEDULER 2016-06-15 06:50:08 +02:00
Sven Van de Velde
75277bd249 Merge pull request #74 from FlightControl-Master/Airbase-Guard
First release of Alpha version of Airbase Polic class
2016-06-15 06:45:17 +02:00
FlightControl
f2407e357a Updated documentation + small bugfix SCHEDULER. 2016-06-15 06:42:22 +02:00
FlightControl
45140d6563 Merge remote-tracking branch 'refs/remotes/origin/master' into Airbase-Guard
# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Mission Setup/Moose_Create.bat
#	Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz
#	Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
2016-06-15 06:00:06 +02:00
Sven Van de Velde
3253f31ed6 Merge pull request #73 from FlightControl-Master/Optimize-Tracing
Optimize tracing
2016-06-15 05:56:16 +02:00
FlightControl
b376091347 Updated Base 2016-06-15 05:55:19 +02:00
FlightControl
5bd0595b35 Updated tracing with loading static and improved SCHEDULER
- Tracing is by default switched off when using Moose in static mode.
- SCHEDULER is now correctly rescheduling when repeating the loop.
- Modified the loaders, adding the default trace on in case of dynamic
and off in case of static loading.
2016-06-15 05:54:21 +02:00
FlightControl
37510ab647 Made empty mission to benchmark frames per seconds to compare with logic containing moose 2016-06-15 04:10:24 +02:00
HellRayzr
91c5f467aa Revert "JAMES TEST"
This reverts commit a57f28a248.
2016-06-14 18:58:17 +02:00
HellRayzr
a57f28a248 JAMES TEST 2016-06-14 18:54:00 +02:00
FlightControl
d66a2ea429 First version of the airbase police 2016-06-14 18:36:29 +02:00
FlightControl
af020b4b6e Updates 2016-06-14 17:33:33 +02:00
FlightControl
ff44c70ea4 Merge remote-tracking branch 'refs/remotes/origin/master' into Airbase-Guard
# Conflicts:
#	Moose Development/Moose/Base.lua
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz
#	Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
2016-06-14 17:00:02 +02:00
FlightControl
998a325554 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-14 16:56:01 +02:00
Sven Van de Velde
2657cc681f Merge pull request #69 from FlightControl-Master/Bugfix
ESCORT fixed + changes and bugfixes
2016-06-14 16:23:21 +02:00
FlightControl
ef003f1423 Fixed bugs with ESCORT
- Fixed SCHEDULER bug! This was a nasty one.
- Fixed bugs in DATABASE. After a respawn i should not create a new
GROUP object. Fixed now.
- Ensure that all removeFunction calls are out of the code.
- Fixed bug in T and F tracing methods
2016-06-14 15:33:08 +02:00
FlightControl
8de64bc95a ESCORT Updated 2016-06-14 15:04:08 +02:00
FlightControl
29652a0edb Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-13 18:48:04 +02:00
FlightControl
61f55b3bd8 Progress 2016-06-13 18:47:38 +02:00
FlightControl
32a179d0b6 Airbase Police 2016-06-11 21:31:44 +02:00
FlightControl
d8adfd01d7 Airbase police 2016-06-11 21:27:37 +02:00
FlightControl
55167e99c7 Creation of the first version of the airbase police ...
Monitoring airbase traffice at airports ...
2016-06-11 21:27:20 +02:00
Sven Van de Velde
85a419face Merge pull request #67 from FlightControl-Master/Bugfix
Bugfix of MISSILETRAINER, BASE, DATABASE, SET_CLIENT, SCHEDULER
2016-06-11 10:31:40 +02:00
FlightControl
dcce65edeb Updated Moose.lua 2016-06-11 10:29:39 +02:00
FlightControl
b335e99d5b Lots of bugs fixed
- MISSILETRAINER: is working now...
SET_CLIENT. Is working much better now. Had to rework DATABASE, SPAWN to
get this straight.
BASE: Fixed a bug that has been in de system for a very long time. the
parent should have never been deepcopied when inheriting from it.
- SCHEDULER: Fixed a nasty bug with the scheduler, when the
repeatparameters was nil, i was still repeating, very wrong. fixed now.
2016-06-11 10:28:57 +02:00
FlightControl
bd81d16327 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-10 17:56:48 +02:00
Sven Van de Velde
9e00b6e84b Merge pull request #66 from FlightControl-Master/Build-Sets
New class AIBALANCER + SET_CLIENT
2016-06-10 14:33:59 +02:00
FlightControl
cb4d8bbde3 SET_CLIENT made + AIBALANCER 2016-06-10 14:33:08 +02:00
FlightControl
bff0c0bf4e Merge remote-tracking branch 'refs/remotes/origin/master' into Build-Sets 2016-06-10 11:27:44 +02:00
FlightControl
a6baed5478 Build sets 2016-06-10 11:27:40 +02:00
FlightControl
9e881530d8 Documentation 2016-06-09 13:04:27 +02:00
FlightControl
a0250cfdc4 Message documentation 2016-06-09 13:01:18 +02:00
FlightControl
cf80a89af0 Style 2016-06-09 12:55:54 +02:00
FlightControl
ce321c8cfe Stylesheet for documentation made. 2016-06-09 12:51:59 +02:00
Sven Van de Velde
72baf7091b Merge pull request #65 from FlightControl-Master/Bugfix
Updated MESSAGE and Include.File lines removed.
2016-06-09 12:48:14 +02:00
FlightControl
be8e76e7f1 Updates
- MESSAGE class finished and now properly documented. Changed New()
function API.
- Reworked Include.File lines. No Include.File line anymore in the
Modules. All included in Moose.lua for dynamic loading.
2016-06-09 12:47:15 +02:00
FlightControl
5211f06cba Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-09 11:03:58 +02:00
FlightControl
ea318f3c75 Merge remote-tracking branch 'refs/remotes/origin/master' into Build-Sets 2016-06-09 10:56:28 +02:00
Sven Van de Velde
e3ca5e32cb Merge pull request #64 from FlightControl-Master/Build-Sets
Build sets
2016-06-08 17:55:44 +02:00
FlightControl
f7eef96c94 Updated SET_GROUP and SET 2016-06-08 17:53:06 +02:00
FlightControl
b925339f24 Merge remote-tracking branch 'refs/remotes/origin/master' into Build-Sets 2016-06-08 09:33:29 +02:00
Sven Van de Velde
0dc9b2cf31 Merge pull request #63 from FlightControl-Master/Bugfix
Bugfix
2016-06-07 13:20:51 +02:00
FlightControl
a8a87be9c4 Bugfix for SET 2016-06-07 13:20:29 +02:00
FlightControl
0573ebb919 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-07 12:56:16 +02:00
Sven Van de Velde
fb8ce07a43 Merge pull request #62 from FlightControl-Master/Build-Sets
Build sets
2016-06-07 12:25:20 +02:00
FlightControl
fcfa91f700 SET_GROUP publish preparation 2016-06-07 12:24:31 +02:00
FlightControl
92e9f57b66 SET_GROUP is working! 2016-06-07 12:23:24 +02:00
FlightControl
afb71ecd26 Merge remote-tracking branch 'refs/remotes/origin/master' into Build-Sets
# Conflicts:
#	Moose Development/Moose/Spawn.lua
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DATABASE/Moose_Test_DATABASE.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
2016-06-07 08:54:03 +02:00
Sven Van de Velde
3975aad967 Merge pull request #61 from FlightControl-Master/Bugfix
Bugfix
2016-06-07 08:50:44 +02:00
FlightControl
444304e57e Reverted some trial and error code to solve BUG in 1.5.3.
I accidentally published this code, but shouldn't have done that. Now,
it is back removed. The DCS Bug with ground troops is still in DCS.
2016-06-07 08:50:22 +02:00
FlightControl
431ec0c236 Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-07 08:45:01 +02:00
FlightControl
2565939889 Group Set progresss
need to fix some bugs still
2016-06-07 00:32:53 +02:00
FlightControl
bf7422716c Merge remote-tracking branch 'refs/remotes/origin/master' into Build-Sets 2016-06-06 20:10:22 +02:00
FlightControl
4de4983878 Forgot to add in the Moose.lua the new classes
STATIC
POINT
2016-06-06 15:17:46 +02:00
Sven Van de Velde
40d4ffda64 Merge pull request #60 from FlightControl-Master/Expand-Zone
Expand zone
2016-06-06 13:44:57 +02:00
FlightControl
4fc1fee911 Finished Test Missions for ZONE 2016-06-06 13:44:27 +02:00
FlightControl
e82ba13b8b Publishing a working version :-) 2016-06-06 13:43:32 +02:00
FlightControl
8777f516af Preparing for presentation 2016-06-05 11:27:18 +02:00
FlightControl
0d42c1670e Documentation + Zone functions
Implemented zone functions for GROUP and UNIT
Documentation improvement for GROUP, UNIT, CLIENT.
2016-06-05 09:37:27 +02:00
FlightControl
64f67e2ae0 ZONE_POLYGON 2016-06-05 00:06:09 +02:00
FlightControl
d5867a1c8c For those who want to test ZONES 2016-06-05 00:04:12 +02:00
FlightControl
d8790ad2f1 First test mission with ZONE_POLYGON working! 2016-06-05 00:03:27 +02:00
Sven Van de Velde
2ac9e76f5c Merge pull request #59 from FlightControl-Master/Bugfix
Bugfix
2016-06-03 12:50:42 +02:00
FlightControl
8da59c4395 Documentation 2016-06-03 12:19:22 +02:00
FlightControl
edb265948b Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-06-03 11:44:17 +02:00
FlightControl
99b90789e6 Updated SPAWN Test 2016-06-03 11:43:49 +02:00
Sven Van de Velde
3723b95563 Merge pull request #58 from FlightControl-Master/Expand-GROUP
Added lots of functions in GROUP
2016-06-02 14:50:14 +02:00
FlightControl
a34e4c68d0 Added lots of functions in GROUP 2016-06-02 14:49:10 +02:00
FlightControl
ade8135b5a Revert "Added lots of new GROUP functions"
This reverts commit 8b01579a42.
2016-06-02 14:47:14 +02:00
FlightControl
8b01579a42 Added lots of new GROUP functions 2016-06-02 14:47:05 +02:00
FlightControl
ac1d9485cd Small bugfixes in GroupSet.lua 2016-05-27 14:22:56 +02:00
FlightControl
69c11ca1c6 Bugfix GroupSet 2016-05-27 14:20:03 +02:00
FlightControl
5b598818b4 Merge remote-tracking branch 'refs/remotes/origin/master' into Build-Sets 2016-05-27 14:03:30 +02:00
FlightControl
41375f4491 Small bugfixes and documentation update for GroupSet.lua 2016-05-27 13:53:06 +02:00
Sven Van de Velde
f3b8835a16 Merge pull request #57 from FlightControl-Master/Build-Sets
Build sets
2016-05-27 13:42:34 +02:00
FlightControl
3173dfb42a Documentations 2016-05-27 13:41:51 +02:00
FlightControl
0438cabbb0 DATABASE and SETS publish first version. 2016-05-27 13:34:25 +02:00
FlightControl
7efbd60b9e DATABASE now also follows correctly the players. 2016-05-27 13:21:39 +02:00
FlightControl
645d074a7d GROUPSET and UNITSET are working now !!
- GROUPSET and UNITSET inherit SET
- DATABASE optimized
- Tracing levels tuned.
2016-05-27 11:32:49 +02:00
FlightControl
dc662849d4 Sets first version 2016-05-27 09:45:58 +02:00
Sven Van de Velde
6605682557 Merge pull request #56 from FlightControl-Master/Bugfix
Bugfix
2016-05-26 14:23:09 +02:00
FlightControl
4064caa743 Fixed bugs in MOOSE 2016-05-26 14:21:31 +02:00
FlightControl
611741d7af Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-05-26 09:13:19 +02:00
Sven Van de Velde
7fa2a64347 Merge pull request #55 from FlightControl-Master/Remove-Routines.Scheduler
Remove routines scheduler
2016-05-25 17:01:28 +02:00
FlightControl
8cdee7f611 Moose.lua 2016-05-25 17:00:19 +02:00
FlightControl
ed9c1b2185 Moose.lua 2016-05-25 16:55:45 +02:00
FlightControl
9afe0acd8d SCHEDULER:New() implemented and routines.scheduleFunction removed 2016-05-25 16:54:09 +02:00
FlightControl
bed2a339a1 Moose.lua updates. 2016-05-25 12:37:07 +02:00
FlightControl
9cd55e6f2a Added Web Site Markup Text 2016-05-25 12:04:23 +02:00
Sven Van de Velde
df9b05c270 Merge pull request #54 from FlightControl-Master/Embedded
Embedded
2016-05-25 11:24:19 +02:00
FlightControl
6a43e9da80 New Moose Structure + Created New Update Mission Method 2016-05-25 11:00:30 +02:00
FlightControl
2a97df7ef9 Merge remote-tracking branch 'refs/remotes/origin/master' into Embedded 2016-05-25 07:00:58 +02:00
Sven Van de Velde
4f1c0eaa8e Merge pull request #53 from FlightControl-Master/Rework-UNIT-and-CLIENT
Rework unit and client
2016-05-24 12:33:02 +02:00
FlightControl
90b902f3b3 Embedded 2016-05-24 12:28:20 +02:00
FlightControl
070c893940 Documentation, and test mission video + optimizations 2016-05-24 11:57:01 +02:00
svenvandevelde
d1b8eda700 Documentation 2016-05-23 11:56:40 +02:00
svenvandevelde
49e85a326c Presentation progress 2016-05-23 07:07:17 +02:00
svenvandevelde
accc982ee1 Presentation updated 2016-05-22 22:12:11 +02:00
Sven Van de Velde
b78187aaff Progress 2016-05-22 10:30:22 +02:00
svenvandevelde
7e375c4895 Optimizations and register the database 2016-05-21 14:43:48 +02:00
svenvandevelde
b086ef50f7 Added lots of DCS functions, reworked to the UNIT class
To enable tracing, error checking etc...
2016-05-21 11:13:55 +02:00
Sven Van de Velde
422e5b6eff Merge pull request #51 from FlightControl-Master/Bugfix
Bugfix
2016-05-20 16:31:24 +02:00
FlightControl
498505b7b8 Fixed a group not existing when building the _DATABASE 2016-05-20 16:29:57 +02:00
FlightControl
c50f98b8dd Merge remote-tracking branch 'refs/remotes/origin/master' into Bugfix 2016-05-20 11:14:41 +02:00
Sven Van de Velde
3e5836f9d4 Updated some documentation 2016-05-18 11:47:00 +02:00
Sven Van de Velde
27bdc65cd7 Merge pull request #48 from FlightControl-Master/MissileTrainer
Missiletrainer
2016-05-18 11:12:46 +02:00
Sven Van de Velde
1cb97aca38 Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer
# Conflicts:
#	Embedded/Moose_Embedded.lua
#	Moose/MissileTrainer.lua
#	Test Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.lua
#	Test Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
2016-05-18 11:09:21 +02:00
Sven Van de Velde
df783226cb Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer 2016-05-18 11:00:54 +02:00
Sven Van de Velde
62d04113d3 Revert "Embedded"
This reverts commit 6a06632a5e.
2016-05-18 11:00:50 +02:00
Sven Van de Velde
6a06632a5e Embedded 2016-05-18 10:44:26 +02:00
Sven Van de Velde
83d5338b16 Merge pull request #46 from FlightControl-Master/MissileTrainer
Missiletrainer
2016-05-17 10:58:53 +02:00
svenvandevelde
9b0879626f Fix bug where missiles were deleted client to client
Bug solve of the early deletion of missiles fired from client to client
(air to air f.e.).
Updated documentation.
Added API to change the frequency of tracking.
2016-05-17 10:57:51 +02:00
svenvandevelde
fe36e0ee2a Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer 2016-05-17 09:47:51 +02:00
Sven Van de Velde
d198da5ada Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer 2016-05-17 07:14:08 +02:00
Sven Van de Velde
2eb784abad Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer
# Conflicts:
#	Moose/MissileTrainer.lua
2016-05-17 07:13:50 +02:00
Sven Van de Velde
cbcc9b411f Documentation of MISSILETRAINER 2016-05-17 07:07:36 +02:00
Sven Van de Velde
1fef4793ca Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer
# Conflicts:
#	Moose/MissileTrainer.lua
2016-05-17 07:05:27 +02:00
Sven Van de Velde
ff689b05be Merge pull request #45 from FlightControl-Master/Documentation
Documentation
2016-05-17 06:35:13 +02:00
Sven Van de Velde
219f44e008 Embedded 2016-05-17 06:33:19 +02:00
Sven Van de Velde
7a91bdff72 Updated documentation to MISSILELAUNCHER 2016-05-17 06:32:34 +02:00
svenvandevelde
f20ba8985b Updates 2016-05-17 05:14:35 +02:00
svenvandevelde
75b2a668dd Updated documentation for missile trainer 2016-05-16 09:06:02 +02:00
Sven Van de Velde
37c8bb5477 Merge pull request #44 from FlightControl-Master/Database-Rework
Database rework
2016-05-14 07:11:39 +02:00
Sven Van de Velde
0a66cb6a59 Documentation 2016-05-14 07:10:19 +02:00
Sven Van de Velde
bca06c1dbf Updated documentation of Client 2016-05-14 06:47:22 +02:00
Sven Van de Velde
128bb0cc2c Documentation 2016-05-14 06:41:46 +02:00
Sven Van de Velde
fe8438648c Documentation + Added further APIs 2016-05-14 06:35:45 +02:00
Sven Van de Velde
d1b3de1940 Progress 2016-05-13 12:46:08 +02:00
Sven Van de Velde
6dd4bc638e Updates 2016-05-12 14:54:52 +02:00
Sven Van de Velde
971f5e9ca4 Updates 2016-05-12 14:53:28 +02:00
Sven Van de Velde
e486c80350 Got something working now 2016-05-12 12:38:35 +02:00
svenvandevelde
01531f0c73 Progress 2016-05-11 17:18:50 +02:00
Sven Van de Velde
4d40f28cf8 Revised client and database logic. Still work in progress. 2016-05-11 14:19:46 +02:00
Sven Van de Velde
e71c02b885 Merge remote-tracking branch 'refs/remotes/origin/master' into Database-Rework 2016-05-11 06:07:24 +02:00
Sven Van de Velde
15b189d747 commit 2016-05-11 06:07:05 +02:00
Sven Van de Velde
5990650529 Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer 2016-05-11 05:57:25 +02:00
Sven Van de Velde
b836ca5fcd Merge pull request #43 from FlightControl-Master/Clean-Web-Site
Removal of website from master
2016-05-11 05:51:22 +02:00
Sven Van de Velde
45cc120f76 Removal of website from master
(is still in the documentation branch)
2016-05-11 05:50:54 +02:00
Sven Van de Velde
db2cc49b85 Work in progress 2016-05-10 20:01:45 +02:00
Sven Van de Velde
37ec8c294f Merge remote-tracking branch 'refs/remotes/origin/master' into Database-Rework 2016-05-10 17:30:53 +02:00
Sven Van de Velde
b7a2e8b278 Embedded 2016-05-10 17:28:37 +02:00
Sven Van de Velde
4667e7c41c Solved bug in SCHEDULER 2016-05-10 17:28:14 +02:00
Sven Van de Velde
9f8bfa1603 Merge pull request #41 from FlightControl-Master/Rework-Scheduling-with-SCHEDULER-class
Rework scheduling with scheduler class
2016-05-10 15:49:37 +02:00
Sven Van de Velde
812c4216c5 Updated SPAWN with the SCHEDULER class 2016-05-10 15:48:53 +02:00
Sven Van de Velde
34d268b451 Optimized the scheduler 2016-05-10 12:05:07 +02:00
Sven Van de Velde
7e8090f772 Merge pull request #40 from FlightControl-Master/Anapa-Airbase-fixes
Anapa airbase fixes
2016-05-09 15:03:32 +02:00
Sven Van de Velde
bfb1bcc232 Anapa Airbase red Task Force 4 is working now :-)
You can pickup oil workers from the oil derrick with the helicopter in
mid sea...
2016-05-09 15:01:19 +02:00
Sven Van de Velde
8ef6ef14dd Updates 2016-05-08 16:16:41 +02:00
Sven Van de Velde
3965c5e254 Merge pull request #39 from FlightControl-Master/Anapa-Airbase-fixes
Anapa airbase fixes
2016-05-07 15:27:01 +02:00
Sven Van de Velde
aaa3ab07e3 Updated Anapa Airbase 2016-05-07 15:25:51 +02:00
Sven Van de Velde
38244f10dd Embedded 2016-05-07 07:18:54 +02:00
Sven Van de Velde
1949d69fa0 Updated Anapa 2016-05-07 06:59:15 +02:00
Sven Van de Velde
c68e4cd257 progress 2016-05-06 19:12:02 +02:00
Sven Van de Velde
4704afdc6c Merge remote-tracking branch 'refs/remotes/origin/master' into Anapa-Airbase-fixes 2016-05-06 16:44:59 +02:00
Sven Van de Velde
979de8901c Merge pull request #38 from FlightControl-Master/MissileTrainer
Missiletrainer
2016-05-06 16:43:48 +02:00
Sven Van de Velde
ad2c3ed83f commit 2016-05-06 16:41:59 +02:00
svenvandevelde
bfeaa961f6 Updates for Anapa. Fixed a bug in SPAWN (small bug) 2016-05-06 14:21:24 +02:00
svenvandevelde
4adf5aa188 Anapa airbase fixes 2016-05-06 10:12:30 +02:00
Sven Van de Velde
1d9da407b9 changed dynamic to embedded loading in mission 2016-05-03 19:54:53 +02:00
Sven Van de Velde
f981200409 MissileTrainer first version 2016-05-03 13:47:02 +02:00
Sven Van de Velde
f8a5ebdadb Included latest embedded file 2016-05-03 06:47:01 +02:00
Sven Van de Velde
f95555732d Updated the template... 2016-05-03 05:57:54 +02:00
646 changed files with 181190 additions and 40683 deletions

4
.gitmodules vendored Normal file
View 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
View 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

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@@ -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

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@@ -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

View File

@@ -1,10 +0,0 @@
--- @module DCSCommand
--- @type Command
-- @field #string id
-- @field #Command.params params
--- @type Command.params
env.info( "Command defined" )

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@@ -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

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@@ -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

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-------------------------------------------------------------------------------
-- @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

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@@ -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

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@@ -1,10 +0,0 @@
--- @module DCSTask
--- @type Task
-- @field #string id
-- @field #Task.param param
--- @type Task.param
env.info( "Task defined" )

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-- @type ModelTime
-- @extends #number

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@@ -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' )

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@@ -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

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@@ -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

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@@ -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

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-------------------------------------------------------------------------------
-- @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

View File

@@ -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

View File

@@ -1,967 +0,0 @@
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<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>

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<body>
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<div id="main">
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<h2>Modules</h2>
<ul><li>
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</li></ul>
<ul>
<li><a href="Base.html">Base</a></li>
<li>CARGO</li>
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<li><a href="Scoring.html">Scoring</a></li>
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<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>

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<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>
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<li><a href="land.html">land</a></li>
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</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>

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<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>
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<li>DESTROYBASETASK</li>
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<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> &lt; </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>

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<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> &lt; </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>

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<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>

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<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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<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>
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<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>

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<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>

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<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>
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<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>

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<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>
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</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>
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<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>

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</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>
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index
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<table class="module_list">
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<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
<td class="summary">
<p>BASE classes.</p>
</td>
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<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>
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<td class="summary">
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<td class="summary">
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<td class="summary">
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<td class="summary">
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<td class="summary">
</td>
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<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>

View File

@@ -1,269 +0,0 @@
html {
color: #000;
background: #FFF;
}
body,div,dl,dt,dd,ul,ol,li,h1,h2,h3,h4,h5,h6,pre,code,form,fieldset,legend,input,button,textarea,p,blockquote,th,td {
margin: 0;
padding: 0;
}
table {
border-collapse: collapse;
border-spacing: 0;
}
fieldset,img {
border: 0;
}
address,caption,cite,code,dfn,em,strong,th,var,optgroup {
font-style: inherit;
font-weight: inherit;
}
del,ins {
text-decoration: none;
}
li {
list-style: bullet;
margin-left: 20px;
}
caption,th {
text-align: left;
}
h1,h2,h3,h4,h5,h6 {
font-size: 100%;
font-weight: bold;
}
q:before,q:after {
content: '';
}
abbr,acronym {
border: 0;
font-variant: normal;
}
sup {
vertical-align: baseline;
}
sub {
vertical-align: baseline;
}
legend {
color: #000;
}
input,button,textarea,select,optgroup,option {
font-family: inherit;
font-size: inherit;
font-style: inherit;
font-weight: inherit;
}
input,button,textarea,select {*font-size:100%;
}
/* END RESET */
body {
margin-left: 1em;
margin-right: 1em;
font-family: arial, helvetica, geneva, sans-serif;
background-color: #ffffff; margin: 0px;
}
code, tt { font-family: monospace; }
body, p, td, th { font-size: .95em; line-height: 1.2em;}
p, ul { margin: 10px 0 0 10px;}
strong { font-weight: bold;}
em { font-style: italic;}
h1 {
font-size: 1.5em;
margin: 25px 0 20px 0;
}
h2, h3, h4 { margin: 15px 0 10px 0; }
h2 { font-size: 1.25em; }
h3 { font-size: 1.15em; }
h4 { font-size: 1.06em; }
a:link { font-weight: bold; color: #004080; text-decoration: none; }
a:visited { font-weight: bold; color: #006699; text-decoration: none; }
a:link:hover { text-decoration: underline; }
hr {
color:#cccccc;
background: #00007f;
height: 1px;
}
blockquote { margin-left: 3em; }
ul { list-style-type: disc; }
p.name {
font-family: "Andale Mono", monospace;
padding-top: 1em;
}
p:first-child {
margin-top: 0px;
}
pre.example {
background-color: rgb(245, 245, 245);
border: 1px solid silver;
padding: 10px;
margin: 10px 0 10px 0;
font-family: "Andale Mono", monospace;
font-size: .85em;
}
pre {
background-color: rgb(245, 245, 245);
border: 1px solid silver;
padding: 10px;
margin: 10px 0 10px 0;
font-family: "Andale Mono", monospace;
}
table.index { border: 1px #00007f; }
table.index td { text-align: left; vertical-align: top; }
#container {
margin-left: 1em;
margin-right: 1em;
background-color: #f0f0f0;
}
#product {
text-align: center;
border-bottom: 1px solid #cccccc;
background-color: #ffffff;
}
#product big {
font-size: 2em;
}
#main {
background-color: #f0f0f0;
border-left: 2px solid #cccccc;
}
#navigation {
float: left;
width: 18em;
vertical-align: top;
background-color: #f0f0f0;
overflow: scroll;
position: fixed;
height:100%;
}
#navigation h2 {
background-color:#e7e7e7;
font-size:1.1em;
color:#000000;
text-align: left;
padding:0.2em;
border-top:1px solid #dddddd;
border-bottom:1px solid #dddddd;
}
#navigation ul
{
font-size:1em;
list-style-type: none;
margin: 1px 1px 10px 1px;
}
#navigation li {
text-indent: -1em;
display: block;
margin: 3px 0px 0px 22px;
}
#navigation li li a {
margin: 0px 3px 0px -1em;
}
#content {
margin-left: 18em;
padding: 1em;
border-left: 2px solid #cccccc;
border-right: 2px solid #cccccc;
background-color: #ffffff;
}
#about {
clear: both;
padding: 5px;
border-top: 2px solid #cccccc;
background-color: #ffffff;
}
@media print {
body {
font: 12pt "Times New Roman", "TimeNR", Times, serif;
}
a { font-weight: bold; color: #004080; text-decoration: underline; }
#main {
background-color: #ffffff;
border-left: 0px;
}
#container {
margin-left: 2%;
margin-right: 2%;
background-color: #ffffff;
}
#content {
padding: 1em;
background-color: #ffffff;
}
#navigation {
display: none;
}
pre.example {
font-family: "Andale Mono", monospace;
font-size: 10pt;
page-break-inside: avoid;
}
}
table.module_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.module_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.module_list td.name { background-color: #f0f0f0; }
table.module_list td.summary { width: 100%; }
table.function_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.function_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.function_list td.name { background-color: #f0f0f0; }
table.function_list td.summary { width: 100%; }
dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;}
dl.table dd, dl.function dd {padding-bottom: 1em; margin: 10px 0 0 20px;}
dl.table h3, dl.function h3 {font-size: .95em;}

View File

@@ -1,33 +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\Moose.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
View 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
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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
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Developers that use the GNU GPL protect your rights with two steps:
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@@ -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

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@@ -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")

View File

@@ -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")

View File

@@ -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

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@@ -0,0 +1,306 @@
--- 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.**
--
-- ![Banner Image](..\Presentations\AI_Balancer\Dia1.JPG)
--
-- ===
--
-- # 1) @{AI_Balancer#AI_BALANCER} class, extends @{Fsm#FSM_SET}
--
-- The @{AI_Balancer#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.
--
-- ## 1.1) AI_BALANCER construction
--
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
--
-- ## 1.2) AI_BALANCER is a FSM
--
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG)
--
-- ### 1.2.1) 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.
--
-- ### 1.2.2) 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.
--
-- ## 1.3) 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.
--
-- ## 1.4) 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.
--
-- ===
--
-- # **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
--- AI_BALANCER class
-- @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 = {
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

