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660 Commits
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a47195198e |
5
.gitignore
vendored
5
.gitignore
vendored
@@ -5,7 +5,6 @@
|
||||
*.pydevproject
|
||||
.project
|
||||
.metadata
|
||||
bin/
|
||||
tmp/
|
||||
*.tmp
|
||||
*.bak
|
||||
@@ -19,8 +18,6 @@ local.properties
|
||||
# External tool builders
|
||||
.externalToolBuilders/
|
||||
|
||||
# Locally stored "Eclipse launch configurations"
|
||||
*.launch
|
||||
|
||||
# CDT-specific
|
||||
.cproject
|
||||
@@ -47,7 +44,6 @@ local.properties
|
||||
[Rr]elease/
|
||||
x64/
|
||||
build/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
|
||||
# MSTest test Results
|
||||
@@ -224,3 +220,4 @@ _gsdata_/
|
||||
#GITHUB
|
||||
.gitattributes
|
||||
.gitignore
|
||||
Moose Test Missions/MOOSE_Test_Template.miz
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/GenerateDocumentations.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Utils}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "D" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "S" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Missions}"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${selected_resource_loc}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update}"/>
|
||||
</launchConfiguration>
|
||||
BIN
Moose Development/Maths/Distance.ggb
Normal file
BIN
Moose Development/Maths/Distance.ggb
Normal file
Binary file not shown.
Binary file not shown.
BIN
Moose Development/Maths/Task Templates.xlsx
Normal file
BIN
Moose Development/Maths/Task Templates.xlsx
Normal file
Binary file not shown.
674
Moose Development/Moose/AI/AI_BAI.lua
Normal file
674
Moose Development/Moose/AI/AI_BAI.lua
Normal file
@@ -0,0 +1,674 @@
|
||||
--- **AI** -- **Provide Battlefield Air Interdiction (bombing).**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI_BAI classes makes AI Controllables execute bombing tasks.
|
||||
--
|
||||
-- There are the following types of BAI classes defined:
|
||||
--
|
||||
-- * @{#AI_BAI_ZONE}: Perform a BAI in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_BAI Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_BAI Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Bai
|
||||
|
||||
|
||||
--- AI_BAI_ZONE class
|
||||
-- @type AI_BAI_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
|
||||
-- using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
|
||||
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Every target that is destroyed, is reported< by the AI.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
|
||||
--
|
||||
-- * a FAC
|
||||
-- * a timed event
|
||||
-- * a menu option selected by a human
|
||||
-- * a condition
|
||||
-- * others ...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
|
||||
-- It can be notified to go RTB through the **RTB** event.
|
||||
--
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1. AI_BAI_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_BAI_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_BAI_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2. AI_BAI_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
|
||||
--
|
||||
-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone
|
||||
-- is the point where a map object is to be destroyed (like a bridge).
|
||||
--
|
||||
-- Example:
|
||||
--
|
||||
-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
|
||||
-- AIBAIZone:SearchOff()
|
||||
--
|
||||
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_BAI_ZONE
|
||||
AI_BAI_ZONE = {
|
||||
ClassName = "AI_BAI_ZONE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_BAI_ZONE object
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_BAI_ZONE self
|
||||
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
|
||||
|
||||
self.EngageZone = EngageZone
|
||||
self.Accomplished = false
|
||||
|
||||
self:SetDetectionZone( self.EngageZone )
|
||||
self:SearchOn()
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterEngage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeFired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterFired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] Fired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Fired
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] Destroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Destroy
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterAbort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] Abort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Abort
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] Accomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Accomplish
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
|
||||
-- @return #AI_BAI_ZONE self
|
||||
function AI_BAI_ZONE:SetEngageZone( EngageZone )
|
||||
self:F2()
|
||||
|
||||
if EngageZone then
|
||||
self.EngageZone = EngageZone
|
||||
else
|
||||
self.EngageZone = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
|
||||
-- AI_BAI_ZONE will search for potential targets by default.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @return #AI_BAI_ZONE
|
||||
function AI_BAI_ZONE:SearchOnOff( Search )
|
||||
|
||||
self.Search = Search
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- If Search is Off, the current zone coordinate will be the center of the bombing.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @return #AI_BAI_ZONE
|
||||
function AI_BAI_ZONE:SearchOff()
|
||||
|
||||
self:SearchOnOff( false )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- If Search is On, BAI will search for potential targets in the zone.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @return #AI_BAI_ZONE
|
||||
function AI_BAI_ZONE:SearchOn()
|
||||
|
||||
self:SearchOnOff( true )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- onafter State Transition for Event Start.
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
|
||||
end
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
function _NewEngageRoute( AIControllable )
|
||||
|
||||
AIControllable:T( "NewEngageRoute" )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
|
||||
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
self:F({"onafterTarget",self.Search,Controllable:IsAlive()})
|
||||
|
||||
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
if self.Search == true then
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
if Detected == true then
|
||||
self:F( {"Target: ", DetectedUnit } )
|
||||
self.DetectedUnits[DetectedUnit] = false
|
||||
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
else
|
||||
self:F("Attack zone")
|
||||
local AttackTask = Controllable:TaskAttackMapObject(
|
||||
self.EngageZone:GetPointVec2():GetVec2(),
|
||||
true,
|
||||
self.EngageWeaponExpend,
|
||||
self.EngageAttackQty,
|
||||
self.EngageDirection,
|
||||
self.EngageAltitude
|
||||
)
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
end
|
||||
|
||||
self:__Target( -10 )
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
|
||||
Controllable:ClearTasks()
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection )
|
||||
|
||||
self:F("onafterEngage")
|
||||
|
||||
self.EngageSpeed = EngageSpeed or 400
|
||||
self.EngageAltitude = EngageAltitude or 2000
|
||||
self.EngageWeaponExpend = EngageWeaponExpend
|
||||
self.EngageAttackQty = EngageAttackQty
|
||||
self.EngageDirection = EngageDirection
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the current route point.
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
if self.Search == true then
|
||||
|
||||
for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
self:F( {"Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
|
||||
DetectedUnit:GetPointVec2():GetVec2(),
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection,
|
||||
EngageAltitude
|
||||
)
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
else
|
||||
self:F("Attack zone")
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject(
|
||||
self.EngageZone:GetPointVec2():GetVec2(),
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection,
|
||||
EngageAltitude
|
||||
)
|
||||
end
|
||||
|
||||
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in EngageZone.
|
||||
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Controllable:WayPointInitialize( EngageRoute )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
Controllable:SetState( Controllable, "EngageZone", self )
|
||||
|
||||
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
Controllable:WayPointExecute( 1 )
|
||||
|
||||
self:SetDetectionInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
self:__Target( -2 ) -- Start Targetting
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionDeactivated()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.DetectedUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_BAI_ZONE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -4,62 +4,22 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{AI_Balancer#AI_BALANCER} class, extends @{Fsm#FSM_SET}
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- 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.
|
||||
-- ### [AI_BALANCER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- 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.
|
||||
-- ### [AI_BALANCER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- 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.
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ## 1.1) AI_BALANCER construction
|
||||
-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
|
||||
--
|
||||
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
|
||||
--
|
||||
-- ## 1.2) AI_BALANCER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 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**
|
||||
@@ -90,12 +50,68 @@
|
||||
--
|
||||
-- @module AI_Balancer
|
||||
|
||||
--- AI_BALANCER class
|
||||
-- @type AI_BALANCER
|
||||
--- @type AI_BALANCER
|
||||
-- @field Core.Set#SET_CLIENT SetClient
|
||||
-- @field Functional.Spawn#SPAWN SpawnAI
|
||||
-- @field Wrapper.Group#GROUP Test
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
|
||||
|
||||
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
|
||||
--
|
||||
-- * @{#AI_BALANCER.OnAfterSpawned}( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
|
||||
--
|
||||
-- ## 1. AI_BALANCER construction
|
||||
--
|
||||
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
|
||||
--
|
||||
-- ## 2. AI_BALANCER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_BALANCER States
|
||||
--
|
||||
-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
|
||||
-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
|
||||
--
|
||||
-- ### 2.2. AI_BALANCER Events
|
||||
--
|
||||
-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
|
||||
-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
|
||||
--
|
||||
-- ## 3. AI_BALANCER spawn interval for replacement AI
|
||||
--
|
||||
-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
|
||||
--
|
||||
-- ## 4. AI_BALANCER returns AI to Airbases
|
||||
--
|
||||
-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
--
|
||||
-- @field #AI_BALANCER
|
||||
AI_BALANCER = {
|
||||
ClassName = "AI_BALANCER",
|
||||
PatrolZones = {},
|
||||
|
||||
@@ -1,85 +1,31 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
|
||||
--- **AI** - **Execute Combat Air Patrol (CAP).**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 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.
|
||||
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
|
||||
--
|
||||
-- 
|
||||
-- There are the following types of CAP classes defined:
|
||||
--
|
||||
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1.1) AI_CAP_ZONE constructor
|
||||
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
|
||||
--
|
||||
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
|
||||
-- ====
|
||||
--
|
||||
-- ## 1.2) AI_CAP_ZONE is a FSM
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- 
|
||||
-- ### [AI_CAP Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### 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.
|
||||
-- ### [AI_CAP Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ## 1.3) Set the Range of Engagement
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- 
|
||||
-- ====
|
||||
--
|
||||
-- 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
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- 
|
||||
-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
|
||||
--
|
||||
-- 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**
|
||||
@@ -112,11 +58,94 @@
|
||||
-- @module AI_Cap
|
||||
|
||||
|
||||
--- AI_CAP_ZONE class
|
||||
-- @type AI_CAP_ZONE
|
||||
--- @type AI_CAP_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
|
||||
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_CAP_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_CAP_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 AI_CAP_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2 AI_CAP_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAP_ZONE
|
||||
AI_CAP_ZONE = {
|
||||
ClassName = "AI_CAP_ZONE",
|
||||
}
|
||||
@@ -340,9 +369,12 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
function _NewEngageCapRoute( AIControllable )
|
||||
|
||||
@@ -392,6 +424,18 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
|
||||
Controllable:ClearTasks()
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
@@ -505,14 +549,9 @@ end
|
||||
-- @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!" )
|
||||
function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
@@ -520,9 +559,22 @@ end
|
||||
-- @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()
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.DetectedUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_CAP_ZONE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,15 +1,59 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
|
||||
-- **Provide Close Air Support to friendly ground troops.**
|
||||
--- **AI** -- **Provide Close Air Support to friendly ground troops.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 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.
|
||||
-- AI CAS classes makes AI Controllables execute a Close Air Support.
|
||||
--
|
||||
-- There are the following types of CAS classes defined:
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE}: Perform a CAS in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Cas
|
||||
|
||||
|
||||
--- AI_CAS_ZONE class
|
||||
-- @type AI_CAS_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_CAS_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- AI_CAS_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_CAS_ZONE 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.
|
||||
--
|
||||
-- 
|
||||
@@ -63,66 +107,37 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1.1) AI_CAS_ZONE constructor
|
||||
-- # 1. AI_CAS_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
|
||||
--
|
||||
-- ## 1.2) AI_CAS_ZONE is a FSM
|
||||
-- ## 2. AI_CAS_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 1.2.1) AI_CAS_ZONE States
|
||||
-- ### 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
|
||||
-- ### 2.2. AI_CAS_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the CAS task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- * **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
|
||||
--
|
||||
-- @field #AI_CAS_ZONE
|
||||
AI_CAS_ZONE = {
|
||||
ClassName = "AI_CAS_ZONE",
|
||||
}
|
||||
@@ -158,11 +173,6 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @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.
|
||||
|
||||
@@ -173,20 +183,29 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @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
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
|
||||
@@ -350,7 +369,7 @@ 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:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
|
||||
end
|
||||
@@ -360,9 +379,10 @@ function _NewEngageRoute( AIControllable )
|
||||
|
||||
AIControllable:T( "NewEngageRoute" )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_CAS_ZONE
|
||||
EngageZone:__Engage( 1 )
|
||||
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
@@ -394,7 +414,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
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 )
|
||||
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
end
|
||||
end
|
||||
@@ -409,6 +429,15 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
|
||||
Controllable:ClearTasks()
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
@@ -416,12 +445,17 @@ end
|
||||
-- @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 Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection )
|
||||
self:E("onafterEngage")
|
||||
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection )
|
||||
self:F("onafterEngage")
|
||||
|
||||
self.EngageSpeed = EngageSpeed or 400
|
||||
self.EngageAltitude = EngageAltitude or 2000
|
||||
@@ -430,7 +464,6 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To, EngageSpeed,
|
||||
self.EngageDirection = EngageDirection
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
@@ -451,29 +484,28 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To, EngageSpeed,
|
||||
|
||||
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
|
||||
local AttackTasks = {}
|
||||
|
||||
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
self:E( {"Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
EngageAttackQty,
|
||||
EngageDirection
|
||||
)
|
||||
end
|
||||
else
|
||||
self.DetectedUnits[DetectedUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in EngageZone.
|
||||
@@ -492,48 +524,40 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To, EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
ToTargetPointVec3:SmokeBlue()
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Controllable:WayPointInitialize( EngageRoute )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
Controllable:SetState( Controllable, "EngageZone", self )
|
||||
|
||||
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
Controllable:WayPointExecute( 1 )
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
-- 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:SetDetectionInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
self:__Target( -10 ) -- Start Targetting
|
||||
self:__Target( -2 ) -- Start Targetting
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionDeactivated()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CAS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
@@ -545,27 +569,18 @@ 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 } )
|
||||
function AI_CAS_ZONE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
self:__Destroy( 1, EventData )
|
||||
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
1075
Moose Development/Moose/AI/AI_Formation.lua
Normal file
1075
Moose Development/Moose/AI/AI_Formation.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,107 +1,30 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
|
||||
-- **Air Patrolling or Staging.**
|
||||
--- **AI** -- **Air Patrolling or Staging.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
-- AI PATROL classes makes AI Controllables execute an Patrol.
|
||||
--
|
||||
-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
-- There are the following types of PATROL classes defined:
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
|
||||
-- use derived AI_ classes to model AI offensive or defensive behaviour.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1.1) AI_PATROL_ZONE constructor
|
||||
-- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone.
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
|
||||
-- ====
|
||||
--
|
||||
-- ## 1.2) AI_PATROL_ZONE is a FSM
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- 
|
||||
-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ### 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.
|
||||
-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ## 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.
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ## 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.
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- * @{#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.
|
||||
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
@@ -156,6 +79,111 @@
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @field Functional.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
|
||||
-- use derived AI_ classes to model AI offensive or defensive behaviour.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_PATROL_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
|
||||
--
|
||||
-- ## 2. AI_PATROL_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_PATROL_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base.
|
||||
-- * **Stopped** ( Group ): The process is stopped.
|
||||
-- * **Crashed** ( Group ): The AI has crashed or is dead.
|
||||
--
|
||||
-- ### 2.2. AI_PATROL_ZONE Events
|
||||
--
|
||||
-- * **Start** ( Group ): Start the process.
|
||||
-- * **Stop** ( Group ): Stop the process.
|
||||
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **RTB** ( Group ): Route the AI to the home base.
|
||||
-- * **Detect** ( Group ): The AI is detecting targets.
|
||||
-- * **Detected** ( Group ): The AI has detected new targets.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set or Get the AI controllable
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
|
||||
-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
|
||||
--
|
||||
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
|
||||
-- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
|
||||
--
|
||||
-- ## 5. Manage the detection process of the AI controllable
|
||||
--
|
||||
-- The detection process of the AI controllable can be manipulated.
|
||||
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
|
||||
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
|
||||
--
|
||||
-- The detection frequency can be set with @{#AI_PATROL_ZONE.SetDetectionInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
|
||||
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
|
||||
--
|
||||
-- The detection can be filtered to potential targets in a specific zone.
|
||||
-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
|
||||
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
|
||||
-- according the weather conditions.
|
||||
--
|
||||
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targetted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
|
||||
--
|
||||
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_PATROL_ZONE
|
||||
AI_PATROL_ZONE = {
|
||||
ClassName = "AI_PATROL_ZONE",
|
||||
}
|
||||
@@ -201,6 +229,51 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
--- OnLeave Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnLeaveStopped
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnEnterStopped
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- OnBefore Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] OnAfterStop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Stop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] __Stop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "None", "Start", "Patrolling" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Start.
|
||||
|
||||
@@ -1,71 +1,6 @@
|
||||
--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#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.