View File

@@ -0,0 +1,528 @@
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
-- ===
--
-- # 1) @{#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.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1.1) AI_CAP_ZONE constructor
--
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
--
-- ## 1.2) AI_CAP_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 1.2.1) 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..
--
-- ### 1.2.2) AI_CAP_ZONE Events
--
-- * **Start** ( Group ): Start the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **Engage** ( Group ): Let the AI engage the bogeys.
-- * **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.
--
-- ## 1.3) Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- 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.
--
-- ## 1.4) Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- 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.
--
-- ====
--
-- # **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
--- AI_CAP_ZONE class
-- @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 = {
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 )
end
--- @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: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.
-- @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
Controllable:MessageToAll( "Destroyed a target", 15 , "Destroyed!" )
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

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@@ -0,0 +1,572 @@
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
-- **Provide Close Air Support to friendly ground troops.**
--
-- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG)
--
-- ===
--
-- # 1) @{#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.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
--
-- 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.
--
-- ![Start Event](..\Presentations\AI_CAS\Dia4.JPG)
--
-- 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.
--
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
--
-- 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.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia6.JPG)
--
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia7.JPG)
--
-- Every target that is destroyed, is reported< by the AI.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia8.JPG)
--
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia9.JPG)
--
-- 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 ...
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia10.JPG)
--
-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia11.JPG)
--
-- 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.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
-- # 1.1) AI_CAS_ZONE constructor
--
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
--
-- ## 1.2) AI_CAS_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAS\Dia2.JPG)
--
-- ### 1.2.1) 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..
--
-- ### 1.2.2) AI_CAS_ZONE Events
--
-- * **Start** ( Group ): Start the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **Engage** ( Group ): Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
-- * **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.
--
-- ====
--
-- # **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.
--
-- ### 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 = {
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.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @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 Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @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.
-- @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.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @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 Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @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.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAS_ZONE] Engage
-- @param #AI_CAS_ZONE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAS_ZONE] __Engage
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
--- 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.OnDead )
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 )
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:EnRouteTaskEngageUnit( DetectedUnit, 1, true, 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.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @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 Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @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:E("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
if self.Controllable:IsNotInZone( self.EngageZone ) then
-- Find a random 2D point in EngageZone.
local ToEngageZoneVec2 = self.EngageZone:GetRandomVec2()
self:T2( ToEngageZoneVec2 )
-- Obtain a 3D @{Point} from the 2D point + altitude.
local ToEngageZonePointVec3 = POINT_VEC3:New( ToEngageZoneVec2.x, self.EngageAltitude, ToEngageZoneVec2.y )
-- Create a route point of type air.
local ToEngageZoneRoutePoint = ToEngageZonePointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToEngageZoneRoutePoint
end
--- 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
)
ToTargetPointVec3:SmokeBlue()
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTVertical()
-- 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 )
-- end
-- else
-- self.DetectedUnits[DetectedUnit] = nil
-- end
-- end
--
-- EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
--- 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 )
--- 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, "_NewEngageRoute" )
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1 )
self:SetDetectionInterval( 10 )
self:SetDetectionActivated()
self:__Target( -10 ) -- 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.
-- @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
Controllable:MessageToAll( "Destroyed a target", 15 , "Destroyed!" )
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 Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:OnDead( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then
self:__Destroy( 1, EventData )
end
end

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--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
-- **Air Patrolling or Staging.**
--
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
--
-- ===
--
-- # 1) @{#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}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_PATROL\Dia4.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_PATROL\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_PATROL\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia9.JPG)
--
---- 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.
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
-- ## 1.1) AI_PATROL_ZONE constructor
--
-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
--
-- ## 1.2) AI_PATROL_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 1.2.1) 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..
--
-- ### 1.2.2) AI_PATROL_ZONE Events
--
-- * **Start** ( Group ): Start 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.
--
-- ## 1.3) Set or Get the AI controllable
--
-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
--
-- ## 1.4) 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.
--
-- ## 1.5) 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.
--
-- ## 1.6) 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.
--
-- ## 1.7) 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.
--
-- ====
--
-- # **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 = {
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( "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

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--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).
--
-- ===
--
-- # @{#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 **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started. The process will go into the Report state.
-- * **Event**: A relevant event has occured that needs to be accounted for. The process will go into the Account state.
-- * **Report**: The process is reporting to the player the accounting status of the DCS events.
-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
--
-- ### ACT_ACCOUNT **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_ACCOUNT **States**:
--
-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
-- * **Report**: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.
-- * **Account**: The relevant DCS event has occurred, and is accounted for.
-- * **Success (*)**: All DCS events were accounted for.
-- * **Failed (*)**: The 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.
--
-- # 1) @{#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.
--
-- ===
--
-- @module Account
do -- ACT_ACCOUNT
--- ACT_ACCOUNT class
-- @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 class
-- @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
function ACT_ACCOUNT_DEADS:_Destructor()
self:E("_Destructor")
self:EventRemoveAll()
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, 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, From, Event, To, EventData )
self:T( { ProcessUnit, EventData, From, Event, To } )
self:T({self.Controllable})
self.TargetSetUnit:Flush()
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
local TaskGroup = ProcessUnit:GetGroup()
self.TargetSetUnit:RemoveUnitsByName( 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
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, From, Event, To, EventData )
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( 1, EventData )
end
end
end -- ACT_ACCOUNT DEADS

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--- (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:Message( "You are assigned to the task " .. self.Task:GetName() )
self.Task:Assign()
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

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--- (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():GetMissionMenu( 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
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

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--- @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' }
} )
_EVENTDISPATCHER:OnDead( self.EventDead, self )
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

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--- @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

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--- (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 TargetZone
-- @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( "None", "Start", "Routing" )
self:AddTransition( "*", "Report", "Reporting" )
self:AddTransition( "*", "Route", "Routing" )
self:AddTransition( "Routing", "Pause", "Pausing" )
self:AddTransition( "*", "Abort", "Aborted" )
self:AddTransition( "Routing", "Arrive", "Arrived" )
self:AddTransition( "Arrived", "Success", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddTransition( "", "", "" )
self:AddTransition( "", "", "" )
self:AddEndState( "Arrived" )
self:AddEndState( "Failed" )
self:SetStartState( "None" )
return self
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_ZONE
--- ACT_ROUTE_ZONE class
-- @type ACT_ROUTE_ZONE
-- @field Tasking.Task#TASK TASK
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @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 TargetZone
function ACT_ROUTE_ZONE:New( TargetZone )
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
self.TargetZone = TargetZone
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.TargetZone = FsmRoute.TargetZone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
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.TargetZone ) then
local RouteText = "You have arrived within the zone."
self:Message( RouteText )
end
return ProcessUnit:IsInZone( self.TargetZone )
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:onenterReporting( ProcessUnit, From, Event, To )
local ZoneVec2 = self.TargetZone:GetVec2()
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
local TaskUnitVec2 = ProcessUnit:GetVec2()
local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
local RouteText = "Route to " .. TaskUnitPointVec2:GetBRText( ZonePointVec2 ) .. " km to target."
self:Message( RouteText )
end
end -- ACT_ROUTE_ZONE

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@@ -0,0 +1,856 @@
--- This module contains the BASE class.
--
-- 1) @{#BASE} class
-- =================
-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
--
-- It handles:
--
-- * The construction and inheritance of child classes.
-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
--
-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
--
-- ## 1.1) BASE constructor
--
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
-- See an example at the @{Base#BASE.New} method how this is done.
--
-- ## 1.2) BASE Trace functionality
--
-- 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.
--
-- ### 1.2.1) Tracing functions
--
-- There are basically 3 types of tracing methods available within BASE:
--
-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: 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}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.
--
-- ### 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 functions 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) BASE Inheritance (tree) support
--
-- The following methods are available to support 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.
--
-- ====
--
-- # **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
--- The BASE Class
-- @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.
BASE = {
ClassName = "BASE",
ClassID = 0,
_Private = {},
Events = {},
States = {}
}
--- The Formation Class
-- @type FORMATION
-- @field Cone A cone formation.
FORMATION = {
Cone = "Cone"
}
-- @todo need to investigate if the deepCopy is really needed... Don't think so.
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
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.
-- @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._Private.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._Private.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 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

View File

@@ -0,0 +1,787 @@
--- 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:
--
-- * UNITS
-- * GROUPS
-- * CLIENTS
-- * AIRPORTS
-- * PLAYERSJOINED
-- * PLAYERS
--
-- 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 = {},
ClientsByName = {},
ClientsByID = {},
},
UNITS = {},
STATICS = {},
GROUPS = {},
PLAYERS = {},
PLAYERSJOINED = {},
CLIENTS = {},
AIRBASES = {},
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() )
self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
-- 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()
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 )
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
function DATABASE:AddAirbase( DCSAirbaseName )
if not self.AIRBASES[DCSAirbaseName] then
self.AIRBASES[DCSAirbaseName] = AIRBASE:Register( DCSAirbaseName )
end
end
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self
function DATABASE:DeleteAirbase( DCSAirbaseName )
--self.AIRBASES[DCSAirbaseName] = nil
end
--- Finds a 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
--- 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] = self:FindUnit( 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:_RegisterTemplate( 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:_RegisterTemplate( 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
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
self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
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 self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit( Event.IniDCSUnitName )
-- add logic to correctly remove a group once all units are destroyed...
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
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
--- 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
local PlayerName = Event.IniUnit:GetPlayerName()
if self.PLAYERS[PlayerName] then
self:DeletePlayer( PlayerName )
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** UNIT, providing the UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT 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 when there is an alive GROUP 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 when there is an player 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 when there is was a player 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 when there is an alive player 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
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.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, GroupTemplate in pairs(obj_type_data.group) do
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
self:_RegisterTemplate(
GroupTemplate,
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

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--- This module contains the MENU classes.
--
-- ===
--
-- 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".
--
-- ===
--
-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
--
-- 1) MENU_ BASE abstract base classes (don't use them)
-- ====================================================
-- The underlying base menu classes are **NOT** to be used within your missions.
-- These are simply abstract base classes defining a couple of fields that are used by the
-- derived MENU_ classes to manage menus.
--
-- 1.1) @{#MENU_BASE} class, extends @{Base#BASE}
-- --------------------------------------------------
-- The @{#MENU_BASE} class defines the main MENU class where other MENU classes are derived from.
--
-- 1.2) @{#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.
--
-- ===
--
-- **The next menus define the MENU classes that you can use within your missions.**
--
-- 2) MENU MISSION classes
-- ======================
-- The underlying classes manage the menus for a complete mission file.
--
-- 2.1) @{#MENU_MISSION} class, extends @{Menu#MENU_BASE}
-- ---------------------------------------------------------
-- The @{Menu#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}.
--
-- 2.2) @{#MENU_MISSION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
-- -------------------------------------------------------------------------
-- The @{Menu#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}.
--
-- ===
--
-- 3) MENU COALITION classes
-- =========================
-- The underlying classes manage the menus for whole coalitions.
--
-- 3.1) @{#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}.
--
-- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
-- ----------------------------------------------------------------------------
-- The @{Menu#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}.
--
-- ===
--
-- 4) MENU GROUP classes
-- =====================
-- The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed.
--
-- 4.1) @{Menu#MENU_GROUP} class, extends @{Menu#MENU_BASE}
-- --------------------------------------------------------
-- The @{Menu#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}.
--
-- 4.2) @{Menu#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}.
--
-- ===
--
-- 5) MENU CLIENT classes
-- ======================
-- The underlying classes manage the menus for units with skill level client or player.
--
-- 5.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE}
-- ---------------------------------------------------------
-- The @{Menu#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}.
--
-- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
-- -------------------------------------------------------------------------
-- The @{Menu#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}.
--
-- ===
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
-- @module Menu
do -- MENU_BASE
--- The MENU_BASE class
-- @type MENU_BASE
-- @extends Base#BASE
MENU_BASE = {
ClassName = "MENU_BASE",
MenuPath = nil,
MenuText = "",
MenuParentPath = nil
}
--- Consructor
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
return self
end
end
do -- MENU_COMMAND_BASE
--- The MENU_COMMAND_BASE class
-- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Menu#MENU_BASE
MENU_COMMAND_BASE = {
ClassName = "MENU_COMMAND_BASE",
CommandMenuFunction = nil,
CommandMenuArgument = nil,
MenuCallHandler = nil,
}
--- Constructor
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
--- The MENU_MISSION class
-- @type MENU_MISSION
-- @extends Menu#MENU_BASE
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 self
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 self
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
--- The MENU_MISSION_COMMAND class
-- @type MENU_MISSION_COMMAND
-- @extends Menu#MENU_COMMAND_BASE
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
--- The MENU_COALITION class
-- @type MENU_COALITION
-- @extends Menu#MENU_BASE
-- @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 )
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 self
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
--- The MENU_COALITION_COMMAND class
-- @type MENU_COALITION_COMMAND
-- @extends Menu#MENU_COMMAND_BASE
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 self
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 Menu#MENU_BASE
-- @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 )
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
--- The MENU_CLIENT_COMMAND class
-- @type MENU_CLIENT_COMMAND
-- @extends Menu#MENU_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 = {}
--- The MENU_GROUP class
-- @type MENU_GROUP
-- @extends Menu#MENU_BASE
-- @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 )
--
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 ) )
MenuGroup._Menus[Path] = self
self.Menus = {}
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 ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
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
-- @return #MENU_GROUP self
function MENU_GROUP:RemoveSubMenus()
self:F( self.MenuPath )
for MenuID, Menu in pairs( self.Menus ) do
Menu:Remove()
end
end
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @return #nil
function MENU_GROUP:Remove()
self:F( { self.MenuGroupID, self.MenuPath } )
self:RemoveSubMenus()
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.MenuPath] = nil
end
self:E( self.MenuGroup._Menus[self.Path] )
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
return nil
end
--- The MENU_GROUP_COMMAND class
-- @type MENU_GROUP_COMMAND
-- @extends Menu#MENU_BASE
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#MENU_GROUP_COMMAND self
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]
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MenuGroup._Menus[Path] = self
self.Path = Path
self.MenuGroup = MenuGroup
self.MenuGroupID = MenuGroup:GetID()
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:T( { "Adding Command Menu ", MenuText, self.MenuParentPath } )
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
if ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
end
end
--self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
return self
end
--- Removes a menu structure for a group.
-- @param #MENU_GROUP_COMMAND self
-- @return #nil
function MENU_GROUP_COMMAND:Remove()
self:F( { self.MenuGroupID, self.MenuPath } )
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
self.ParentMenu.Menus[self.MenuPath] = nil
self:E( self.MenuGroup._Menus[self.Path] )
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
return nil
end
end

View File

@@ -1,17 +1,30 @@
--- 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.
--- This module contains the MESSAGE class.
--
-- 1) @{Message#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 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}().
-- Messages can contain a category which is indicating the category of the message.
--
-- 1.1) MESSAGE construction methods
-- ---------------------------------
-- 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.
--
-- 1.2) Send messages with MESSAGE To methods
-- ------------------------------------------
-- Messages are sent to:
--
-- * Clients with @{Message#MESSAGE.ToClient}.
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
-- * All Players with @{Message#MESSAGE.ToAll}.
--
-- @module Message
Include.File( "Base" )
-- @author FlightControl
--- The MESSAGE class
-- @type MESSAGE
-- @extends Core.Base#BASE
MESSAGE = {
ClassName = "MESSAGE",
MessageCategory = 0,
@@ -22,9 +35,8 @@ 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 +44,26 @@ 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 +76,7 @@ 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 +106,21 @@ 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 +182,20 @@ 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 +208,101 @@ 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 )
----- 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 )
-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 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
--
-- return true
--end
--
----- The _MessageQueue object is created when the MESSAGE class module is loaded.
----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
--

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@@ -0,0 +1,885 @@
--- This module contains the POINT classes.
--
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
-- ==================================================
-- The @{Point#POINT_VEC3} class defines a 3D point in the simulator.
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.
--
-- ## 1.1) POINT_VEC3 constructor
--
-- A new POINT_VEC3 instance can be created with:
--
-- * @{Point#POINT_VEC3.New}(): a 3D point.
-- * @{Point#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
--
-- ## 1.2) Manupulate the X, Y, Z coordinates of the point
--
-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
--
-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
--
--
-- ## 1.5) Smoke, flare, explode, illuminate
--
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
--
-- ### 1.5.1) Smoke
--
-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
--
-- ### 1.5.2) Flare
--
-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
--
-- ### 1.5.3) Explode
--
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
--
-- ### 1.5.4) Illuminate
--
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
--
--
-- 2) @{Point#POINT_VEC2} class, extends @{Point#POINT_VEC3}
-- =========================================================
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--
-- 2.1) POINT_VEC2 constructor
-- ---------------------------
-- A new POINT_VEC2 instance can be created with:
--
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
--
-- ## 1.2) Manupulate the X, Altitude, Y coordinates of the 2D point
--
-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
--
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
--
-- ===
--
-- **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:
--
-- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added.
-- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added.
--
-- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
--
-- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added.
--
-- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
--
-- * Replaced method _Point_Vec3() to **Vec3**() where the code manages a Vec3. Replaced all references to the method.
-- * Replaced method _Point_Vec2() to **Vec2**() where the code manages a Vec2. Replaced all references to the method.
-- * Replaced method Random_Point_Vec3() to **RandomVec3**() where the code manages a Vec3. Replaced all references to the method.
-- .
-- ===
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
-- ### Contributions:
--
-- @module Point
--- The POINT_VEC3 class
-- @type POINT_VEC3
-- @extends Core.Base#BASE
-- @field #number x The x coordinate in 3D space.
-- @field #number y The y coordinate in 3D space.
-- @field #number z The z coordiante in 3D space.
-- @field Utilities.Utils#SMOKECOLOR SmokeColor
-- @field Utilities.Utils#FLARECOLOR FlareColor
-- @field #POINT_VEC3.RoutePointAltType RoutePointAltType
-- @field #POINT_VEC3.RoutePointType RoutePointType
-- @field #POINT_VEC3.RoutePointAction RoutePointAction
POINT_VEC3 = {
ClassName = "POINT_VEC3",
Metric = true,
RoutePointAltType = {
BARO = "BARO",
},
RoutePointType = {
TakeOffParking = "TakeOffParking",
TurningPoint = "Turning Point",
},
RoutePointAction = {
FromParkingArea = "From Parking Area",
TurningPoint = "Turning Point",
},
}
--- The POINT_VEC2 class
-- @type POINT_VEC2
-- @extends #POINT_VEC3
-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
POINT_VEC2 = {
ClassName = "POINT_VEC2",
}
do -- POINT_VEC3
--- RoutePoint AltTypes
-- @type POINT_VEC3.RoutePointAltType
-- @field BARO "BARO"
--- RoutePoint Types
-- @type POINT_VEC3.RoutePointType
-- @field TakeOffParking "TakeOffParking"
-- @field TurningPoint "Turning Point"
--- RoutePoint Actions
-- @type POINT_VEC3.RoutePointAction
-- @field FromParkingArea "From Parking Area"
-- @field TurningPoint "Turning Point"
-- Constructor.
--- Create a new POINT_VEC3 object.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing Upwards.
-- @param Dcs.DCSTypes#Distance z The z coordinate of the Vec3 point, pointing to the Right.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:New( x, y, z )
local self = BASE:Inherit( self, BASE:New() )
self.x = x
self.y = y
self.z = z
return self
end
--- Create a new POINT_VEC3 object from Vec2 coordinates.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd )
local LandHeight = land.getHeight( Vec2 )
LandHeightAdd = LandHeightAdd or 0
LandHeight = LandHeight + LandHeightAdd
self = self:New( Vec2.x, LandHeight, Vec2.y )
self:F2( self )
return self
end
--- Create a new POINT_VEC3 object from Vec3 coordinates.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec3( Vec3 )
self = self:New( Vec3.x, Vec3.y, Vec3.z )
self:F2( self )
return self
end
--- Return the coordinates of the POINT_VEC3 in Vec3 format.
-- @param #POINT_VEC3 self
-- @return Dcs.DCSTypes#Vec3 The Vec3 coodinate.
function POINT_VEC3:GetVec3()
return { x = self.x, y = self.y, z = self.z }
end
--- Return the coordinates of the POINT_VEC3 in Vec2 format.
-- @param #POINT_VEC3 self
-- @return Dcs.DCSTypes#Vec2 The Vec2 coodinate.
function POINT_VEC3:GetVec2()
return { x = self.x, y = self.z }
end
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coodinate.
function POINT_VEC3:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The y coodinate.
function POINT_VEC3:GetY()
return self.y
end
--- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The z coodinate.
function POINT_VEC3:GetZ()
return self.z
end
--- Set the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetY( y )
self.y = y
return self
end
--- Set the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetZ( z )
self.z = z
return self
end
--- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate value to add to the current x coodinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddX( x )
self.x = self.x + x
return self
end
--- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate value to add to the current y coodinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddY( y )
self.y = self.y + y
return self
end
--- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate value to add to the current z coodinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddZ( z )
self.z = self.z +z
return self
end
--- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return Dcs.DCSTypes#Vec2 Vec2
function POINT_VEC3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random()
if Radials > 1 then
Radials = 2 - Radials
end
local RadialMultiplier
if InnerRadius and InnerRadius <= OuterRadius then
RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius
else
RadialMultiplier = OuterRadius * Radials
end
local RandomVec2
if OuterRadius > 0 then
RandomVec2 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
else
RandomVec2 = { x = self:GetX(), y = self:GetZ() }
end
return RandomVec2
end
--- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return #POINT_VEC2
function POINT_VEC3:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
return POINT_VEC2:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
end
--- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return Dcs.DCSTypes#Vec3 Vec3
function POINT_VEC3:GetRandomVec3InRadius( OuterRadius, InnerRadius )
local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius )
local y = self:GetY() + math.random( InnerRadius, OuterRadius )
local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.z }
return RandomVec3
end
--- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return #POINT_VEC3
function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
--- Return a direction vector Vec3 from POINT_VEC3 to the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
-- @return Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
function POINT_VEC3:GetDirectionVec3( TargetPointVec3 )
return { x = TargetPointVec3:GetX() - self:GetX(), y = TargetPointVec3:GetY() - self:GetY(), z = TargetPointVec3:GetZ() - self:GetZ() }
end
--- Get a correction in radians of the real magnetic north of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number CorrectionRadians The correction in radians.
function POINT_VEC3:GetNorthCorrectionRadians()
local TargetVec3 = self:GetVec3()
local lat, lon = coord.LOtoLL(TargetVec3)
local north_posit = coord.LLtoLO(lat + 1, lon)
return math.atan2( north_posit.z - TargetVec3.z, north_posit.x - TargetVec3.x )
end
--- Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The direction in radians.
function POINT_VEC3:GetDirectionRadians( DirectionVec3 )
local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x )
--DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians()
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi -- put dir in range of 0 to 2*pi ( the full circle )
end
return DirectionRadians
end
--- Return the 2D distance in meters between the target POINT_VEC3 and the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
-- @return Dcs.DCSTypes#Distance Distance The distance in meters.
function POINT_VEC3:Get2DDistance( TargetPointVec3 )
local TargetVec3 = TargetPointVec3:GetVec3()
local SourceVec3 = self:GetVec3()
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
end
--- Return the 3D distance in meters between the target POINT_VEC3 and the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
-- @return Dcs.DCSTypes#Distance Distance The distance in meters.
function POINT_VEC3:Get3DDistance( TargetPointVec3 )
local TargetVec3 = TargetPointVec3:GetVec3()
local SourceVec3 = self:GetVec3()
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
end
--- Provides a Bearing / Range string
-- @param #POINT_VEC3 self
-- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance
-- @return #string The BR Text
function POINT_VEC3:ToStringBR( AngleRadians, Distance )
AngleRadians = UTILS.Round( UTILS.ToDegree( AngleRadians ), 0 )
if self:IsMetric() then
Distance = UTILS.Round( Distance / 1000, 2 )
else
Distance = UTILS.Round( UTILS.MetersToNM( Distance ), 2 )
end
local s = string.format( '%03d', AngleRadians ) .. ' for ' .. Distance
s = s .. self:GetAltitudeText() -- When the POINT is a VEC2, there will be no altitude shown.
return s
end
--- Provides a Bearing / Range string
-- @param #POINT_VEC3 self
-- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance
-- @return #string The BR Text
function POINT_VEC3:ToStringLL( acc, DMS )
acc = acc or 3
local lat, lon = coord.LOtoLL( self:GetVec3() )
return UTILS.tostringLL(lat, lon, acc, DMS)
end
--- Return the altitude text of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #string Altitude text.
function POINT_VEC3:GetAltitudeText()
if self:IsMetric() then
return ' at ' .. UTILS.Round( self:GetY(), 0 )
else
return ' at ' .. UTILS.Round( UTILS.MetersToFeet( self:GetY() ), 0 )
end
end
--- Return a BR string from a POINT_VEC3 to the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
-- @return #string The BR text.
function POINT_VEC3:GetBRText( TargetPointVec3 )
local DirectionVec3 = self:GetDirectionVec3( TargetPointVec3 )
local AngleRadians = self:GetDirectionRadians( DirectionVec3 )
local Distance = self:Get2DDistance( TargetPointVec3 )
return self:ToStringBR( AngleRadians, Distance )
end
--- Sets the POINT_VEC3 metric or NM.
-- @param #POINT_VEC3 self
-- @param #boolean Metric true means metric, false means NM.
function POINT_VEC3:SetMetric( Metric )
self.Metric = Metric
end
--- Gets if the POINT_VEC3 is metric or NM.
-- @param #POINT_VEC3 self
-- @return #boolean Metric true means metric, false means NM.
function POINT_VEC3:IsMetric()
return self.Metric
end
--- Add a Distance in meters from the POINT_VEC3 horizontal plane, with the given angle, and calculate the new POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
-- @return #POINT_VEC3 The new calculated POINT_VEC3.
function POINT_VEC3:Translate( Distance, Angle )
local SX = self:GetX()
local SZ = self:GetZ()
local Radians = Angle / 180 * math.pi
local TX = Distance * math.cos( Radians ) + SX
local TZ = Distance * math.sin( Radians ) + SZ
return POINT_VEC3:New( TX, self:GetY(), TZ )
end
--- Build an air type route point.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3.RoutePointAltType AltType The altitude type.
-- @param #POINT_VEC3.RoutePointType Type The route point type.
-- @param #POINT_VEC3.RoutePointAction Action The route point action.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @param #boolean SpeedLocked true means the speed is locked.
-- @return #table The route point.
function POINT_VEC3:RoutePointAir( AltType, Type, Action, Speed, SpeedLocked )
self:F2( { AltType, Type, Action, Speed, SpeedLocked } )
local RoutePoint = {}
RoutePoint.x = self:GetX()
RoutePoint.y = self:GetZ()
RoutePoint.alt = self:GetY()
RoutePoint.alt_type = AltType
RoutePoint.type = Type
RoutePoint.action = Action
RoutePoint.speed = Speed / 3.6
RoutePoint.speed_locked = true
-- ["task"] =
-- {
-- ["id"] = "ComboTask",
-- ["params"] =
-- {
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- }, -- end of ["params"]
-- }, -- end of ["task"]
RoutePoint.task = {}
RoutePoint.task.id = "ComboTask"
RoutePoint.task.params = {}
RoutePoint.task.params.tasks = {}
return RoutePoint
end
--- Build an ground type route point.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Speed Speed Speed in km/h.
-- @param #POINT_VEC3.RoutePointAction Formation The route point Formation.
-- @return #table The route point.
function POINT_VEC3:RoutePointGround( Speed, Formation )
self:F2( { Formation, Speed } )
local RoutePoint = {}
RoutePoint.x = self:GetX()
RoutePoint.y = self:GetZ()
RoutePoint.action = Formation or ""
RoutePoint.speed = Speed / 3.6
RoutePoint.speed_locked = true
-- ["task"] =
-- {
-- ["id"] = "ComboTask",
-- ["params"] =
-- {
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- }, -- end of ["params"]
-- }, -- end of ["task"]
RoutePoint.task = {}
RoutePoint.task.id = "ComboTask"
RoutePoint.task.params = {}
RoutePoint.task.params.tasks = {}
return RoutePoint
end
--- Creates an explosion at the point of a certain intensity.
-- @param #POINT_VEC3 self
-- @param #number ExplosionIntensity
function POINT_VEC3:Explosion( ExplosionIntensity )
self:F2( { ExplosionIntensity } )
trigger.action.explosion( self:GetVec3(), ExplosionIntensity )
end
--- Creates an illumination bomb at the point.
-- @param #POINT_VEC3 self
function POINT_VEC3:IlluminationBomb()
self:F2()
trigger.action.illuminationBomb( self:GetVec3() )
end
--- Smokes the point in a color.
-- @param #POINT_VEC3 self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor
function POINT_VEC3:Smoke( SmokeColor )
self:F2( { SmokeColor } )
trigger.action.smoke( self:GetVec3(), SmokeColor )
end
--- Smoke the POINT_VEC3 Green.
-- @param #POINT_VEC3 self
function POINT_VEC3:SmokeGreen()
self:F2()
self:Smoke( SMOKECOLOR.Green )
end
--- Smoke the POINT_VEC3 Red.
-- @param #POINT_VEC3 self
function POINT_VEC3:SmokeRed()
self:F2()
self:Smoke( SMOKECOLOR.Red )
end
--- Smoke the POINT_VEC3 White.
-- @param #POINT_VEC3 self
function POINT_VEC3:SmokeWhite()
self:F2()
self:Smoke( SMOKECOLOR.White )
end
--- Smoke the POINT_VEC3 Orange.
-- @param #POINT_VEC3 self
function POINT_VEC3:SmokeOrange()
self:F2()
self:Smoke( SMOKECOLOR.Orange )
end
--- Smoke the POINT_VEC3 Blue.
-- @param #POINT_VEC3 self
function POINT_VEC3:SmokeBlue()
self:F2()
self:Smoke( SMOKECOLOR.Blue )
end
--- Flares the point in a color.
-- @param #POINT_VEC3 self
-- @param Utilities.Utils#FLARECOLOR FlareColor
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
function POINT_VEC3:Flare( FlareColor, Azimuth )
self:F2( { FlareColor } )
trigger.action.signalFlare( self:GetVec3(), FlareColor, Azimuth and Azimuth or 0 )
end
--- Flare the POINT_VEC3 White.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
function POINT_VEC3:FlareWhite( Azimuth )
self:F2( Azimuth )
self:Flare( FLARECOLOR.White, Azimuth )
end
--- Flare the POINT_VEC3 Yellow.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
function POINT_VEC3:FlareYellow( Azimuth )
self:F2( Azimuth )
self:Flare( FLARECOLOR.Yellow, Azimuth )
end
--- Flare the POINT_VEC3 Green.
-- @param #POINT_VEC3 self
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
function POINT_VEC3:FlareGreen( Azimuth )
self:F2( Azimuth )
self:Flare( FLARECOLOR.Green, Azimuth )
end
--- Flare the POINT_VEC3 Red.
-- @param #POINT_VEC3 self
function POINT_VEC3:FlareRed( Azimuth )
self:F2( Azimuth )
self:Flare( FLARECOLOR.Red, Azimuth )
end
end
do -- POINT_VEC2
--- POINT_VEC2 constructor.
-- @param #POINT_VEC2 self
-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing to the Right.
-- @param Dcs.DCSTypes#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
-- @return Core.Point#POINT_VEC2
function POINT_VEC2:New( x, y, LandHeightAdd )
local LandHeight = land.getHeight( { ["x"] = x, ["y"] = y } )
LandHeightAdd = LandHeightAdd or 0
LandHeight = LandHeight + LandHeightAdd
self = BASE:Inherit( self, POINT_VEC3:New( x, LandHeight, y ) )
self:F2( self )
return self
end
--- Create a new POINT_VEC2 object from Vec2 coordinates.
-- @param #POINT_VEC2 self
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
-- @return Core.Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
local LandHeight = land.getHeight( Vec2 )
LandHeightAdd = LandHeightAdd or 0
LandHeight = LandHeight + LandHeightAdd
self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
self:F2( self )
return self
end
--- Create a new POINT_VEC2 object from Vec3 coordinates.
-- @param #POINT_VEC2 self
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
-- @return Core.Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, BASE:New() )
local Vec2 = { x = Vec3.x, y = Vec3.z }
local LandHeight = land.getHeight( Vec2 )
self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
self:F2( self )
return self
end
--- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The x coodinate.
function POINT_VEC2:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The y coodinate.
function POINT_VEC2:GetY()
return self.z
end
--- Return the altitude of the land at the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The land altitude.
function POINT_VEC2:GetAlt()
return land.getHeight( { x = self.x, y = self.z } )
end
--- Set the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetY( y )
self.z = y
return self
end
--- Set the altitude of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set.
-- @return #POINT_VEC2
function POINT_VEC2:SetAlt( Altitude )
self.y = Altitude or land.getHeight( { x = self.x, y = self.z } )
return self
end
--- Add to the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:AddX( x )
self.x = self.x + x
return self
end
--- Add to the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:AddY( y )
self.z = self.z + y
return self
end
--- Add to the current land height an altitude.
-- @param #POINT_VEC2 self
-- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
-- @return #POINT_VEC2
function POINT_VEC2:AddAlt( Altitude )
self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0
return self
end
--- Calculate the distance from a reference @{#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}.
-- @return Dcs.DCSTypes#Distance The distance from the reference @{#POINT_VEC2} in meters.
function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
local Distance = ( ( PointVec2Reference:GetX() - self:GetX() ) ^ 2 + ( PointVec2Reference:GetY() - self:GetY() ) ^2 ) ^0.5
self:T2( Distance )
return Distance
end
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
-- @param #POINT_VEC2 self
-- @param Dcs.DCSTypes#Vec2 Vec2Reference The reference @{DCSTypes#Vec2}.
-- @return Dcs.DCSTypes#Distance The distance from the reference @{DCSTypes#Vec2} in meters.
function POINT_VEC2:DistanceFromVec2( Vec2Reference )
self:F2( Vec2Reference )
local Distance = ( ( Vec2Reference.x - self:GetX() ) ^ 2 + ( Vec2Reference.y - self:GetY() ) ^2 ) ^0.5
self:T2( Distance )
return Distance
end
--- Return no text for the altitude of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #string Empty string.
function POINT_VEC2:GetAltitudeText()
return ''
end
--- Add a Distance in meters from the POINT_VEC2 orthonormal plane, with the given angle, and calculate the new POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
-- @return #POINT_VEC2 The new calculated POINT_VEC2.
function POINT_VEC2:Translate( Distance, Angle )
local SX = self:GetX()
local SY = self:GetY()
local Radians = Angle / 180 * math.pi
local TX = Distance * math.cos( Radians ) + SX
local TY = Distance * math.sin( Radians ) + SY
return POINT_VEC2:New( TX, TY )
end
end