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -74,7 +9,51 @@
|
||||
|
||||
do -- ACT_ACCOUNT
|
||||
|
||||
--- ACT_ACCOUNT class
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ACCOUNT state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### ACT_ACCOUNT States
|
||||
--
|
||||
-- * **Asigned**: The player is assigned.
|
||||
-- * **Waiting**: Waiting for an event.
|
||||
-- * **Report**: Reporting.
|
||||
-- * **Account**: Account for an event.
|
||||
-- * **Accounted**: All events have been accounted for, end of the process.
|
||||
-- * **Failed**: Failed the process.
|
||||
--
|
||||
-- ### ACT_ACCOUNT Events
|
||||
--
|
||||
-- * **Start**: Start the process.
|
||||
-- * **Wait**: Wait for an event.
|
||||
-- * **Report**: Report the status of the accounting.
|
||||
-- * **Event**: An event happened, process the event.
|
||||
-- * **More**: More targets.
|
||||
-- * **NoMore (*)**: No more targets.
|
||||
-- * **Fail (*)**: The action process has failed.
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### ACT_ACCOUNT state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
--
|
||||
-- * **Before** the state transition.
|
||||
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
||||
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
||||
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
||||
-- but then you'll need to specify your own logic using the AIControllable!
|
||||
--
|
||||
-- * **After** the state transition.
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- @type ACT_ACCOUNT
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
@@ -156,7 +135,18 @@ end -- ACT_ACCOUNT
|
||||
|
||||
do -- ACT_ACCOUNT_DEADS
|
||||
|
||||
--- ACT_ACCOUNT_DEADS class
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
|
||||
--
|
||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||
-- The process will end after each target has been successfully destroyed.
|
||||
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
|
||||
--
|
||||
--
|
||||
-- ## ACT_ACCOUNT_DEADS constructor:
|
||||
--
|
||||
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
|
||||
--
|
||||
-- @type ACT_ACCOUNT_DEADS
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends #ACT_ACCOUNT
|
||||
@@ -192,15 +182,6 @@ do -- ACT_ACCOUNT_DEADS
|
||||
self.TaskName = FsmAccount.TaskName
|
||||
end
|
||||
|
||||
|
||||
|
||||
function ACT_ACCOUNT_DEADS:_Destructor()
|
||||
self:E("_Destructor")
|
||||
|
||||
self:EventRemoveAll()
|
||||
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function
|
||||
@@ -209,7 +190,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, From, Event, To )
|
||||
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
|
||||
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
|
||||
@@ -222,18 +203,21 @@ do -- ACT_ACCOUNT_DEADS
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, From, Event, To, EventData )
|
||||
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
|
||||
self:T( { ProcessUnit, EventData, From, Event, To } )
|
||||
|
||||
self:T({self.Controllable})
|
||||
|
||||
self.TargetSetUnit:Flush()
|
||||
|
||||
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
|
||||
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
|
||||
self:T( "Sending Message" )
|
||||
local TaskGroup = ProcessUnit:GetGroup()
|
||||
self.TargetSetUnit:RemoveUnitsByName( EventData.IniUnitName )
|
||||
self.TargetSetUnit:Remove( EventData.IniUnitName )
|
||||
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
|
||||
end
|
||||
self:T( { "After sending Message" } )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
@@ -242,7 +226,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, From, Event, To, EventData )
|
||||
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
if self.TargetSetUnit:Count() > 0 then
|
||||
self:__More( 1 )
|
||||
@@ -259,7 +243,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
self:T( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
self:__Event( 1, EventData )
|
||||
self:Event( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -173,9 +173,7 @@ do -- ACT_ASSIGN_ACCEPT
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self:Message( "You are assigned to the task " .. self.Task:GetName() )
|
||||
|
||||
self.Task:Assign()
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
end -- ACT_ASSIGN_ACCEPT
|
||||
|
||||
@@ -108,7 +108,7 @@ do -- ACT_ASSIST
|
||||
function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
local MissionMenu = self:GetMission():GetMissionMenu( ProcessGroup )
|
||||
local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
|
||||
|
||||
local function MenuSmoke( MenuParam )
|
||||
self:E( MenuParam )
|
||||
@@ -125,6 +125,17 @@ do -- ACT_ASSIST
|
||||
self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
|
||||
self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIST self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To )
|
||||
|
||||
self.Menu:Remove() -- When stopped, remove the menus
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -56,8 +56,7 @@ function PROCESS_JTAC:New( Task, ProcessUnit, TargetSetUnit, FACUnit )
|
||||
endstates = { 'Failed' }
|
||||
} )
|
||||
|
||||
|
||||
_EVENTDISPATCHER:OnDead( self.EventDead, self )
|
||||
self:HandleEvent( EVENTS.Dead, self.EventDead )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -81,7 +81,8 @@ do -- ACT_ROUTE
|
||||
-- @type ACT_ROUTE
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @field Core.Zone#ZONE_BASE Zone
|
||||
-- @field Core.Point#COORDINATE Coordinate
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ROUTE = {
|
||||
ClassName = "ACT_ROUTE",
|
||||
@@ -96,12 +97,13 @@ do -- ACT_ROUTE
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "*", "Reset", "None" )
|
||||
self:AddTransition( "None", "Start", "Routing" )
|
||||
self:AddTransition( "*", "Report", "Reporting" )
|
||||
self:AddTransition( "*", "Route", "Routing" )
|
||||
self:AddTransition( "*", "Report", "*" )
|
||||
self:AddTransition( "Routing", "Route", "Routing" )
|
||||
self:AddTransition( "Routing", "Pause", "Pausing" )
|
||||
self:AddTransition( "*", "Abort", "Aborted" )
|
||||
self:AddTransition( "Routing", "Arrive", "Arrived" )
|
||||
self:AddTransition( "*", "Cancel", "Cancelled" )
|
||||
self:AddTransition( "Arrived", "Success", "Success" )
|
||||
self:AddTransition( "*", "Fail", "Failed" )
|
||||
self:AddTransition( "", "", "" )
|
||||
@@ -109,11 +111,79 @@ do -- ACT_ROUTE
|
||||
|
||||
self:AddEndState( "Arrived" )
|
||||
self:AddEndState( "Failed" )
|
||||
self:AddEndState( "Cancelled" )
|
||||
|
||||
self:SetStartState( "None" )
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:SetRouteMode( "C" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a Cancel Menu item.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE
|
||||
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime )
|
||||
|
||||
MENU_GROUP_COMMAND:New(
|
||||
MenuGroup,
|
||||
MenuText,
|
||||
ParentMenu,
|
||||
self.MenuCancel,
|
||||
self
|
||||
):SetTime(MenuTime)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the route mode.
|
||||
-- There are 2 route modes supported:
|
||||
--
|
||||
-- * SetRouteMode( "B" ): Route mode is Bearing and Range.
|
||||
-- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup.
|
||||
--
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE
|
||||
function ACT_ROUTE:SetRouteMode( RouteMode )
|
||||
|
||||
self.RouteMode = RouteMode
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the routing text to be displayed.
|
||||
-- The route mode determines the text displayed.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #string
|
||||
function ACT_ROUTE:GetRouteText( FromCoordinate )
|
||||
|
||||
local RouteText = ""
|
||||
|
||||
if self.Coordinate and self.RouteMode == "B" then
|
||||
RouteText = "Route to " .. FromCoordinate:GetBRText( self.Coordinate ) .. " km."
|
||||
end
|
||||
|
||||
if self.Coordinate and self.RouteMode == "C" then
|
||||
RouteText = "Route to " .. self.Coordinate:ToString()
|
||||
end
|
||||
|
||||
if self.Zone and self.RouteMode == "B" then
|
||||
local Coordinate = self.Zone:GetCoordinate()
|
||||
RouteText = "Route to zone bearing " .. FromCoordinate:GetBRText( Coordinate ) .. " km."
|
||||
end
|
||||
|
||||
if self.Zone and self.RouteMode == "C" then
|
||||
local Coordinate = self.Zone:GetCoordinate()
|
||||
RouteText = "Route to zone at " .. Coordinate:ToString()
|
||||
end
|
||||
|
||||
return RouteText
|
||||
end
|
||||
|
||||
|
||||
function ACT_ROUTE:MenuCancel()
|
||||
self:Cancel()
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
@@ -177,6 +247,119 @@ do -- ACT_ROUTE
|
||||
end -- ACT_ROUTE
|
||||
|
||||
|
||||
do -- ACT_ROUTE_POINT
|
||||
|
||||
--- ACT_ROUTE_POINT class
|
||||
-- @type ACT_ROUTE_POINT
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @extends #ACT_ROUTE
|
||||
ACT_ROUTE_POINT = {
|
||||
ClassName = "ACT_ROUTE_POINT",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new routing state machine.
|
||||
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Core.Point#COORDINATE The Coordinate to Target.
|
||||
-- @param #number Range The Distance to Target.
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
function ACT_ROUTE_POINT:New( Coordinate, Range )
|
||||
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT
|
||||
|
||||
self.Coordinate = Coordinate
|
||||
self.Range = Range or 0
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new routing state machine.
|
||||
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
function ACT_ROUTE_POINT:Init( FsmRoute )
|
||||
|
||||
self.Coordinate = FsmRoute.Coordinate
|
||||
self.Range = FsmRoute.Range or 0
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self:SetStartState("None")
|
||||
end
|
||||
|
||||
--- Set Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Core.Point#COORDINATE Coordinate The Coordinate to route to.
|
||||
function ACT_ROUTE_POINT:SetCoordinate( Coordinate )
|
||||
self:F2( { Coordinate } )
|
||||
self.Coordinate = Coordinate
|
||||
end
|
||||
|
||||
--- Get Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @return Core.Point#COORDINATE Coordinate The Coordinate to route to.
|
||||
function ACT_ROUTE_POINT:GetCoordinate()
|
||||
self:F2( { self.Coordinate } )
|
||||
return self.Coordinate
|
||||
end
|
||||
|
||||
--- Set Range around Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:SetRange( Range )
|
||||
self:F2( { self.Range } )
|
||||
self.Range = Range or 10000
|
||||
end
|
||||
|
||||
--- Get Range around Coordinate
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @return #number The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:GetRange()
|
||||
return self.Range
|
||||
end
|
||||
|
||||
--- Method override to check if the controllable has arrived.
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit )
|
||||
|
||||
if ProcessUnit:IsAlive() then
|
||||
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
|
||||
|
||||
if Distance <= self.Range then
|
||||
local RouteText = "You have arrived."
|
||||
self:Message( RouteText )
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
|
||||
|
||||
local TaskUnitCoordinate = ProcessUnit:GetCoordinate()
|
||||
local RouteText = self:GetRouteText( TaskUnitCoordinate )
|
||||
self:Message( RouteText )
|
||||
end
|
||||
|
||||
end -- ACT_ROUTE_POINT
|
||||
|
||||
|
||||
do -- ACT_ROUTE_ZONE
|
||||
|
||||
@@ -184,7 +367,7 @@ do -- ACT_ROUTE_ZONE
|
||||
-- @type ACT_ROUTE_ZONE
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @field Core.Zone#ZONE_BASE Zone
|
||||
-- @extends #ACT_ROUTE
|
||||
ACT_ROUTE_ZONE = {
|
||||
ClassName = "ACT_ROUTE_ZONE",
|
||||
@@ -193,11 +376,11 @@ do -- 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 )
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
function ACT_ROUTE_ZONE:New( Zone )
|
||||
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
|
||||
|
||||
self.TargetZone = TargetZone
|
||||
self.Zone = Zone
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
@@ -209,7 +392,7 @@ do -- ACT_ROUTE_ZONE
|
||||
|
||||
function ACT_ROUTE_ZONE:Init( FsmRoute )
|
||||
|
||||
self.TargetZone = FsmRoute.TargetZone
|
||||
self.Zone = FsmRoute.Zone
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
@@ -217,18 +400,32 @@ do -- ACT_ROUTE_ZONE
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
end
|
||||
|
||||
--- Set Zone
|
||||
-- @param #ACT_ROUTE_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
|
||||
function ACT_ROUTE_ZONE:SetZone( Zone )
|
||||
self.Zone = Zone
|
||||
end
|
||||
|
||||
--- Get Zone
|
||||
-- @param #ACT_ROUTE_ZONE self
|
||||
-- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to.
|
||||
function ACT_ROUTE_ZONE:GetZone()
|
||||
return self.Zone
|
||||
end
|
||||
|
||||
--- Method override to check if the controllable has arrived.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
|
||||
|
||||
if ProcessUnit:IsInZone( self.TargetZone ) then
|
||||
if ProcessUnit:IsInZone( self.Zone ) then
|
||||
local RouteText = "You have arrived within the zone."
|
||||
self:Message( RouteText )
|
||||
end
|
||||
|
||||
return ProcessUnit:IsInZone( self.TargetZone )
|
||||
return ProcessUnit:IsInZone( self.Zone )
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
@@ -239,13 +436,13 @@ do -- ACT_ROUTE_ZONE
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE_ZONE:onenterReporting( ProcessUnit, From, Event, To )
|
||||
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
|
||||
|
||||
local ZoneVec2 = self.TargetZone:GetVec2()
|
||||
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
|
||||
local ZoneVec2 = self.Zone:GetVec2()
|
||||
local ZoneCoordinate = COORDINATE: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."
|
||||
local TaskUnitCoordinate = COORDINATE:New( TaskUnitVec2.x, TaskUnitVec2.y )
|
||||
local RouteText = self:GetRouteText( TaskUnitCoordinate )
|
||||
self:Message( RouteText )
|
||||
end
|
||||
|
||||
|
||||
@@ -1,34 +1,111 @@
|
||||
--- This module contains the BASE class.
|
||||
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
|
||||
--
|
||||
-- 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.
|
||||
-- The @{#BASE} class is the core root class from where every other class in moose is derived.
|
||||
--
|
||||
-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * None.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Base
|
||||
|
||||
|
||||
|
||||
local _TraceOnOff = true
|
||||
local _TraceLevel = 1
|
||||
local _TraceAll = false
|
||||
local _TraceClass = {}
|
||||
local _TraceClassMethod = {}
|
||||
|
||||
local _ClassID = 0
|
||||
|
||||
--- @type BASE
|
||||
-- @field ClassName The name of the class.
|
||||
-- @field ClassID The ID number of the class.
|
||||
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
|
||||
|
||||
--- # 1) #BASE class
|
||||
--
|
||||
-- All classes within the MOOSE framework are derived from the BASE class.
|
||||
--
|
||||
-- BASE provides facilities for :
|
||||
--
|
||||
-- * The construction and inheritance of MOOSE classes.
|
||||
-- * The class naming and numbering system.
|
||||
-- * The class hierarchy search system.
|
||||
-- * The tracing of information or objects during mission execution for debuggin purposes.
|
||||
-- * The subscription to DCS events for event handling in MOOSE objects.