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--- 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" } )
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]
Schedule[CallID].ScheduleID = timer.scheduleFunction(
Schedule[CallID].CallHandler,
CallID,
timer.getTime() + Schedule[CallID].Start
)
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] ) 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]
timer.removeFunction( Schedule[CallID].ScheduleID )
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end
end

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--- This module contains the SCHEDULER class.
--
-- # 1) @{Scheduler#SCHEDULER} class, extends @{Base#BASE}
--
-- The @{Scheduler#SCHEDULER} class creates schedule.
--
-- ## 1.1) SCHEDULER constructor
--
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
--
-- * @{Scheduler#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
-- * @{Scheduler#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.
-- * @{Scheduler#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.
-- * @{Scheduler#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.
--
-- ## 1.2) SCHEDULER timer stopping and (re-)starting.
--
-- The SCHEDULER can be stopped and restarted with the following methods:
--
-- * @{Scheduler#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#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.
--
-- ## 1.3) Create a new schedule
--
-- With @{Scheduler#SCHEDULER.Schedule}() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.
--
-- ===
--
-- ### Contributions:
--
-- * FlightControl : Concept & Testing
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
-- ### Test Missions:
--
-- * SCH - Scheduler
--
-- ===
--
-- @module Scheduler
--- The SCHEDULER class
-- @type SCHEDULER
-- @field #number ScheduleID the ID of the scheduler.
-- @extends Core.Base#BASE
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

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--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
--
-- There are essentially two core functions that zones accomodate:
--
-- * Test if an object is within the zone boundaries.
-- * Provide the zone behaviour. Some zones are static, while others are moveable.
--
-- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
--
-- * Test if completely within the zone.
-- * Test if partly within the zone (for @{Group#GROUP} objects).
-- * Test if not in the zone.
-- * Distance to the nearest intersecting point of the zone.
-- * Distance to the center of the zone.
-- * ...
--
-- Each of these ZONE classes have a zone name, and specific parameters defining the zone type:
--
-- * @{Zone#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
-- * @{Zone#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- * @{Zone#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
-- * @{Zone#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
-- * @{Zone#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
-- * @{Zone#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
--
-- ===
--
-- # 1) @{Zone#ZONE_BASE} class, extends @{Base#BASE}
--
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
--
-- ## 1.1) Each zone has a name:
--
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
--
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
--
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
--
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
--
-- * @{#ZONE_BASE.SetRandomizeProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
-- * @{#ZONE_BASE.GetRandomizeProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
--
-- ## 1.4) A zone manages Vectors:
--
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
--
-- ## 1.5) A zone has a bounding square:
--
-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
--
-- ## 1.6) A zone can be marked:
--
-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
--
-- ===
--
-- # 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
--
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
--
-- ## 2.1) @{Zone#ZONE_RADIUS} constructor
--
-- * @{#ZONE_RADIUS.New}(): Constructor.
--
-- ## 2.2) Manage the radius of the zone
--
-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
--
-- ## 2.3) Manage the location of the zone
--
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
--
-- ## 2.4) Zone point randomization
--
-- Various functions exist to find random points within the zone.
--
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
--
-- ===
--
-- # 3) @{Zone#ZONE} class, extends @{Zone#ZONE_RADIUS}
--
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
-- This class implements the inherited functions from {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- # 4) @{Zone#ZONE_UNIT} class, extends @{Zone#ZONE_RADIUS}
--
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- # 5) @{Zone#ZONE_GROUP} class, extends @{Zone#ZONE_RADIUS}
--
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- # 6) @{Zone#ZONE_POLYGON_BASE} class, extends @{Zone#ZONE_BASE}
--
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
--
-- ## 6.1) Zone point randomization
--
-- Various functions exist to find random points within the zone.
--
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
--
--
-- ===
--
-- # 7) @{Zone#ZONE_POLYGON} class, extends @{Zone#ZONE_POLYGON_BASE}
--
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ====
--
-- **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:
--
-- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_.
--
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added.
--
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added.
--
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added.
--
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added.
--
-- 2016-08-15: ZONE\_BASE:**GetName()** added.
--
-- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added.
--
-- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added.
--
-- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added.
--
-- ===
--
-- @module Zone
-- @author FlightControl
--- The ZONE_BASE class
-- @type ZONE_BASE
-- @field #string ZoneName Name of the zone.
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
-- @extends Core.Base#BASE
ZONE_BASE = {
ClassName = "ZONE_BASE",
ZoneName = "",
ZoneProbability = 1,
}
--- The ZONE_BASE.BoundingSquare
-- @type ZONE_BASE.BoundingSquare
-- @field Dcs.DCSTypes#Distance x1 The lower x coordinate (left down)
-- @field Dcs.DCSTypes#Distance y1 The lower y coordinate (left down)
-- @field Dcs.DCSTypes#Distance x2 The higher x coordinate (right up)
-- @field Dcs.DCSTypes#Distance y2 The higher y coordinate (right up)
--- ZONE_BASE constructor
-- @param #ZONE_BASE self
-- @param #string ZoneName Name of the zone.
-- @return #ZONE_BASE self
function ZONE_BASE:New( ZoneName )
local self = BASE:Inherit( self, BASE:New() )
self:F( ZoneName )
self.ZoneName = ZoneName
return self
end
--- Returns the name of the zone.
-- @param #ZONE_BASE self
-- @return #string The name of the zone.
function ZONE_BASE:GetName()
self:F2()
return self.ZoneName
end
--- Returns if a location is within the zone.
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
return false
end
--- Returns if a point is within the zone.
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_BASE:IsVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
-- @param #ZONE_BASE self
-- @return #nil.
function ZONE_BASE:GetVec2()
self:F2( self.ZoneName )
return nil
end
--- Define a random @{DCSTypes#Vec2} within the zone.
-- @param #ZONE_BASE self
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinates.
function ZONE_BASE:GetRandomVec2()
return nil
end
--- Define a random @{Point#POINT_VEC2} within the zone.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_BASE:GetRandomPointVec2()
return nil
end
--- Get the bounding square the zone.
-- @param #ZONE_BASE self
-- @return #nil The bounding square.
function ZONE_BASE:GetBoundingSquare()
--return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
return nil
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
function ZONE_BASE:SmokeZone( SmokeColor )
self:F2( SmokeColor )
end
--- Set the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self
-- @param ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
function ZONE_BASE:SetZoneProbability( ZoneProbability )
self:F2( ZoneProbability )
self.ZoneProbability = ZoneProbability or 1
return self
end
--- Get the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self
-- @return #number A value between 0 and 1. 0 = 0% and 1 = 100% probability.
function ZONE_BASE:GetZoneProbability()
self:F2()
return self.ZoneProbability
end
--- Get the zone taking into account the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
-- @return #nil The zone is not selected taking into account the randomization probability factor.
function ZONE_BASE:GetZoneMaybe()
self:F2()
local Randomization = math.random()
if Randomization <= self.ZoneProbability then
return self
else
return nil
end
end
--- The ZONE_RADIUS class, defined by a zone name, a location and a radius.
-- @type ZONE_RADIUS
-- @field Dcs.DCSTypes#Vec2 Vec2 The current location of the zone.
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @extends Core.Zone#ZONE_BASE
ZONE_RADIUS = {
ClassName="ZONE_RADIUS",
}
--- Constructor of @{#ZONE_RADIUS}, taking the zone name, the zone location and a radius.
-- @param #ZONE_RADIUS self
-- @param #string ZoneName Name of the zone.
-- @param Dcs.DCSTypes#Vec2 Vec2 The location of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
self:F( { ZoneName, Vec2, Radius } )
self.Radius = Radius
self.Vec2 = Vec2
return self
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_RADIUS self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
-- @param #number Points (optional) The amount of points in the circle.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:SmokeZone( SmokeColor, Points )
self:F2( SmokeColor )
local Point = {}
local Vec2 = self:GetVec2()
Points = Points and Points or 360
local Angle
local RadialBase = math.pi*2
for Angle = 0, 360, 360 / Points do
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Smoke( SmokeColor )
end
return self
end
--- Flares the zone boundaries in a color.
-- @param #ZONE_RADIUS self
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
-- @param #number Points (optional) The amount of points in the circle.
-- @param Dcs.DCSTypes#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
-- @return #ZONE_RADIUS self
function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth )
self:F2( { FlareColor, Azimuth } )
local Point = {}
local Vec2 = self:GetVec2()
Points = Points and Points or 360
local Angle
local RadialBase = math.pi*2
for Angle = 0, 360, 360 / Points do
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Flare( FlareColor, Azimuth )
end
return self
end
--- Returns the radius of the zone.
-- @param #ZONE_RADIUS self
-- @return Dcs.DCSTypes#Distance The radius of the zone.
function ZONE_RADIUS:GetRadius()
self:F2( self.ZoneName )
self:T2( { self.Radius } )
return self.Radius
end
--- Sets the radius of the zone.
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @return Dcs.DCSTypes#Distance The radius of the zone.
function ZONE_RADIUS:SetRadius( Radius )
self:F2( self.ZoneName )
self.Radius = Radius
self:T2( { self.Radius } )
return self.Radius
end
--- Returns the @{DCSTypes#Vec2} of the zone.
-- @param #ZONE_RADIUS self
-- @return Dcs.DCSTypes#Vec2 The location of the zone.
function ZONE_RADIUS:GetVec2()
self:F2( self.ZoneName )
self:T2( { self.Vec2 } )
return self.Vec2
end
--- Sets the @{DCSTypes#Vec2} of the zone.
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec2 Vec2 The new location of the zone.
-- @return Dcs.DCSTypes#Vec2 The new location of the zone.
function ZONE_RADIUS:SetVec2( Vec2 )
self:F2( self.ZoneName )
self.Vec2 = Vec2
self:T2( { self.Vec2 } )
return self.Vec2
end
--- Returns the @{DCSTypes#Vec3} of the ZONE_RADIUS.
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
function ZONE_RADIUS:GetVec3( Height )
self:F2( { self.ZoneName, Height } )
Height = Height or 0
local Vec2 = self:GetVec2()
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { Vec3 } )
return Vec3
end
--- Returns if a location is within the zone.
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsVec2InZone( Vec2 )
self:F2( Vec2 )
local ZoneVec2 = self:GetVec2()
if ZoneVec2 then
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
return true
end
end
return false
end
--- Returns if a point is within the zone.
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
--- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
local Point = {}
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
local angle = math.random() * math.pi * 2;
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
self:T( { Point } )
return Point
end
--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T3( { PointVec2 } )
return PointVec2
end
--- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC3 The @{Point#POINT_VEC3} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
self:T3( { PointVec3 } )
return PointVec3
end
--- The ZONE class, defined by the zone name as defined within the Mission Editor. The location and the radius are automatically collected from the mission settings.
-- @type ZONE
-- @extends Core.Zone#ZONE_RADIUS
ZONE = {
ClassName="ZONE",
}
--- Constructor of ZONE, taking the zone name.
-- @param #ZONE self
-- @param #string ZoneName The name of the zone as defined within the mission editor.
-- @return #ZONE
function ZONE:New( ZoneName )
local Zone = trigger.misc.getZone( ZoneName )
if not Zone then
error( "Zone " .. ZoneName .. " does not exist." )
return nil
end
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.point.x, y = Zone.point.z }, Zone.radius ) )
self:F( ZoneName )
self.Zone = Zone
return self
end
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
-- @type ZONE_UNIT
-- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS
ZONE_UNIT = {
ClassName="ZONE_UNIT",
}
--- Constructor to create a ZONE_UNIT instance, taking the zone name, a zone unit and a radius.
-- @param #ZONE_UNIT self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_UNIT self
function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius ) )
self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
self.ZoneUNIT = ZoneUNIT
self.LastVec2 = ZoneUNIT:GetVec2()
return self
end
--- Returns the current location of the @{Unit#UNIT}.
-- @param #ZONE_UNIT self
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Unit#UNIT}location.
function ZONE_UNIT:GetVec2()
self:F( self.ZoneName )
local ZoneVec2 = self.ZoneUNIT:GetVec2()
if ZoneVec2 then
self.LastVec2 = ZoneVec2
return ZoneVec2
else
return self.LastVec2
end
self:T( { ZoneVec2 } )
return nil
end
--- Returns a random location within the zone.
-- @param #ZONE_UNIT self
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
function ZONE_UNIT:GetRandomVec2()
self:F( self.ZoneName )
local RandomVec2 = {}
local Vec2 = self.ZoneUNIT:GetVec2()
if not Vec2 then
Vec2 = self.LastVec2
end
local angle = math.random() * math.pi*2;
RandomVec2.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
RandomVec2.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { RandomVec2 } )
return RandomVec2
end
--- Returns the @{DCSTypes#Vec3} of the ZONE_UNIT.
-- @param #ZONE_UNIT self
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
function ZONE_UNIT:GetVec3( Height )
self:F2( self.ZoneName )
Height = Height or 0
local Vec2 = self:GetVec2()
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { Vec3 } )
return Vec3
end
--- The ZONE_GROUP class defined by a zone around a @{Group}, taking the average center point of all the units within the Group, with a radius.
-- @type ZONE_GROUP
-- @field Wrapper.Group#GROUP ZoneGROUP
-- @extends Core.Zone#ZONE_RADIUS
ZONE_GROUP = {
ClassName="ZONE_GROUP",
}
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Group#GROUP} and a radius.
-- @param #ZONE_GROUP self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Group} as the center of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_GROUP self
function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius ) )
self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
self.ZoneGROUP = ZoneGROUP
return self
end
--- Returns the current location of the @{Group}.
-- @param #ZONE_GROUP self
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
function ZONE_GROUP:GetVec2()
self:F( self.ZoneName )
local ZoneVec2 = self.ZoneGROUP:GetVec2()
self:T( { ZoneVec2 } )
return ZoneVec2
end
--- Returns a random location within the zone of the @{Group}.
-- @param #ZONE_GROUP self
-- @return Dcs.DCSTypes#Vec2 The random location of the zone based on the @{Group} location.
function ZONE_GROUP:GetRandomVec2()
self:F( self.ZoneName )
local Point = {}
local Vec2 = self.ZoneGROUP:GetVec2()
local angle = math.random() * math.pi*2;
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { Point } )
return Point
end
-- Polygons
--- The ZONE_POLYGON_BASE class defined by an array of @{DCSTypes#Vec2}, forming a polygon.
-- @type ZONE_POLYGON_BASE
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
-- @extends Core.Zone#ZONE_BASE
ZONE_POLYGON_BASE = {
ClassName="ZONE_POLYGON_BASE",
}
--- A points array.
-- @type ZONE_POLYGON_BASE.ListVec2
-- @list <Dcs.DCSTypes#Vec2>
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCSTypes#Vec2}, forming a polygon.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName Name of the zone.
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCSTypes#Vec2}, forming a polygon..
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
self:F( { ZoneName, PointsArray } )
local i = 0
self.Polygon = {}
for i = 1, #PointsArray do
self.Polygon[i] = {}
self.Polygon[i].x = PointsArray[i].x
self.Polygon[i].y = PointsArray[i].y
end
return self
end
--- Flush polygon coordinates as a table in DCS.log.
-- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:Flush()
self:F2()
self:E( { Polygon = self.ZoneName, Coordinates = self.Polygon } )
return self
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
-- @return #ZONE_POLYGON_BASE self
function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
self:F2( SmokeColor )
local i
local j
local Segments = 10
i = 1
j = #self.Polygon
while i <= #self.Polygon do
self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
local DeltaX = self.Polygon[j].x - self.Polygon[i].x
local DeltaY = self.Polygon[j].y - self.Polygon[i].y
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
end
j = i
i = i + 1
end
return self
end
--- Returns if a location is within the zone.
-- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
-- @param #ZONE_POLYGON_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
local Next
local Prev
local InPolygon = false
Next = 1
Prev = #self.Polygon
while Next <= #self.Polygon do
self:T( { Next, Prev, self.Polygon[Next], self.Polygon[Prev] } )
if ( ( ( self.Polygon[Next].y > Vec2.y ) ~= ( self.Polygon[Prev].y > Vec2.y ) ) and
( Vec2.x < ( self.Polygon[Prev].x - self.Polygon[Next].x ) * ( Vec2.y - self.Polygon[Next].y ) / ( self.Polygon[Prev].y - self.Polygon[Next].y ) + self.Polygon[Next].x )
) then
InPolygon = not InPolygon
end
self:T2( { InPolygon = InPolygon } )
Prev = Next
Next = Next + 1
end
self:T( { InPolygon = InPolygon } )
return InPolygon
end
--- Define a random @{DCSTypes#Vec2} within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinate.
function ZONE_POLYGON_BASE:GetRandomVec2()
self:F2()
--- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way...
local Vec2Found = false
local Vec2
local BS = self:GetBoundingSquare()
self:T2( BS )
while Vec2Found == false do
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
self:T2( Vec2 )
if self:IsVec2InZone( Vec2 ) then
Vec2Found = true
end
end
self:T2( Vec2 )
return Vec2
end
--- Return a @{Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Point#POINT_VEC2}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
self:F2()
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T2( PointVec2 )
return PointVec2
end
--- Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Point#POINT_VEC3}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
self:F2()
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
self:T2( PointVec3 )
return PointVec3
end
--- Get the bounding square the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
function ZONE_POLYGON_BASE:GetBoundingSquare()
local x1 = self.Polygon[1].x
local y1 = self.Polygon[1].y
local x2 = self.Polygon[1].x
local y2 = self.Polygon[1].y
for i = 2, #self.Polygon do
self:T2( { self.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self.Polygon[i].x ) and self.Polygon[i].x or x1
x2 = ( x2 < self.Polygon[i].x ) and self.Polygon[i].x or x2
y1 = ( y1 > self.Polygon[i].y ) and self.Polygon[i].y or y1
y2 = ( y2 < self.Polygon[i].y ) and self.Polygon[i].y or y2
end
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
end
--- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- @type ZONE_POLYGON
-- @extends Core.Zone#ZONE_POLYGON_BASE
ZONE_POLYGON = {
ClassName="ZONE_POLYGON",
}
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the @{Group#GROUP} defined within the Mission Editor.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
-- @param #ZONE_POLYGON self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Group#GROUP ZoneGroup The GROUP waypoints as defined within the Mission Editor define the polygon shape.
-- @return #ZONE_POLYGON self
function ZONE_POLYGON:New( ZoneName, ZoneGroup )
local GroupPoints = ZoneGroup:GetTaskRoute()
local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) )
self:F( { ZoneName, ZoneGroup, self.Polygon } )
return self
end

File diff suppressed because it is too large Load Diff

View File

@@ -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 = {},
@@ -43,7 +43,7 @@ function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self,
_EVENTDISPATCHER:OnBirth( self._OnEventBirth, self )
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 +51,25 @@ 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 +89,10 @@ 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 } )
@@ -136,12 +134,11 @@ 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 +157,7 @@ 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 +167,14 @@ 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 +183,7 @@ 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 +193,13 @@ 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 +217,7 @@ 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 +270,6 @@ 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 +301,6 @@ function CLEANUP:_CleanUpScheduler()
else
UnitData.CleanUpTime = timer.getTime()
UnitData.CleanUpMoved = true
--MESSAGE:New( "Moved " .. CleanUpUnitName, CleanUpUnitName, 10, CleanUpUnitName ):ToAll()
end
end
@@ -319,5 +314,7 @@ function CLEANUP:_CleanUpScheduler()
end
end
self:T(CleanUpCount)
return true
end

View File

@@ -0,0 +1,985 @@
--- This module contains the DETECTION classes.
--
-- ===
--
-- 1) @{Detection#DETECTION_BASE} class, extends @{Base#BASE}
-- ==========================================================
-- The @{Detection#DETECTION_BASE} class defines the core functions to administer detected objects.
-- The @{Detection#DETECTION_BASE} class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
--
-- 1.1) DETECTION_BASE constructor
-- -------------------------------
-- Construct a new DETECTION_BASE instance using the @{Detection#DETECTION_BASE.New}() method.
--
-- 1.2) DETECTION_BASE initialization
-- ----------------------------------
-- By default, detection will return detected objects with all the detection sensors available.
-- However, you can ask how the objects were found with specific detection methods.
-- If you use one of the below methods, the detection will work with the detection method specified.
-- You can specify to apply multiple detection methods.
--
-- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
--
-- * @{Detection#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
-- * @{Detection#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
-- * @{Detection#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
-- * @{Detection#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
-- * @{Detection#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
-- * @{Detection#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
--
-- 1.3) Obtain objects detected by DETECTION_BASE
-- ----------------------------------------------
-- DETECTION_BASE builds @{Set}s of objects detected. These @{Set#SET_BASE}s can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSets}().
-- The method will return a list (table) of @{Set#SET_BASE} objects.
--
-- ===
--
-- 2) @{Detection#DETECTION_AREAS} class, extends @{Detection#DETECTION_BASE}
-- ===============================================================================
-- The @{Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- 2.1) Retrieve the Detected Unit sets and Detected Zones
-- -------------------------------------------------------
-- The DetectedUnitSets methods are implemented in @{Detection#DECTECTION_BASE} and the DetectedZones methods is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedUnitSets with the method @{Detection#DETECTION_BASE.GetDetectedSets}(). A table will be return of @{Set#SET_UNIT}s.
-- To understand the amount of sets created, use the method @{Detection#DETECTION_BASE.GetDetectedSetCount}().
-- If you want to obtain a specific set from the DetectedSets, use the method @{Detection#DETECTION_BASE.GetDetectedSet}() with a given index.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
-- 1.4) Flare or Smoke detected units
-- ----------------------------------
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- 1.5) Flare or Smoke detected zones
-- ----------------------------------
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedZones}() or @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to flare or smoke the detected zones when a new detection has taken place.
--
-- ===
--
-- ### Contributions:
--
-- * Mechanist : Concept & Testing
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
-- @module Detection
--- DETECTION_BASE class
-- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
-- @field #number DetectionRun
-- @extends Core.Base#BASE
DETECTION_BASE = {
ClassName = "DETECTION_BASE",
DetectionSetGroup = nil,
DetectionRange = nil,
DetectedObjects = {},
DetectionRun = 0,
DetectedObjectsIdentified = {},
}
--- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject>
--- @type DETECTION_BASE.DetectedObject
-- @field #string Name
-- @field #boolean Visible
-- @field #string Type
-- @field #number Distance
-- @field #boolean Identified
--- DETECTION constructor.
-- @param #DETECTION_BASE self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @param Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @return #DETECTION_BASE self
function DETECTION_BASE:New( DetectionSetGroup, DetectionRange )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.DetectionSetGroup = DetectionSetGroup
self.DetectionRange = DetectionRange
self:InitDetectVisual( false )
self:InitDetectOptical( false )
self:InitDetectRadar( false )
self:InitDetectRWR( false )
self:InitDetectIRST( false )
self:InitDetectDLINK( false )
return self
end
--- Detect Visual.
-- @param #DETECTION_BASE self
-- @param #boolean DetectVisual
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectVisual( DetectVisual )
self.DetectVisual = DetectVisual
end
--- Detect Optical.
-- @param #DETECTION_BASE self
-- @param #boolean DetectOptical
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectOptical( DetectOptical )
self:F2()
self.DetectOptical = DetectOptical
end
--- Detect Radar.
-- @param #DETECTION_BASE self
-- @param #boolean DetectRadar
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectRadar( DetectRadar )
self:F2()
self.DetectRadar = DetectRadar
end
--- Detect IRST.
-- @param #DETECTION_BASE self
-- @param #boolean DetectIRST
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectIRST( DetectIRST )
self:F2()
self.DetectIRST = DetectIRST
end
--- Detect RWR.
-- @param #DETECTION_BASE self
-- @param #boolean DetectRWR
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectRWR( DetectRWR )
self:F2()
self.DetectRWR = DetectRWR
end
--- Detect DLINK.
-- @param #DETECTION_BASE self
-- @param #boolean DetectDLINK
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectDLINK( DetectDLINK )
self:F2()
self.DetectDLINK = DetectDLINK
end
--- Determines if a detected object has already been identified during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
-- @return #boolean true if already identified.
function DETECTION_BASE:IsDetectedObjectIdentified( DetectedObject )
self:F3( DetectedObject.Name )
local DetectedObjectName = DetectedObject.Name
local DetectedObjectIdentified = self.DetectedObjectsIdentified[DetectedObjectName] == true
self:T3( DetectedObjectIdentified )
return DetectedObjectIdentified
end
--- Identifies a detected object during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
function DETECTION_BASE:IdentifyDetectedObject( DetectedObject )
self:F( DetectedObject.Name )
local DetectedObjectName = DetectedObject.Name
self.DetectedObjectsIdentified[DetectedObjectName] = true
end
--- UnIdentify a detected object during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
function DETECTION_BASE:UnIdentifyDetectedObject( DetectedObject )
local DetectedObjectName = DetectedObject.Name
self.DetectedObjectsIdentified[DetectedObjectName] = false
end
--- UnIdentify all detected objects during detection processing.
-- @param #DETECTION_BASE self
function DETECTION_BASE:UnIdentifyAllDetectedObjects()
self.DetectedObjectsIdentified = {} -- Table will be garbage collected.
end
--- Gets a detected object with a given name.
-- @param #DETECTION_BASE self
-- @param #string ObjectName
-- @return #DETECTION_BASE.DetectedObject
function DETECTION_BASE:GetDetectedObject( ObjectName )
self:F3( ObjectName )
if ObjectName then
local DetectedObject = self.DetectedObjects[ObjectName]
-- Only return detected objects that are alive!
local DetectedUnit = UNIT:FindByName( ObjectName )
if DetectedUnit and DetectedUnit:IsAlive() then
if self:IsDetectedObjectIdentified( DetectedObject ) == false then
return DetectedObject
end
end
end
return nil
end
--- Get the detected @{Set#SET_BASE}s.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedSets DetectedSets
function DETECTION_BASE:GetDetectedSets()
local DetectionSets = self.DetectedSets
return DetectionSets
end
--- Get the amount of SETs with detected objects.
-- @param #DETECTION_BASE self
-- @return #number Count
function DETECTION_BASE:GetDetectedSetCount()
local DetectionSetCount = #self.DetectedSets
return DetectionSetCount
end
--- Get a SET of detected objects using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #number Index
-- @return Core.Set#SET_BASE
function DETECTION_BASE:GetDetectedSet( Index )
local DetectionSet = self.DetectedSets[Index]
if DetectionSet then
return DetectionSet
end
return nil
end
--- Get the detection Groups.
-- @param #DETECTION_BASE self
-- @return Wrapper.Group#GROUP
function DETECTION_BASE:GetDetectionSetGroup()
local DetectionSetGroup = self.DetectionSetGroup
return DetectionSetGroup
end
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE self
function DETECTION_BASE:CreateDetectionSets()
self:F2()
self:E( "Error, in DETECTION_BASE class..." )
end
--- Schedule the DETECTION construction.
-- @param #DETECTION_BASE self
-- @param #number DelayTime The delay in seconds to wait the reporting.
-- @param #number RepeatInterval The repeat interval in seconds for the reporting to happen repeatedly.
-- @return #DETECTION_BASE self
function DETECTION_BASE:Schedule( DelayTime, RepeatInterval )
self:F2()
self.ScheduleDelayTime = DelayTime
self.ScheduleRepeatInterval = RepeatInterval
self.DetectionScheduler = SCHEDULER:New( self, self._DetectionScheduler, { self, "Detection" }, DelayTime, RepeatInterval )
return self
end
--- Form @{Set}s of detected @{Unit#UNIT}s in an array of @{Set#SET_BASE}s.
-- @param #DETECTION_BASE self
function DETECTION_BASE:_DetectionScheduler( SchedulerName )
self:F2( { SchedulerName } )
self.DetectionRun = self.DetectionRun + 1
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
local DetectionGroup = DetectionGroupData -- Wrapper.Group#GROUP
if DetectionGroup:IsAlive() then
local DetectionGroupName = DetectionGroup:GetName()
local DetectionDetectedTargets = DetectionGroup:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
self.DetectIRST,
self.DetectRWR,
self.DetectDLINK
)
for DetectionDetectedTargetID, DetectionDetectedTarget in pairs( DetectionDetectedTargets ) do
local DetectionObject = DetectionDetectedTarget.object -- Dcs.DCSWrapper.Object#Object
self:T2( DetectionObject )
if DetectionObject and DetectionObject:isExist() and DetectionObject.id_ < 50000000 then
local DetectionDetectedObjectName = DetectionObject:getName()
local DetectionDetectedObjectPositionVec3 = DetectionObject:getPoint()
local DetectionGroupVec3 = DetectionGroup:GetVec3()
local Distance = ( ( DetectionDetectedObjectPositionVec3.x - DetectionGroupVec3.x )^2 +
( DetectionDetectedObjectPositionVec3.y - DetectionGroupVec3.y )^2 +
( DetectionDetectedObjectPositionVec3.z - DetectionGroupVec3.z )^2
) ^ 0.5 / 1000
self:T2( { DetectionGroupName, DetectionDetectedObjectName, Distance } )
if Distance <= self.DetectionRange then
if not self.DetectedObjects[DetectionDetectedObjectName] then
self.DetectedObjects[DetectionDetectedObjectName] = {}
end
self.DetectedObjects[DetectionDetectedObjectName].Name = DetectionDetectedObjectName
self.DetectedObjects[DetectionDetectedObjectName].Visible = DetectionDetectedTarget.visible
self.DetectedObjects[DetectionDetectedObjectName].Type = DetectionDetectedTarget.type
self.DetectedObjects[DetectionDetectedObjectName].Distance = DetectionDetectedTarget.distance
else
-- if beyond the DetectionRange then nullify...
if self.DetectedObjects[DetectionDetectedObjectName] then
self.DetectedObjects[DetectionDetectedObjectName] = nil
end
end
end
end
self:T2( self.DetectedObjects )
-- okay, now we have a list of detected object names ...
-- Sort the table based on distance ...
table.sort( self.DetectedObjects, function( a, b ) return a.Distance < b.Distance end )
end
end
if self.DetectedObjects then
self:CreateDetectionSets()
end
return true
end
--- DETECTION_AREAS class
-- @type DETECTION_AREAS
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_AREAS.DetectedAreas DetectedAreas A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
DETECTION_AREAS = {
ClassName = "DETECTION_AREAS",
DetectedAreas = { n = 0 },
DetectionZoneRange = nil,
}
--- @type DETECTION_AREAS.DetectedAreas
-- @list <#DETECTION_AREAS.DetectedArea>
--- @type DETECTION_AREAS.DetectedArea
-- @field Core.Set#SET_UNIT Set -- The Set of Units in the detected area.
-- @field Core.Zone#ZONE_UNIT Zone -- The Zone of the detected area.
-- @field #boolean Changed Documents if the detected area has changes.
-- @field #table Changes A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).
-- @field #number AreaID -- The identifier of the detected area.
-- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area.
-- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area.
--- DETECTION_AREAS constructor.
-- @param Functional.Detection#DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @param Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @param Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return Functional.Detection#DETECTION_AREAS self
function DETECTION_AREAS:New( DetectionSetGroup, DetectionRange, DetectionZoneRange )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup, DetectionRange ) )
self.DetectionZoneRange = DetectionZoneRange
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self:Schedule( 10, 10 )
return self
end
--- Add a detected @{#DETECTION_AREAS.DetectedArea}.
-- @param Core.Set#SET_UNIT Set -- The Set of Units in the detected area.
-- @param Core.Zone#ZONE_UNIT Zone -- The Zone of the detected area.
-- @return #DETECTION_AREAS.DetectedArea DetectedArea
function DETECTION_AREAS:AddDetectedArea( Set, Zone )
local DetectedAreas = self:GetDetectedAreas()
DetectedAreas.n = self:GetDetectedAreaCount() + 1
DetectedAreas[DetectedAreas.n] = {}
local DetectedArea = DetectedAreas[DetectedAreas.n]
DetectedArea.Set = Set
DetectedArea.Zone = Zone
DetectedArea.Removed = false
DetectedArea.AreaID = DetectedAreas.n
return DetectedArea
end
--- Remove a detected @{#DETECTION_AREAS.DetectedArea} with a given Index.
-- @param #DETECTION_AREAS self
-- @param #number Index The Index of the detection are to be removed.
-- @return #nil
function DETECTION_AREAS:RemoveDetectedArea( Index )
local DetectedAreas = self:GetDetectedAreas()
local DetectedAreaCount = self:GetDetectedAreaCount()
local DetectedArea = DetectedAreas[Index]
local DetectedAreaSet = DetectedArea.Set
DetectedArea[Index] = nil
return nil
end
--- Get the detected @{#DETECTION_AREAS.DetectedAreas}.
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS.DetectedAreas DetectedAreas
function DETECTION_AREAS:GetDetectedAreas()
local DetectedAreas = self.DetectedAreas
return DetectedAreas
end
--- Get the amount of @{#DETECTION_AREAS.DetectedAreas}.
-- @param #DETECTION_AREAS self
-- @return #number DetectedAreaCount
function DETECTION_AREAS:GetDetectedAreaCount()
local DetectedAreaCount = self.DetectedAreas.n
return DetectedAreaCount
end
--- Get the @{Set#SET_UNIT} of a detecttion area using a given numeric index.
-- @param #DETECTION_AREAS self
-- @param #number Index
-- @return Core.Set#SET_UNIT DetectedSet
function DETECTION_AREAS:GetDetectedSet( Index )
local DetectedSetUnit = self.DetectedAreas[Index].Set
if DetectedSetUnit then
return DetectedSetUnit
end
return nil
end
--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_AREAS self
-- @param #number Index
-- @return Core.Zone#ZONE_UNIT DetectedZone
function DETECTION_AREAS:GetDetectedZone( Index )
local DetectedZone = self.DetectedAreas[Index].Zone
if DetectedZone then
return DetectedZone
end
return nil
end
--- Background worker function to determine if there are friendlies nearby ...
-- @param #DETECTION_AREAS self
-- @param Wrapper.Unit#UNIT ReportUnit
function DETECTION_AREAS:ReportFriendliesNearBy( ReportGroupData )
self:F2()
local DetectedArea = ReportGroupData.DetectedArea -- Functional.Detection#DETECTION_AREAS.DetectedArea
local DetectedSet = ReportGroupData.DetectedArea.Set
local DetectedZone = ReportGroupData.DetectedArea.Zone
local DetectedZoneUnit = DetectedZone.ZoneUNIT
DetectedArea.FriendliesNearBy = false
local SphereSearch = {
id = world.VolumeType.SPHERE,
params = {
point = DetectedZoneUnit:GetVec3(),
radius = 6000,
}
}
--- @param Dcs.DCSWrapper.Unit#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup
-- @param Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
local DetectedArea = ReportGroupData.DetectedArea -- Functional.Detection#DETECTION_AREAS.DetectedArea
local DetectedSet = ReportGroupData.DetectedArea.Set
local DetectedZone = ReportGroupData.DetectedArea.Zone
local DetectedZoneUnit = DetectedZone.ZoneUNIT -- Wrapper.Unit#UNIT
local ReportSetGroup = ReportGroupData.ReportSetGroup
local EnemyCoalition = DetectedZoneUnit:GetCoalition()
local FoundUnitCoalition = FoundDCSUnit:getCoalition()
local FoundUnitName = FoundDCSUnit:getName()
local FoundUnitGroupName = FoundDCSUnit:getGroup():getName()
local EnemyUnitName = DetectedZoneUnit:GetName()
local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil
self:T3( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
DetectedArea.FriendliesNearBy = true
return false
end
return true
end
world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, ReportGroupData )
end
--- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_AREAS self
-- @return #boolean trhe if there are friendlies nearby
function DETECTION_AREAS:IsFriendliesNearBy( DetectedArea )
self:T3( DetectedArea.FriendliesNearBy )
return DetectedArea.FriendliesNearBy or false
end
--- Calculate the maxium A2G threat level of the DetectedArea.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
function DETECTION_AREAS:CalculateThreatLevelA2G( DetectedArea )
local MaxThreatLevelA2G = 0
for UnitName, UnitData in pairs( DetectedArea.Set:GetSet() ) do
local ThreatUnit = UnitData -- Wrapper.Unit#UNIT
local ThreatLevelA2G = ThreatUnit:GetThreatLevel()
if ThreatLevelA2G > MaxThreatLevelA2G then
MaxThreatLevelA2G = ThreatLevelA2G
end
end
self:T3( MaxThreatLevelA2G )
DetectedArea.MaxThreatLevelA2G = MaxThreatLevelA2G
end
--- Find the nearest FAC of the DetectedArea.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return Wrapper.Unit#UNIT The nearest FAC unit
function DETECTION_AREAS:NearestFAC( DetectedArea )
local NearestFAC = nil
local MinDistance = 1000000000 -- Units are not further than 1000000 km away from an area :-)
for FACGroupName, FACGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
for FACUnit, FACUnitData in pairs( FACGroupData:GetUnits() ) do
local FACUnit = FACUnitData -- Wrapper.Unit#UNIT
if FACUnit:IsActive() then
local Vec3 = FACUnit:GetVec3()
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
local Distance = PointVec3:Get2DDistance(POINT_VEC3:NewFromVec3( FACUnit:GetVec3() ) )
if Distance < MinDistance then
MinDistance = Distance
NearestFAC = FACUnit
end
end
end
end
DetectedArea.NearestFAC = NearestFAC
end
--- Returns the A2G threat level of the units in the DetectedArea
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return #number a scale from 0 to 10.
function DETECTION_AREAS:GetTreatLevelA2G( DetectedArea )
self:T3( DetectedArea.MaxThreatLevelA2G )
return DetectedArea.MaxThreatLevelA2G
end
--- Smoke the detected units
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:SmokeDetectedUnits()
self:F2()
self._SmokeDetectedUnits = true
return self
end
--- Flare the detected units
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:FlareDetectedUnits()
self:F2()
self._FlareDetectedUnits = true
return self
end
--- Smoke the detected zones
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:SmokeDetectedZones()
self:F2()
self._SmokeDetectedZones = true
return self
end
--- Flare the detected zones
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:FlareDetectedZones()
self:F2()
self._FlareDetectedZones = true
return self
end
--- Add a change to the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @param #string ChangeCode
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:AddChangeArea( DetectedArea, ChangeCode, AreaUnitType )
DetectedArea.Changed = true
local AreaID = DetectedArea.AreaID
DetectedArea.Changes = DetectedArea.Changes or {}
DetectedArea.Changes[ChangeCode] = DetectedArea.Changes[ChangeCode] or {}
DetectedArea.Changes[ChangeCode].AreaID = AreaID
DetectedArea.Changes[ChangeCode].AreaUnitType = AreaUnitType
self:T( { "Change on Detection Area:", DetectedArea.AreaID, ChangeCode, AreaUnitType } )
return self
end
--- Add a change to the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @param #string ChangeCode
-- @param #string ChangeUnitType
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:AddChangeUnit( DetectedArea, ChangeCode, ChangeUnitType )
DetectedArea.Changed = true
local AreaID = DetectedArea.AreaID
DetectedArea.Changes = DetectedArea.Changes or {}
DetectedArea.Changes[ChangeCode] = DetectedArea.Changes[ChangeCode] or {}
DetectedArea.Changes[ChangeCode][ChangeUnitType] = DetectedArea.Changes[ChangeCode][ChangeUnitType] or 0
DetectedArea.Changes[ChangeCode][ChangeUnitType] = DetectedArea.Changes[ChangeCode][ChangeUnitType] + 1
DetectedArea.Changes[ChangeCode].AreaID = AreaID
self:T( { "Change on Detection Area:", DetectedArea.AreaID, ChangeCode, ChangeUnitType } )
return self
end
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return #string The Changes text
function DETECTION_AREAS:GetChangeText( DetectedArea )
self:F( DetectedArea )
local MT = {}
for ChangeCode, ChangeData in pairs( DetectedArea.Changes ) do
if ChangeCode == "AA" then
MT[#MT+1] = "Detected new area " .. ChangeData.AreaID .. ". The center target is a " .. ChangeData.AreaUnitType .. "."
end
if ChangeCode == "RAU" then
MT[#MT+1] = "Changed area " .. ChangeData.AreaID .. ". Removed the center target."
end
if ChangeCode == "AAU" then
MT[#MT+1] = "Changed area " .. ChangeData.AreaID .. ". The new center target is a " .. ChangeData.AreaUnitType "."
end
if ChangeCode == "RA" then
MT[#MT+1] = "Removed old area " .. ChangeData.AreaID .. ". No more targets in this area."
end
if ChangeCode == "AU" then
local MTUT = {}
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
if ChangeUnitType ~= "AreaID" then
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
end
end
MT[#MT+1] = "Detected for area " .. ChangeData.AreaID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "."
end
if ChangeCode == "RU" then
local MTUT = {}
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
if ChangeUnitType ~= "AreaID" then
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
end
end
MT[#MT+1] = "Removed for area " .. ChangeData.AreaID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "."
end
end
return table.concat( MT, "\n" )
end
--- Accepts changes from the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:AcceptChanges( DetectedArea )
DetectedArea.Changed = false
DetectedArea.Changes = {}
return self
end
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:CreateDetectionSets()
self:F2()
-- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units.
-- Regroup when needed, split groups when needed.
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_AREAS.DetectedArea
if DetectedArea then
local DetectedSet = DetectedArea.Set
local AreaExists = false -- This flag will determine of the detected area is still existing.
-- First test if the center unit is detected in the detection area.
self:T3( DetectedArea.Zone.ZoneUNIT.UnitName )
local DetectedZoneObject = self:GetDetectedObject( DetectedArea.Zone.ZoneUNIT.UnitName )
self:T3( { "Detecting Zone Object", DetectedArea.AreaID, DetectedArea.Zone, DetectedZoneObject } )
if DetectedZoneObject then
--self:IdentifyDetectedObject( DetectedZoneObject )
AreaExists = true
else
-- The center object of the detected area has not been detected. Find an other unit of the set to become the center of the area.
-- First remove the center unit from the set.
DetectedSet:RemoveUnitsByName( DetectedArea.Zone.ZoneUNIT.UnitName )
self:AddChangeArea( DetectedArea, 'RAU', "Dummy" )
-- Then search for a new center area unit within the set. Note that the new area unit candidate must be within the area range.
for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
local DetectedObject = self:GetDetectedObject( DetectedUnit.UnitName )
-- The DetectedObject can be nil when the DetectedUnit is not alive anymore or it is not in the DetectedObjects map.
-- If the DetectedUnit was already identified, DetectedObject will be nil.
if DetectedObject then
self:IdentifyDetectedObject( DetectedObject )
AreaExists = true
-- Assign the Unit as the new center unit of the detected area.
DetectedArea.Zone = ZONE_UNIT:New( DetectedUnit:GetName(), DetectedUnit, self.DetectionZoneRange )
self:AddChangeArea( DetectedArea, "AAU", DetectedArea.Zone.ZoneUNIT:GetTypeName() )
-- We don't need to add the DetectedObject to the area set, because it is already there ...
break
end
end
end
-- Now we've determined the center unit of the area, now we can iterate the units in the detected area.
-- Note that the position of the area may have moved due to the center unit repositioning.
-- If no center unit was identified, then the detected area does not exist anymore and should be deleted, as there are no valid units that can be the center unit.
if AreaExists then
-- ok, we found the center unit of the area, now iterate through the detected area set and see which units are still within the center unit zone ...
-- Those units within the zone are flagged as Identified.
-- If a unit was not found in the set, remove it from the set. This may be added later to other existing or new sets.
for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
local DetectedObject = nil
if DetectedUnit:IsAlive() then
--self:E(DetectedUnit:GetName())
DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() )
end
if DetectedObject then
-- Check if the DetectedUnit is within the DetectedArea.Zone
if DetectedUnit:IsInZone( DetectedArea.Zone ) then
-- Yes, the DetectedUnit is within the DetectedArea.Zone, no changes, DetectedUnit can be kept within the Set.
self:IdentifyDetectedObject( DetectedObject )
else
-- No, the DetectedUnit is not within the DetectedArea.Zone, remove DetectedUnit from the Set.
DetectedSet:Remove( DetectedUnitName )
self:AddChangeUnit( DetectedArea, "RU", DetectedUnit:GetTypeName() )
end
else
-- There was no DetectedObject, remove DetectedUnit from the Set.
self:AddChangeUnit( DetectedArea, "RU", "destroyed target" )
DetectedSet:Remove( DetectedUnitName )
-- The DetectedObject has been identified, because it does not exist ...
-- self:IdentifyDetectedObject( DetectedObject )
end
end
else
self:RemoveDetectedArea( DetectedAreaID )
self:AddChangeArea( DetectedArea, "RA" )
end
end
end
-- We iterated through the existing detection areas and:
-- - We checked which units are still detected in each detection area. Those units were flagged as Identified.
-- - We recentered the detection area to new center units where it was needed.
--
-- Now we need to loop through the unidentified detected units and see where they belong:
-- - They can be added to a new detection area and become the new center unit.
-- - They can be added to a new detection area.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = self:GetDetectedObject( DetectedUnitName )
if DetectedObject then
-- We found an unidentified unit outside of any existing detection area.
local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT
local AddedToDetectionArea = false
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_AREAS.DetectedArea
if DetectedArea then
self:T( "Detection Area #" .. DetectedArea.AreaID )
local DetectedSet = DetectedArea.Set
if not self:IsDetectedObjectIdentified( DetectedObject ) and DetectedUnit:IsInZone( DetectedArea.Zone ) then
self:IdentifyDetectedObject( DetectedObject )
DetectedSet:AddUnit( DetectedUnit )
AddedToDetectionArea = true
self:AddChangeUnit( DetectedArea, "AU", DetectedUnit:GetTypeName() )
end
end
end
if AddedToDetectionArea == false then
-- New detection area
local DetectedArea = self:AddDetectedArea(
SET_UNIT:New(),
ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
)
--self:E( DetectedArea.Zone.ZoneUNIT.UnitName )
DetectedArea.Set:AddUnit( DetectedUnit )
self:AddChangeArea( DetectedArea, "AA", DetectedUnit:GetTypeName() )
end
end
end
-- Now all the tests should have been build, now make some smoke and flares...
-- We also report here the friendlies within the detected areas.
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_AREAS.DetectedArea
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
self:ReportFriendliesNearBy( { DetectedArea = DetectedArea, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
self:CalculateThreatLevelA2G( DetectedArea ) -- Calculate A2G threat level
self:NearestFAC( DetectedArea )
if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedZone.ZoneUNIT:SmokeRed()
end
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit )
if DetectedUnit:IsAlive() then
self:T( "Detected Set #" .. DetectedArea.AreaID .. ":" .. DetectedUnit:GetName() )
if DETECTION_AREAS._FlareDetectedUnits or self._FlareDetectedUnits then
DetectedUnit:FlareGreen()
end
if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedUnit:SmokeGreen()
end
end
end
)
if DETECTION_AREAS._FlareDetectedZones or self._FlareDetectedZones then
DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0,90 ) )
end
if DETECTION_AREAS._SmokeDetectedZones or self._SmokeDetectedZones then
DetectedZone:SmokeZone( SMOKECOLOR.White, 30 )
end
end
end