|
||||
--
|
||||
-- Note: The BASE class is an abstract class and is not meant to be used directly.
|
||||
--
|
||||
-- ## 1.1) BASE constructor
|
||||
--
|
||||
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
|
||||
-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
|
||||
-- See an example at the @{Base#BASE.New} method how this is done.
|
||||
--
|
||||
-- ## 1.2) BASE Trace functionality
|
||||
-- ## 1.2) Trace information for debugging
|
||||
--
|
||||
-- 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.
|
||||
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
|
||||
--
|
||||
-- ### 1.2.1) Tracing functions
|
||||
-- Any type of information can be passed to these tracing methods. See the following examples:
|
||||
--
|
||||
-- self:E( "Hello" )
|
||||
--
|
||||
-- Result in the word "Hello" in the dcs.log.
|
||||
--
|
||||
-- local Array = { 1, nil, "h", { "a","b" }, "x" }
|
||||
-- self:E( Array )
|
||||
--
|
||||
-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
|
||||
--
|
||||
-- local Object1 = "Object1"
|
||||
-- local Object2 = 3
|
||||
-- local Object3 = { Object 1, Object 2 }
|
||||
-- self:E( { Object1, Object2, Object3 } )
|
||||
--
|
||||
-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
|
||||
--
|
||||
-- local SpawnObject = SPAWN:New( "Plane" )
|
||||
-- local GroupObject = GROUP:FindByName( "Group" )
|
||||
-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
|
||||
--
|
||||
-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
|
||||
--
|
||||
-- Below a more detailed explanation of the different method types for tracing.
|
||||
--
|
||||
-- ### 1.2.1) Tracing methods categories
|
||||
--
|
||||
-- There are basically 3 types of tracing methods available within BASE:
|
||||
-- There are basically 3 types of tracing methods available:
|
||||
--
|
||||
-- * @{#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.
|
||||
-- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
|
||||
-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
|
||||
-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
|
||||
--
|
||||
-- ### 1.2.2) Tracing levels
|
||||
--
|
||||
@@ -51,6 +128,7 @@
|
||||
-- * 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.
|
||||
@@ -64,7 +142,7 @@
|
||||
--
|
||||
-- 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.
|
||||
-- There are two methods which you use to subscribe to or unsubscribe from an event.
|
||||
--
|
||||
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
@@ -114,10 +192,12 @@
|
||||
--
|
||||
-- ## 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.
|
||||
-- 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
|
||||
@@ -125,74 +205,46 @@
|
||||
-- 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
|
||||
-- ## 1.10) Inheritance
|
||||
--
|
||||
-- The following methods are available to support inheritance:
|
||||
-- The following methods are available to implement inheritance
|
||||
--
|
||||
-- * @{#BASE.Inherit}: Inherits from a class.
|
||||
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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**
|
||||
-- @field #BASE BASE
|
||||
--
|
||||
-- ### 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 = {}
|
||||
States = {},
|
||||
_ = {},
|
||||
}
|
||||
|
||||
--- The Formation Class
|
||||
-- @type FORMATION
|
||||
-- @field Cone A cone formation.
|
||||
FORMATION = {
|
||||
Cone = "Cone"
|
||||
Cone = "Cone",
|
||||
Vee = "Vee"
|
||||
}
|
||||
|
||||
|
||||
|
||||
-- @todo need to investigate if the deepCopy is really needed... Don't think so.
|
||||
--- BASE constructor.
|
||||
--
|
||||
-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
|
||||
--
|
||||
-- function EVENT:New()
|
||||
-- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
|
||||
-- return self
|
||||
-- end
|
||||
--
|
||||
-- @param #BASE self
|
||||
-- @return #BASE
|
||||
function BASE:New()
|
||||
local self = routines.utils.deepCopy( self ) -- Create a new self instance
|
||||
local MetaTable = {}
|
||||
@@ -211,12 +263,14 @@ function BASE:_Destructor()
|
||||
--self:EventRemoveAll()
|
||||
end
|
||||
|
||||
|
||||
-- THIS IS WHY WE NEED LUA 5.2 ...
|
||||
function BASE:_SetDestructor()
|
||||
|
||||
-- TODO: Okay, this is really technical...
|
||||
-- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
|
||||
-- Therefore, I am parking this logic until I've properly discussed all this with the community.
|
||||
--[[
|
||||
|
||||
local proxy = newproxy(true)
|
||||
local proxyMeta = getmetatable(proxy)
|
||||
|
||||
@@ -231,7 +285,7 @@ function BASE:_SetDestructor()
|
||||
-- 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.
|
||||
@@ -247,13 +301,18 @@ function BASE:Inherit( Child, Parent )
|
||||
setmetatable( Child, Parent )
|
||||
Child.__index = Child
|
||||
|
||||
Child:_SetDestructor()
|
||||
--Child:_SetDestructor()
|
||||
end
|
||||
--self:T( 'Inherited from ' .. Parent.ClassName )
|
||||
return Child
|
||||
end
|
||||
|
||||
--- This is the worker method to retrieve the Parent class.
|
||||
--- This is the worker method to retrieve the Parent class.
|
||||
-- Note that the Parent class must be passed to call the parent class method.
|
||||
--
|
||||
-- self:GetParent(self):ParentMethod()
|
||||
--
|
||||
--
|
||||
-- @param #BASE self
|
||||
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
|
||||
-- @return #BASE
|
||||
@@ -302,7 +361,7 @@ do -- Event Handling
|
||||
-- @param #BASE self
|
||||
-- @return #number The @{Event} processing Priority.
|
||||
function BASE:GetEventPriority()
|
||||
return self._Private.EventPriority or 5
|
||||
return self._.EventPriority or 5
|
||||
end
|
||||
|
||||
--- Set the Class @{Event} processing Priority.
|
||||
@@ -312,7 +371,7 @@ do -- Event Handling
|
||||
-- @param #number EventPriority The @{Event} processing Priority.
|
||||
-- @return self
|
||||
function BASE:SetEventPriority( EventPriority )
|
||||
self._Private.EventPriority = EventPriority
|
||||
self._.EventPriority = EventPriority
|
||||
end
|
||||
|
||||
--- Remove all subscribed events
|
||||
@@ -395,6 +454,12 @@ do -- Event Handling
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an object is dead.
|
||||
-- initiator : The unit that is dead.
|
||||
-- @function [parent=#BASE] OnEventDead
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when an object is completely destroyed.
|
||||
-- initiator : The unit that is was destroyed.
|
||||
-- @function [parent=#BASE] OnEvent
|
||||
|
||||
1355
Moose Development/Moose/Core/Cargo.lua
Normal file
1355
Moose Development/Moose/Core/Cargo.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -6,12 +6,14 @@
|
||||
-- ===================================================
|
||||
-- Mission designers can use the DATABASE class to refer to:
|
||||
--
|
||||
-- * STATICS
|
||||
-- * UNITS
|
||||
-- * GROUPS
|
||||
-- * CLIENTS
|
||||
-- * AIRPORTS
|
||||
-- * AIRBASES
|
||||
-- * PLAYERSJOINED
|
||||
-- * PLAYERS
|
||||
-- * CARGOS
|
||||
--
|
||||
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
|
||||
--
|
||||
@@ -44,16 +46,21 @@ DATABASE = {
|
||||
Templates = {
|
||||
Units = {},
|
||||
Groups = {},
|
||||
Statics = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
},
|
||||
UNITS = {},
|
||||
UNITS_Index = {},
|
||||
STATICS = {},
|
||||
GROUPS = {},
|
||||
PLAYERS = {},
|
||||
PLAYERSJOINED = {},
|
||||
CLIENTS = {},
|
||||
CARGOS = {},
|
||||
AIRBASES = {},
|
||||
COUNTRY_ID = {},
|
||||
COUNTRY_NAME = {},
|
||||
NavPoints = {},
|
||||
}
|
||||
|
||||
@@ -82,16 +89,18 @@ local _DATABASECategory =
|
||||
function DATABASE:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
|
||||
|
||||
self:SetEventPriority( 1 )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.NewCargo )
|
||||
self:HandleEvent( EVENTS.DeleteCargo )
|
||||
|
||||
-- Follow alive players and clients
|
||||
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
|
||||
-- self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
|
||||
|
||||
self:_RegisterTemplates()
|
||||
@@ -100,6 +109,33 @@ function DATABASE:New()
|
||||
self:_RegisterStatics()
|
||||
self:_RegisterPlayers()
|
||||
self:_RegisterAirbases()
|
||||
|
||||
self.UNITS_Position = 0
|
||||
|
||||
--- @param #DATABASE self
|
||||
local function CheckPlayers( self )
|
||||
|
||||
local UNITS_Count = #self.UNITS_Index
|
||||
if UNITS_Count > 0 then
|
||||
self.UNITS_Position = ( ( self.UNITS_Position <= UNITS_Count ) and self.UNITS_Position + 1 ) or 1
|
||||
local PlayerUnit = self.UNITS[self.UNITS_Index[self.UNITS_Position]]
|
||||
if PlayerUnit then
|
||||
local UnitName = PlayerUnit:GetName()
|
||||
local PlayerName = PlayerUnit:GetPlayerName()
|
||||
--self:E( { UNITS_Count, self.UNITS_Position, UnitName, PlayerName } )
|
||||
if PlayerName and PlayerName ~= "" then
|
||||
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
|
||||
self:E( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self:AddPlayer( UnitName, PlayerName )
|
||||
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:E( "Scheduling" )
|
||||
--local PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 2, 0.1 )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -122,6 +158,8 @@ function DATABASE:AddUnit( DCSUnitName )
|
||||
if not self.UNITS[DCSUnitName] then
|
||||
local UnitRegister = UNIT:Register( DCSUnitName )
|
||||
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
|
||||
|
||||
table.insert( self.UNITS_Index, DCSUnitName )
|
||||
end
|
||||
|
||||
return self.UNITS[DCSUnitName]
|
||||
@@ -132,7 +170,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteUnit( DCSUnitName )
|
||||
|
||||
--self.UNITS[DCSUnitName] = nil
|
||||
self.UNITS[DCSUnitName] = nil
|
||||
end
|
||||
|
||||
--- Adds a Static based on the Static Name in the DATABASE.
|
||||
@@ -164,22 +202,24 @@ end
|
||||
|
||||
--- Adds a Airbase based on the Airbase Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddAirbase( DCSAirbaseName )
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
function DATABASE:AddAirbase( AirbaseName )
|
||||
|
||||
if not self.AIRBASES[DCSAirbaseName] then
|
||||
self.AIRBASES[DCSAirbaseName] = AIRBASE:Register( DCSAirbaseName )
|
||||
if not self.AIRBASES[AirbaseName] then
|
||||
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteAirbase( DCSAirbaseName )
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
function DATABASE:DeleteAirbase( AirbaseName )
|
||||
|
||||
--self.AIRBASES[DCSAirbaseName] = nil
|
||||
self.AIRBASES[AirbaseName] = nil
|
||||
end
|
||||
|
||||
--- Finds a AIRBASE based on the AirbaseName.
|
||||
--- Finds an AIRBASE based on the AirbaseName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName
|
||||
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
|
||||
@@ -189,6 +229,35 @@ function DATABASE:FindAirbase( AirbaseName )
|
||||
return AirbaseFound
|
||||
end
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:AddCargo( Cargo )
|
||||
|
||||
if not self.CARGOS[Cargo.Name] then
|
||||
self.CARGOS[Cargo.Name] = Cargo
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:DeleteCargo( CargoName )
|
||||
|
||||
self.CARGOS[CargoName] = nil
|
||||
end
|
||||
|
||||
--- Finds an CARGO based on the CargoName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName
|
||||
-- @return Wrapper.Cargo#CARGO The found CARGO.
|
||||
function DATABASE:FindCargo( CargoName )
|
||||
|
||||
local CargoFound = self.CARGOS[CargoName]
|
||||
return CargoFound
|
||||
end
|
||||
|
||||
|
||||
--- Finds a CLIENT based on the ClientName.
|
||||
-- @param #DATABASE self
|
||||
@@ -242,7 +311,7 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
|
||||
|
||||
if PlayerName then
|
||||
self:E( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self.PLAYERS[PlayerName] = self:FindUnit( UnitName )
|
||||
self.PLAYERS[PlayerName] = UnitName
|
||||
self.PLAYERSJOINED[PlayerName] = PlayerName
|
||||
end
|
||||
end
|
||||
@@ -280,7 +349,7 @@ function DATABASE:Spawn( SpawnTemplate )
|
||||
SpawnTemplate.CountryID = nil
|
||||
SpawnTemplate.CategoryID = nil
|
||||
|
||||
self:_RegisterTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
|
||||
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
|
||||
|
||||
self:T3( SpawnTemplate )
|
||||
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
|
||||
@@ -316,7 +385,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionID, CategoryID, CountryID )
|
||||
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
|
||||
|
||||
@@ -394,6 +463,54 @@ function DATABASE:GetGroupTemplate( GroupName )
|
||||
return GroupTemplate
|
||||
end
|
||||
|
||||
--- Private method that registers new Static Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local TraceTable = {}
|
||||
|
||||
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
|
||||
|
||||
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
||||
|
||||
StaticTemplate.CategoryID = CategoryID
|
||||
StaticTemplate.CoalitionID = CoalitionID
|
||||
StaticTemplate.CountryID = CountryID
|
||||
|
||||
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
|
||||
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
|
||||
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
|
||||
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
|
||||
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
|
||||
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
|
||||
|
||||
|
||||
TraceTable[#TraceTable+1] = "Static"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].GroupName
|
||||
|
||||
TraceTable[#TraceTable+1] = "Coalition"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
|
||||
TraceTable[#TraceTable+1] = "Category"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CategoryID
|
||||
TraceTable[#TraceTable+1] = "Country"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CountryID
|
||||
|
||||
self:E( TraceTable )
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:GetStaticUnitTemplate( StaticName )
|
||||
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
||||
StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
|
||||
StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
|
||||
StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
|
||||
return StaticTemplate
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:GetGroupNameFromUnitName( UnitName )
|
||||
return self.Templates.Units[UnitName].GroupName
|
||||
end
|
||||
@@ -542,8 +659,14 @@ function DATABASE:_EventOnBirth( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
if Event.IniObjectCategory == 3 then
|
||||
self:AddStatic( Event.IniDCSUnitName )
|
||||
else
|
||||
if Event.IniObjectCategory == 1 then
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
end
|
||||
end
|
||||
self:_EventOnPlayerEnterUnit( Event )
|
||||
end
|
||||
end
|
||||
@@ -556,9 +679,16 @@ 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...
|
||||
if Event.IniObjectCategory == 3 then
|
||||
if self.STATICS[Event.IniDCSUnitName] then
|
||||
self:DeleteStatic( Event.IniDCSUnitName )
|
||||
end
|
||||
else
|
||||
if Event.IniObjectCategory == 1 then
|
||||
if self.UNITS[Event.IniDCSUnitName] then
|
||||
self:DeleteUnit( Event.IniDCSUnitName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -571,11 +701,13 @@ 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 )
|
||||
if Event.IniObjectCategory == 1 then
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniUnitName, PlayerName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -588,9 +720,11 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniUnit then
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if self.PLAYERS[PlayerName] then
|
||||
self:DeletePlayer( PlayerName )
|
||||
if Event.IniObjectCategory == 1 then
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if self.PLAYERS[PlayerName] then
|
||||
self:DeletePlayer( PlayerName )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -644,9 +778,22 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the database. The function needs to accept a UNIT parameter.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -656,9 +803,10 @@ function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
|
||||
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.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachGroup( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -671,7 +819,7 @@ 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.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -684,7 +832,7 @@ 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.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -696,7 +844,7 @@ 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.