View File

@@ -99,33 +99,41 @@
-- * @{#ESCORT.MenuEvasion: Creates a menu structure to set the evasion techniques when the escort is under threat.
-- * @{#ESCORT.MenuResumeMission}: Creates a menu structure so that the escort can resume from a waypoint.
--
--
-- @usage
-- -- Declare a new EscortPlanes object as follows:
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortClient = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
--
--
--
-- @module Escort
-- @author FlightControl
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Database" )
Include.File( "Group" )
Include.File( "Zone" )
---
--- ESCORT class
-- @type ESCORT
-- @extends Base#BASE
-- @field Client#CLIENT EscortClient
-- @field Group#GROUP EscortGroup
-- @extends Core.Base#BASE
-- @field Wrapper.Client#CLIENT EscortClient
-- @field Wrapper.Group#GROUP EscortGroup
-- @field #string EscortName
-- @field #ESCORT.MODE EscortMode The mode the escort is in.
-- @field #number FollowScheduler The id of the _FollowScheduler function.
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
-- @field Menu#MENU_CLIENT EscortMenuResumeMission
-- @Field Dcs.DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
-- @field Dcs.DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
-- @field Core.Menu#MENU_CLIENT EscortMenuResumeMission
ESCORT = {
ClassName = "ESCORT",
EscortName = nil, -- The Escort Name
EscortClient = nil,
EscortGroup = nil,
EscortMode = nil,
EscortMode = 1,
MODE = {
FOLLOW = 1,
MISSION = 2,
@@ -135,6 +143,7 @@ ESCORT = {
ReportTargets = true,
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION,
SmokeDirectionVector = false,
TaskPoints = {}
}
@@ -152,21 +161,29 @@ ESCORT = {
--- ESCORT class constructor for an AI group
-- @param #ESCORT self
-- @param Client#CLIENT EscortClient The client escorted by the EscortGroup.
-- @param Group#GROUP EscortGroup The group AI escorting the EscortClient.
-- @param Wrapper.Client#CLIENT EscortClient The client escorted by the EscortGroup.
-- @param Wrapper.Group#GROUP EscortGroup The group AI escorting the EscortClient.
-- @param #string EscortName Name of the escort.
-- @param #string EscortBriefing A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
-- @return #ESCORT self
-- @usage
-- -- Declare a new EscortPlanes object as follows:
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortClient = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
local self = BASE:Inherit( self, BASE:New() )
self:F( { EscortClient, EscortGroup, EscortName } )
self.EscortClient = EscortClient -- Client#CLIENT
self.EscortGroup = EscortGroup -- Group#GROUP
self.EscortClient = EscortClient -- Wrapper.Client#CLIENT
self.EscortGroup = EscortGroup -- Wrapper.Group#GROUP
self.EscortName = EscortName
self.EscortBriefing = EscortBriefing
self:T( EscortGroup:GetClassNameAndID() )
-- Set EscortGroup known at EscortClient.
if not self.EscortClient._EscortGroups then
self.EscortClient._EscortGroups = {}
@@ -177,26 +194,45 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortGroup = self.EscortGroup
self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortName = self.EscortName
self.EscortClient._EscortGroups[EscortGroup:GetName()].Targets = {}
self.EscortMode = ESCORT.MODE.FOLLOW
end
self.EscortMenu = MENU_CLIENT:New( self.EscortClient, self.EscortName )
self.EscortGroup:WayPointInitialize(1)
self.EscortGroup:OptionROTVertical()
self.EscortGroup:OptionROEOpenFire()
if not EscortBriefing then
EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
"We're escorting your flight. " ..
"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n",
60, EscortClient
)
else
EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") " .. EscortBriefing,
60, EscortClient
)
end
EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
"We're escorting your flight. " ..
"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n",
60, EscortClient
)
self.FollowDistance = 100
self.CT1 = 0
self.GT1 = 0
self.FollowScheduler = SCHEDULER:New( self, self._FollowScheduler, {}, 1, .5, .01 )
self.EscortMode = ESCORT.MODE.MISSION
self.FollowScheduler:Stop()
return self
end
--- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to.
-- This allows to visualize where the escort is flying to.
-- @param #ESCORT self
-- @param #boolean SmokeDirection If true, then the direction vector will be smoked.
function ESCORT:TestSmokeDirectionVector( SmokeDirection )
self.SmokeDirectionVector = ( SmokeDirection == true ) and true or false
end
--- Defines the default menus
-- @param #ESCORT self
@@ -223,6 +259,7 @@ function ESCORT:Menus()
self:MenuEvasion()
self:MenuResumeMission()
return self
end
@@ -231,7 +268,7 @@ end
--- Defines a menu slot to let the escort Join and Follow you at a certain distance.
-- This menu will appear under **Navigation**.
-- @param #ESCORT self
-- @param DCSTypes#Distance Distance The distance in meters that the escort needs to follow the client.
-- @param Dcs.DCSTypes#Distance Distance The distance in meters that the escort needs to follow the client.
-- @return #ESCORT
function ESCORT:MenuFollowAt( Distance )
self:F(Distance)
@@ -256,8 +293,8 @@ end
--- Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds.
-- This menu will appear under **Hold position**.
-- @param #ESCORT self
-- @param DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
-- @return #ESCORT
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
@@ -318,8 +355,8 @@ end
--- Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds.
-- This menu will appear under **Navigation**.
-- @param #ESCORT self
-- @param DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
-- @return #ESCORT
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
@@ -379,8 +416,8 @@ end
--- Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds.
-- This menu will appear under **Scan targets**.
-- @param #ESCORT self
-- @param DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
-- @return #ESCORT
function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
@@ -457,10 +494,10 @@ function ESCORT:MenuFlare( MenuTextFormat )
if not self.EscortMenuFlare then
self.EscortMenuFlare = MENU_CLIENT:New( self.EscortClient, MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, { ParamSelf = self } )
self.EscortMenuFlareGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Green, ParamMessage = "Released a green flare!" } )
self.EscortMenuFlareRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Red, ParamMessage = "Released a red flare!" } )
self.EscortMenuFlareWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.White, ParamMessage = "Released a white flare!" } )
self.EscortMenuFlareYellow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Yellow, ParamMessage = "Released a yellow flare!" } )
self.EscortMenuFlareGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = FLARECOLOR.Green, ParamMessage = "Released a green flare!" } )
self.EscortMenuFlareRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = FLARECOLOR.Red, ParamMessage = "Released a red flare!" } )
self.EscortMenuFlareWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = FLARECOLOR.White, ParamMessage = "Released a white flare!" } )
self.EscortMenuFlareYellow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = FLARECOLOR.Yellow, ParamMessage = "Released a yellow flare!" } )
end
return self
@@ -505,7 +542,7 @@ end
-- This menu will appear under **Report targets**.
-- Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed.
-- @param #ESCORT self
-- @param DCSTypes#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
-- @return #ESCORT
function ESCORT:MenuReportTargets( Seconds )
self:F( { Seconds } )
@@ -527,7 +564,7 @@ function ESCORT:MenuReportTargets( Seconds )
self.EscortMenuAttackNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Attack targets", self.EscortMenu )
self.ReportTargetsScheduler = routines.scheduleFunction( self._ReportTargetsScheduler, { self }, timer.getTime() + 1, Seconds )
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
return self
end
@@ -627,24 +664,24 @@ function ESCORT._HoldPosition( MenuParam )
local EscortGroup = self.EscortGroup
local EscortClient = self.EscortClient
local OrbitGroup = MenuParam.ParamOrbitGroup -- Group#GROUP
local OrbitUnit = OrbitGroup:GetUnit(1) -- Unit#UNIT
local OrbitGroup = MenuParam.ParamOrbitGroup -- Wrapper.Group#GROUP
local OrbitUnit = OrbitGroup:GetUnit(1) -- Wrapper.Unit#UNIT
local OrbitHeight = MenuParam.ParamHeight
local OrbitSeconds = MenuParam.ParamSeconds -- Not implemented yet
routines.removeFunction( self.FollowScheduler )
self.FollowScheduler:Stop()
local PointFrom = {}
local GroupPoint = EscortGroup:GetUnit(1):GetPositionVec3()
local GroupVec3 = EscortGroup:GetUnit(1):GetVec3()
PointFrom = {}
PointFrom.x = GroupPoint.x
PointFrom.y = GroupPoint.z
PointFrom.x = GroupVec3.x
PointFrom.y = GroupVec3.z
PointFrom.speed = 250
PointFrom.type = AI.Task.WaypointType.TURNING_POINT
PointFrom.alt = GroupPoint.y
PointFrom.alt = GroupVec3.y
PointFrom.alt_type = AI.Task.AltitudeType.BARO
local OrbitPoint = OrbitUnit:GetPointVec2()
local OrbitPoint = OrbitUnit:GetVec2()
local PointTo = {}
PointTo.x = OrbitPoint.x
PointTo.y = OrbitPoint.y
@@ -661,6 +698,7 @@ function ESCORT._HoldPosition( MenuParam )
EscortGroup:SetTask( EscortGroup:TaskRoute( Points ) )
EscortGroup:MessageToClient( "Orbiting at location.", 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
@@ -676,16 +714,14 @@ function ESCORT._JoinUpAndFollow( MenuParam )
end
--- JoinsUp and Follows a CLIENT.
-- @param Escort#ESCORT self
-- @param Group#GROUP EscortGroup
-- @param Client#CLIENT EscortClient
-- @param DCSTypes#Distance Distance
-- @param Functional.Escort#ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Client#CLIENT EscortClient
-- @param Dcs.DCSTypes#Distance Distance
function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
self:F( { EscortGroup, EscortClient, Distance } )
if self.FollowScheduler then
routines.removeFunction( self.FollowScheduler )
end
self.FollowScheduler:Stop()
EscortGroup:OptionROEHoldFire()
EscortGroup:OptionROTPassiveDefense()
@@ -694,7 +730,8 @@ function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
self.CT1 = 0
self.GT1 = 0
self.FollowScheduler = routines.scheduleFunction( self._FollowScheduler, { self, Distance }, timer.getTime() + 1, .5 )
self.FollowScheduler:Start()
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
end
@@ -748,7 +785,7 @@ function ESCORT._SwitchReportNearbyTargets( MenuParam )
if self.ReportTargets then
if not self.ReportTargetsScheduler then
self.ReportTargetsScheduler = routines.scheduleFunction( self._ReportTargetsScheduler, { self }, timer.getTime() + 1, 30 )
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, 30 )
end
else
routines.removeFunction( self.ReportTargetsScheduler )
@@ -765,46 +802,41 @@ function ESCORT._ScanTargets( MenuParam )
local ScanDuration = MenuParam.ParamScanDuration
if self.FollowScheduler then
routines.removeFunction( self.FollowScheduler )
end
self:T( { "FollowScheduler after removefunction: ", self.FollowScheduler } )
self.FollowScheduler:Stop()
if EscortGroup:IsHelicopter() then
routines.scheduleFunction( EscortGroup.PushTask,
{ EscortGroup,
EscortGroup:TaskControlled(
SCHEDULER:New( EscortGroup, EscortGroup.PushTask,
{ EscortGroup:TaskControlled(
EscortGroup:TaskOrbitCircle( 200, 20 ),
EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil )
)
},
timer.getTime() + 1
1
)
elseif EscortGroup:IsAirPlane() then
routines.scheduleFunction( EscortGroup.PushTask,
{ EscortGroup,
EscortGroup:TaskControlled(
SCHEDULER:New( EscortGroup, EscortGroup.PushTask,
{ EscortGroup:TaskControlled(
EscortGroup:TaskOrbitCircle( 1000, 500 ),
EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil )
)
},
timer.getTime() + 1
1
)
end
EscortGroup:MessageToClient( "Scanning targets for " .. ScanDuration .. " seconds.", ScanDuration, EscortClient )
if self.EscortMode == ESCORT.MODE.FOLLOW then
self.FollowScheduler = routines.scheduleFunction( self._FollowScheduler, { self, Distance }, timer.getTime() + ScanDuration, 1 )
self.FollowScheduler:Start()
end
end
--- @param Wrapper.Group#GROUP EscortGroup
function _Resume( EscortGroup )
env.info( '_Resume' )
local Escort = EscortGroup.Escort -- #ESCORT
local Escort = EscortGroup:GetState( EscortGroup, "Escort" )
env.info( "EscortMode = " .. Escort.EscortMode )
if Escort.EscortMode == ESCORT.MODE.FOLLOW then
Escort:JoinUpAndFollow( EscortGroup, Escort.EscortClient, Escort.Distance )
@@ -817,43 +849,40 @@ function ESCORT._AttackTarget( MenuParam )
local self = MenuParam.ParamSelf
local EscortGroup = self.EscortGroup
local EscortClient = self.EscortClient
local AttackUnit = MenuParam.ParamUnit -- Unit#UNIT
local AttackUnit = MenuParam.ParamUnit -- Wrapper.Unit#UNIT
if self.FollowScheduler then
routines.removeFunction( self.FollowScheduler )
end
self.FollowScheduler:Stop()
self:T( AttackUnit )
if EscortGroup:IsAir() then
EscortGroup:OptionROEOpenFire()
EscortGroup:OptionROTPassiveDefense()
EscortGroup.Escort = self -- Need to do this trick to get the reference for the escort in the _Resume function.
routines.scheduleFunction(
EscortGroup:SetState( EscortGroup, "Escort", self )
SCHEDULER:New( EscortGroup,
EscortGroup.PushTask,
{ EscortGroup,
EscortGroup:TaskCombo(
{ EscortGroup:TaskCombo(
{ EscortGroup:TaskAttackUnit( AttackUnit ),
EscortGroup:TaskFunction( 1, 2, "_Resume", {"''"} )
EscortGroup:TaskFunction( 1, 2, "_Resume", { "''" } )
}
)
}, timer.getTime() + 10
}, 10
)
else
routines.scheduleFunction(
SCHEDULER:New( EscortGroup,
EscortGroup.PushTask,
{ EscortGroup,
EscortGroup:TaskCombo(
{ EscortGroup:TaskFireAtPoint( AttackUnit:GetPointVec2(), 50 )
{ EscortGroup:TaskCombo(
{ EscortGroup:TaskFireAtPoint( AttackUnit:GetVec2(), 50 )
}
)
}, timer.getTime() + 10
}, 10
)
end
EscortGroup:MessageToClient( "Engaging Designated Unit!", 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
@@ -863,37 +892,32 @@ function ESCORT._AssistTarget( MenuParam )
local EscortGroup = self.EscortGroup
local EscortClient = self.EscortClient
local EscortGroupAttack = MenuParam.ParamEscortGroup
local AttackUnit = MenuParam.ParamUnit -- Unit#UNIT
if self.FollowScheduler then
routines.removeFunction( self.FollowScheduler )
end
local AttackUnit = MenuParam.ParamUnit -- Wrapper.Unit#UNIT
self.FollowScheduler:Stop()
self:T( AttackUnit )
if EscortGroupAttack:IsAir() then
EscortGroupAttack:OptionROEOpenFire()
EscortGroupAttack:OptionROTVertical()
routines.scheduleFunction(
SCHDULER:New( EscortGroupAttack,
EscortGroupAttack.PushTask,
{ EscortGroupAttack,
EscortGroupAttack:TaskCombo(
{ EscortGroupAttack:TaskCombo(
{ EscortGroupAttack:TaskAttackUnit( AttackUnit ),
EscortGroupAttack:TaskOrbitCircle( 500, 350 )
}
)
}, timer.getTime() + 10
}, 10
)
else
routines.scheduleFunction(
SCHEDULER:New( EscortGroupAttack,
EscortGroupAttack.PushTask,
{ EscortGroupAttack,
EscortGroupAttack:TaskCombo(
{ EscortGroupAttack:TaskFireAtPoint( AttackUnit:GetPointVec2(), 50 )
{ EscortGroupAttack:TaskCombo(
{ EscortGroupAttack:TaskFireAtPoint( AttackUnit:GetVec2(), 50 )
}
)
}, timer.getTime() + 10
}, 10
)
end
EscortGroupAttack:MessageToClient( "Assisting with the destroying the enemy unit!", 10, EscortClient )
@@ -937,8 +961,7 @@ function ESCORT._ResumeMission( MenuParam )
local WayPoint = MenuParam.ParamWayPoint
routines.removeFunction( self.FollowScheduler )
self.FollowScheduler = nil
self.FollowScheduler:Stop()
local WayPoints = EscortGroup:GetTaskRoute()
self:T( WayPoint, WayPoints )
@@ -947,7 +970,7 @@ function ESCORT._ResumeMission( MenuParam )
table.remove( WayPoints, 1 )
end
routines.scheduleFunction( EscortGroup.SetTask, {EscortGroup, EscortGroup:TaskRoute( WayPoints ) }, timer.getTime() + 1 )
SCHEDULER:New( EscortGroup, EscortGroup.SetTask, { EscortGroup:TaskRoute( WayPoints ) }, 1 )
EscortGroup:MessageToClient( "Resuming mission from waypoint " .. WayPoint .. ".", 10, EscortClient )
end
@@ -958,7 +981,7 @@ end
function ESCORT:RegisterRoute()
self:F()
local EscortGroup = self.EscortGroup -- Group#GROUP
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
local TaskPoints = EscortGroup:GetTaskRoute()
@@ -967,25 +990,30 @@ function ESCORT:RegisterRoute()
return TaskPoints
end
--- @param Escort#ESCORT self
function ESCORT:_FollowScheduler( FollowDistance )
self:F( { FollowDistance })
--- @param Functional.Escort#ESCORT self
function ESCORT:_FollowScheduler()
self:F( { self.FollowDistance } )
self:T( {self.EscortClient.UnitName, self.EscortGroup.GroupName } )
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
local ClientUnit = self.EscortClient:GetClientGroupUnit()
local GroupUnit = self.EscortGroup:GetUnit( 1 )
local FollowDistance = self.FollowDistance
self:T( {ClientUnit.UnitName, GroupUnit.UnitName } )
if self.CT1 == 0 and self.GT1 == 0 then
self.CV1 = ClientUnit:GetPositionVec3()
self.CV1 = ClientUnit:GetVec3()
self:T( { "self.CV1", self.CV1 } )
self.CT1 = timer.getTime()
self.GV1 = GroupUnit:GetPositionVec3()
self.GV1 = GroupUnit:GetVec3()
self.GT1 = timer.getTime()
else
local CT1 = self.CT1
local CT2 = timer.getTime()
local CV1 = self.CV1
local CV2 = ClientUnit:GetPositionVec3()
local CV2 = ClientUnit:GetVec3()
self.CT1 = CT2
self.CV1 = CV2
@@ -999,7 +1027,7 @@ function ESCORT:_FollowScheduler( FollowDistance )
local GT1 = self.GT1
local GT2 = timer.getTime()
local GV1 = self.GV1
local GV2 = GroupUnit:GetPositionVec3()
local GV2 = GroupUnit:GetVec3()
self.GT1 = GT2
self.GV1 = GV2
@@ -1036,6 +1064,11 @@ function ESCORT:_FollowScheduler( FollowDistance )
-- Now we can calculate the group destination vector GDV.
local GDV = { x = DVu.x * CS * 8 + CVI.x, y = CVI.y, z = DVu.z * CS * 8 + CVI.z }
if self.SmokeDirectionVector == true then
trigger.action.smoke( GDV, trigger.smokeColor.Red )
end
self:T2( { "CV2:", CV2 } )
self:T2( { "CVI:", CVI } )
self:T2( { "GDV:", GDV } )
@@ -1053,15 +1086,16 @@ function ESCORT:_FollowScheduler( FollowDistance )
Speed = 0
end
self:T( { "Client Speed, Escort Speed, Speed, FlyDistance, Time:", CS, GS, Speed, Distance, Time } )
self:T( { "Client Speed, Escort Speed, Speed, FollowDistance, Time:", CS, GS, Speed, FollowDistance, Time } )
-- Now route the escort to the desired point with the desired speed.
self.EscortGroup:TaskRouteToVec3( GDV, Speed / 3.6 ) -- DCS models speed in Mps (Miles per second)
end
else
routines.removeFunction( self.FollowScheduler )
return true
end
return false
end
@@ -1082,7 +1116,7 @@ function ESCORT:_ReportTargetsScheduler()
self:T( EscortObject )
if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
local EscortTargetUnit = UNIT:New( EscortObject )
local EscortTargetUnit = UNIT:Find( EscortObject )
local EscortTargetUnitName = EscortTargetUnit:GetName()
@@ -1105,11 +1139,11 @@ function ESCORT:_ReportTargetsScheduler()
-- EscortTargetLastVelocity } )
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
local EscortVec3 = self.EscortGroup:GetVec3()
local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
( EscortTargetUnitVec3.z - EscortVec3.z )^2
) ^ 0.5 / 1000
self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
@@ -1164,11 +1198,11 @@ function ESCORT:_ReportTargetsScheduler()
EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
end
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
local EscortVec3 = self.EscortGroup:GetVec3()
local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
( EscortTargetUnitVec3.z - EscortVec3.z )^2
) ^ 0.5 / 1000
self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
@@ -1232,16 +1266,16 @@ function ESCORT:_ReportTargetsScheduler()
local TaskPoints = self:RegisterRoute()
for WayPointID, WayPoint in pairs( TaskPoints ) do
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local Distance = ( ( WayPoint.x - EscortPositionVec3.x )^2 +
( WayPoint.y - EscortPositionVec3.z )^2
local EscortVec3 = self.EscortGroup:GetVec3()
local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
( WayPoint.y - EscortVec3.z )^2
) ^ 0.5 / 1000
MENU_CLIENT_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
end
end
else
routines.removeFunction( self.ReportTargetsScheduler )
self.ReportTargetsScheduler = nil
return true
end
return false
end

View 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
_EVENTDISPATCHER:OnShot( self._EventShot, self )
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 .. " 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 Event
function MISSILETRAINER:_EventShot( Event )
self:F( { Event } )
local TrainerSourceDCSUnit = Event.IniDCSUnit
local TrainerSourceDCSUnitName = Event.IniDCSUnitName
local TrainerWeapon = Event.Weapon -- Identify the weapon fired
local TrainerWeaponName = Event.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

View File

@@ -5,8 +5,6 @@
-- on defined intervals (currently every minute).
-- @module MOVEMENT
Include.File( "Routines" )
--- the MOVEMENT class
-- @type
MOVEMENT = {
@@ -49,7 +47,8 @@ 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.
@@ -125,4 +124,5 @@ function MOVEMENT:_Scheduler()
end
end
end
return true
end

File diff suppressed because it is too large Load Diff

View File

@@ -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 = {
@@ -57,7 +50,6 @@ function SEAD:EventShot( Event )
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
-- 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
@@ -67,7 +59,7 @@ function SEAD:EventShot( Event )
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 +75,10 @@ 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))

View File

@@ -0,0 +1,77 @@
--- The main include file for the MOOSE system.
--- Core Routines
Include.File( "Utilities/Routines" )
Include.File( "Utilities/Utils" )
--- Core Classes
Include.File( "Core/Base" )
Include.File( "Core/Scheduler" )
Include.File( "Core/ScheduleDispatcher")
Include.File( "Core/Event" )
Include.File( "Core/Menu" )
Include.File( "Core/Zone" )
Include.File( "Core/Database" )
Include.File( "Core/Set" )
Include.File( "Core/Point" )
Include.File( "Core/Message" )
Include.File( "Core/Fsm" )
--- Wrapper Classes
Include.File( "Wrapper/Object" )
Include.File( "Wrapper/Identifiable" )
Include.File( "Wrapper/Positionable" )
Include.File( "Wrapper/Controllable" )
Include.File( "Wrapper/Group" )
Include.File( "Wrapper/Unit" )
Include.File( "Wrapper/Client" )
Include.File( "Wrapper/Static" )
Include.File( "Wrapper/Airbase" )
Include.File( "Wrapper/Scenery" )
--- Functional Classes
Include.File( "Functional/Scoring" )
Include.File( "Functional/CleanUp" )
Include.File( "Functional/Spawn" )
Include.File( "Functional/Movement" )
Include.File( "Functional/Sead" )
Include.File( "Functional/Escort" )
Include.File( "Functional/MissileTrainer" )
Include.File( "Functional/AirbasePolice" )
Include.File( "Functional/Detection" )
--- AI Classes
Include.File( "AI/AI_Balancer" )
Include.File( "AI/AI_Patrol" )
Include.File( "AI/AI_Cap" )
Include.File( "AI/AI_Cas" )
Include.File( "AI/AI_Cargo" )
--- Actions
Include.File( "Actions/Act_Assign" )
Include.File( "Actions/Act_Route" )
Include.File( "Actions/Act_Account" )
Include.File( "Actions/Act_Assist" )
--- Task Handling Classes
Include.File( "Tasking/CommandCenter" )
Include.File( "Tasking/Mission" )
Include.File( "Tasking/Task" )
Include.File( "Tasking/DetectionManager" )
Include.File( "Tasking/Task_SEAD" )
Include.File( "Tasking/Task_A2G" )
-- The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class
_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
--- Declare the timer dispatcher based on the SCHEDULEDISPATCHER class
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Database#DATABASE

View File

@@ -0,0 +1,282 @@
--- A COMMANDCENTER is the owner of multiple missions within MOOSE.
-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
-- @module CommandCenter
--- The REPORT class
-- @type REPORT
-- @extends Core.Base#BASE
REPORT = {
ClassName = "REPORT",
}
--- Create a new REPORT.
-- @param #REPORT self
-- @param #string Title
-- @return #REPORT
function REPORT:New( Title )
local self = BASE:Inherit( self, BASE:New() )
self.Report = {}
self.Report[#self.Report+1] = Title
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:Add( Text )
self.Report[#self.Report+1] = Text
return self.Report[#self.Report+1]
end
function REPORT:Text()
return table.concat( self.Report, "\n" )
end
--- The COMMANDCENTER class
-- @type COMMANDCENTER
-- @field Wrapper.Group#GROUP HQ
-- @field Dcs.DCSCoalitionWrapper.Object#coalition CommandCenterCoalition
-- @list<Tasking.Mission#MISSION> Missions
-- @extends Core.Base#BASE
COMMANDCENTER = {
ClassName = "COMMANDCENTER",
CommandCenterName = "",
CommandCenterCoalition = nil,
CommandCenterPositionable = nil,
Name = "",
}
--- The constructor takes an IDENTIFIABLE as the HQ command center.
-- @param #COMMANDCENTER self
-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
-- @param #string CommandCenterName
-- @return #COMMANDCENTER
function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
local self = BASE:Inherit( self, BASE:New() )
self.CommandCenterPositionable = CommandCenterPositionable
self.CommandCenterName = CommandCenterName or CommandCenterPositionable:GetName()
self.CommandCenterCoalition = CommandCenterPositionable:GetCoalition()
self.Missions = {}
self:HandleEvent( EVENTS.Birth,
--- @param #COMMANDCENTER self
--- @param Core.Event#EVENTDATA EventData
function( self, EventData )
self:E( { EventData } )
local EventGroup = GROUP:Find( EventData.IniDCSGroup )
if EventGroup and self:HasGroup( EventGroup ) then
local MenuReporting = MENU_GROUP:New( EventGroup, "Reporting", self.CommandCenterMenu )
local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Summary Report", MenuReporting, self.ReportSummary, self, EventGroup )
local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Details Report", MenuReporting, self.ReportDetails, self, EventGroup )
self:ReportSummary( EventGroup )
end
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup )
Mission:ReportDetails()
end
end
)
-- When a player enters a client or a unit, the CommandCenter will check for each Mission and each Task in the Mission if the player has things to do.
-- For these elements, it will=
-- - Set the correct menu.
-- - Assign the PlayerUnit to the Task if required.
-- - Send a message to the other players in the group that this player has joined.
self:HandleEvent( EVENTS.PlayerEnterUnit,
--- @param #COMMANDCENTER self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup )
Mission:ReportDetails()
end
end
)
-- Handle when a player leaves a slot and goes back to spectators ...
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:HandleEvent( EVENTS.PlayerLeaveUnit,
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
Mission:AbortUnit( PlayerUnit )
end
end
)
-- Handle when a player leaves a slot and goes back to spectators ...
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:HandleEvent( EVENTS.Crash,
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
Mission:CrashUnit( PlayerUnit )
end
end
)
return self
end
--- Gets the name of the HQ command center.
-- @param #COMMANDCENTER self
-- @return #string
function COMMANDCENTER:GetName()
return self.CommandCenterName
end
--- Gets the POSITIONABLE of the HQ command center.
-- @param #COMMANDCENTER self
-- @return Wrapper.Positionable#POSITIONABLE
function COMMANDCENTER:GetPositionable()
return self.CommandCenterPositionable
end
--- Get the Missions governed by the HQ command center.
-- @param #COMMANDCENTER self
-- @return #list<Tasking.Mission#MISSION>
function COMMANDCENTER:GetMissions()
return self.Missions
end
--- Add a MISSION to be governed by the HQ command center.
-- @param #COMMANDCENTER self
-- @param Tasking.Mission#MISSION Mission
-- @return Tasking.Mission#MISSION
function COMMANDCENTER:AddMission( Mission )
self.Missions[Mission] = Mission
return Mission
end
--- Removes a MISSION to be governed by the HQ command center.
-- The given Mission is not nilified.
-- @param #COMMANDCENTER self
-- @param Tasking.Mission#MISSION Mission
-- @return Tasking.Mission#MISSION
function COMMANDCENTER:RemoveMission( Mission )
self.Missions[Mission] = nil
return Mission
end
--- Sets the menu structure of the Missions governed by the HQ command center.
-- @param #COMMANDCENTER self
function COMMANDCENTER:SetMenu()
self:F()
self.CommandCenterMenu = self.CommandCenterMenu or MENU_COALITION:New( self.CommandCenterCoalition, "Command Center (" .. self:GetName() .. ")" )
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
Mission:RemoveMenu()
end
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
Mission:SetMenu()
end
end
--- Checks of the COMMANDCENTER has a GROUP.
-- @param #COMMANDCENTER self
-- @param Wrapper.Group#GROUP
-- @return #boolean
function COMMANDCENTER:HasGroup( MissionGroup )
local Has = false
for MissionID, Mission in pairs( self.Missions ) do
local Mission = Mission -- Tasking.Mission#MISSION
if Mission:HasGroup( MissionGroup ) then
Has = true
break
end
end
return Has
end
--- Send a CC message to a GROUP.
-- @param #COMMANDCENTER self
-- @param #string Message
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #sring Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
function COMMANDCENTER:MessageToGroup( Message, TaskGroup, Name )
local Prefix = Name and "@ Group (" .. Name .. "): " or ''
Message = Prefix .. Message
self:GetPositionable():MessageToGroup( Message , 20, TaskGroup, self:GetName() )
end
--- Send a CC message to the coalition of the CC.
-- @param #COMMANDCENTER self
function COMMANDCENTER:MessageToCoalition( Message )
local CCCoalition = self:GetPositionable():GetCoalition()
--TODO: Fix coalition bug!
self:GetPositionable():MessageToCoalition( Message, 20, CCCoalition, self:GetName() )
end
--- Report the status of all MISSIONs to a GROUP.
-- Each Mission is listed, with an indication how many Tasks are still to be completed.
-- @param #COMMANDCENTER self
function COMMANDCENTER:ReportSummary( ReportGroup )
self:E( ReportGroup )
local Report = REPORT:New()
for MissionID, Mission in pairs( self.Missions ) do
local Mission = Mission -- Tasking.Mission#MISSION
Report:Add( " - " .. Mission:ReportOverview() )
end
self:GetPositionable():MessageToGroup( Report:Text(), 30, ReportGroup )
end
--- Report the status of a Task to a Group.
-- Report the details of a Mission, listing the Mission, and all the Task details.
-- @param #COMMANDCENTER self
function COMMANDCENTER:ReportDetails( ReportGroup, Task )
self:E( ReportGroup )
local Report = REPORT:New()
for MissionID, Mission in pairs( self.Missions ) do
local Mission = Mission -- Tasking.Mission#MISSION
Report:Add( " - " .. Mission:ReportDetails() )
end
self:GetPositionable():MessageToGroup( Report:Text(), 30, ReportGroup )
end