|
||||
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -706,7 +854,44 @@ function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachCargo( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CARGOS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventNewCargo event.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventNewCargo( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
self:AddCargo( EventData.Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventDeleteCargo.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventDeleteCargo( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
self:DeleteCargo( EventData.Cargo.Name )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterTemplates()
|
||||
self:F2()
|
||||
|
||||
@@ -744,6 +929,9 @@ function DATABASE:_RegisterTemplates()
|
||||
local CountryName = string.upper(cntry_data.name)
|
||||
local CountryID = cntry_data.id
|
||||
|
||||
self.COUNTRY_ID[CountryName] = CountryID
|
||||
self.COUNTRY_NAME[CountryID] = CountryName
|
||||
|
||||
--self.Units[coa_name][countryName] = {}
|
||||
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
||||
|
||||
@@ -759,11 +947,18 @@ function DATABASE:_RegisterTemplates()
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
for group_num, Template 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,
|
||||
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroupTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
)
|
||||
else
|
||||
self:_RegisterStaticTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,10 +1,12 @@
|
||||
--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
|
||||
-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
|
||||
-- are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
|
||||
@@ -46,227 +48,14 @@
|
||||
-- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator.
|
||||
-- Additionally, I've added extendability and created an API that allows seamless FSM implementation.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#FSM} class, extends @{Base#BASE}
|
||||
--
|
||||
-- 
|
||||
-- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM:
|
||||
--
|
||||
-- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines.
|
||||
-- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component.
|
||||
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
|
||||
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- The **Transition Rules** define the "Process Flow Boundaries", that is,
|
||||
-- the path that can be followed hopping from state to state upon triggered events.
|
||||
-- If an event is triggered, and there is no valid path found for that event,
|
||||
-- an error will be raised and the FSM will stop functioning.
|
||||
--
|
||||
-- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax.
|
||||
-- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters.
|
||||
-- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions.
|
||||
--
|
||||
-- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow.
|
||||
-- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.
|
||||
--
|
||||
-- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation.
|
||||
-- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- ## 1.1) FSM Linear Transitions
|
||||
--
|
||||
-- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**.
|
||||
-- The Lineair transition rule evaluation will always be done from the **current state** of the FSM.
|
||||
-- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.
|
||||
--
|
||||
-- ### 1.1.1) FSM Transition Rules
|
||||
--
|
||||
-- The FSM has transition rules that it follows and validates, as it walks the process.
|
||||
-- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.
|
||||
--
|
||||
-- The method @{#FSM.AddTransition}() specifies a new possible Transition Rule for the FSM.
|
||||
--
|
||||
-- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None".
|
||||
--
|
||||
-- Find below an example of a Linear Transition Rule definition for an FSM.
|
||||
--
|
||||
-- local Fsm3Switch = FSM:New() -- #FsmDemo
|
||||
-- FsmSwitch:SetStartState( "Off" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchOn", "On" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchMiddle", "Middle" )
|
||||
-- FsmSwitch:AddTransition( "On", "SwitchOff", "Off" )
|
||||
-- FsmSwitch:AddTransition( "Middle", "SwitchOff", "Off" )
|
||||
--
|
||||
-- The above code snippet models a 3-way switch Linear Transition:
|
||||
--
|
||||
-- * It can be switched **On** by triggering event **SwitchOn**.
|
||||
-- * It can be switched to the **Middle** position, by triggering event **SwitchMiddle**.
|
||||
-- * It can be switched **Off** by triggering event **SwitchOff**.
|
||||
-- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**.
|
||||
--
|
||||
-- ### Some additional comments:
|
||||
--
|
||||
-- Note that Linear Transition Rules **can be declared in a few variations**:
|
||||
--
|
||||
-- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**.
|
||||
-- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM.
|
||||
--
|
||||
-- The below code snippet shows how the two last lines can be rewritten and consensed.
|
||||
--
|
||||
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
|
||||
--
|
||||
-- ### 1.1.2) Transition Handling
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An FSM transitions in **4 moments** when an Event is being triggered and processed.
|
||||
-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
|
||||
-- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.
|
||||
--
|
||||
-- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name.
|
||||
-- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name.
|
||||
--
|
||||
-- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!**
|
||||
--
|
||||
-- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM.
|
||||
-- These parameters are on the correct order: From, Event, To:
|
||||
--
|
||||
-- * From = A string containing the From state.
|
||||
-- * Event = A string containing the Event name that was triggered.
|
||||
-- * To = A string containing the To state.
|
||||
--
|
||||
-- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers).
|
||||
--
|
||||
-- ### 1.1.3) Event Triggers
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM creates for each Event two **Event Trigger methods**.
|
||||
-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**:
|
||||
--
|
||||
-- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**.
|
||||
-- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__.
|
||||
--
|
||||
-- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time.
|
||||
-- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.
|
||||
--
|
||||
-- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.
|
||||
--
|
||||
-- function FSM:OnAfterEvent( From, Event, To, Amount )
|
||||
-- self:T( { Amount = Amount } )
|
||||
-- end
|
||||
--
|
||||
-- local Amount = 1
|
||||
-- FSM:__Event( 5, Amount )
|
||||
--
|
||||
-- Amount = Amount + 1
|
||||
-- FSM:Event( Text, Amount )
|
||||
--
|
||||
-- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered.
|
||||
-- Before we go into more detail, let's look at the last 4 lines of the example.
|
||||
-- The last line triggers synchronously the **Event**, and passes Amount as a parameter.
|
||||
-- The 3rd last line of the example triggers asynchronously **Event**.
|
||||
-- Event will be processed after 5 seconds, and Amount is given as a parameter.
|
||||
--
|
||||
-- The output of this little code fragment will be:
|
||||
--
|
||||
-- * Amount = 2
|
||||
-- * Amount = 2
|
||||
--
|
||||
-- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing!
|
||||
--
|
||||
-- ### 1.1.4) Linear Transition Example
|
||||
--
|
||||
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
|
||||
--
|
||||
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
|
||||
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
|
||||
-- Have a look at the source code. The source code is also further explained below in this section.
|
||||
--
|
||||
-- The example creates a new FsmDemo object from class FSM.
|
||||
-- It will set the start state of FsmDemo to state **Green**.
|
||||
-- Two Linear Transition Rules are created, where upon the event **Switch**,
|
||||
-- the FsmDemo will transition from state **Green** to **Red** and from **Red** back to **Green**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
--
|
||||
-- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
|
||||
-- The next code implements this through the event handling method **OnAfterSwitch**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
-- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
-- end
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds.
|
||||
-- Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":").
|
||||
-- The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ),
|
||||
-- and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter.
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
--
|
||||
-- For debugging reasons the received parameters are traced within the DCS.log.
|
||||
--
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- The method will check if the From state received is either "Green" or "Red" and will flare the respective color from the FsmUnit.
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- It is important that the Switch event is again triggered, otherwise, the FsmDemo would stop working after having the first Event being handled.
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The below code fragment extends the FsmDemo, demonstrating multiple **From states declared as a table**, adding a **Linear Transition Rule**.
|
||||
-- The new event **Stop** will cancel the Switching process.
|
||||
-- The transition for event Stop can be executed if the current state of the FSM is either "Red" or "Green".
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
-- FsmDemo:AddTransition( { "Red", "Green" }, "Stop", "Stopped" )
|
||||
--
|
||||
-- The transition for event Stop can also be simplified, as any current state of the FSM is valid.
|
||||
--
|
||||
-- FsmDemo:AddTransition( "*", "Stop", "Stopped" )
|
||||
--
|
||||
-- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped.
|
||||
-- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt.
|
||||
--
|
||||
-- ## 1.5) FSM Hierarchical Transitions
|
||||
--
|
||||
-- Hierarchical Transitions allow to re-use readily available and implemented FSMs.
|
||||
-- This becomes in very useful for mission building, where mission designers build complex processes and workflows,
|
||||
-- combining smaller FSMs to one single FSM.
|
||||
--
|
||||
-- The FSM can embed **Sub-FSMs** that will execute and return **multiple possible Return (End) States**.
|
||||
-- Depending upon **which state is returned**, the main FSM can continue the flow **triggering specific events**.
|
||||
--
|
||||
-- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
@@ -299,9 +88,268 @@
|
||||
|
||||
do -- FSM
|
||||
|
||||
--- FSM class
|
||||
-- @type FSM
|
||||
--- @type FSM
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # FSM class, extends @{Base#BASE}
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
|
||||
-- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
|
||||
-- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
|
||||
--
|
||||
-- The FSM class supports a **hierarchical implementation of a Finite State Machine**,
|
||||
-- that is, it allows to **embed existing FSM implementations in a master FSM**.
|
||||
-- FSM hierarchies allow for efficient FSM re-use, **not having to re-invent the wheel every time again** when designing complex processes.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The above diagram shows a graphical representation of a FSM implementation for a **Task**, which guides a Human towards a Zone,
|
||||
-- orders him to destroy x targets and account the results.
|
||||
-- Other examples of ready made FSM could be:
|
||||
--
|
||||
-- * route a plane to a zone flown by a human
|
||||
-- * detect targets by an AI and report to humans
|
||||
-- * account for destroyed targets by human players
|
||||
-- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle
|
||||
-- * let an AI patrol a zone
|
||||
--
|
||||
-- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes,
|
||||
-- because **the goal of MOOSE is to simplify mission design complexity for mission building**.
|
||||
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
|
||||
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
|
||||
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
|
||||
-- Each of these FSM implementation classes start either with:
|
||||
--
|
||||
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
|
||||
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
|
||||
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines.
|
||||
-- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component.
|
||||
--
|
||||
-- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- The **Transition Rules** define the "Process Flow Boundaries", that is,
|
||||
-- the path that can be followed hopping from state to state upon triggered events.
|
||||
-- If an event is triggered, and there is no valid path found for that event,
|
||||
-- an error will be raised and the FSM will stop functioning.
|
||||
--
|
||||
-- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax.
|
||||
-- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters.
|
||||
-- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions.
|
||||
--
|
||||
-- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow.
|
||||
-- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.
|
||||
--
|
||||
-- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation.
|
||||
-- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- ## FSM Linear Transitions
|
||||
--
|
||||
-- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**.
|
||||
-- The Lineair transition rule evaluation will always be done from the **current state** of the FSM.
|
||||
-- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.
|
||||
--
|
||||
-- ### FSM Transition Rules
|
||||
--
|
||||
-- The FSM has transition rules that it follows and validates, as it walks the process.
|
||||
-- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.
|
||||
--
|
||||
-- The method @{#FSM.AddTransition}() specifies a new possible Transition Rule for the FSM.
|
||||
--
|
||||
-- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None".
|
||||
--
|
||||
-- Find below an example of a Linear Transition Rule definition for an FSM.
|
||||
--
|
||||
-- local Fsm3Switch = FSM:New() -- #FsmDemo
|
||||
-- FsmSwitch:SetStartState( "Off" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchOn", "On" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchMiddle", "Middle" )
|
||||
-- FsmSwitch:AddTransition( "On", "SwitchOff", "Off" )
|
||||
-- FsmSwitch:AddTransition( "Middle", "SwitchOff", "Off" )
|
||||
--
|
||||
-- The above code snippet models a 3-way switch Linear Transition:
|
||||
--
|
||||
-- * It can be switched **On** by triggering event **SwitchOn**.
|
||||
-- * It can be switched to the **Middle** position, by triggering event **SwitchMiddle**.
|
||||
-- * It can be switched **Off** by triggering event **SwitchOff**.
|
||||
-- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**.
|
||||
--
|
||||
-- #### Some additional comments:
|
||||
--
|
||||
-- Note that Linear Transition Rules **can be declared in a few variations**:
|
||||
--
|
||||
-- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**.
|
||||
-- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM.
|
||||
--
|
||||
-- The below code snippet shows how the two last lines can be rewritten and consensed.
|
||||
--
|
||||
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
|
||||
--
|
||||
-- ### Transition Handling
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An FSM transitions in **4 moments** when an Event is being triggered and processed.
|
||||
-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
|
||||
-- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.
|
||||
--
|
||||
-- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name.
|
||||
-- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name.
|
||||
--
|
||||
-- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!**
|
||||
--
|
||||
-- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM.
|
||||
-- These parameters are on the correct order: From, Event, To:
|
||||
--
|
||||
-- * From = A string containing the From state.
|
||||
-- * Event = A string containing the Event name that was triggered.
|
||||
-- * To = A string containing the To state.
|
||||
--
|
||||
-- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers).
|
||||
--
|
||||
-- ### Event Triggers
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM creates for each Event two **Event Trigger methods**.
|
||||
-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**:
|
||||
--
|
||||
-- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**.
|
||||
-- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__.
|
||||
--
|
||||
-- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time.
|
||||
-- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.
|
||||
--
|
||||
-- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.
|
||||
--
|
||||
-- function FSM:OnAfterEvent( From, Event, To, Amount )
|
||||
-- self:T( { Amount = Amount } )
|
||||
-- end
|
||||
--
|
||||
-- local Amount = 1
|
||||
-- FSM:__Event( 5, Amount )
|
||||
--
|
||||
-- Amount = Amount + 1
|
||||
-- FSM:Event( Text, Amount )
|
||||
--
|
||||
-- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered.
|
||||
-- Before we go into more detail, let's look at the last 4 lines of the example.
|
||||
-- The last line triggers synchronously the **Event**, and passes Amount as a parameter.
|
||||
-- The 3rd last line of the example triggers asynchronously **Event**.
|
||||
-- Event will be processed after 5 seconds, and Amount is given as a parameter.
|
||||
--
|
||||
-- The output of this little code fragment will be:
|
||||
--
|
||||
-- * Amount = 2
|
||||
-- * Amount = 2
|
||||
--
|
||||
-- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing!
|
||||
--
|
||||
-- ### Linear Transition Example
|
||||
--
|
||||
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
|
||||
--
|
||||
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
|
||||
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
|
||||
-- Have a look at the source code. The source code is also further explained below in this section.
|
||||
--
|
||||
-- The example creates a new FsmDemo object from class FSM.
|
||||
-- It will set the start state of FsmDemo to state **Green**.
|
||||
-- Two Linear Transition Rules are created, where upon the event **Switch**,
|
||||
-- the FsmDemo will transition from state **Green** to **Red** and from **Red** back to **Green**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
--
|
||||
-- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
|
||||
-- The next code implements this through the event handling method **OnAfterSwitch**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
-- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
-- end
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds.
|
||||
-- Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":").
|
||||
-- The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ),
|
||||
-- and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter.
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
--
|
||||
-- For debugging reasons the received parameters are traced within the DCS.log.
|
||||
--
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- The method will check if the From state received is either "Green" or "Red" and will flare the respective color from the FsmUnit.
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- It is important that the Switch event is again triggered, otherwise, the FsmDemo would stop working after having the first Event being handled.
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The below code fragment extends the FsmDemo, demonstrating multiple **From states declared as a table**, adding a **Linear Transition Rule**.
|
||||
-- The new event **Stop** will cancel the Switching process.
|
||||
-- The transition for event Stop can be executed if the current state of the FSM is either "Red" or "Green".