View File

@@ -0,0 +1,508 @@
--- This module contains the DETECTION_MANAGER class and derived classes.
--
-- ===
--
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Base#BASE}
-- ====================================================================
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
--
-- 1.1) DETECTION_MANAGER constructor:
-- -----------------------------------
-- * @{DetectionManager#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
--
-- 1.2) DETECTION_MANAGER reporting:
-- ---------------------------------
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
--
-- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetReportInterval}().
-- To control how long a reporting message is displayed, use @{DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}().
-- Derived classes need to implement the method @{DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
--
-- Reporting can be started and stopped using the methods @{DetectionManager#DETECTION_MANAGER.StartReporting}() and @{DetectionManager#DETECTION_MANAGER.StopReporting}() respectively.
-- If an ad-hoc report is requested, use the method @{DetectionManager#DETECTION_MANAGER#ReportNow}().
--
-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
--
-- ===
--
-- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
-- =========================================================================================
-- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
--
-- 2.1) DETECTION_REPORTING constructor:
-- -------------------------------
-- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
--
-- ===
--
-- 3) @{#DETECTION_DISPATCHER} class, extends @{#DETECTION_MANAGER}
-- ================================================================
-- The @{#DETECTION_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
--
-- Other task types will follow...
--
-- 3.1) DETECTION_DISPATCHER constructor:
-- --------------------------------------
-- The @{#DETECTION_DISPATCHER.New}() method creates a new DETECTION_DISPATCHER instance.
--
-- ===
--
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing
-- ### Author: FlightControl - Framework Design & Programming
--
-- @module DetectionManager
do -- DETECTION MANAGER
--- DETECTION_MANAGER class.
-- @type DETECTION_MANAGER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends Base#BASE
DETECTION_MANAGER = {
ClassName = "DETECTION_MANAGER",
SetGroup = nil,
Detection = nil,
}
--- FAC constructor.
-- @param #DETECTION_MANAGER self
-- @param Set#SET_GROUP SetGroup
-- @param Functional.Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:New( SetGroup, Detection )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- Functional.Detection#DETECTION_MANAGER
self.SetGroup = SetGroup
self.Detection = Detection
self:SetReportInterval( 30 )
self:SetReportDisplayTime( 25 )
return self
end
--- Set the reporting time interval.
-- @param #DETECTION_MANAGER self
-- @param #number ReportInterval The interval in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportInterval( ReportInterval )
self:F2()
self._ReportInterval = ReportInterval
end
--- Set the reporting message display time.
-- @param #DETECTION_MANAGER self
-- @param #number ReportDisplayTime The display time in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportDisplayTime( ReportDisplayTime )
self:F2()
self._ReportDisplayTime = ReportDisplayTime
end
--- Get the reporting message display time.
-- @param #DETECTION_MANAGER self
-- @return #number ReportDisplayTime The display time in seconds when a report needs to be done.
function DETECTION_MANAGER:GetReportDisplayTime()
self:F2()
return self._ReportDisplayTime
end
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_MANAGER self
-- @param Functional.Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:ReportDetected( Detection )
self:F2()
end
--- Schedule the FAC reporting.
-- @param #DETECTION_MANAGER self
-- @param #number DelayTime The delay in seconds to wait the reporting.
-- @param #number ReportInterval The repeat interval in seconds for the reporting to happen repeatedly.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:Schedule( DelayTime, ReportInterval )
self:F2()
self._ScheduleDelayTime = DelayTime
self:SetReportInterval( ReportInterval )
self.FacScheduler = SCHEDULER:New(self, self._FacScheduler, { self, "DetectionManager" }, self._ScheduleDelayTime, self._ReportInterval )
return self
end
--- Report the detected @{Unit#UNIT}s detected within the @{Detection#DETECTION_BASE} object to the @{Set#SET_GROUP}s.
-- @param #DETECTION_MANAGER self
function DETECTION_MANAGER:_FacScheduler( SchedulerName )
self:F2( { SchedulerName } )
return self:ProcessDetected( self.Detection )
-- self.SetGroup:ForEachGroup(
-- --- @param Wrapper.Group#GROUP Group
-- function( Group )
-- if Group:IsAlive() then
-- return self:ProcessDetected( self.Detection )
-- end
-- end
-- )
-- return true
end
end
do -- DETECTION_REPORTING
--- DETECTION_REPORTING class.
-- @type DETECTION_REPORTING
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends #DETECTION_MANAGER
DETECTION_REPORTING = {
ClassName = "DETECTION_REPORTING",
}
--- DETECTION_REPORTING constructor.
-- @param #DETECTION_REPORTING self
-- @param Set#SET_GROUP SetGroup
-- @param Functional.Detection#DETECTION_AREAS Detection
-- @return #DETECTION_REPORTING self
function DETECTION_REPORTING:New( SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #DETECTION_REPORTING
self:Schedule( 1, 30 )
return self
end
--- Creates a string of the detected items in a @{Detection}.
-- @param #DETECTION_MANAGER self
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
-- @return #DETECTION_MANAGER self
function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet )
self:F2()
local MT = {} -- Message Text
local UnitTypes = {}
for DetectedUnitID, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
if DetectedUnit:IsAlive() then
local UnitType = DetectedUnit:GetTypeName()
if not UnitTypes[UnitType] then
UnitTypes[UnitType] = 1
else
UnitTypes[UnitType] = UnitTypes[UnitType] + 1
end
end
end
for UnitTypeID, UnitType in pairs( UnitTypes ) do
MT[#MT+1] = UnitType .. " of " .. UnitTypeID
end
return table.concat( MT, ", " )
end
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_REPORTING self
-- @param Wrapper.Group#GROUP Group The @{Group} object to where the report needs to go.
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_BASE} object.
-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
function DETECTION_REPORTING:ProcessDetected( Group, Detection )
self:F2( Group )
self:E( Group )
local DetectedMsg = {}
for DetectedAreaID, DetectedAreaData in pairs( Detection:GetDetectedAreas() ) do
local DetectedArea = DetectedAreaData -- Functional.Detection#DETECTION_AREAS.DetectedArea
DetectedMsg[#DetectedMsg+1] = " - Group #" .. DetectedAreaID .. ": " .. self:GetDetectedItemsText( DetectedArea.Set )
end
local FACGroup = Detection:GetDetectionGroups()
FACGroup:MessageToGroup( "Reporting detected target groups:\n" .. table.concat( DetectedMsg, "\n" ), self:GetReportDisplayTime(), Group )
return true
end
end
do -- DETECTION_DISPATCHER
--- DETECTION_DISPATCHER class.
-- @type DETECTION_DISPATCHER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Tasking.Mission#MISSION Mission
-- @field Wrapper.Group#GROUP CommandCenter
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
DETECTION_DISPATCHER = {
ClassName = "DETECTION_DISPATCHER",
Mission = nil,
CommandCenter = nil,
Detection = nil,
}
--- DETECTION_DISPATCHER constructor.
-- @param #DETECTION_DISPATCHER self
-- @param Set#SET_GROUP SetGroup
-- @param Functional.Detection#DETECTION_BASE Detection
-- @return #DETECTION_DISPATCHER self
function DETECTION_DISPATCHER:New( Mission, CommandCenter, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #DETECTION_DISPATCHER
self.Detection = Detection
self.CommandCenter = CommandCenter
self.Mission = Mission
self:Schedule( 30 )
return self
end
--- Creates a SEAD task when there are targets for it.
-- @param #DETECTION_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function DETECTION_DISPATCHER:EvaluateSEAD( DetectedArea )
self:F( { DetectedArea.AreaID } )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local RadarCount = DetectedSet:HasSEAD()
if RadarCount > 0 then
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterHasSEAD()
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates a CAS task when there are targets for it.
-- @param #DETECTION_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Tasking.Task#TASK
function DETECTION_DISPATCHER:EvaluateCAS( DetectedArea )
self:F( { DetectedArea.AreaID } )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
if GroundUnitCount > 0 and FriendliesNearBy == true then
-- Copy the Set
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates a BAI task when there are targets for it.
-- @param #DETECTION_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Tasking.Task#TASK
function DETECTION_DISPATCHER:EvaluateBAI( DetectedArea, FriendlyCoalition )
self:F( { DetectedArea.AreaID } )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
if GroundUnitCount > 0 and FriendliesNearBy == false then
-- Copy the Set
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedArea is Changed AND the state of the Task is "Planned".
-- @param #DETECTION_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task
-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Tasking.Task#TASK
function DETECTION_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedArea )
if Task then
if Task:IsStatePlanned() and DetectedArea.Changed == true then
self:E( "Removing Tasking: " .. Task:GetTaskName() )
Task = Mission:RemoveTask( Task )
end
end
return Task
end
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_AREAS} object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function DETECTION_DISPATCHER:ProcessDetected( Detection )
self:F2()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
--- First we need to the detected targets.
for DetectedAreaID, DetectedAreaData in ipairs( Detection:GetDetectedAreas() ) do
local DetectedArea = DetectedAreaData -- Functional.Detection#DETECTION_AREAS.DetectedArea
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
self:E( { "Targets in DetectedArea", DetectedArea.AreaID, DetectedSet:Count(), tostring( DetectedArea ) } )
DetectedSet:Flush()
local AreaID = DetectedArea.AreaID
-- Evaluate SEAD Tasking
local SEADTask = Mission:GetTask( "SEAD." .. AreaID )
SEADTask = self:EvaluateRemoveTask( Mission, SEADTask, DetectedArea )
if not SEADTask then
local TargetSetUnit = self:EvaluateSEAD( DetectedArea ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
SEADTask = Mission:AddTask( TASK_SEAD:New( Mission, self.SetGroup, "SEAD." .. AreaID, TargetSetUnit , DetectedZone ) )
end
end
if SEADTask and SEADTask:IsStatePlanned() then
self:E( "Planned" )
--SEADTask:SetPlannedMenu()
TaskMsg[#TaskMsg+1] = " - " .. SEADTask:GetStateString() .. " SEAD " .. AreaID .. " - " .. SEADTask.TargetSetUnit:GetUnitTypesText()
end
-- Evaluate CAS Tasking
local CASTask = Mission:GetTask( "CAS." .. AreaID )
CASTask = self:EvaluateRemoveTask( Mission, CASTask, DetectedArea )
if not CASTask then
local TargetSetUnit = self:EvaluateCAS( DetectedArea ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
CASTask = Mission:AddTask( TASK_A2G:New( Mission, self.SetGroup, "CAS." .. AreaID, "CAS", TargetSetUnit , DetectedZone, DetectedArea.NearestFAC ) )
end
end
if CASTask and CASTask:IsStatePlanned() then
--CASTask:SetPlannedMenu()
TaskMsg[#TaskMsg+1] = " - " .. CASTask:GetStateString() .. " CAS " .. AreaID .. " - " .. CASTask.TargetSetUnit:GetUnitTypesText()
end
-- Evaluate BAI Tasking
local BAITask = Mission:GetTask( "BAI." .. AreaID )
BAITask = self:EvaluateRemoveTask( Mission, BAITask, DetectedArea )
if not BAITask then
local TargetSetUnit = self:EvaluateBAI( DetectedArea, self.CommandCenter:GetCoalition() ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
BAITask = Mission:AddTask( TASK_A2G:New( Mission, self.SetGroup, "BAI." .. AreaID, "BAI", TargetSetUnit , DetectedZone, DetectedArea.NearestFAC ) )
end
end
if BAITask and BAITask:IsStatePlanned() then
--BAITask:SetPlannedMenu()
TaskMsg[#TaskMsg+1] = " - " .. BAITask:GetStateString() .. " BAI " .. AreaID .. " - " .. BAITask.TargetSetUnit:GetUnitTypesText()
end
if #TaskMsg > 0 then
local ThreatLevel = Detection:GetTreatLevelA2G( DetectedArea )
local DetectedAreaVec3 = DetectedZone:GetVec3()
local DetectedAreaPointVec3 = POINT_VEC3:New( DetectedAreaVec3.x, DetectedAreaVec3.y, DetectedAreaVec3.z )
local DetectedAreaPointLL = DetectedAreaPointVec3:ToStringLL( 3, true )
AreaMsg[#AreaMsg+1] = string.format( " - Area #%d - %s - Threat Level [%s] (%2d)",
DetectedAreaID,
DetectedAreaPointLL,
string.rep( "", ThreatLevel ),
ThreatLevel
)
-- Loop through the changes ...
local ChangeText = Detection:GetChangeText( DetectedArea )
if ChangeText ~= "" then
ChangeMsg[#ChangeMsg+1] = string.gsub( string.gsub( ChangeText, "\n", "%1 - " ), "^.", " - %1" )
end
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedArea )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
if #AreaMsg > 0 then
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if not TaskGroup:GetState( TaskGroup, "Assigned" ) then
self.CommandCenter:MessageToGroup(
string.format( "HQ Reporting - Target areas for mission '%s':\nAreas:\n%s\n\nTasks:\n%s\n\nChanges:\n%s ",
self.Mission:GetName(),
table.concat( AreaMsg, "\n" ),
table.concat( TaskMsg, "\n" ),
table.concat( ChangeMsg, "\n" )
), self:GetReportDisplayTime(), TaskGroup
)
end
end
end
return true
end
end

View File

@@ -1,20 +1,21 @@
--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
-- @module MISSION
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Client" )
Include.File( "Task" )
-- @module Mission
--- The MISSION class
-- @type
-- @type MISSION
-- @field #MISSION.Clients _Clients
-- @field Core.Menu#MENU_COALITION MissionMenu
-- @field #string MissionBriefing
-- @extends Core.Fsm#FSM
MISSION = {
ClassName = "MISSION",
Name = "",
MissionStatus = "PENDING",
_Clients = {},
_Tasks = {},
TaskMenus = {},
TaskCategoryMenus = {},
TaskTypeMenus = {},
_ActiveTasks = {},
GoalFunction = nil,
MissionReportTrigger = 0,
@@ -29,53 +30,330 @@ MISSION = {
_GoalTasks = {}
}
function MISSION:Meta()
local self = BASE:Inherit( self, BASE:New() )
self:F()
return self
end
--- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
-- @param string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players.
-- @param string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field.
-- @param string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}.
-- @param string MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
-- @return MISSION
-- @usage
-- -- Declare a few missions.
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'Patriots', 'Primary', 'Our intelligence reports that 3 Patriot SAM defense batteries are located near Ruisi, Kvarhiti and Gori.', 'Russia' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'Package Delivery', 'Operational', 'In order to be in full control of the situation, we need you to deliver a very important package at a secret location. Fly undetected through the NATO defenses and deliver the secret package. The secret agent is located at waypoint 4.', 'Russia' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue General', 'Tactical', 'Our intelligence has received a remote signal behind Gori. We believe it is a very important Russian General that was captured by Georgia. Go out there and rescue him! Ensure you stay out of the battle zone, keep south. Waypoint 4 is the location of our Russian General.', 'Russia' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'SA-6 SAMs', 'Primary', 'Our intelligence reports that 3 SA-6 SAM defense batteries are located near Didmukha, Khetagurov and Berula. Eliminate the Russian SAMs.', 'NATO' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Sling Load', 'Operational', 'Fly to the cargo pickup zone at Dzegvi or Kaspi, and sling the cargo to Soganlug airbase.', 'NATO' )
-- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue secret agent', 'Tactical', 'In order to be in full control of the situation, we need you to rescue a secret agent from the woods behind enemy lines. Avoid the Russian defenses and rescue the agent. Keep south until Khasuri, and keep your eyes open for any SAM presence. The agent is located at waypoint 4 on your kneeboard.', 'NATO' )
function MISSION:New( MissionName, MissionPriority, MissionBriefing, MissionCoalition )
-- @param #MISSION self
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @param #string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players.
-- @param #string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field.
-- @param #string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}.
-- @param Dcs.DCSCoalitionWrapper.Object#coalition MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
-- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
self = MISSION:Meta()
self:T({ MissionName, MissionPriority, MissionBriefing, MissionCoalition })
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM
self:SetStartState( "Idle" )
local Valid = true
self:AddTransition( "Idle", "Start", "Ongoing" )
self:AddTransition( "Ongoing", "Stop", "Idle" )
self:AddTransition( "Ongoing", "Complete", "Completed" )
self:AddTransition( "*", "Fail", "Failed" )
Valid = routines.ValidateString( MissionName, "MissionName", Valid )
Valid = routines.ValidateString( MissionPriority, "MissionPriority", Valid )
Valid = routines.ValidateString( MissionBriefing, "MissionBriefing", Valid )
Valid = routines.ValidateString( MissionCoalition, "MissionCoalition", Valid )
self:T( { MissionName, MissionPriority, MissionBriefing, MissionCoalition } )
if Valid then
self.Name = MissionName
self.MissionPriority = MissionPriority
self.MissionBriefing = MissionBriefing
self.MissionCoalition = MissionCoalition
end
self.CommandCenter = CommandCenter
CommandCenter:AddMission( self )
self.Name = MissionName
self.MissionPriority = MissionPriority
self.MissionBriefing = MissionBriefing
self.MissionCoalition = MissionCoalition
self.Tasks = {}
return self
end
--- FSM function for a MISSION
-- @param #MISSION self
-- @param #string Event
-- @param #string From
-- @param #string To
function MISSION:onbeforeComplete( From, Event, To )
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if not Task:IsStateSuccess() and not Task:IsStateFailed() and not Task:IsStateAborted() and not Task:IsStateCancelled() then
return false -- Mission cannot be completed. Other Tasks are still active.
end
end
return true -- Allow Mission completion.
end
--- FSM function for a MISSION
-- @param #MISSION self
-- @param #string Event
-- @param #string From
-- @param #string To
function MISSION:onenterCompleted( From, Event, To )
self:GetCommandCenter():MessageToCoalition( "Mission " .. self:GetName() .. " has been completed! Good job guys!" )
end
--- Gets the mission name.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:GetName()
return self.Name
end
--- Add a Unit to join the Mission.
-- For each Task within the Mission, the Unit is joined with the Task.
-- If the Unit was not part of a Task in the Mission, false is returned.
-- If the Unit is part of a Task in the Mission, true is returned.
-- @param #MISSION self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission.
-- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission.
-- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
local PlayerUnitAdded = false
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:JoinUnit( PlayerUnit, PlayerGroup ) then
PlayerUnitAdded = true
end
end
return PlayerUnitAdded
end
--- Aborts a PlayerUnit from the Mission.
-- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned.
-- If the Unit was not part of a Task in the Mission, false is returned.
-- If the Unit is part of a Task in the Mission, true is returned.
-- @param #MISSION self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission.
-- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:AbortUnit( PlayerUnit )
self:F( { PlayerUnit = PlayerUnit } )
local PlayerUnitRemoved = false
for TaskID, Task in pairs( self:GetTasks() ) do
if Task:AbortUnit( PlayerUnit ) then
PlayerUnitRemoved = true
end
end
return PlayerUnitRemoved
end
--- Handles a crash of a PlayerUnit from the Mission.
-- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned.
-- If the Unit was not part of a Task in the Mission, false is returned.
-- If the Unit is part of a Task in the Mission, true is returned.
-- @param #MISSION self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player crashing.
-- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:CrashUnit( PlayerUnit )
self:F( { PlayerUnit = PlayerUnit } )
local PlayerUnitRemoved = false
for TaskID, Task in pairs( self:GetTasks() ) do
if Task:CrashUnit( PlayerUnit ) then
PlayerUnitRemoved = true
end
end
return PlayerUnitRemoved
end
--- Add a scoring to the mission.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:AddScoring( Scoring )
self.Scoring = Scoring
return self
end
--- Get the scoring object of a mission.
-- @param #MISSION self
-- @return #SCORING Scoring
function MISSION:GetScoring()
return self.Scoring
end
--- Get the groups for which TASKS are given in the mission
-- @param #MISSION self
-- @return Core.Set#SET_GROUP
function MISSION:GetGroups()
local SetGroup = SET_GROUP:New()
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local GroupSet = Task:GetGroups()
GroupSet:ForEachGroup(
function( TaskGroup )
SetGroup:Add( TaskGroup, TaskGroup )
end
)
end
return SetGroup
end
--- Sets the Planned Task menu.
-- @param #MISSION self
function MISSION:SetMenu()
self:F()
for _, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Task:SetMenu()
end
end
--- Removes the Planned Task menu.
-- @param #MISSION self
function MISSION:RemoveMenu()
self:F()
for _, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Task:RemoveMenu()
end
end
--- Gets the COMMANDCENTER.
-- @param #MISSION self
-- @return Tasking.CommandCenter#COMMANDCENTER
function MISSION:GetCommandCenter()
return self.CommandCenter
end
--- Sets the Assigned Task menu.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task
-- @param #string MenuText The menu text.
-- @return #MISSION self
function MISSION:SetAssignedMenu( Task )
for _, Task in pairs( self.Tasks ) do
local Task = Task -- Tasking.Task#TASK
Task:RemoveMenu()
Task:SetAssignedMenu()
end
end
--- Removes a Task menu.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task
-- @return #MISSION self
function MISSION:RemoveTaskMenu( Task )
Task:RemoveMenu()
end
--- Gets the mission menu for the coalition.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return Core.Menu#MENU_COALITION self
function MISSION:GetMissionMenu( TaskGroup )
local CommandCenter = self:GetCommandCenter()
local CommandCenterMenu = CommandCenter.CommandCenterMenu
local MissionName = self:GetName()
local TaskGroupName = TaskGroup:GetName()
local MissionMenu = MENU_GROUP:New( TaskGroup, MissionName, CommandCenterMenu )
return MissionMenu
end
--- Clears the mission menu for the coalition.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:ClearMissionMenu()
self.MissionMenu:Remove()
self.MissionMenu = nil
end
--- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param #string TaskName The Name of the @{Task} within the @{Mission}.
-- @return Tasking.Task#TASK The Task
-- @return #nil Returns nil if no task was found.
function MISSION:GetTask( TaskName )
self:F( { TaskName } )
return self.Tasks[TaskName]
end
--- Register a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:AddTask( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName] = Task
self:GetCommandCenter():SetMenu()
return Task
end
--- Removes a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return #nil The cleaned Task reference.
function MISSION:RemoveTask( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
-- Ensure everything gets garbarge collected.
self.Tasks[TaskName] = nil
Task = nil
collectgarbage()
self:GetCommandCenter():SetMenu()
return nil
end
--- Return the next @{Task} ID to be completed within the @{Mission}.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:GetNextTaskID( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName].n = self.Tasks[TaskName].n + 1
return self.Tasks[TaskName].n
end
--- old stuff
--- Returns if a Mission has completed.
-- @return bool
function MISSION:IsCompleted()
@@ -137,30 +415,101 @@ function MISSION:StatusToClients()
self:F()
if self.MissionReportFlash then
for ClientID, Client in pairs( self._Clients ) do
Client:Message( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. '! ( ' .. self.MissionPriority .. ' mission ) ', 10, self.Name .. '/Status', "Mission Command: Mission Status")
Client:Message( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. '! ( ' .. self.MissionPriority .. ' mission ) ', 10, "Mission Command: Mission Status")
end
end
end
--- Handles the reporting. After certain time intervals, a MISSION report MESSAGE will be shown to All Players.
function MISSION:ReportTrigger()
self:F()
function MISSION:HasGroup( TaskGroup )
local Has = false
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:HasGroup( TaskGroup ) then
Has = true
break
end
end
return Has
end
if self.MissionReportShow == true then
self.MissionReportShow = false
return true
else
if self.MissionReportFlash == true then
if timer.getTime() >= self.MissionReportTrigger then
self.MissionReportTrigger = timer.getTime() + self.MissionTimeInterval
return true
else
return false
end
else
return false
end
end
--- Create a summary report of the Mission (one line).
-- @param #MISSION self
-- @return #string
function MISSION:ReportSummary()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:IsStateSuccess() or Task:IsStateFailed() then
else
TasksRemaining = TasksRemaining + 1
end
end
Report:Add( "Mission " .. Name .. " - " .. Status .. " - " .. TasksRemaining .. " tasks remaining." )
return Report:Text()
end
--- Create a overview report of the Mission (multiple lines).
-- @param #MISSION self
-- @return #string
function MISSION:ReportOverview()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
Report:Add( "Mission " .. Name .. " - State '" .. Status .. "'" )
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( "- " .. Task:ReportSummary() )
end
return Report:Text()
end
--- Create a detailed report of the Mission, listing all the details of the Task.
-- @param #MISSION self
-- @return #string
function MISSION:ReportDetails()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
Report:Add( "Mission " .. Name .. " - State '" .. Status .. "'" )
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( Task:ReportDetails() )
end
return Report:Text()
end
--- Report the status of all MISSIONs to all active Clients.
@@ -186,7 +535,7 @@ function MISSION:ReportToAll()
for TaskID, TaskData in pairs( Tasks ) do
TaskText = TaskText .. " - Task " .. TaskID .. ": " .. TaskData.Name .. ": " .. TaskData:GetGoalProgress() .. "\n"
end
MESSAGE:New( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. ' ( ' .. self.MissionPriority .. ' mission )' .. AlivePlayers .. "\n" .. TaskText:gsub("\n$",""), "Mission Command: Mission Report", 10, self.Name .. '/Status'):ToAll()
MESSAGE:New( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. ' ( ' .. self.MissionPriority .. ' mission )' .. AlivePlayers .. "\n" .. TaskText:gsub("\n$",""), 10, "Mission Command: Mission Report" ):ToAll()
end
@@ -231,34 +580,15 @@ function MISSION:AddGoalFunction( GoalFunction )
self.GoalFunction = GoalFunction
end
--- Show the briefing of the MISSION to the CLIENT.
-- @param CLIENT Client to show briefing to.
-- @return CLIENT
function MISSION:ShowBriefing( Client )
self:F( { Client.ClientName } )
if not Client.ClientBriefingShown then
Client.ClientBriefingShown = true
local Briefing = self.MissionBriefing
if Client.ClientBriefing then
Briefing = Briefing .. "\n" .. Client.ClientBriefing
end
Briefing = Briefing .. "\n (Press [LEFT ALT]+[B] to view the graphical documentation.)"
Client:Message( Briefing, 30, self.Name .. '/MissionBriefing', "Command: Mission Briefing" )
end
return Client
end
--- Register a new @{CLIENT} to participate within the mission.
-- @param CLIENT Client is the @{CLIENT} object. The object must have been instantiated with @{CLIENT:New}.
-- @return CLIENT
-- @usage
-- Add a number of Client objects to the Mission.
-- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 1', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 3', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 2', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 4', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'US UH-1H*HOT-Deploy Troops 1', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'US UH-1H*RAMP-Deploy Troops 3', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'US UH-1H*HOT-Deploy Troops 2', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'US UH-1H*RAMP-Deploy Troops 4', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
function MISSION:AddClient( Client )
self:F( { Client } )
@@ -283,66 +613,6 @@ function MISSION:FindClient( ClientName )
end
--- Register a @{TASK} to be completed within the @{MISSION}. Note that there can be multiple @{TASK}s registered to be completed. Each TASK can be set a certain Goal. The MISSION will not be completed until all Goals are reached.
-- @param TASK Task is the @{TASK} object. The object must have been instantiated with @{TASK:New} or any of its inherited @{TASK}s.
-- @param number TaskNumber is the sequence number of the TASK within the MISSION. This number does have to be chronological.
-- @return TASK
-- @usage
-- -- Define a few tasks for the Mission.
-- PickupZones = { "NATO Gold Pickup Zone", "NATO Titan Pickup Zone" }
-- PickupSignalUnits = { "NATO Gold Coordination Center", "NATO Titan Coordination Center" }
--
-- -- Assign the Pickup Task
-- local PickupTask = PICKUPTASK:New( PickupZones, CARGO_TYPE.ENGINEERS, CLIENT.ONBOARDSIDE.LEFT )
-- PickupTask:AddSmokeBlue( PickupSignalUnits )
-- PickupTask:SetGoalTotal( 3 )
-- Mission:AddTask( PickupTask, 1 )
--
-- -- Assign the Deploy Task
-- local PatriotActivationZones = { "US Patriot Battery 1 Activation", "US Patriot Battery 2 Activation", "US Patriot Battery 3 Activation" }
-- local PatriotActivationZonesSmokeUnits = { "US SAM Patriot - Battery 1 Control", "US SAM Patriot - Battery 2 Control", "US SAM Patriot - Battery 3 Control" }
-- local DeployTask = DEPLOYTASK:New( PatriotActivationZones, CARGO_TYPE.ENGINEERS )
-- --DeployTask:SetCargoTargetZoneName( 'US Troops Attack ' .. math.random(2) )
-- DeployTask:AddSmokeBlue( PatriotActivationZonesSmokeUnits )
-- DeployTask:SetGoalTotal( 3 )
-- DeployTask:SetGoalTotal( 3, "Patriots activated" )
-- Mission:AddTask( DeployTask, 2 )
function MISSION:AddTask( Task, TaskNumber )
self:F()
self._Tasks[TaskNumber] = Task
self._Tasks[TaskNumber]:EnableEvents()
self._Tasks[TaskNumber].ID = TaskNumber
return Task
end
--- Get the TASK idenified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param number TaskNumber is the number of the @{TASK} within the @{MISSION}.
-- @return TASK
-- @usage
-- -- Get Task 2 from the Mission.
-- Task2 = Mission:GetTask( 2 )
function MISSION:GetTask( TaskNumber )
self:F()
local Valid = true
local Task = nil
if type(TaskNumber) ~= "number" then
Valid = false
end
if Valid then
Task = self._Tasks[TaskNumber]
end
return Task
end
--- Get all the TASKs from the Mission. This function is useful in GoalFunctions.
-- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key.
-- @usage
@@ -352,7 +622,7 @@ end
function MISSION:GetTasks()
self:F()
return self._Tasks
return self.Tasks
end
@@ -374,6 +644,7 @@ _TransportExecuteStage = {
--- The MISSIONSCHEDULER is an OBJECT and is the main scheduler of ALL active MISSIONs registered within this scheduler. It's workings are considered internal and is automatically created when the Mission.lua file is included.
-- @type MISSIONSCHEDULER
-- @field #MISSIONSCHEDULER.MISSIONS Missions
MISSIONSCHEDULER = {
Missions = {},
MissionCount = 0,
@@ -383,20 +654,28 @@ MISSIONSCHEDULER = {
TimeShow = 5
}
--- @type MISSIONSCHEDULER.MISSIONS
-- @list <#MISSION> Mission
--- This is the main MISSIONSCHEDULER Scheduler function. It is considered internal and is automatically created when the Mission.lua file is included.
function MISSIONSCHEDULER.Scheduler()
-- loop through the missions in the TransportTasks
for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do
for MissionName, MissionData in pairs( MISSIONSCHEDULER.Missions ) do
local Mission = MissionData -- #MISSION
if not Mission:IsCompleted() then
-- This flag will monitor if for this mission, there are clients alive. If this flag is still false at the end of the loop, the mission status will be set to Pending (if not Failed or Completed).
local ClientsAlive = false
for ClientID, Client in pairs( Mission._Clients ) do
for ClientID, ClientData in pairs( Mission._Clients ) do
local Client = ClientData -- Wrapper.Client#CLIENT
if Client:GetDCSGroup() then
if Client:IsAlive() then
-- There is at least one Client that is alive... So the Mission status is set to Ongoing.
ClientsAlive = true
@@ -424,7 +703,7 @@ function MISSIONSCHEDULER.Scheduler()
-- For each Client, check for each Task the state and evolve the mission.
-- This flag will indicate if the Task of the Client is Complete.
TaskComplete = false
local TaskComplete = false
for TaskNumber, Task in pairs( Client._Tasks ) do
@@ -474,7 +753,9 @@ function MISSIONSCHEDULER.Scheduler()
if Mission.GoalFunction ~= nil then
Mission.GoalFunction( Mission, Client )
end
_DATABASE:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
if MISSIONSCHEDULER.Scoring then
MISSIONSCHEDULER.Scoring:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
end
-- if not Mission:IsCompleted() then
-- end
@@ -537,12 +818,15 @@ function MISSIONSCHEDULER.Scheduler()
Mission:ReportToAll()
end
end
return true
end
--- Start the MISSIONSCHEDULER.
function MISSIONSCHEDULER.Start()
if MISSIONSCHEDULER ~= nil then
MISSIONSCHEDULER.SchedulerId = routines.scheduleFunction( MISSIONSCHEDULER.Scheduler, { }, 0, 2 )
--MISSIONSCHEDULER.SchedulerId = routines.scheduleFunction( MISSIONSCHEDULER.Scheduler, { }, 0, 2 )
MISSIONSCHEDULER.SchedulerId = SCHEDULER:New( nil, MISSIONSCHEDULER.Scheduler, { }, 0, 2 )
end
end
@@ -568,7 +852,7 @@ function MISSIONSCHEDULER.AddMission( Mission )
MISSIONSCHEDULER.Missions[Mission.Name] = Mission
MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount + 1
-- Add an overall AI Client for the AI tasks... This AI Client will facilitate the Events in the background for each Task.
--MissionAdd:AddClient( CLIENT:New( 'AI' ) )
--MissionAdd:AddClient( CLIENT:Register( 'AI' ) )
return Mission
end
@@ -650,7 +934,7 @@ function MISSIONSCHEDULER:TimeShow()
self.TimeIntervalCount = self.TimeIntervalCount + 1
if self.TimeIntervalCount >= self.TimeTriggerShow then
local TimeMsg = string.format("%00d", ( self.TimeSeconds / 60 ) - ( timer.getTime() / 60 )) .. ' minutes left until mission reload.'
MESSAGE:New( TimeMsg, "Mission time", self.TimeShow, '/TimeMsg' ):ToAll()
MESSAGE:New( TimeMsg, self.TimeShow, "Mission time" ):ToAll()
self.TimeIntervalCount = 0
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,84 @@
--- (AI) (SP) (MP) Tasking for Air to Ground Processes.
--
-- 1) @{#TASK_A2G} class, extends @{Task#TASK}
-- =================================================
-- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units,
-- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_A2G
do -- TASK_A2G
--- The TASK_A2G class
-- @type TASK_A2G
-- @extends Tasking.Task#TASK
TASK_A2G = {
ClassName = "TASK_A2G",
}
--- Instantiates a new TASK_A2G.
-- @param #TASK_A2G self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param #string TaskType BAI or CAS
-- @param Set#SET_UNIT UnitSetTargets
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #TASK_A2G self
function TASK_A2G:New( Mission, SetGroup, TaskName, TaskType, TargetSetUnit, TargetZone, FACUnit )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) )
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self.FACUnit = FACUnit
local A2GUnitProcess = self:GetUnitProcess()
A2GUnitProcess:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( "Attack the Area" ), { Assigned = "Route", Rejected = "Eject" } )
A2GUnitProcess:AddProcess ( "Assigned", "Route", ACT_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } )
A2GUnitProcess:AddTransition( "Rejected", "Eject", "Planned" )
A2GUnitProcess:AddTransition( "Arrived", "Update", "Updated" )
A2GUnitProcess:AddProcess ( "Updated", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, "Attack" ), { Accounted = "Success" } )
A2GUnitProcess:AddProcess ( "Updated", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
--Fsm:AddProcess ( "Updated", "JTAC", PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
A2GUnitProcess:AddTransition( "Accounted", "Success", "Success" )
A2GUnitProcess:AddTransition( "Failed", "Fail", "Failed" )
function A2GUnitProcess:onenterUpdated( TaskUnit )
self:E( { self } )
self:Account()
self:Smoke()
end
--_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
--_EVENTDISPATCHER:OnDead( self._EventDead, self )
--_EVENTDISPATCHER:OnCrash( self._EventDead, self )
--_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
end

View File

@@ -0,0 +1,137 @@
--- This module contains the TASK_PICKUP classes.
--
-- 1) @{#TASK_PICKUP} class, extends @{Task#TASK}
-- ===================================================
-- The @{#TASK_PICKUP} class defines a pickup task of a @{Set} of @{CARGO} objects defined within the mission.
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_PICKUP is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_PICKUP
do -- TASK_PICKUP
--- The TASK_PICKUP class
-- @type TASK_PICKUP
-- @extends Tasking.Task#TASK
TASK_PICKUP = {
ClassName = "TASK_PICKUP",
}
--- Instantiates a new TASK_PICKUP.
-- @param #TASK_PICKUP self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP AssignedSetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param #string TaskType BAI or CAS
-- @param Set#SET_UNIT UnitSetTargets
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #TASK_PICKUP self
function TASK_PICKUP:New( Mission, AssignedSetGroup, TaskName, TaskType )
local self = BASE:Inherit( self, TASK:New( Mission, AssignedSetGroup, TaskName, TaskType, "PICKUP" ) )
self:F()
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- Removes a TASK_PICKUP.
-- @param #TASK_PICKUP self
-- @return #nil
function TASK_PICKUP:CleanUp()
self:GetParent( self ):CleanUp()
return nil
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_PICKUP self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_PICKUP self
function TASK_PICKUP:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, ACT_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessPickup = self:AddProcess( TaskUnit, PROCESS_PICKUP:New( self, self.TaskType, TaskUnit ) )
local Process = self:AddStateMachine( TaskUnit, FSM_TASK:New( self, TaskUnit, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
},
callbacks = {
onNext = self.OnNext,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
Pickup = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessDestroy.Fsm, event = 'Start', returnevents = { 'Next' } },
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
ProcessDestroy:AddScore( "Pickup", "Picked-Up a Cargo", 25 )
ProcessDestroy:AddScore( "Failed", "failed to destroy a ground unit", -100 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_PICKUP self
-- @param Core.Fsm#FSM_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_PICKUP:OnNext( Fsm, From, Event, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_PICKUP self
function TASK_PICKUP:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_PICKUP self
function TASK_PICKUP:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_PICKUP self
function TASK_PICKUP._Scheduler()
self:F2()
return true
end
end

View File

@@ -0,0 +1,78 @@
--- This module contains the TASK_SEAD classes.
--
-- 1) @{#TASK_SEAD} class, extends @{Task#TASK}
-- =================================================
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_SEAD is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_SEAD
do -- TASK_SEAD
--- The TASK_SEAD class
-- @type TASK_SEAD
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, "SEAD" ) ) -- Tasking.Task_SEAD#TASK_SEAD
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
local Fsm = self:GetUnitProcess()
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Route", Rejected = "Eject" } )
Fsm:AddProcess ( "Assigned", "Route", ACT_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } )
Fsm:AddTransition( "Rejected", "Eject", "Planned" )
Fsm:AddTransition( "Arrived", "Update", "Updated" )
Fsm:AddProcess ( "Updated", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } )
Fsm:AddProcess ( "Updated", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
function Fsm:onenterUpdated( TaskUnit )
self:E( { self } )
self:Account()
self:Smoke()
end
-- _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
-- _EVENTDISPATCHER:OnDead( self._EventDead, self )
-- _EVENTDISPATCHER:OnCrash( self._EventDead, self )
-- _EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- @param #TASK_SEAD self
function TASK_SEAD:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
end

View File

@@ -2,10 +2,6 @@
-- @module routines
-- @author Flightcontrol
--Include.File( "Trace" )
--Include.File( "Message" )
env.setErrorMessageBoxEnabled(false)
--- Extract of MIST functions.
@@ -249,22 +245,6 @@ end
-- From http://lua-users.org/wiki/SimpleRound
-- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place
routines.utils.round = function(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
-- porting in Slmod's dostring
routines.utils.dostring = function(s)
local f, err = loadstring(s)
if f then
return true, f()
else
return false, err
end
end
--3D Vector manipulation
@@ -445,118 +425,6 @@ routines.getNorthCorrection = function(point) --gets the correction needed for
end
-- the main area
do
-- THE MAIN FUNCTION -- Accessed 100 times/sec.
routines.main = function()
timer.scheduleFunction(routines.main, {}, timer.getTime() + 2) --reschedule first in case of Lua error
----------------------------------------------------------------------------------------------------------
--area to add new stuff in
routines.do_scheduled_functions()
end -- end of routines.main
timer.scheduleFunction(routines.main, {}, timer.getTime() + 2)
end
do
local Tasks = {}
local task_id = 0
--[[ routines.scheduleFunction:
int id = routines.schedule_task(f function, vars table, t number, rep number, st number)
id - integer id of this function task
f - function to run
vars - table of vars for that function
t - time to run function
rep - time between repetitions of this function (OPTIONAL)
st - time when repetitions of this function will stop automatically (OPTIONAL)
]]
--- Schedule a function
-- @param #function f
-- @param #table parameters
-- @param #Time t
-- @param #Time rep seconds
-- @param #Time st
routines.scheduleFunction = function(f, vars, t, rep, st)
--verify correct types
assert(type(f) == 'function', 'variable 1, expected function, got ' .. type(f))
assert(type(vars) == 'table' or vars == nil, 'variable 2, expected table or nil, got ' .. type(f))
assert(type(t) == 'number', 'variable 3, expected number, got ' .. type(t))
assert(type(rep) == 'number' or rep == nil, 'variable 4, expected number or nil, got ' .. type(rep))
assert(type(st) == 'number' or st == nil, 'variable 5, expected number or nil, got ' .. type(st))
if not vars then
vars = {}
end
task_id = task_id + 1
table.insert(Tasks, {f = f, vars = vars, t = t, rep = rep, st = st, id = task_id})
return task_id
end
-- removes a scheduled function based on the function's id. returns true if successful, false if not successful.
routines.removeFunction = function(id)
local i = 1
while i <= #Tasks do
if Tasks[i].id == id then
table.remove(Tasks, i)
else
i = i + 1
end
end
end
routines.errhandler = function(errmsg)
env.info( "Error in scheduled function:" .. errmsg )
env.info( debug.traceback() )
return errmsg
end
--------------------------------------------------------------------------------------------------------------------
-- not intended for users to use this function.
routines.do_scheduled_functions = function()
local i = 1
while i <= #Tasks do
if not Tasks[i].rep then -- not a repeated process
if Tasks[i].t <= timer.getTime() then
local Task = Tasks[i] -- local reference
--env.info("do_scheduled_functions:call function " .. i )
table.remove(Tasks, i)
local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler )
if not err then
--env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg)
end
--Task.f(unpack(Task.vars, 1, table.maxn(Task.vars))) -- do the task, do not increment i
else
i = i + 1
end
else
if Tasks[i].st and Tasks[i].st <= timer.getTime() then --if a stoptime was specified, and the stop time exceeded
--env.info("do_scheduled_functions:remove repeated")
table.remove(Tasks, i) -- stop time exceeded, do not execute, do not increment i
elseif Tasks[i].t <= timer.getTime() then
local Task = Tasks[i] -- local reference
Task.t = timer.getTime() + Task.rep --schedule next run
--env.info("do_scheduled_functions:call function " .. i )
local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler )
if not err then
--env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg)
end
--Tasks[i].f(unpack(Tasks[i].vars, 1, table.maxn(Tasks[i].vars))) -- do the task
i = i + 1
else
i = i + 1
end
end
end
end
end
do
local idNum = 0
@@ -1524,6 +1392,47 @@ function routines.IsUnitInZones( TransportUnit, LandingZones )
end
end
function routines.IsUnitNearZonesRadius( TransportUnit, LandingZones, ZoneRadius )
--trace.f("", "routines.IsUnitInZones" )
local TransportZoneResult = nil
local TransportZonePos = nil
local TransportZone = nil
-- fill-up some local variables to support further calculations to determine location of units within the zone.
if TransportUnit then
local TransportUnitPos = TransportUnit:getPosition().p
if type( LandingZones ) == "table" then
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
TransportZone = trigger.misc.getZone( LandingZoneName )
if TransportZone then
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then
TransportZoneResult = LandingZoneID
break
end
end
end
else
TransportZone = trigger.misc.getZone( LandingZones )
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then
TransportZoneResult = 1
end
end
if TransportZoneResult then
--trace.i( "routines", "TransportZone:" .. TransportZoneResult )
else
--trace.i( "routines", "TransportZone:nil logic" )
end
return TransportZoneResult
else
--trace.i( "routines", "TransportZone:nil hard" )
return nil
end
end
function routines.IsStaticInZones( TransportStatic, LandingZones )
--trace.f()
@@ -1696,7 +1605,7 @@ function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints bu
-- refactor to search by groupId and allow groupId and groupName as inputs
local gpId = groupIdent
if type(groupIdent) == 'string' and not tonumber(groupIdent) then
gpId = _DATABASE.Groups[groupIdent].groupId
gpId = _DATABASE.Templates.Groups[groupIdent].groupId
end
for coa_name, coa_data in pairs(env.mission.coalition) do
@@ -2365,19 +2274,19 @@ end
function MessageToAll( MsgText, MsgTime, MsgName )
--trace.f()
MESSAGE:New( MsgText, "Message", MsgTime, MsgName ):ToCoalition( coalition.side.RED ):ToCoalition( coalition.side.BLUE )
MESSAGE:New( MsgText, MsgTime, "Message" ):ToCoalition( coalition.side.RED ):ToCoalition( coalition.side.BLUE )
end
function MessageToRed( MsgText, MsgTime, MsgName )
--trace.f()
MESSAGE:New( MsgText, "To Red Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED )
MESSAGE:New( MsgText, MsgTime, "To Red Coalition" ):ToCoalition( coalition.side.RED )
end
function MessageToBlue( MsgText, MsgTime, MsgName )
--trace.f()
MESSAGE:New( MsgText, "To Blue Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED )
MESSAGE:New( MsgText, MsgTime, "To Blue Coalition" ):ToCoalition( coalition.side.RED )
end
function getCarrierHeight( CarrierGroup )

View File

@@ -1,7 +1,7 @@
--- Provides a logging of statistics in a running DCS Mission.
-- @script eStatHandler
Include.File( "Routines" )
--Handler table

View File

@@ -0,0 +1,295 @@
--- This module contains derived utilities taken from the MIST framework,
-- which are excellent tools to be reused in an OO environment!.
--
-- ### Authors:
--
-- * Grimes : Design & Programming of the MIST framework.
--
-- ### Contributions:
--
-- * FlightControl : Rework to OO framework
--
-- @module Utils
--- @type SMOKECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Orange
-- @field Blue
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
--- @type FLARECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Yellow
FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Utilities static class.
-- @type UTILS
UTILS = {}
--from http://lua-users.org/wiki/CopyTable
UTILS.DeepCopy = function(object)
local lookup_table = {}
local function _copy(object)
if type(object) ~= "table" then
return object
elseif lookup_table[object] then
return lookup_table[object]
end
local new_table = {}
lookup_table[object] = new_table
for index, value in pairs(object) do
new_table[_copy(index)] = _copy(value)
end
return setmetatable(new_table, getmetatable(object))
end
local objectreturn = _copy(object)
return objectreturn
end
-- porting in Slmod's serialize_slmod2
UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
lookup_table = {}
local function _Serialize( tbl )
if type(tbl) == 'table' then --function only works for tables!
if lookup_table[tbl] then
return lookup_table[object]
end
local tbl_str = {}
lookup_table[tbl] = tbl_str
tbl_str[#tbl_str + 1] = '{'
for ind,val in pairs(tbl) do -- serialize its fields
local ind_str = {}
if type(ind) == "number" then
ind_str[#ind_str + 1] = '['
ind_str[#ind_str + 1] = tostring(ind)
ind_str[#ind_str + 1] = ']='
else --must be a string
ind_str[#ind_str + 1] = '['
ind_str[#ind_str + 1] = routines.utils.basicSerialize(ind)
ind_str[#ind_str + 1] = ']='
end
local val_str = {}
if ((type(val) == 'number') or (type(val) == 'boolean')) then
val_str[#val_str + 1] = tostring(val)
val_str[#val_str + 1] = ','
tbl_str[#tbl_str + 1] = table.concat(ind_str)
tbl_str[#tbl_str + 1] = table.concat(val_str)
elseif type(val) == 'string' then
val_str[#val_str + 1] = routines.utils.basicSerialize(val)
val_str[#val_str + 1] = ','
tbl_str[#tbl_str + 1] = table.concat(ind_str)
tbl_str[#tbl_str + 1] = table.concat(val_str)
elseif type(val) == 'nil' then -- won't ever happen, right?
val_str[#val_str + 1] = 'nil,'
tbl_str[#tbl_str + 1] = table.concat(ind_str)
tbl_str[#tbl_str + 1] = table.concat(val_str)
elseif type(val) == 'table' then
if ind == "__index" then
-- tbl_str[#tbl_str + 1] = "__index"
-- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
else
val_str[#val_str + 1] = _Serialize(val)
val_str[#val_str + 1] = ',' --I think this is right, I just added it
tbl_str[#tbl_str + 1] = table.concat(ind_str)
tbl_str[#tbl_str + 1] = table.concat(val_str)
end
elseif type(val) == 'function' then
tbl_str[#tbl_str + 1] = "f() " .. tostring(ind)
tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
else
env.info('unable to serialize value type ' .. routines.utils.basicSerialize(type(val)) .. ' at index ' .. tostring(ind))
env.info( debug.traceback() )
end
end
tbl_str[#tbl_str + 1] = '}'
return table.concat(tbl_str)
else
return tostring(tbl)
end
end
local objectreturn = _Serialize(tbl)
return objectreturn
end
--porting in Slmod's "safestring" basic serialize
UTILS.BasicSerialize = function(s)
if s == nil then
return "\"\""
else
if ((type(s) == 'number') or (type(s) == 'boolean') or (type(s) == 'function') or (type(s) == 'table') or (type(s) == 'userdata') ) then
return tostring(s)
elseif type(s) == 'string' then
s = string.format('%q', s)
return s
end
end
end
UTILS.ToDegree = function(angle)
return angle*180/math.pi
end
UTILS.ToRadian = function(angle)
return angle*math.pi/180
end
UTILS.MetersToNM = function(meters)
return meters/1852
end
UTILS.MetersToFeet = function(meters)
return meters/0.3048
end
UTILS.NMToMeters = function(NM)
return NM*1852
end
UTILS.FeetToMeters = function(feet)
return feet*0.3048
end
UTILS.MpsToKnots = function(mps)
return mps*3600/1852
end
UTILS.MpsToKmph = function(mps)
return mps*3.6
end
UTILS.KnotsToMps = function(knots)
return knots*1852/3600
end
UTILS.KmphToMps = function(kmph)
return kmph/3.6
end
--[[acc:
in DM: decimal point of minutes.
In DMS: decimal point of seconds.
position after the decimal of the least significant digit:
So:
42.32 - acc of 2.
]]
UTILS.tostringLL = function( lat, lon, acc, DMS)
local latHemi, lonHemi
if lat > 0 then
latHemi = 'N'
else
latHemi = 'S'
end
if lon > 0 then
lonHemi = 'E'
else
lonHemi = 'W'
end
lat = math.abs(lat)
lon = math.abs(lon)
local latDeg = math.floor(lat)
local latMin = (lat - latDeg)*60
local lonDeg = math.floor(lon)
local lonMin = (lon - lonDeg)*60
if DMS then -- degrees, minutes, and seconds.
local oldLatMin = latMin
latMin = math.floor(latMin)
local latSec = UTILS.Round((oldLatMin - latMin)*60, acc)
local oldLonMin = lonMin
lonMin = math.floor(lonMin)
local lonSec = UTILS.Round((oldLonMin - lonMin)*60, acc)
if latSec == 60 then
latSec = 0
latMin = latMin + 1
end
if lonSec == 60 then
lonSec = 0
lonMin = lonMin + 1
end
local secFrmtStr -- create the formatting string for the seconds place
if acc <= 0 then -- no decimal place.
secFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi
else -- degrees, decimal minutes.
latMin = UTILS.Round(latMin, acc)
lonMin = UTILS.Round(lonMin, acc)
if latMin == 60 then
latMin = 0
latDeg = latDeg + 1
end
if lonMin == 60 then
lonMin = 0
lonDeg = lonDeg + 1
end
local minFrmtStr -- create the formatting string for the minutes place
if acc <= 0 then -- no decimal place.
minFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
minFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
return string.format('%02d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi
end
end
--- From http://lua-users.org/wiki/SimpleRound
-- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place
function UTILS.Round( num, idp )
local mult = 10 ^ ( idp or 0 )
return math.floor( num * mult + 0.5 ) / mult
end
-- porting in Slmod's dostring
function UTILS.DoString( s )
local f, err = loadstring( s )
if f then
return true, f()
else
return false, err
end
end

View File

@@ -0,0 +1,109 @@
--- This module contains the AIRBASE classes.
--
-- ===
--
-- 1) @{Airbase#AIRBASE} class, extends @{Positionable#POSITIONABLE}
-- =================================================================
-- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects:
--
-- * Support all DCS Airbase APIs.
-- * Enhance with Airbase specific APIs not in the DCS Airbase API set.
--
--
-- 1.1) AIRBASE reference methods
-- ------------------------------
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
-- The AIRBASE class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
-- using the DCS Airbase or the DCS AirbaseName.
--
-- Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object.
-- The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution.
-- If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file.
--
-- The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:
--
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
--
-- 1.2) DCS AIRBASE APIs
-- ---------------------
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}()
-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
--
-- More functions will be added
-- ----------------------------
-- During the MOOSE development, more functions will be added.
--
-- @module Airbase
-- @author FlightControl
--- The AIRBASE class
-- @type AIRBASE
-- @extends Wrapper.Positionable#POSITIONABLE
AIRBASE = {
ClassName="AIRBASE",
CategoryName = {
[Airbase.Category.AIRDROME] = "Airdrome",
[Airbase.Category.HELIPAD] = "Helipad",
[Airbase.Category.SHIP] = "Ship",
},
}
-- Registration.
--- Create a new AIRBASE from DCSAirbase.
-- @param #AIRBASE self
-- @param #string AirbaseName The name of the airbase.
-- @return Wrapper.Airbase#AIRBASE
function AIRBASE:Register( AirbaseName )
local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) )
self.AirbaseName = AirbaseName
return self
end
-- Reference methods.
--- Finds a AIRBASE from the _DATABASE using a DCSAirbase object.
-- @param #AIRBASE self
-- @param Dcs.DCSWrapper.Airbase#Airbase DCSAirbase An existing DCS Airbase object reference.
-- @return Wrapper.Airbase#AIRBASE self
function AIRBASE:Find( DCSAirbase )
local AirbaseName = DCSAirbase:getName()
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )
return AirbaseFound
end
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
-- @param #AIRBASE self
-- @param #string AirbaseName The Airbase Name.
-- @return Wrapper.Airbase#AIRBASE self
function AIRBASE:FindByName( AirbaseName )
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )
return AirbaseFound
end
function AIRBASE:GetDCSObject()
local DCSAirbase = Airbase.getByName( self.AirbaseName )
if DCSAirbase then
return DCSAirbase
end
return nil
end

View File

@@ -0,0 +1,473 @@
--- This module contains the CLIENT class.
--
-- 1) @{Client#CLIENT} class, extends @{Unit#UNIT}
-- ===============================================
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
-- The @{Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
--
-- * Wraps the DCS Unit objects with skill level set to Player or Client.
-- * Support all DCS Unit APIs.
-- * Enhance with Unit specific APIs not in the DCS Group API set.
-- * When player joins Unit, execute alive init logic.
-- * Handles messages to players.
-- * Manage the "state" of the DCS Unit.
--
-- Clients are being used by the @{MISSION} class to follow players and register their successes.
--
-- 1.1) CLIENT reference methods
-- -----------------------------
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
-- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the DCS Unit or the DCS UnitName.
--
-- Another thing to know is that CLIENT objects do not "contain" the DCS Unit object.
-- The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution.
-- If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.
--
-- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:
--
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
--
-- @module Client
--- The CLIENT class
-- @type CLIENT
-- @extends Wrapper.Unit#UNIT
CLIENT = {
ONBOARDSIDE = {
NONE = 0,
LEFT = 1,
RIGHT = 2,
BACK = 3,
FRONT = 4
},
ClassName = "CLIENT",
ClientName = nil,
ClientAlive = false,
ClientTransport = false,
ClientBriefingShown = false,
_Menus = {},
_Tasks = {},
Messages = {
}
}
--- Finds a CLIENT from the _DATABASE using the relevant DCS Unit.
-- @param #CLIENT self
-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
-- @return #CLIENT
-- @usage
-- -- Create new Clients.
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
-- Mission:AddGoal( DeploySA6TroopsGoal )
--
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
function CLIENT:Find( DCSUnit )
local ClientName = DCSUnit:getName()
local ClientFound = _DATABASE:FindClient( ClientName )
if ClientFound then
ClientFound:F( ClientName )
return ClientFound
end
error( "CLIENT not found for: " .. ClientName )
end
--- Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.
-- As an optional parameter, a briefing text can be given also.
-- @param #CLIENT self
-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
-- @param #boolean Error A flag that indicates whether an error should be raised if the CLIENT cannot be found. By default an error will be raised.
-- @return #CLIENT
-- @usage
-- -- Create new Clients.
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
-- Mission:AddGoal( DeploySA6TroopsGoal )
--
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
function CLIENT:FindByName( ClientName, ClientBriefing, Error )
local ClientFound = _DATABASE:FindClient( ClientName )
if ClientFound then
ClientFound:F( { ClientName, ClientBriefing } )
ClientFound:AddBriefing( ClientBriefing )
ClientFound.MessageSwitch = true
return ClientFound
end
if not Error then
error( "CLIENT not found for: " .. ClientName )
end
end
function CLIENT:Register( ClientName )
local self = BASE:Inherit( self, UNIT:Register( ClientName ) )
self:F( ClientName )
self.ClientName = ClientName
self.MessageSwitch = true
self.ClientAlive2 = false
--self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. ClientName }, 1, 5 )
self:E( self )
return self
end
--- Transport defines that the Client is a Transport. Transports show cargo.
-- @param #CLIENT self
-- @return #CLIENT
function CLIENT:Transport()
self:F()
self.ClientTransport = true
return self
end
--- AddBriefing adds a briefing to a CLIENT when a player joins a mission.
-- @param #CLIENT self
-- @param #string ClientBriefing is the text defining the Mission briefing.
-- @return #CLIENT self
function CLIENT:AddBriefing( ClientBriefing )
self:F( ClientBriefing )
self.ClientBriefing = ClientBriefing
self.ClientBriefingShown = false
return self
end
--- Show the briefing of a CLIENT.
-- @param #CLIENT self
-- @return #CLIENT self
function CLIENT:ShowBriefing()
self:F( { self.ClientName, self.ClientBriefingShown } )
if not self.ClientBriefingShown then
self.ClientBriefingShown = true
local Briefing = ""
if self.ClientBriefing then
Briefing = Briefing .. self.ClientBriefing
end
Briefing = Briefing .. " Press [LEFT ALT]+[B] to view the complete mission briefing."
self:Message( Briefing, 60, "Briefing" )
end
return self
end
--- Show the mission briefing of a MISSION to the CLIENT.
-- @param #CLIENT self
-- @param #string MissionBriefing
-- @return #CLIENT self
function CLIENT:ShowMissionBriefing( MissionBriefing )
self:F( { self.ClientName } )
if MissionBriefing then
self:Message( MissionBriefing, 60, "Mission Briefing" )
end
return self
end
--- Resets a CLIENT.
-- @param #CLIENT self
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
function CLIENT:Reset( ClientName )
self:F()
self._Menus = {}
end
-- Is Functions
--- Checks if the CLIENT is a multi-seated UNIT.
-- @param #CLIENT self
-- @return #boolean true if multi-seated.
function CLIENT:IsMultiSeated()
self:F( self.ClientName )
local ClientMultiSeatedTypes = {
["Mi-8MT"] = "Mi-8MT",
["UH-1H"] = "UH-1H",
["P-51B"] = "P-51B"
}
if self:IsAlive() then
local ClientTypeName = self:GetClientGroupUnit():GetTypeName()
if ClientMultiSeatedTypes[ClientTypeName] then
return true
end
end
return false
end
--- Checks for a client alive event and calls a function on a continuous basis.
-- @param #CLIENT self
-- @param #function CallBackFunction Create a function that will be called when a player joins the slot.
-- @return #CLIENT
function CLIENT:Alive( CallBackFunction, ... )
self:F()
self.ClientCallBack = CallBackFunction
self.ClientParameters = arg
return self
end
--- @param #CLIENT self
function CLIENT:_AliveCheckScheduler( SchedulerName )
self:F3( { SchedulerName, self.ClientName, self.ClientAlive2, self.ClientBriefingShown, self.ClientCallBack } )
if self:IsAlive() then
if self.ClientAlive2 == false then
self:ShowBriefing()
if self.ClientCallBack then
self:T("Calling Callback function")
self.ClientCallBack( self, unpack( self.ClientParameters ) )
end
self.ClientAlive2 = true
end
else
if self.ClientAlive2 == true then
self.ClientAlive2 = false
end
end
return true
end
--- Return the DCSGroup of a Client.
-- This function is modified to deal with a couple of bugs in DCS 1.5.3
-- @param #CLIENT self
-- @return Dcs.DCSWrapper.Group#Group
function CLIENT:GetDCSGroup()
self:F3()
-- local ClientData = Group.getByName( self.ClientName )
-- if ClientData and ClientData:isExist() then
-- self:T( self.ClientName .. " : group found!" )
-- return ClientData
-- else
-- return nil
-- end
local ClientUnit = Unit.getByName( self.ClientName )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
self:T3( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
self:T3( { "UnitData:", UnitData } )
if UnitData and UnitData:isExist() then
--self:E(self.ClientName)
if ClientUnit then
local ClientGroup = ClientUnit:getGroup()
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() and UnitData:getGroup():isExist() then
if ClientGroup:getID() == UnitData:getGroup():getID() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
self.ClientGroupID = ClientGroup:getID()
self.ClientGroupName = ClientGroup:getName()
return ClientGroup
end
else
-- Now we need to resolve the bugs in DCS 1.5 ...
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
self:T3( "Bug 1.5 logic" )
local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
self.ClientGroupID = ClientGroupTemplate.groupId
self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
return ClientGroup
end
-- else
-- error( "Client " .. self.ClientName .. " not found!" )
end
else
--self:E( { "Client not found!", self.ClientName } )
end
end
end
end
-- For non player clients
if ClientUnit then
local ClientGroup = ClientUnit:getGroup()
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
return ClientGroup
end
end
end
self.ClientGroupID = nil
self.ClientGroupUnit = nil
return nil
end
-- TODO: Check Dcs.DCSTypes#Group.ID
--- Get the group ID of the client.
-- @param #CLIENT self
-- @return Dcs.DCSTypes#Group.ID
function CLIENT:GetClientGroupID()
local ClientGroup = self:GetDCSGroup()
--self:E( self.ClientGroupID ) -- Determined in GetDCSGroup()
return self.ClientGroupID
end
--- Get the name of the group of the client.
-- @param #CLIENT self
-- @return #string
function CLIENT:GetClientGroupName()
local ClientGroup = self:GetDCSGroup()
self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
return self.ClientGroupName
end
--- Returns the UNIT of the CLIENT.
-- @param #CLIENT self
-- @return Wrapper.Unit#UNIT
function CLIENT:GetClientGroupUnit()
self:F2()
local ClientDCSUnit = Unit.getByName( self.ClientName )
self:T( self.ClientDCSUnit )
if ClientDCSUnit and ClientDCSUnit:isExist() then
local ClientUnit = _DATABASE:FindUnit( self.ClientName )
self:T2( ClientUnit )
return ClientUnit
end
end
--- Returns the DCSUnit of the CLIENT.
-- @param #CLIENT self
-- @return Dcs.DCSTypes#Unit
function CLIENT:GetClientGroupDCSUnit()
self:F2()
local ClientDCSUnit = Unit.getByName( self.ClientName )
if ClientDCSUnit and ClientDCSUnit:isExist() then
self:T2( ClientDCSUnit )
return ClientDCSUnit
end
end
--- Evaluates if the CLIENT is a transport.
-- @param #CLIENT self
-- @return #boolean true is a transport.
function CLIENT:IsTransport()
self:F()
return self.ClientTransport
end
--- Shows the @{AI_Cargo#CARGO} contained within the CLIENT to the player as a message.
-- The @{AI_Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system.
-- @param #CLIENT self
function CLIENT:ShowCargo()
self:F()
local CargoMsg = ""
for CargoName, Cargo in pairs( CARGOS ) do
if self == Cargo:IsLoadedInClient() then
CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n"
end
end
if CargoMsg == "" then
CargoMsg = "empty"
end
self:Message( CargoMsg, 15, "Co-Pilot: Cargo Status", 30 )
end
-- TODO (1) I urgently need to revise this.
--- A local function called by the DCS World Menu system to switch off messages.
function CLIENT.SwitchMessages( PrmTable )
PrmTable[1].MessageSwitch = PrmTable[2]
end
--- The main message driver for the CLIENT.
-- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system.
-- @param #CLIENT self
-- @param #string Message is the text describing the message.
-- @param #number MessageDuration is the duration in seconds that the Message should be displayed.
-- @param #string MessageCategory is the category of the message (the title).
-- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air.
-- @param #string MessageID is the identifier of the message when displayed with intervals.
function CLIENT:Message( Message, MessageDuration, MessageCategory, MessageInterval, MessageID )
self:F( { Message, MessageDuration, MessageCategory, MessageInterval } )
if self.MessageSwitch == true then
if MessageCategory == nil then
MessageCategory = "Messages"
end
if MessageID ~= nil then
if self.Messages[MessageID] == nil then
self.Messages[MessageID] = {}
self.Messages[MessageID].MessageId = MessageID
self.Messages[MessageID].MessageTime = timer.getTime()
self.Messages[MessageID].MessageDuration = MessageDuration
if MessageInterval == nil then
self.Messages[MessageID].MessageInterval = 600
else
self.Messages[MessageID].MessageInterval = MessageInterval
end
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
else
if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then
if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + 10 then
MESSAGE:New( Message, MessageDuration , MessageCategory):ToClient( self )
self.Messages[MessageID].MessageTime = timer.getTime()
end
else
if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + self.Messages[MessageID].MessageInterval then
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
self.Messages[MessageID].MessageTime = timer.getTime()
end
end
end
else
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
end
end
end