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
-- FsmDemo:AddTransition( { "Red", "Green" }, "Stop", "Stopped" )
|
||||
--
|
||||
-- The transition for event Stop can also be simplified, as any current state of the FSM is valid.
|
||||
--
|
||||
-- FsmDemo:AddTransition( "*", "Stop", "Stopped" )
|
||||
--
|
||||
-- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped.
|
||||
-- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt.
|
||||
--
|
||||
-- ## FSM Hierarchical Transitions
|
||||
--
|
||||
-- Hierarchical Transitions allow to re-use readily available and implemented FSMs.
|
||||
-- This becomes in very useful for mission building, where mission designers build complex processes and workflows,
|
||||
-- combining smaller FSMs to one single FSM.
|
||||
--
|
||||
-- The FSM can embed **Sub-FSMs** that will execute and return **multiple possible Return (End) States**.
|
||||
-- Depending upon **which state is returned**, the main FSM can continue the flow **triggering specific events**.
|
||||
--
|
||||
-- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM FSM
|
||||
--
|
||||
FSM = {
|
||||
ClassName = "FSM",
|
||||
}
|
||||
@@ -420,7 +468,6 @@ do -- FSM
|
||||
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
if Process.From == From and Process.Event == Event then
|
||||
self:T( Process )
|
||||
return Process.fsm
|
||||
end
|
||||
end
|
||||
@@ -449,7 +496,7 @@ do -- FSM
|
||||
-- @param #number Score is a number providing the score of the status.
|
||||
-- @return #FSM self
|
||||
function FSM:AddScore( State, ScoreText, Score )
|
||||
self:F2( { State, ScoreText, Score } )
|
||||
self:F( { State, ScoreText, Score } )
|
||||
|
||||
self._Scores[State] = self._Scores[State] or {}
|
||||
self._Scores[State].ScoreText = ScoreText
|
||||
@@ -467,14 +514,15 @@ do -- FSM
|
||||
-- @param #number Score is a number providing the score of the status.
|
||||
-- @return #FSM self
|
||||
function FSM:AddScoreProcess( From, Event, State, ScoreText, Score )
|
||||
self:F2( { Event, State, ScoreText, Score } )
|
||||
self:F( { From, Event, State, ScoreText, Score } )
|
||||
|
||||
local Process = self:GetProcess( From, Event )
|
||||
|
||||
self:T( { Process = Process._Name, Scores = Process._Scores, State = State, ScoreText = ScoreText, Score = Score } )
|
||||
Process._Scores[State] = Process._Scores[State] or {}
|
||||
Process._Scores[State].ScoreText = ScoreText
|
||||
Process._Scores[State].Score = Score
|
||||
|
||||
self:T( Process._Scores )
|
||||
|
||||
return Process
|
||||
end
|
||||
@@ -530,10 +578,20 @@ do -- FSM
|
||||
|
||||
|
||||
function FSM:_call_handler( handler, params, EventName )
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
if self[handler] then
|
||||
self:T( "Calling " .. handler )
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Value = self[handler]( self, unpack(params) )
|
||||
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
end
|
||||
end
|
||||
@@ -710,10 +768,18 @@ end
|
||||
|
||||
do -- FSM_CONTROLLABLE
|
||||
|
||||
--- FSM_CONTROLLABLE class
|
||||
-- @type FSM_CONTROLLABLE
|
||||
--- @type FSM_CONTROLLABLE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- # FSM_CONTROLLABLE, extends @{#FSM}
|
||||
--
|
||||
-- FSM_CONTROLLABLE class models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_CONTROLLABLE FSM_CONTROLLABLE
|
||||
--
|
||||
FSM_CONTROLLABLE = {
|
||||
ClassName = "FSM_CONTROLLABLE",
|
||||
}
|
||||
@@ -732,8 +798,66 @@ do -- FSM_CONTROLLABLE
|
||||
self:SetControllable( Controllable )
|
||||
end
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Stop.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] OnBeforeStop
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] OnAfterStop
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] Stop
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] __Stop
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Stopped.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] OnLeaveStopped
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Stopped.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] OnEnterStopped
|
||||
-- @param #FSM_CONTROLLABLE 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 self
|
||||
end
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#FSM_CONTROLLABLE] OnAfterStop
|
||||
-- @param #FSM_CONTROLLABLE 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 FSM_CONTROLLABLE:OnAfterStop(Controllable,From,Event,To)
|
||||
|
||||
-- Clear all pending schedules
|
||||
self.CallScheduler:Clear()
|
||||
end
|
||||
|
||||
--- Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
@@ -776,10 +900,19 @@ end
|
||||
|
||||
do -- FSM_PROCESS
|
||||
|
||||
--- FSM_PROCESS class
|
||||
-- @type FSM_PROCESS
|
||||
--- @type FSM_PROCESS
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- # FSM_PROCESS, extends @{#FSM}
|
||||
--
|
||||
-- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_PROCESS FSM_PROCESS
|
||||
--
|
||||
FSM_PROCESS = {
|
||||
ClassName = "FSM_PROCESS",
|
||||
}
|
||||
@@ -801,12 +934,34 @@ do -- FSM_PROCESS
|
||||
function FSM_PROCESS:Init( FsmProcess )
|
||||
self:T( "No Initialisation" )
|
||||
end
|
||||
|
||||
function FSM_PROCESS:_call_handler( handler, params, EventName )
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in FSM_PROCESS call handler:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:F3( "Calling " .. handler )
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
--return self[handler]( self, self.Controllable, unpack( params ) )
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a new FSM_PROCESS object based on this FSM_PROCESS.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return #FSM_PROCESS
|
||||
function FSM_PROCESS:Copy( Controllable, Task )
|
||||
self:T( { self:GetClassNameAndID() } )
|
||||
|
||||
|
||||
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
@@ -825,7 +980,7 @@ do -- FSM_PROCESS
|
||||
|
||||
-- Copy Processes
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
self:T( { Process} )
|
||||
self:E( { Process} )
|
||||
local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents )
|
||||
end
|
||||
|
||||
@@ -843,6 +998,27 @@ do -- FSM_PROCESS
|
||||
|
||||
return NewFsm
|
||||
end
|
||||
|
||||
--- Removes an FSM_PROCESS object.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return #FSM_PROCESS
|
||||
function FSM_PROCESS:Remove()
|
||||
self:F( { self:GetClassNameAndID() } )
|
||||
|
||||
self:F( "Clearing Schedules" )
|
||||
self.CallScheduler:Clear()
|
||||
|
||||
-- Copy Processes
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
self:E( { Process} )
|
||||
if Process.fsm then
|
||||
Process.fsm:Remove()
|
||||
Process.fsm = nil
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the task of the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
@@ -941,14 +1117,14 @@ end
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSM_PROCESS:onstatechange( ProcessUnit, From, Event, To, Dummy )
|
||||
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To, Dummy )
|
||||
self:T( { ProcessUnit, From, Event, To, Dummy, self:IsTrace() } )
|
||||
|
||||
if self:IsTrace() then
|
||||
MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
--MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
end
|
||||
|
||||
self:T( self._Scores[To] )
|
||||
self:T( { Scores = self._Scores, To = To } )
|
||||
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
|
||||
if self._Scores[To] then
|
||||
|
||||
@@ -967,7 +1143,16 @@ do -- FSM_TASK
|
||||
--- FSM_TASK class
|
||||
-- @type FSM_TASK
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends Core.Fsm#FSM
|
||||
-- @extends #FSM
|
||||
|
||||
--- # FSM_TASK, extends @{#FSM}
|
||||
--
|
||||
-- FSM_TASK class models Finite State Machines for @{Task}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_TASK FSM_TASK
|
||||
--
|
||||
FSM_TASK = {
|
||||
ClassName = "FSM_TASK",
|
||||
}
|
||||
@@ -1003,6 +1188,17 @@ do -- FSM_SET
|
||||
-- @type FSM_SET
|
||||
-- @field Core.Set#SET_BASE Set
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # FSM_SET, extends @{#FSM}
|
||||
--
|
||||
-- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_SET FSM_SET
|
||||
--
|
||||
FSM_SET = {
|
||||
ClassName = "FSM_SET",
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the MENU classes.
|
||||
--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -27,109 +27,26 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- 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.
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- 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
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Menu
|
||||
|
||||
|
||||
do -- MENU_BASE
|
||||
|
||||
--- The MENU_BASE class
|
||||
-- @type MENU_BASE
|
||||
--- @type MENU_BASE
|
||||
-- @extends Base#BASE
|
||||
|
||||
--- # MENU_BASE class, extends @{Base#BASE}
|
||||
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
|
||||
-- This is an abstract class, so don't use it.
|
||||
-- @field #MENU_BASE
|
||||
MENU_BASE = {
|
||||
ClassName = "MENU_BASE",
|
||||
MenuPath = nil,
|
||||
@@ -138,6 +55,8 @@ do -- MENU_BASE
|
||||
}
|
||||
|
||||
--- Consructor
|
||||
-- @param #MENU_BASE
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:New( MenuText, ParentMenu )
|
||||
|
||||
local MenuParentPath = {}
|
||||
@@ -150,18 +69,56 @@ do -- MENU_BASE
|
||||
self.MenuPath = nil
|
||||
self.MenuText = MenuText
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.Menus = {}
|
||||
self.MenuCount = 0
|
||||
self.MenuRemoveParent = false
|
||||
self.MenuTime = timer.getTime()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Gets a @{Menu} from a parent @{Menu}
|
||||
-- @param #MENU_BASE self
|
||||
-- @param #string MenuText The text of the child menu.
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:GetMenu( MenuText )
|
||||
self:F2( { Menu = self.Menus[MenuText] } )
|
||||
return self.Menus[MenuText]
|
||||
end
|
||||
|
||||
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetRemoveParent( RemoveParent )
|
||||
self:F2( { RemoveParent } )
|
||||
self.MenuRemoveParent = RemoveParent
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sets a time stamp for later prevention of menu removal.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param MenuTime
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetTime( MenuTime )
|
||||
self.MenuTime = MenuTime
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- MENU_COMMAND_BASE
|
||||
|
||||
--- The MENU_COMMAND_BASE class
|
||||
-- @type MENU_COMMAND_BASE
|
||||
--- @type MENU_COMMAND_BASE
|
||||
-- @field #function MenuCallHandler
|
||||
-- @extends Menu#MENU_BASE
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
|
||||
-- ----------------------------------------------------------
|
||||
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
|
||||
-- classes are derived from, in order to set commands.
|
||||
-- @field #MENU_COMMAND_BASE
|
||||
MENU_COMMAND_BASE = {
|
||||
ClassName = "MENU_COMMAND_BASE",
|
||||
CommandMenuFunction = nil,
|
||||
@@ -170,6 +127,8 @@ do -- MENU_COMMAND_BASE
|
||||
}
|
||||
|
||||
--- Constructor
|
||||
-- @param #MENU_COMMAND_BASE
|
||||
-- @return #MENU_COMMAND_BASE
|
||||
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
@@ -187,9 +146,15 @@ end
|
||||
|
||||
do -- MENU_MISSION
|
||||
|
||||
--- The MENU_MISSION class
|
||||
-- @type MENU_MISSION
|
||||
-- @extends Menu#MENU_BASE
|
||||
--- @type MENU_MISSION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_MISSION class manages the main menus for a complete mission.
|
||||
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
|
||||
-- @field #MENU_MISSION
|
||||
MENU_MISSION = {
|
||||
ClassName = "MENU_MISSION"
|
||||
}
|
||||
@@ -198,7 +163,7 @@ do -- MENU_MISSION
|
||||
-- @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
|
||||
-- @return #MENU_MISSION
|
||||
function MENU_MISSION:New( MenuText, ParentMenu )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
@@ -225,7 +190,7 @@ do -- MENU_MISSION
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
|
||||
-- @param #MENU_MISSION self
|
||||
-- @return #MENU_MISSION self
|
||||
-- @return #MENU_MISSION
|
||||
function MENU_MISSION:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
@@ -254,9 +219,16 @@ end
|
||||
|
||||
do -- MENU_MISSION_COMMAND
|
||||
|
||||
--- The MENU_MISSION_COMMAND class
|
||||
-- @type MENU_MISSION_COMMAND
|
||||
-- @extends Menu#MENU_COMMAND_BASE
|
||||
--- @type MENU_MISSION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_MISSION_COMMAND
|
||||
MENU_MISSION_COMMAND = {
|
||||
ClassName = "MENU_MISSION_COMMAND"
|
||||
}
|
||||
@@ -304,9 +276,16 @@ end
|
||||
|
||||
do -- MENU_COALITION
|
||||
|
||||
--- The MENU_COALITION class
|
||||
-- @type MENU_COALITION
|
||||
-- @extends Menu#MENU_BASE
|
||||
--- @type MENU_COALITION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the planes within the red coalition.
|
||||
-- -- To test, join the planes, then look at the other radio menus (Option F10).
|
||||
@@ -343,6 +322,8 @@ do -- MENU_COALITION
|
||||
--
|
||||
-- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
|
||||
-- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
|
||||
--
|
||||
-- @field #MENU_COALITION
|
||||
MENU_COALITION = {
|
||||
ClassName = "MENU_COALITION"
|
||||
}
|
||||
@@ -380,7 +361,7 @@ do -- MENU_COALITION
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept!
|
||||
-- @param #MENU_COALITION self
|
||||
-- @return #MENU_COALITION self
|
||||
-- @return #MENU_COALITION
|
||||
function MENU_COALITION:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
@@ -409,9 +390,16 @@ end
|
||||
|
||||
do -- MENU_COALITION_COMMAND
|
||||
|
||||
--- The MENU_COALITION_COMMAND class
|
||||
-- @type MENU_COALITION_COMMAND
|
||||
-- @extends Menu#MENU_COMMAND_BASE
|
||||
--- @type MENU_COALITION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_COALITION_COMMAND
|
||||
MENU_COALITION_COMMAND = {
|
||||
ClassName = "MENU_COALITION_COMMAND"
|
||||
}
|
||||
@@ -423,7 +411,7 @@ do -- MENU_COALITION_COMMAND
|
||||
-- @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
|
||||
-- @return #MENU_COALITION_COMMAND
|
||||
function MENU_COALITION_COMMAND:New( Coalition, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
|
||||
@@ -468,7 +456,15 @@ do -- MENU_CLIENT
|
||||
|
||||
--- 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
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- # MENU_CLIENT class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_CLIENT class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the two clients of planes.
|
||||
-- -- Each client will receive a different menu structure.
|
||||
@@ -518,6 +514,8 @@ do -- MENU_CLIENT
|
||||
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- @field #MENU_CLIENT
|
||||
MENU_CLIENT = {
|
||||
ClassName = "MENU_CLIENT"
|
||||
}
|
||||
@@ -607,9 +605,16 @@ do -- MENU_CLIENT
|
||||
end
|
||||
|
||||
|
||||
--- The MENU_CLIENT_COMMAND class
|
||||
-- @type MENU_CLIENT_COMMAND
|
||||
-- @extends Menu#MENU_COMMAND
|
||||
--- @type MENU_CLIENT_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND
|
||||
|
||||
--- # MENU_CLIENT_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_CLIENT_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_CLIENT_COMMAND
|
||||
MENU_CLIENT_COMMAND = {
|
||||
ClassName = "MENU_CLIENT_COMMAND"
|
||||
}
|
||||
@@ -693,9 +698,16 @@ do
|
||||
-- These menu classes are handling this logic with this variable.
|
||||
local _MENUGROUPS = {}
|
||||
|
||||
--- The MENU_GROUP class
|
||||
-- @type MENU_GROUP
|
||||
-- @extends Menu#MENU_BASE
|
||||
--- @type MENU_GROUP
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_GROUP class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the two groups of planes.
|
||||
-- -- Each group will receive a different menu structure.
|
||||
@@ -746,6 +758,7 @@ do
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- @field #MENU_GROUP
|
||||
MENU_GROUP = {
|
||||
ClassName = "MENU_GROUP"
|
||||
}
|
||||
@@ -767,9 +780,9 @@ do
|
||||
self = MenuGroup._Menus[Path]
|
||||
else
|
||||
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
|
||||
MenuGroup._Menus[Path] = self
|
||||
|
||||
self.Menus = {}
|
||||
--if MenuGroup:IsAlive() then
|
||||
MenuGroup._Menus[Path] = self
|
||||
--end
|
||||
|
||||
self.MenuGroup = MenuGroup
|
||||
self.Path = Path
|
||||
@@ -780,8 +793,10 @@ do
|
||||
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
|
||||
if self.ParentMenu and self.ParentMenu.Menus then
|
||||
self.ParentMenu.Menus[MenuText] = self
|
||||
self:F( { self.ParentMenu.Menus, MenuText } )
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -792,42 +807,63 @@ do
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param MenuTime
|
||||
-- @return #MENU_GROUP self
|
||||
function MENU_GROUP:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
function MENU_GROUP:RemoveSubMenus( MenuTime )
|
||||
--self:F2( { self.MenuPath, MenuTime, self.MenuTime } )
|
||||
|
||||
for MenuID, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove()
|
||||
--self:T( { "Removing Group SubMenus:", self.MenuGroup:GetName(), self.MenuPath } )
|
||||
for MenuText, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove( MenuTime )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param MenuTime
|
||||
-- @return #nil
|
||||
function MENU_GROUP:Remove()
|
||||
self:F( { self.MenuGroupID, self.MenuPath } )
|
||||
function MENU_GROUP:Remove( MenuTime )
|
||||
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
|
||||
|
||||
self:RemoveSubMenus()
|
||||
|
||||
if self.MenuGroup._Menus[self.Path] then
|
||||
self = self.MenuGroup._Menus[self.Path]
|
||||
self:RemoveSubMenus( MenuTime )
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if self.MenuGroup._Menus[self.Path] then
|
||||
self = self.MenuGroup._Menus[self.Path]
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus[self.MenuText] = nil
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
|
||||
if self.ParentMenu.MenuCount == 0 then
|
||||
if self.MenuRemoveParent == true then
|
||||
self:T2( "Removing Parent Menu " )
|
||||
self.ParentMenu:Remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
self:T( { "Removing Group Menu:", MenuGroup = self.MenuGroup:GetName(), MenuPath = self.MenuGroup._Menus[self.Path].Path } )
|
||||
self.MenuGroup._Menus[self.Path] = nil
|
||||
self = nil
|
||||
end
|
||||
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
|
||||
--- @type MENU_GROUP_COMMAND
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_GROUP_COMMAND
|
||||
MENU_GROUP_COMMAND = {
|
||||
ClassName = "MENU_GROUP_COMMAND"
|
||||
}
|
||||
@@ -839,16 +875,20 @@ do
|
||||
-- @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
|
||||
-- @return #MENU_GROUP_COMMAND
|
||||
function MENU_GROUP_COMMAND:New( MenuGroup, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
MenuGroup._Menus = MenuGroup._Menus or {}
|
||||
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
|
||||
if MenuGroup._Menus[Path] then
|
||||
self = MenuGroup._Menus[Path]
|
||||
self:F2( { "Re-using Group Command Menu:", MenuGroup:GetName(), MenuText } )
|
||||
else
|
||||
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
|
||||
MenuGroup._Menus[Path] = self
|
||||
|
||||
--if MenuGroup:IsAlive() then
|
||||
MenuGroup._Menus[Path] = self
|
||||
--end
|
||||
|
||||
self.Path = Path
|
||||
self.MenuGroup = MenuGroup
|
||||
@@ -856,33 +896,45 @@ do
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self:T( { "Adding Command Menu ", MenuText, self.MenuParentPath } )
|
||||
self:F( { "Adding Group Command Menu:", MenuGroup = MenuGroup:GetName(), MenuText = MenuText, MenuPath = self.MenuParentPath } )
|
||||
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
|
||||
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
if self.ParentMenu and self.ParentMenu.Menus then
|
||||
self.ParentMenu.Menus[MenuText] = self
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
|
||||
self:F2( { ParentMenu.Menus, MenuText } )
|
||||
end
|
||||
end
|
||||
|
||||
--self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a menu structure for a group.
|
||||
-- @param #MENU_GROUP_COMMAND self
|
||||
-- @param MenuTime
|
||||
-- @return #nil
|
||||
function MENU_GROUP_COMMAND:Remove()
|
||||
self:F( { self.MenuGroupID, self.MenuPath } )
|
||||
function MENU_GROUP_COMMAND:Remove( MenuTime )
|
||||
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
|
||||
|
||||
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
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if self.MenuGroup._Menus[self.Path] then
|
||||
self = self.MenuGroup._Menus[self.Path]
|
||||
|
||||
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
|
||||
self:T( { "Removing Group Command Menu:", MenuGroup = self.MenuGroup:GetName(), MenuText = self.MenuText, MenuPath = self.Path } )
|
||||
|
||||
self.ParentMenu.Menus[self.MenuText] = nil
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
|
||||
if self.ParentMenu.MenuCount == 0 then
|
||||
if self.MenuRemoveParent == true then
|
||||
self:T2( "Removing Parent Menu " )
|
||||
self.ParentMenu:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
self.MenuGroup._Menus[self.Path] = nil
|
||||
self = nil
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
@@ -1,30 +1,45 @@
|
||||
--- This module contains the MESSAGE class.
|
||||
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 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 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
|
||||
-- @author FlightControl
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # MESSAGE class, extends @{Base#BASE}
|
||||
--
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
-- ## MESSAGE construction
|
||||
--
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- ## Send messages to an audience
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
|
||||
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{Message#MESSAGE.ToAll}().
|
||||
--
|
||||
-- ## Send conditionally to an audience
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
-- @field #MESSAGE
|
||||
MESSAGE = {
|
||||
ClassName = "MESSAGE",
|
||||
MessageCategory = 0,
|
||||
@@ -229,80 +244,3 @@ function MESSAGE:ToAllIf( Condition )
|
||||
|
||||
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 )
|
||||
-- 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 )
|
||||
--
|
||||
|
||||
@@ -1,86 +1,22 @@
|
||||
--- 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.
|
||||
--
|
||||
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
|
||||
-- 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:
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
-- ### [POINT_VEC Demo Missions source code]()
|
||||
--
|
||||
-- ## 1.2) Manupulate the X, Altitude, Y coordinates of the 2D point
|
||||
-- ### [POINT_VEC Demo Missions, only for beta testers]()
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- 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:
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
|
||||
-- ### [POINT_VEC YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -119,7 +55,6 @@
|
||||
|
||||
--- 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.
|
||||
@@ -128,6 +63,126 @@
|
||||
-- @field #POINT_VEC3.RoutePointAltType RoutePointAltType
|
||||
-- @field #POINT_VEC3.RoutePointType RoutePointType
|
||||
-- @field #POINT_VEC3.RoutePointAction RoutePointAction
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # POINT_VEC3 class, extends @{Base#BASE}
|
||||
--
|
||||
-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--
|
||||
-- **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 formulas embedded in the MIST framework were created by Grimes or previous authors,
|
||||
-- who you can find on the Eagle Dynamics Forums.
|
||||
--
|
||||
--
|
||||
-- ## POINT_VEC3 constructor
|
||||
--
|
||||
-- A new POINT_VEC3 object can be created with:
|
||||
--
|
||||
-- * @{#POINT_VEC3.New}(): a 3D point.
|
||||
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
|
||||
--
|
||||
--
|
||||
-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
|
||||
--
|
||||
-- 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()
|
||||
--
|
||||
--
|
||||
-- ## Create waypoints for routes
|
||||
--
|
||||
-- A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.
|
||||
--
|
||||
-- * @{#POINT_VEC3.RoutePointAir}(): Build an air route point.
|
||||
-- * @{#POINT_VEC3.RoutePointGround}(): Build a ground route point.
|
||||
--
|
||||
-- Route points can be used in the Route methods of the @{Group#GROUP} class.
|
||||
--
|
||||
--
|
||||
-- ## Smoke, flare, explode, illuminate
|
||||
--
|
||||
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
|
||||
--
|
||||
-- ### 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.
|
||||
--
|
||||
-- ### 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.
|
||||
--
|
||||
-- ### Explode
|
||||
--
|
||||
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
|
||||
--
|
||||
-- ### Illuminate
|
||||
--
|
||||
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
|
||||
--
|
||||
--
|
||||
-- ## 3D calculation methods
|
||||
--
|
||||
-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
|
||||
--
|
||||
-- ### Distance
|
||||
--
|
||||
-- * @{#POINT_VEC3.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.
|
||||
-- * @{#POINT_VEC3.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.
|
||||
--
|
||||
-- ### Angle
|
||||
--
|
||||
-- * @{#POINT_VEC3.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.
|
||||
-- * @{#POINT_VEC3.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.
|
||||
-- * @{#POINT_VEC3.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.
|
||||
--
|
||||
-- ### Translation
|
||||
--
|
||||
-- * @{#POINT_VEC3.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.
|
||||
--
|
||||
-- ### Get the North correction of the current location
|
||||
--
|
||||
-- * @{#POINT_VEC3.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
|
||||
--
|
||||
--
|
||||
-- ## Point Randomization
|
||||
--
|
||||
-- Various methods exist to calculate random locations around a given 3D point.
|
||||
--
|
||||
-- * @{#POINT_VEC3.GetRandomPointVec2InRadius}(): Provides a random 2D point around the current 3D point, in the given inner to outer band.
|
||||
-- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band.
|
||||
-- * @{#POINT_VEC3.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.
|
||||
-- * @{#POINT_VEC3.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.
|
||||
--
|
||||
--
|
||||
-- ## Metric system
|
||||
--
|
||||
-- * @{#POINT_VEC3.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
|
||||
-- * @{#POINT_VEC3.SetMetric}(): Sets the 3D point to Metric or Nautical Miles.
|
||||
--
|
||||
--
|
||||
-- ## Coorinate text generation
|
||||
--
|
||||
-- * @{#POINT_VEC3.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
|
||||
-- * @{#POINT_VEC3.ToStringLL}(): Generates a Latutude & Longutude text.
|
||||
--
|
||||
-- @field #POINT_VEC3
|
||||
POINT_VEC3 = {
|
||||
ClassName = "POINT_VEC3",
|
||||
Metric = true,
|
||||
@@ -144,16 +199,85 @@ POINT_VEC3 = {
|
||||
},
|
||||
}
|
||||
|
||||
--- The POINT_VEC2 class
|
||||
-- @type POINT_VEC2
|
||||
-- @extends #POINT_VEC3
|
||||
--- @type POINT_VEC2
|
||||
-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
|
||||
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
|
||||
-- @extends Core.Point#POINT_VEC3
|
||||
|
||||
--- # 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.
|
||||
--
|
||||
-- ## 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}.
|
||||
--
|
||||
-- ## 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 Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
|
||||
-- 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()
|
||||
--
|
||||
-- @field #POINT_VEC2
|
||||
POINT_VEC2 = {
|
||||
ClassName = "POINT_VEC2",
|
||||
}
|
||||
|
||||
|
||||
--- @type COORDINATE
|
||||
-- @field #number LL_Accuracy
|
||||
-- @field #boolean LL_DMS
|
||||
-- @field #number MGRS_Accuracy
|
||||
-- @field #string System
|
||||
-- @extends Core.Point#POINT_VEC2
|
||||
|
||||
|
||||
--- # COORDINATE class, extends @{Point#COORDINATE}
|
||||
--
|
||||
-- The COORDINATE class defines a 2D coordinate in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
-- A COORDINATE can be expressed in LL or in MGRS.
|
||||
--
|
||||
-- ## COORDINATE constructor
|
||||
--
|
||||
-- A new COORDINATE instance can be created with:
|
||||
--
|
||||
-- * @{Point#COORDINATE.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Point#COORDINATE.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
--
|
||||
-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
|
||||
--
|
||||
-- A COORDINATE 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 @{#COORDINATE.GetX}(), @{#COORDINATE.GetAlt}(), @{#COORDINATE.GetY}() respectively.
|
||||
-- The methods @{#COORDINATE.SetX}(), @{#COORDINATE.SetAlt}(), @{#COORDINATE.SetY}() change the respective axis with a new value.
|
||||
-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#COORDINATE.GetLat}(), @{#COORDINATE.GetAlt}(), @{#COORDINATE.GetLon}() respectively.
|
||||
-- The current axis values can be changed by using the methods @{#COORDINATE.AddX}(), @{#COORDINATE.AddAlt}(), @{#COORDINATE.AddY}()
|
||||
-- to add or substract a value from the current respective axis value.
|
||||
-- Note that the Set and Add methods return the current COORDINATE object, so these manipulation methods can be chained... For example:
|
||||
--
|
||||
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
|
||||
--
|
||||
-- @field #COORDINATE
|
||||
COORDINATE = {
|
||||
ClassName = "COORDINATE",
|
||||
LL_Accuracy = 2,
|
||||
LL_DMS = true,
|
||||
MGRS_Accuracy = 5,
|
||||
System = "MGRS",
|
||||
}
|
||||
|
||||
do -- POINT_VEC3
|
||||
|
||||
--- RoutePoint AltTypes
|
||||
@@ -359,7 +483,7 @@ 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 }
|
||||
local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.y }
|
||||
|
||||
return RandomVec3
|
||||
end
|
||||
@@ -394,11 +518,11 @@ function POINT_VEC3:GetNorthCorrectionRadians()
|
||||
end
|
||||
|
||||
|
||||
--- Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.
|
||||
--- Return an angle 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 )
|
||||
-- @return #number DirectionRadians The angle in radians.
|
||||
function POINT_VEC3:GetAngleRadians( DirectionVec3 )
|
||||
local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x )
|
||||
--DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians()
|
||||
if DirectionRadians < 0 then
|
||||
@@ -407,6 +531,17 @@ function POINT_VEC3:GetDirectionRadians( DirectionVec3 )
|
||||
return DirectionRadians
|
||||
end
|
||||
|
||||
--- Return an angle in degrees 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 angle in degrees.
|
||||
function POINT_VEC3:GetAngleDegrees( DirectionVec3 )
|
||||
local AngleRadians = self:GetAngleRadians(DirectionVec3)
|
||||
local Angle = UTILS.ToDegree( AngleRadians )
|
||||
return Angle
|
||||
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.
|
||||
@@ -448,17 +583,6 @@ function POINT_VEC3:ToStringBR( AngleRadians, Distance )
|
||||
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
|
||||
@@ -477,7 +601,7 @@ end
|
||||
-- @return #string The BR text.
|
||||
function POINT_VEC3:GetBRText( TargetPointVec3 )
|
||||
local DirectionVec3 = self:GetDirectionVec3( TargetPointVec3 )
|
||||
local AngleRadians = self:GetDirectionRadians( DirectionVec3 )
|
||||
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
|
||||
local Distance = self:Get2DDistance( TargetPointVec3 )
|
||||
return self:ToStringBR( AngleRadians, Distance )
|
||||
end
|
||||
@@ -525,9 +649,9 @@ 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.x = self.x
|
||||
RoutePoint.y = self.z
|
||||
RoutePoint.alt = self.y
|
||||
RoutePoint.alt_type = AltType
|
||||
|
||||
RoutePoint.type = Type
|
||||
@@ -566,8 +690,8 @@ function POINT_VEC3:RoutePointGround( Speed, Formation )
|
||||
self:F2( { Formation, Speed } )
|
||||
|
||||
local RoutePoint = {}
|
||||
RoutePoint.x = self:GetX()
|
||||
RoutePoint.y = self:GetZ()
|
||||
RoutePoint.x = self.x
|
||||
RoutePoint.y = self.z
|
||||
|
||||
RoutePoint.action = Formation or ""
|
||||
|
||||
@@ -695,6 +819,25 @@ function POINT_VEC3:FlareRed( Azimuth )
|
||||
self:Flare( FLARECOLOR.Red, Azimuth )
|
||||
end
|
||||
|
||||
--- Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param #POINT_VEC3 ToPointVec3
|
||||
-- @return #boolean true If the ToPointVec3 has LOS with the PointVec3, otherwise false.
|
||||
function POINT_VEC3:IsLOS( ToPointVec3 ) --R2.1
|
||||
|
||||
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each PointVec3.
|
||||
local FromVec3 = self:GetVec3()
|
||||
FromVec3.y = FromVec3.y + 2
|
||||
|
||||
local ToVec3 = ToPointVec3:GetVec3()
|
||||
ToVec3.y = ToVec3.y + 2
|
||||
|
||||
local IsLOS = land.isVisible( FromVec3, ToVec3 )
|
||||
|
||||
return IsLOS
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
do -- POINT_VEC2
|
||||
@@ -768,13 +911,27 @@ function POINT_VEC2:GetY()
|
||||
return self.z
|
||||
end
|
||||
|
||||
--- Return the altitude of the land at the POINT_VEC2.
|
||||
--- Return the altitude (height) 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
|
||||
|
||||
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @return #number The x coodinate.
|
||||
function POINT_VEC2:GetLat()
|
||||
return self.x
|
||||
end
|
||||
|
||||
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @return #number The y coodinate.
|
||||
function POINT_VEC2:GetLon()
|
||||
return self.z
|
||||
end
|
||||
|
||||
--- Set the x coordinate of the POINT_VEC2.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param #number x The x coordinate.
|
||||
@@ -793,6 +950,15 @@ function POINT_VEC2:SetY( y )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x).