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--- This module contains the GROUP class.
--
-- 1) @{Group#GROUP} class, extends @{Controllable#CONTROLLABLE}
-- =============================================================
-- The @{Group#GROUP} class is a wrapper class to handle the DCS Group objects:
--
-- * Support all DCS Group APIs.
-- * Enhance with Group specific APIs not in the DCS Group API set.
-- * Handle local Group Controller.
-- * Manage the "state" of the DCS Group.
--
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).**
--
-- 1.1) GROUP reference methods
-- -----------------------
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class).
--
-- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the DCS Group or the DCS GroupName.
--
-- Another thing to know is that GROUP objects do not "contain" the DCS Group object.
-- The GROUP methods will reference the DCS Group object by name when it is needed during API execution.
-- If the DCS Group object does not exist or is nil, the GROUP methods will return nil and log an exception in the DCS.log file.
--
-- The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
--
-- * @{#GROUP.Find}(): Find a GROUP instance from the _DATABASE object using a DCS Group object.
-- * @{#GROUP.FindByName}(): Find a GROUP instance from the _DATABASE object using a DCS Group name.
--
-- ## 1.2) GROUP task methods
--
-- A GROUP is a @{Controllable}. See the @{Controllable} task methods section for a description of the task methods.
--
-- ### 1.2.4) Obtain the mission from group templates
--
-- Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
--
-- * @{Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
--
-- ## 1.3) GROUP Command methods
--
-- A GROUP is a @{Controllable}. See the @{Controllable} command methods section for a description of the command methods.
--
-- ## 1.4) GROUP option methods
--
-- A GROUP is a @{Controllable}. See the @{Controllable} option methods section for a description of the option methods.
--
-- ## 1.5) GROUP Zone validation methods
--
-- The group can be validated whether it is completely, partly or not within a @{Zone}.
-- Use the following Zone validation methods on the group:
--
-- * @{#GROUP.IsCompletelyInZone}: Returns true if all units of the group are within a @{Zone}.
-- * @{#GROUP.IsPartlyInZone}: Returns true if some units of the group are within a @{Zone}.
-- * @{#GROUP.IsNotInZone}: Returns true if none of the group units of the group are within a @{Zone}.
--
-- The zone can be of any @{Zone} class derived from @{Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
--
-- ## 1.6) GROUP AI methods
--
-- A GROUP has AI methods to control the AI activation.
--
-- * @{#GROUP.SetAIOnOff}(): Turns the GROUP AI On or Off.
-- * @{#GROUP.SetAIOn}(): Turns the GROUP AI On.
-- * @{#GROUP.SetAIOff}(): Turns the GROUP AI Off.
--
-- ====
--
-- # **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:
--
-- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added.
--
-- 2017-01-24: GROUP:**SetAIOn()** added.
--
-- 2017-01-24: GROUP:**SetAIOff()** added.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff().
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- @module Group
-- @author FlightControl
--- The GROUP class
-- @type GROUP
-- @extends Wrapper.Controllable#CONTROLLABLE
-- @field #string GroupName The name of the group.
GROUP = {
ClassName = "GROUP",
}
--- Create a new GROUP from a DCSGroup
-- @param #GROUP self
-- @param Dcs.DCSWrapper.Group#Group GroupName The DCS Group name
-- @return #GROUP self
function GROUP:Register( GroupName )
local self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) )
self:F2( GroupName )
self.GroupName = GroupName
self:SetEventPriority( 4 )
return self
end
-- Reference methods.
--- Find the GROUP wrapper class instance using the DCS Group.
-- @param #GROUP self
-- @param Dcs.DCSWrapper.Group#Group DCSGroup The DCS Group.
-- @return #GROUP The GROUP.
function GROUP:Find( DCSGroup )
local GroupName = DCSGroup:getName() -- Wrapper.Group#GROUP
local GroupFound = _DATABASE:FindGroup( GroupName )
return GroupFound
end
--- Find the created GROUP using the DCS Group Name.
-- @param #GROUP self
-- @param #string GroupName The DCS Group Name.
-- @return #GROUP The GROUP.
function GROUP:FindByName( GroupName )
local GroupFound = _DATABASE:FindGroup( GroupName )
return GroupFound
end
-- DCS Group methods support.
--- Returns the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSWrapper.Group#Group The DCS Group.
function GROUP:GetDCSObject()
local DCSGroup = Group.getByName( self.GroupName )
if DCSGroup then
return DCSGroup
end
return nil
end
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return Dcs.DCSTypes#Position The 3D position vectors of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive.
function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3()
self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local PositionablePosition = DCSPositionable:getUnits()[1]:getPosition().p
self:T3( PositionablePosition )
return PositionablePosition
end
return nil
end
--- Returns if the DCS Group is alive.
-- When the group exists at run-time, this method will return true, otherwise false.
-- @param #GROUP self
-- @return #boolean true if the DCS Group is alive.
function GROUP:IsAlive()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupIsAlive = DCSGroup:isExist() and DCSGroup:getUnit(1) ~= nil
self:T3( GroupIsAlive )
return GroupIsAlive
end
return nil
end
--- Destroys the DCS Group and all of its DCS Units.
-- Note that this destroy method also raises a destroy event at run-time.
-- So all event listeners will catch the destroy event of this DCS Group.
-- @param #GROUP self
function GROUP:Destroy()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
self:CreateEventCrash( timer.getTime(), UnitData )
end
DCSGroup:destroy()
DCSGroup = nil
end
return nil
end
--- Returns category of the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSWrapper.Group#Group.Category The category ID
function GROUP:GetCategory()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
return GroupCategory
end
return nil
end
--- Returns the category name of the DCS Group.
-- @param #GROUP self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
function GROUP:GetCategoryName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local CategoryNames = {
[Group.Category.AIRPLANE] = "Airplane",
[Group.Category.HELICOPTER] = "Helicopter",
[Group.Category.GROUND] = "Ground Unit",
[Group.Category.SHIP] = "Ship",
}
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
return CategoryNames[GroupCategory]
end
return nil
end
--- Returns the coalition of the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side The coalition side of the DCS Group.
function GROUP:GetCoalition()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCoalition = DCSGroup:getCoalition()
self:T3( GroupCoalition )
return GroupCoalition
end
return nil
end
--- Returns the country of the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCScountry#country.id The country identifier.
-- @return #nil The DCS Group is not existing or alive.
function GROUP:GetCountry()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCountry = DCSGroup:getUnit(1):getCountry()
self:T3( GroupCountry )
return GroupCountry
end
return nil
end
--- Returns the UNIT wrapper class with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
-- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
-- @return Wrapper.Unit#UNIT The UNIT wrapper class.
function GROUP:GetUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) )
self:T2( UnitFound )
return UnitFound
end
return nil
end
--- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
-- @param #number UnitNumber The number of the DCS Unit to be returned.
-- @return Dcs.DCSWrapper.Unit#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnitFound = DCSGroup:getUnit( UnitNumber )
self:T3( DCSUnitFound )
return DCSUnitFound
end
return nil
end
--- Returns current size of the DCS Group.
-- If some of the DCS Units of the DCS Group are destroyed the size of the DCS Group is changed.
-- @param #GROUP self
-- @return #number The DCS Group size.
function GROUP:GetSize()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupSize = DCSGroup:getSize()
self:T3( GroupSize )
return GroupSize
end
return nil
end
---
--- Returns the initial size of the DCS Group.
-- If some of the DCS Units of the DCS Group are destroyed, the initial size of the DCS Group is unchanged.
-- @param #GROUP self
-- @return #number The DCS Group initial size.
function GROUP:GetInitialSize()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupInitialSize = DCSGroup:getInitialSize()
self:T3( GroupInitialSize )
return GroupInitialSize
end
return nil
end
--- Returns the DCS Units of the DCS Group.
-- @param #GROUP self
-- @return #table The DCS Units.
function GROUP:GetDCSUnits()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnits = DCSGroup:getUnits()
self:T3( DCSUnits )
return DCSUnits
end
return nil
end
--- Activates a GROUP.
-- @param #GROUP self
function GROUP:Activate()
self:F2( { self.GroupName } )
trigger.action.activateGroup( self:GetDCSObject() )
return self:GetDCSObject()
end
--- Gets the type name of the group.
-- @param #GROUP self
-- @return #string The type name of the group.
function GROUP:GetTypeName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupTypeName = DCSGroup:getUnit(1):getTypeName()
self:T3( GroupTypeName )
return( GroupTypeName )
end
return nil
end
--- Gets the CallSign of the first DCS Unit of the DCS Group.
-- @param #GROUP self
-- @return #string The CallSign of the first DCS Unit of the DCS Group.
function GROUP:GetCallsign()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCallSign = DCSGroup:getUnit(1):getCallsign()
self:T3( GroupCallSign )
return GroupCallSign
end
return nil
end
--- Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSTypes#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
function GROUP:GetVec2()
self:F2( self.GroupName )
local UnitPoint = self:GetUnit(1)
UnitPoint:GetVec2()
local GroupPointVec2 = UnitPoint:GetVec2()
self:T3( GroupPointVec2 )
return GroupPointVec2
end
--- Returns the current Vec3 vector of the first DCS Unit in the GROUP.
-- @return Dcs.DCSTypes#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
function GROUP:GetVec3()
self:F2( self.GroupName )
local GroupVec3 = self:GetUnit(1):GetVec3()
self:T3( GroupVec3 )
return GroupVec3
end
do -- Is Zone methods
--- Returns true if all units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
function GROUP:IsCompletelyInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
else
return false
end
end
return true
end
--- Returns true if some units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
function GROUP:IsPartlyInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return true
end
end
return false
end
--- Returns true if none of the group units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
function GROUP:IsNotInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return false
end
end
return true
end
--- Returns if the group is of an air category.
-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
-- @param #GROUP self
-- @return #boolean Air category evaluation result.
function GROUP:IsAir()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local IsAirResult = DCSGroup:getCategory() == Group.Category.AIRPLANE or DCSGroup:getCategory() == Group.Category.HELICOPTER
self:T3( IsAirResult )
return IsAirResult
end
return nil
end
--- Returns if the DCS Group contains Helicopters.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Helicopters.
function GROUP:IsHelicopter()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.HELICOPTER
end
return nil
end
--- Returns if the DCS Group contains AirPlanes.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains AirPlanes.
function GROUP:IsAirPlane()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.AIRPLANE
end
return nil
end
--- Returns if the DCS Group contains Ground troops.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Ground troops.
function GROUP:IsGround()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.GROUND
end
return nil
end
--- Returns if the DCS Group contains Ships.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Ships.
function GROUP:IsShip()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.SHIP
end
return nil
end
--- Returns if all units of the group are on the ground or landed.
-- If all units of this group are on the ground, this function will return true, otherwise false.
-- @param #GROUP self
-- @return #boolean All units on the ground result.
function GROUP:AllOnGround()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local AllOnGroundResult = true
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
if UnitData:inAir() then
AllOnGroundResult = false
end
end
self:T3( AllOnGroundResult )
return AllOnGroundResult
end
return nil
end
end
do -- AI methods
--- Turns the AI On or Off for the GROUP.
-- @param #GROUP self
-- @param #boolean AIOnOff The value true turns the AI On, the value false turns the AI Off.
-- @return #GROUP The GROUP.
function GROUP:SetAIOnOff( AIOnOff )
local DCSGroup = self:GetDCSObject() -- Dcs.DCSGroup#Group
if DCSGroup then
local DCSController = DCSGroup:getController() -- Dcs.DCSController#Controller
if DCSController then
DCSController:setOnOff( AIOnOff )
return self
end
end
return nil
end
--- Turns the AI On for the GROUP.
-- @param #GROUP self
-- @return #GROUP The GROUP.
function GROUP:SetAIOn()
return self:SetAIOnOff( true )
end
--- Turns the AI Off for the GROUP.
-- @param #GROUP self
-- @return #GROUP The GROUP.
function GROUP:SetAIOff()
return self:SetAIOnOff( false )
end
end
--- Returns the current maximum velocity of the group.
-- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
-- @param #GROUP self
-- @return #number Maximum velocity found.
function GROUP:GetMaxVelocity()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupVelocityMax = 0
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
end
end
return GroupVelocityMax
end
return nil
end
--- Returns the current minimum height of the group.
-- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
-- @param #GROUP self
-- @return #number Minimum height found.
function GROUP:GetMinHeight()
self:F2()
end
--- Returns the current maximum height of the group.
-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
-- @param #GROUP self
-- @return #number Maximum height found.
function GROUP:GetMaxHeight()
self:F2()
end
-- SPAWNING
--- Respawn the @{GROUP} using a (tweaked) template of the Group.
-- The template must be retrieved with the @{Group#GROUP.GetTemplate}() function.
-- The template contains all the definitions as declared within the mission file.
-- To understand templates, do the following:
--
-- * unpack your .miz file into a directory using 7-zip.
-- * browse in the directory created to the file **mission**.
-- * open the file and search for the country group definitions.
--
-- Your group template will contain the fields as described within the mission file.
--
-- This function will:
--
-- * Get the current position and heading of the group.
-- * When the group is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions.
-- * Then it will destroy the current alive group.
-- * And it will respawn the group using your new template definition.
-- @param Wrapper.Group#GROUP self
-- @param #table Template The template of the Group retrieved with GROUP:GetTemplate()
function GROUP:Respawn( Template )
local Vec3 = self:GetVec3()
Template.x = Vec3.x
Template.y = Vec3.z
--Template.x = nil
--Template.y = nil
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
Template.units[UnitID].alt = GroupUnitVec3.y
Template.units[UnitID].x = GroupUnitVec3.x
Template.units[UnitID].y = GroupUnitVec3.z
Template.units[UnitID].heading = GroupUnitHeading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
self:Destroy()
_DATABASE:Spawn( Template )
end
--- Returns the group template from the @{DATABASE} (_DATABASE object).
-- @param #GROUP self
-- @return #table
function GROUP:GetTemplate()
local GroupName = self:GetName()
self:E( GroupName )
return _DATABASE:GetGroupTemplate( GroupName )
end
--- Sets the controlled status in a Template.
-- @param #GROUP self
-- @param #boolean Controlled true is controlled, false is uncontrolled.
-- @return #table
function GROUP:SetTemplateControlled( Template, Controlled )
Template.uncontrolled = not Controlled
return Template
end
--- Sets the CountryID of the group in a Template.
-- @param #GROUP self
-- @param Dcs.DCScountry#country.id CountryID The country ID.
-- @return #table
function GROUP:SetTemplateCountry( Template, CountryID )
Template.CountryID = CountryID
return Template
end
--- Sets the CoalitionID of the group in a Template.
-- @param #GROUP self
-- @param Dcs.DCSCoalitionWrapper.Object#coalition.side CoalitionID The coalition ID.
-- @return #table
function GROUP:SetTemplateCoalition( Template, CoalitionID )
Template.CoalitionID = CoalitionID
return Template
end
--- Return the mission template of the group.
-- @param #GROUP self
-- @return #table The MissionTemplate
function GROUP:GetTaskMission()
self:F2( self.GroupName )
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template )
end
--- Return the mission route of the group.
-- @param #GROUP self
-- @return #table The mission route defined by points.
function GROUP:GetTaskRoute()
self:F2( self.GroupName )
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
end
--- Return the route of a group by using the @{Database#DATABASE} class.
-- @param #GROUP self
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
-- @param #boolean Randomize Randomization of the route, when true.
-- @param #number Radius When randomization is on, the randomization is within the radius.
function GROUP:CopyRoute( Begin, End, Randomize, Radius )
self:F2( { Begin, End } )
local Points = {}
-- Could be a Spawned Group
local GroupName = string.match( self:GetName(), ".*#" )
if GroupName then
GroupName = GroupName:sub( 1, -2 )
else
GroupName = self:GetName()
end
self:T3( { GroupName } )
local Template = _DATABASE.Templates.Groups[GroupName].Template
if Template then
if not Begin then
Begin = 0
end
if not End then
End = 0
end
for TPointID = Begin + 1, #Template.route.points - End do
if Template.route.points[TPointID] then
Points[#Points+1] = routines.utils.deepCopy( Template.route.points[TPointID] )
if Randomize then
if not Radius then
Radius = 500
end
Points[#Points].x = Points[#Points].x + math.random( Radius * -1, Radius )
Points[#Points].y = Points[#Points].y + math.random( Radius * -1, Radius )
end
end
end
return Points
else
error( "Template not found for Group : " .. GroupName )
end
return nil
end
--- Calculate the maxium A2G threat level of the Group.
-- @param #GROUP self
function GROUP:CalculateThreatLevelA2G()
local MaxThreatLevelA2G = 0
for UnitName, UnitData in pairs( self:GetUnits() ) do
local ThreatUnit = UnitData -- Wrapper.Unit#UNIT
local ThreatLevelA2G = ThreatUnit:GetThreatLevel()
if ThreatLevelA2G > MaxThreatLevelA2G then
MaxThreatLevelA2G = ThreatLevelA2G
end
end
self:T3( MaxThreatLevelA2G )
return MaxThreatLevelA2G
end
--- Returns true if the first unit of the GROUP is in the air.
-- @param Wrapper.Group#GROUP self
-- @return #boolean true if in the first unit of the group is in the air.
-- @return #nil The GROUP is not existing or not alive.
function GROUP:InAir()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnit = DCSGroup:getUnit(1)
if DCSUnit then
local GroupInAir = DCSGroup:getUnit(1):inAir()
self:T3( GroupInAir )
return GroupInAir
end
end
return nil
end
function GROUP:OnReSpawn( ReSpawnFunction )
self.ReSpawnFunction = ReSpawnFunction
end

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@@ -0,0 +1,223 @@
--- This module contains the IDENTIFIABLE class.
--
-- 1) @{#IDENTIFIABLE} class, extends @{Object#OBJECT}
-- ===============================================================
-- The @{#IDENTIFIABLE} class is a wrapper class to handle the DCS Identifiable objects:
--
-- * Support all DCS Identifiable APIs.
-- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set.
-- * Manage the "state" of the DCS Identifiable.
--
-- 1.1) IDENTIFIABLE constructor:
-- ------------------------------
-- The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:
--
-- * @{#IDENTIFIABLE.New}(): Create a IDENTIFIABLE instance.
--
-- 1.2) IDENTIFIABLE methods:
-- --------------------------
-- The following methods can be used to identify an identifiable object:
--
-- * @{#IDENTIFIABLE.GetName}(): Returns the name of the Identifiable.
-- * @{#IDENTIFIABLE.IsAlive}(): Returns if the Identifiable is alive.
-- * @{#IDENTIFIABLE.GetTypeName}(): Returns the type name of the Identifiable.
-- * @{#IDENTIFIABLE.GetCoalition}(): Returns the coalition of the Identifiable.
-- * @{#IDENTIFIABLE.GetCountry}(): Returns the country of the Identifiable.
-- * @{#IDENTIFIABLE.GetDesc}(): Returns the descriptor structure of the Identifiable.
--
--
-- ===
--
-- @module Identifiable
--- The IDENTIFIABLE class
-- @type IDENTIFIABLE
-- @extends Wrapper.Object#OBJECT
-- @field #string IdentifiableName The name of the identifiable.
IDENTIFIABLE = {
ClassName = "IDENTIFIABLE",
IdentifiableName = "",
}
local _CategoryName = {
[Unit.Category.AIRPLANE] = "Airplane",
[Unit.Category.HELICOPTER] = "Helicoper",
[Unit.Category.GROUND_UNIT] = "Ground Identifiable",
[Unit.Category.SHIP] = "Ship",
[Unit.Category.STRUCTURE] = "Structure",
}
--- Create a new IDENTIFIABLE from a DCSIdentifiable
-- @param #IDENTIFIABLE self
-- @param Dcs.DCSWrapper.Identifiable#Identifiable IdentifiableName The DCS Identifiable name
-- @return #IDENTIFIABLE self
function IDENTIFIABLE:New( IdentifiableName )
local self = BASE:Inherit( self, OBJECT:New( IdentifiableName ) )
self:F2( IdentifiableName )
self.IdentifiableName = IdentifiableName
return self
end
--- Returns if the Identifiable is alive.
-- @param #IDENTIFIABLE self
-- @return #boolean true if Identifiable is alive.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:IsAlive()
self:F3( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableIsAlive = DCSIdentifiable:isExist()
return IdentifiableIsAlive
end
return false
end
--- Returns DCS Identifiable object name.
-- The function provides access to non-activated objects too.
-- @param #IDENTIFIABLE self
-- @return #string The name of the DCS Identifiable.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetName()
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableName = self.IdentifiableName
return IdentifiableName
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Returns the type name of the DCS Identifiable.
-- @param #IDENTIFIABLE self
-- @return #string The type name of the DCS Identifiable.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetTypeName()
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableTypeName = DCSIdentifiable:getTypeName()
self:T3( IdentifiableTypeName )
return IdentifiableTypeName
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Returns category of the DCS Identifiable.
-- @param #IDENTIFIABLE self
-- @return Dcs.DCSWrapper.Object#Object.Category The category ID
function IDENTIFIABLE:GetCategory()
self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject()
if DCSObject then
local ObjectCategory = DCSObject:getCategory()
self:T3( ObjectCategory )
return ObjectCategory
end
return nil
end
--- Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
-- @param #IDENTIFIABLE self
-- @return #string The DCS Identifiable Category Name
function IDENTIFIABLE:GetCategoryName()
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableCategoryName = _CategoryName[ self:GetDesc().category ]
return IdentifiableCategoryName
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Returns coalition of the Identifiable.
-- @param #IDENTIFIABLE self
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side The side of the coalition.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetCoalition()
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableCoalition = DCSIdentifiable:getCoalition()
self:T3( IdentifiableCoalition )
return IdentifiableCoalition
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Returns country of the Identifiable.
-- @param #IDENTIFIABLE self
-- @return Dcs.DCScountry#country.id The country identifier.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetCountry()
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableCountry = DCSIdentifiable:getCountry()
self:T3( IdentifiableCountry )
return IdentifiableCountry
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Returns Identifiable descriptor. Descriptor type depends on Identifiable category.
-- @param #IDENTIFIABLE self
-- @return Dcs.DCSWrapper.Identifiable#Identifiable.Desc The Identifiable descriptor.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetDesc()
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableDesc = DCSIdentifiable:getDesc()
self:T2( IdentifiableDesc )
return IdentifiableDesc
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
-- @param #IDENTIFIABLE self
-- @return #string The CallSign of the IDENTIFIABLE.
function IDENTIFIABLE:GetCallsign()
return ''
end
function IDENTIFIABLE:GetThreatLevel()
return 0, "Scenery"
end

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@@ -0,0 +1,88 @@
--- This module contains the OBJECT class.
--
-- 1) @{Object#OBJECT} class, extends @{Base#BASE}
-- ===========================================================
-- The @{Object#OBJECT} class is a wrapper class to handle the DCS Object objects:
--
-- * Support all DCS Object APIs.
-- * Enhance with Object specific APIs not in the DCS Object API set.
-- * Manage the "state" of the DCS Object.
--
-- 1.1) OBJECT constructor:
-- ------------------------------
-- The OBJECT class provides the following functions to construct a OBJECT instance:
--
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
--
-- 1.2) OBJECT methods:
-- --------------------------
-- The following methods can be used to identify an Object object:
--
-- * @{Object#OBJECT.GetID}(): Returns the ID of the Object object.
--
-- ===
--
-- @module Object
--- The OBJECT class
-- @type OBJECT
-- @extends Core.Base#BASE
-- @field #string ObjectName The name of the Object.
OBJECT = {
ClassName = "OBJECT",
ObjectName = "",
}
--- A DCSObject
-- @type DCSObject
-- @field id_ The ID of the controllable in DCS
--- Create a new OBJECT from a DCSObject
-- @param #OBJECT self
-- @param Dcs.DCSWrapper.Object#Object ObjectName The Object name
-- @return #OBJECT self
function OBJECT:New( ObjectName, Test )
local self = BASE:Inherit( self, BASE:New() )
self:F2( ObjectName )
self.ObjectName = ObjectName
return self
end
--- Returns the unit's unique identifier.
-- @param Wrapper.Object#OBJECT self
-- @return Dcs.DCSWrapper.Object#Object.ID ObjectID
-- @return #nil The DCS Object is not existing or alive.
function OBJECT:GetID()
self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject()
if DCSObject then
local ObjectID = DCSObject:getID()
return ObjectID
end
return nil
end
--- Destroys the OBJECT.
-- @param #OBJECT self
-- @return #nil The DCS Unit is not existing or alive.
function OBJECT:Destroy()
self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject()
if DCSObject then
DCSObject:destroy()
end
return nil
end

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