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param #number x The x coordinate.
|
||||
-- @return #POINT_VEC2
|
||||
function POINT_VEC2:SetLat( x )
|
||||
self.x = x
|
||||
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.
|
||||
@@ -802,6 +968,15 @@ function POINT_VEC2:SetAlt( Altitude )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z).
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param #number y The y coordinate.
|
||||
-- @return #POINT_VEC2
|
||||
function POINT_VEC2:SetLon( z )
|
||||
self.z = z
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add to the x coordinate of the POINT_VEC2.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param #number x The x coordinate.
|
||||
@@ -861,7 +1036,7 @@ end
|
||||
--- Return no text for the altitude of the POINT_VEC2.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @return #string Empty string.
|
||||
function POINT_VEC2:GetAltitudeText()
|
||||
function POINT_VEC2:GetAltitudeText()
|
||||
return ''
|
||||
end
|
||||
|
||||
@@ -870,7 +1045,7 @@ end
|
||||
-- @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 )
|
||||
function POINT_VEC2:Translate( Distance, Angle )
|
||||
local SX = self:GetX()
|
||||
local SY = self:GetY()
|
||||
local Radians = Angle / 180 * math.pi
|
||||
@@ -882,4 +1057,159 @@ end
|
||||
|
||||
end
|
||||
|
||||
do -- COORDINATE
|
||||
|
||||
--- COORDINATE constructor.
|
||||
-- @param #COORDINATE 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#COORDINATE
|
||||
function COORDINATE:New( x, y, LandHeightAdd ) --R2.1 Fixes issue #424.
|
||||
|
||||
self = BASE:Inherit( self, POINT_VEC2:New( x, y, LandHeightAdd ) ) -- Core.Point#COORDINATE
|
||||
self:F2( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new COORDINATE object from Vec2 coordinates.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
|
||||
-- @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#COORDINATE self
|
||||
function COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) --R2.1 Fixes issue #424.
|
||||
|
||||
self = BASE:Inherit( self, POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd ) ) -- Core.Point#COORDINATE
|
||||
self:F2( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new COORDINATE object from Vec3 coordinates.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
|
||||
-- @return Core.Point#COORDINATE self
|
||||
function COORDINATE:NewFromVec3( Vec3 ) --R2.1 Fixes issue #424.
|
||||
|
||||
self = BASE:Inherit( self, POINT_VEC2:NewFromVec3( Vec3 ) ) -- Core.Point#COORDINATE
|
||||
self:F2( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Provides a Lat Lon string
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number LL_Accuracy The accurancy of significant numbers behind the comma... So Accurancy of 2 is 0.01.
|
||||
-- @param #boolean LL_DMS true = Degrees, Minutes, Seconds; false = Degrees, Minutes
|
||||
-- @return #string The LL Text
|
||||
function COORDINATE:ToStringLL( LL_Accuracy, LL_DMS ) --R2.1 Fixes issue #424.
|
||||
|
||||
LL_Accuracy = LL_Accuracy or self.LL_Accuracy
|
||||
LL_DMS = LL_DMS or self.LL_DMS
|
||||
local lat, lon = coord.LOtoLL( self:GetVec3() )
|
||||
return "LL:" .. UTILS.tostringLL( lat, lon, LL_Accuracy, LL_DMS )
|
||||
end
|
||||
|
||||
--- Provides a MGRS string
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number MGRS_Accuracy of the 5 digit code.
|
||||
-- Precision depends on the Accuracy choosen:
|
||||
-- * 0 = no digits - precision level 100 km
|
||||
-- * 1 = 1 digits - precision level 10 km
|
||||
-- * 2 = 2 digits - precision level 1 km
|
||||
-- * 3 = 3 digits - precision level 100 m
|
||||
-- * 4 = 4 digits - precision level 10 m.
|
||||
-- @return #string The MGRS Text
|
||||
function COORDINATE:ToStringMGRS( MGRS_Accuracy ) --R2.1 Fixes issue #424.
|
||||
|
||||
MGRS_Accuracy = MGRS_Accuracy or self.MGRS_Accuracy
|
||||
local lat, lon = coord.LOtoLL( self:GetVec3() )
|
||||
local MGRS = coord.LLtoMGRS( lat, lon )
|
||||
return "MGRS:" .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy )
|
||||
end
|
||||
|
||||
--- Provides a coordinate string of the point, based on a coordinate format system:
|
||||
-- * Uses default settings in COORDINATE.
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
--
|
||||
-- @param #COORDINATE self
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToString() --R2.1 Fixes issue #424.
|
||||
|
||||
local Coordinate = COORDINATE -- Core.Point#COORDINATE
|
||||
|
||||
local CoordSystem = Coordinate.System
|
||||
|
||||
if CoordSystem == "LL" then
|
||||
return self:ToStringLL( Coordinate.LL_Accuracy, Coordinate.LL_DMS )
|
||||
end
|
||||
|
||||
if CoordSystem == "MGRS" then
|
||||
return self:ToStringMGRS( Coordinate.MGRS_Accuracy )
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
--- @param #COORDINATE self
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:CoordinateMenu( RootMenu ) --R2.1 Fixes issue #424.
|
||||
|
||||
if self.SystemMenu then
|
||||
self.SystemMenu:Remove()
|
||||
self.SystemMenu = nil
|
||||
end
|
||||
|
||||
self.SystemMenu = MENU_MISSION:New( "System Settings" )
|
||||
local CoordinateMenu = MENU_MISSION:New( "Coordinates", self.SystemMenu )
|
||||
|
||||
local Coordinate = COORDINATE
|
||||
|
||||
if Coordinate.System == "LL" then
|
||||
MENU_MISSION_COMMAND:New( "Activate MGRS", CoordinateMenu, Coordinate.MenuSystem, Coordinate, "MGRS" )
|
||||
MENU_MISSION_COMMAND:New( "LL Accuracy 1", CoordinateMenu, Coordinate.MenuLL_Accuracy, Coordinate, 1 )
|
||||
MENU_MISSION_COMMAND:New( "LL Accuracy 2", CoordinateMenu, Coordinate.MenuLL_Accuracy, Coordinate, 2 )
|
||||
MENU_MISSION_COMMAND:New( "LL Accuracy 3", CoordinateMenu, Coordinate.MenuLL_Accuracy, Coordinate, 3 )
|
||||
MENU_MISSION_COMMAND:New( "LL Decimal On", CoordinateMenu, Coordinate.MenuLL_DMS, Coordinate, true )
|
||||
MENU_MISSION_COMMAND:New( "LL Decimal Off", CoordinateMenu, Coordinate.MenuLL_DMS, Coordinate, false )
|
||||
end
|
||||
|
||||
if Coordinate.System == "MGRS" then
|
||||
MENU_MISSION_COMMAND:New( "Activate LL", CoordinateMenu, Coordinate.MenuSystem, Coordinate, "LL" )
|
||||
MENU_MISSION_COMMAND:New( "MGRS Accuracy 1", CoordinateMenu, Coordinate.MenuMGRS_Accuracy, Coordinate, 1 )
|
||||
MENU_MISSION_COMMAND:New( "MGRS Accuracy 2", CoordinateMenu, Coordinate.MenuMGRS_Accuracy, Coordinate, 2 )
|
||||
MENU_MISSION_COMMAND:New( "MGRS Accuracy 3", CoordinateMenu, Coordinate.MenuMGRS_Accuracy, Coordinate, 3 )
|
||||
MENU_MISSION_COMMAND:New( "MGRS Accuracy 4", CoordinateMenu, Coordinate.MenuMGRS_Accuracy, Coordinate, 4 )
|
||||
MENU_MISSION_COMMAND:New( "MGRS Accuracy 5", CoordinateMenu, Coordinate.MenuMGRS_Accuracy, Coordinate, 5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #COORDINATE self
|
||||
function COORDINATE:MenuSystem( System ) --R2.1 Fixes issue #424.
|
||||
self.System = System
|
||||
self:CoordinateMenu()
|
||||
end
|
||||
|
||||
--- @param #COORDINATE self
|
||||
function COORDINATE:MenuLL_Accuracy( LL_Accuracy ) --R2.1 Fixes issue #424.
|
||||
self.LL_Accuracy = LL_Accuracy
|
||||
self:CoordinateMenu()
|
||||
end
|
||||
|
||||
--- @param #COORDINATE self
|
||||
function COORDINATE:MenuLL_DMS( LL_DMS ) --R2.1 Fixes issue #424.
|
||||
self.LL_DMS = LL_DMS
|
||||
self:CoordinateMenu()
|
||||
end
|
||||
--- @param #COORDINATE self
|
||||
function COORDINATE:MenuMGRS_Accuracy( MGRS_Accuracy ) --R2.1 Fixes issue #424.
|
||||
self.MGRS_Accuracy = MGRS_Accuracy
|
||||
self:CoordinateMenu()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
586
Moose Development/Moose/Core/Radio.lua
Normal file
586
Moose Development/Moose/Core/Radio.lua
Normal file
@@ -0,0 +1,586 @@
|
||||
--- **Core** - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The Radio contains 2 classes : RADIO and BEACON
|
||||
--
|
||||
-- What are radio communications in DCS ?
|
||||
--
|
||||
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
|
||||
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
|
||||
--
|
||||
-- How to supply DCS my own Sound Files ?
|
||||
--
|
||||
-- * Your sound files need to be encoded in **.ogg** or .wav,
|
||||
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
|
||||
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
|
||||
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
--
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
--
|
||||
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
|
||||
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
|
||||
-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircaft isn't compatible,
|
||||
-- you won't hear/be able to use the TACAN beacon informations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
--
|
||||
-- @module Radio
|
||||
|
||||
|
||||
--- # RADIO class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## RADIO usage
|
||||
--
|
||||
-- There are 3 steps to a successful radio transmission.
|
||||
--
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * Then, you will **set the relevant parameters** to the transmission (see below),
|
||||
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
|
||||
--
|
||||
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
|
||||
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
|
||||
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
|
||||
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
|
||||
--
|
||||
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
|
||||
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
|
||||
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- What is this power thing ?
|
||||
--
|
||||
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna,
|
||||
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
|
||||
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * This an automated DCS calculation you have no say on,
|
||||
-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
|
||||
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
|
||||
--
|
||||
-- @type RADIO
|
||||
-- @field Positionable#POSITIONABLE Positionable The transmiter
|
||||
-- @field #string FileName Name of the sound file
|
||||
-- @field #number Frequency Frequency of the transmission in Hz
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
|
||||
-- @field #string Subtitle Subtitle of the transmission
|
||||
-- @field #number SubtitleDuration Duration of the Subtitle in seconds
|
||||
-- @field #number Power Power of the antenna is Watts
|
||||
-- @field #boolean Loop
|
||||
-- @extends Core.Base#BASE
|
||||
RADIO = {
|
||||
ClassName = "RADIO",
|
||||
FileName = "",
|
||||
Frequency = 0,
|
||||
Modulation = radio.modulation.AM,
|
||||
Subtitle = "",
|
||||
SubtitleDuration = 0,
|
||||
Power = 100,
|
||||
Loop = 0,
|
||||
}
|
||||
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
|
||||
-- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead
|
||||
-- @param #RADIO self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #RADIO Radio
|
||||
-- @return #nil If Positionable is invalid
|
||||
function RADIO:New(Positionable)
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
|
||||
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no RADIO created", Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check validity of the filename passed and sets RADIO.FileName
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFileName(FileName)
|
||||
self:F2(FileName)
|
||||
|
||||
if type(FileName) == "string" then
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
if not FileName:find("l10n/DEFAULT/") then
|
||||
FileName = "l10n/DEFAULT/" .. FileName
|
||||
end
|
||||
self.FileName = FileName
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Frequency
|
||||
-- @param #RADIO self
|
||||
-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFrequency(Frequency)
|
||||
self:F2(Frequency)
|
||||
if type(Frequency) == "number" then
|
||||
-- If frequency is in range
|
||||
if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then
|
||||
self.Frequency = Frequency * 1000000 -- Conversion in Hz
|
||||
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
id = "SetFrequency",
|
||||
params = {
|
||||
frequency = self.Frequency,
|
||||
modulation = self.Modulation,
|
||||
}
|
||||
})
|
||||
end
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Modulation
|
||||
-- @param #RADIO self
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetModulation(Modulation)
|
||||
self:F2(Modulation)
|
||||
if type(Modulation) == "number" then
|
||||
if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ?
|
||||
self.Modulation = Modulation
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the power passed and sets RADIO.Power
|
||||
-- @param #RADIO self
|
||||
-- @param #number Power in W
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetPower(Power)
|
||||
self:F2(Power)
|
||||
if type(Power) == "number" then
|
||||
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
return self
|
||||
end
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the loop passed and sets RADIO.Loop
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean Loop
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
function RADIO:SetLoop(Loop)
|
||||
self:F2(Loop)
|
||||
if type(Loop) == "boolean" then
|
||||
self.Loop = Loop
|
||||
return self
|
||||
end
|
||||
self:E({"Loop is invalid. Loop unchanged.", self.Loop})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration
|
||||
-- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration
|
||||
-- @param #RADIO self
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
-- -- create the broadcaster and attaches it a RADIO
|
||||
-- local MyUnit = UNIT:FindByName("MyUnit")
|
||||
-- local MyUnitRadio = MyUnit:GetRadio()
|
||||
--
|
||||
-- -- add a subtitle for the next transmission, which will be up for 10s
|
||||
-- MyUnitRadio:SetSubtitle("My Subtitle, 10)
|
||||
function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
|
||||
self:F2({Subtitle, SubtitleDuration})
|
||||
if type(Subtitle) == "string" then
|
||||
self.Subtitle = Subtitle
|
||||
else
|
||||
self.Subtitle = ""
|
||||
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
|
||||
end
|
||||
if type(SubtitleDuration) == "number" then
|
||||
if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then
|
||||
self.SubtitleDuration = SubtitleDuration
|
||||
return self
|
||||
end
|
||||
end
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP,
|
||||
-- but it will work with a UNIT or a GROUP anyway.
|
||||
-- Only the #RADIO and the Filename are mandatory
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Power in W
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
|
||||
self:F({FileName, Frequency, Modulation, Power})
|
||||
|
||||
self:SetFileName(FileName)
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Power then self:SetPower(Power) end
|
||||
if Loop then self:SetLoop(Loop) end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
|
||||
-- but it will work for any @{Positionable#POSITIONABLE}.
|
||||
-- Only the RADIO and the Filename are mandatory.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #boolean Loop
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
|
||||
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
|
||||
|
||||
self:SetFileName(FileName)
|
||||
if Subtitle then self:SetSubtitle(Subtitle) end
|
||||
if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Loop then self:SetLoop(Loop) end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Actually Broadcast the transmission
|
||||
-- * The Radio has to be populated with the new transmission before broadcasting.
|
||||
-- * Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission}
|
||||
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
|
||||
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
|
||||
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
|
||||
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
|
||||
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
|
||||
-- @param #RADIO self
|
||||
-- @return #RADIO self
|
||||
function RADIO:Broadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self:T2("Broadcasting from a UNIT or a GROUP")
|
||||
self.Positionable:SetCommand({
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file = self.FileName,
|
||||
duration = self.SubtitleDuration,
|
||||
subtitle = self.Subtitle,
|
||||
loop = self.Loop,
|
||||
}
|
||||
})
|
||||
else
|
||||
-- If the POSITIONABLE is anything else, we revert to the general singleton function
|
||||
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
|
||||
self:T2("Broadcasting from a POSITIONABLE")
|
||||
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops a transmission
|
||||
-- This function is especially usefull to stop the broadcast of looped transmissions
|
||||
-- @param #RADIO self
|
||||
-- @return #RADIO self
|
||||
function RADIO:StopBroadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
id = "StopTransmission",
|
||||
params = {}
|
||||
})
|
||||
else
|
||||
-- Else, we use the appropriate singleton funciton
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- # BEACON class, extends @{Base#BASE}
|
||||
--
|
||||
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
|
||||
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
|
||||
-- attach to a cargo crate, for exemple.
|
||||
--
|
||||
-- ## AA TACAN Beacon usage
|
||||
--
|
||||
-- This beacon only works with airborne @{Unit#UNIT} or a @{Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- Use @#BEACON:StopAATACAN}() to stop it.
|
||||
--
|
||||
-- ## General Purpose Radio Beacon usage
|
||||
--
|
||||
-- This beacon will work with any @{Positionable#POSITIONABLE}, but **it won't follow the @{Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
|
||||
--
|
||||
-- @type BEACON
|
||||
-- @extends Core.Base#BASE
|
||||
BEACON = {
|
||||
ClassName = "BEACON",
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic}
|
||||
-- If you want to create a BEACON, you probably should use @{Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- @param #BEACON self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #BEACON Beacon
|
||||
-- @return #nil If Positionable is invalid
|
||||
function BEACON:New(Positionable)
|
||||
local self = BASE:Inherit(self, BASE:New())
|
||||
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel
|
||||
-- @param #string TACANMode
|
||||
-- @return #number Frequecy
|
||||
-- @return #nil if parameters are invalid
|
||||
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
self:F3({TACANChannel, TACANMode})
|
||||
|
||||
if type(TACANChannel) ~= "number" then
|
||||
if TACANMode ~= "X" and TACANMode ~= "Y" then
|
||||
return nil -- error in arguments
|
||||
end
|
||||
end
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
A = 1088
|
||||
end
|
||||
else -- 'X'
|
||||
if TACANChannel < 64 then
|
||||
A = 962
|
||||
end
|
||||
end
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
end
|
||||
|
||||
|
||||
--- Activates a TACAN BEACON on an Aircraft.
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
|
||||
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
|
||||
-- @param #boolean Bearing Can the BEACON be homed on ?
|
||||
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
-- @usage
|
||||
-- -- Let's create a TACAN Beacon for a tanker
|
||||
-- local myUnit = UNIT:FindByName("MyUnit")
|
||||
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
|
||||
--
|
||||
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
|
||||
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
self:F({TACANChannel, Message, Bearing, BeaconDuration})
|
||||
|
||||
local IsValid = true
|
||||
|
||||
if not self.Positionable:IsAir() then
|
||||
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
|
||||
if not Frequency then
|
||||
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing
|
||||
-- or 14 (TACAN_AA_MODE_Y) if it does not
|
||||
local System
|
||||
if Bearing then
|
||||
System = 5
|
||||
else
|
||||
System = 14
|
||||
end
|
||||
|
||||
if IsValid then -- Starts the BEACON
|
||||
self:T2({"AA TACAN BEACON started !"})
|
||||
self.Positionable:SetCommand({
|
||||
id = "ActivateBeacon",
|
||||
params = {
|
||||
type = 4,
|
||||
system = System,
|
||||
callsign = Message,
|
||||
frequency = Frequency,
|
||||
}
|
||||
})
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
function()
|
||||
self:StopAATACAN()
|
||||
end, {}, BeaconDuration)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops the AA TACAN BEACON
|
||||
-- @param #BEACON self
|
||||
-- @return #BEACON self
|
||||
function BEACON:StopAATACAN()
|
||||
self:F()
|
||||
if not self.Positionable then
|
||||
self:E({"Start the beacon first before stoping it !"})
|
||||
else
|
||||
self.Positionable:SetCommand({
|
||||
id = 'DeactivateBeacon',
|
||||
params = {
|
||||
}
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Activates a general pupose Radio Beacon
|
||||
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
|
||||
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
|
||||
-- They can home in on these specific frequencies :
|
||||
-- * **Mi8**
|
||||
-- * R-828 -> 20-60MHz
|
||||
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
|
||||
-- * ARK9 -> 150-1300KHz
|
||||
-- * **Huey**
|
||||
-- * AN/ARC-131 -> 30-76 Mhz FM
|
||||
-- @param #BEACON self
|
||||
-- @param #string FileName The name of the audio file
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Power in W
|
||||
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
-- @usage
|
||||
-- -- Let's create a beacon for a unit in distress.
|
||||
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
|
||||
-- -- The beacon they use is battery-powered, and only lasts for 5 min
|
||||
-- local UnitInDistress = UNIT:FindByName("Unit1")
|
||||
-- local UnitBeacon = UnitInDistress:GetBeacon()
|
||||
--
|
||||
-- -- Set the beacon and start it
|
||||
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
|
||||
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
|
||||
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
|
||||
local IsValid = false
|
||||
|
||||
-- Check the filename
|
||||
if type(FileName) == "string" then
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
if not FileName:find("l10n/DEFAULT/") then
|
||||
FileName = "l10n/DEFAULT/" .. FileName
|
||||
end
|
||||
IsValid = true
|
||||
end
|
||||
end
|
||||
if not IsValid then
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
|
||||
end
|
||||
|
||||
-- Check the Frequency
|
||||
if type(Frequency) ~= "number" and IsValid then
|
||||
self:E({"Frequency invalid. ", Frequency})
|
||||
IsValid = false
|
||||
end
|
||||
Frequency = Frequency * 1000000 -- Conversion to Hz
|
||||
|
||||
-- Check the modulation
|
||||
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
|
||||
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
-- Check the Power
|
||||
if type(Power) ~= "number" and IsValid then
|
||||
self:E({"Power is invalid. ", Power})
|
||||
IsValid = false
|
||||
end
|
||||
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
|
||||
if IsValid then
|
||||
self:T2({"Activating Beacon on ", Frequency, Modulation})
|
||||
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
|
||||
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
function()
|
||||
self:StopRadioBeacon()
|
||||
end, {}, BeaconDuration)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Stops the AA TACAN BEACON
|
||||
-- @param #BEACON self
|
||||
-- @return #BEACON self
|
||||
function BEACON:StopRadioBeacon()
|
||||
self:F()
|
||||
-- The unique name of the transmission is the class ID
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
end
|
||||
@@ -64,7 +64,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
|
||||
-- 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" } )
|
||||
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } ) -- or {}
|
||||
|
||||
if Scheduler.MasterObject then
|
||||
self.ObjectSchedulers[self.CallID] = Scheduler
|
||||
@@ -181,13 +181,17 @@ function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
|
||||
|
||||
if CallID then
|
||||
local Schedule = self.Schedule[Scheduler]
|
||||
Schedule[CallID].ScheduleID = timer.scheduleFunction(
|
||||
Schedule[CallID].CallHandler,
|
||||
CallID,
|
||||
timer.getTime() + Schedule[CallID].Start
|
||||
)
|
||||
-- Only start when there is no ScheduleID defined!
|
||||
-- This prevents to "Start" the scheduler twice with the same CallID...
|
||||
if not Schedule[CallID].ScheduleID then
|
||||
Schedule[CallID].ScheduleID = timer.scheduleFunction(
|
||||
Schedule[CallID].CallHandler,
|
||||
CallID,
|
||||
timer.getTime() + Schedule[CallID].Start
|
||||
)
|
||||
end
|
||||
else
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] ) do
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Start( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
end
|
||||
@@ -198,13 +202,26 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
|
||||
|
||||
if CallID then
|
||||
local Schedule = self.Schedule[Scheduler]
|
||||
timer.removeFunction( Schedule[CallID].ScheduleID )
|
||||
-- Only stop when there is a ScheduleID defined for the CallID.
|
||||
-- So, when the scheduler was stopped before, do nothing.
|
||||
if Schedule[CallID].ScheduleID then
|
||||
timer.removeFunction( Schedule[CallID].ScheduleID )
|
||||
Schedule[CallID].ScheduleID = nil
|
||||
end
|
||||
else
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] ) do
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Stop( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Stop( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,30 +1,33 @@
|
||||
--- This module contains the SCHEDULER class.
|
||||
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--
|
||||
-- # 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
|
||||
-- SCHEDULER manages the **scheduling of functions**:
|
||||
--
|
||||
-- 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.
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SCHEDULER YouTube Channel (none)]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
@@ -34,10 +37,6 @@
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Test Missions:
|
||||
--
|
||||
-- * SCH - Scheduler
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Scheduler
|
||||
@@ -47,6 +46,153 @@
|
||||
-- @type SCHEDULER
|
||||
-- @field #number ScheduleID the ID of the scheduler.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SCHEDULER class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SCHEDULER class creates schedule.
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
|
||||
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
|
||||
--
|
||||
-- ## SCHEDULER constructor
|
||||
--
|
||||
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
|
||||
--
|
||||
-- The @{#SCHEDULER.New}() method returns 2 variables:
|
||||
--
|
||||
-- 1. The SCHEDULER object reference.
|
||||
-- 2. The first schedule planned in the SCHEDULER object.
|
||||
--
|
||||
-- To clarify the different appliances, lets have a look at the following examples:
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
--
|
||||
-- SchedulerObject = SCHEDULER:New()
|
||||
-- SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule..., which returns a ScheduleID
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule()..., which returns a ScheduleID
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel any planned schedule.
|
||||
--
|
||||
-- ### Construct a SCHEDULER object with a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction),
|
||||
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
|
||||
-- Both a ScheduleObject and a SchedulerID variable are returned.
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel the planned schedule.
|
||||
--
|
||||
-- ## SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
-- The SCHEDULER can be stopped and restarted with the following methods:
|
||||
--
|
||||
-- * @{#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
|
||||
-- * @{#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 )
|
||||
-- ...
|
||||
-- SchedulerObject:Stop( SchedulerID )
|
||||
-- ...
|
||||
-- SchedulerObject:Start( SchedulerID )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
|
||||
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
|
||||
--
|
||||
-- ## Create a new schedule
|
||||
--
|
||||
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
|
||||
-- This method is used by the :New() constructor when a new schedule is planned.
|
||||
--
|
||||
-- Consider the following code fragment of the SCHEDULER object creation.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
--
|
||||
-- Several parameters can be specified that influence the behaviour of a Schedule.
|
||||
--
|
||||
-- ### A single schedule, immediately executed
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
|
||||
--
|
||||
-- ### A single schedule, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 every seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 seconds, with a 50% time interval randomization ...
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- The schedule will repeat every 60 seconds.
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
-- The schedule will stop after **300** seconds.
|
||||
--
|
||||
-- @field #SCHEDULER
|
||||
SCHEDULER = {
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
@@ -147,6 +293,13 @@ function SCHEDULER:Remove( ScheduleID )
|
||||
_SCHEDULEDISPATCHER:Remove( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Clears all pending schedules.
|
||||
-- @param #SCHEDULER self
|
||||
function SCHEDULER:Clear()
|
||||
self:F3( )
|
||||
|
||||
_SCHEDULEDISPATCHER:Clear( self )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
177
Moose Development/Moose/Core/SpawnStatic.lua
Normal file
177
Moose Development/Moose/Core/SpawnStatic.lua
Normal file
@@ -0,0 +1,177 @@
|
||||
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics)
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPAWNSTATIC YouTube Channel]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWNSTATIC class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static,
|
||||
-- or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**,
|
||||
-- and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
--
|
||||
-- ## SPAWNSTATIC construction methods
|
||||
--
|
||||
-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
|
||||
--
|
||||
-- ## **Spawn** methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate.
|
||||
-- (The group will be spawned at land height ).
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- @field #SPAWNSTATIC SPAWNSTATIC
|
||||
--
|
||||
SPAWNSTATIC = {
|
||||
ClassName = "SPAWNSTATIC",
|
||||
}
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC.SpawnZoneTable
|
||||
-- @list <Core.Zone#ZONE_BASE> SpawnZone
|
||||
|
||||
|
||||
--- Creates the main object to spawn a @{Static} defined in the ME.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTemplatePrefix } )
|
||||
|
||||
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.CountryID = CountryID
|
||||
self.SpawnIndex = 0
|
||||
else
|
||||
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Static} based on a type name.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTypeName is the name of the type.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTypeName } )
|
||||
|
||||
self.SpawnTypeName = SpawnTypeName
|
||||
self.CountryID = CountryID
|
||||
self.SpawnIndex = 0
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
StaticTemplate.x = PointVec2:GetLat()
|
||||
StaticTemplate.y = PointVec2:GetLon()
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
|
||||
self:F( { Zone, Heading, NewName } )
|
||||
|
||||
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
295
Moose Development/Moose/Core/Spot.lua
Normal file
295
Moose Development/Moose/Core/Spot.lua
Normal file
@@ -0,0 +1,295 @@
|
||||
--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Spot for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPOT Demo Missions source code]()
|
||||
--
|
||||
-- ### [SPOT Demo Missions, only for beta testers]()
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPOT YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Spot
|
||||
|
||||
|
||||
do
|
||||
|
||||
--- @type SPOT
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # SPOT class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Mark targets for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ## 1. SPOT constructor
|
||||
--
|
||||
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.
|
||||
--
|
||||
-- ## 2. SPOT is a FSM
|
||||
--
|
||||
-- ![Process]()
|
||||
--
|
||||
-- ### 2.1 SPOT States
|
||||
--
|
||||
-- * **Off**: Lasing is switched off.
|
||||
-- * **On**: Lasing is switched on.
|
||||
-- * **Destroyed**: Target is destroyed.
|
||||
--
|
||||
-- ### 2.2 SPOT Events
|
||||
--
|
||||
-- * **@{#SPOT.LaseOn}(Target, LaserCode, Duration)**: Lase to a target.
|
||||
-- * **@{#SPOT.LaseOff}()**: Stop lasing the target.
|
||||
-- * **@{#SPOT.Lasing}()**: Target is being lased.
|
||||
-- * **@{#SPOT.Destroyed}()**: Triggered when target is destroyed.
|
||||
--
|
||||
-- ## 3. Check if a Target is being lased
|
||||
--
|
||||
-- The method @{#SPOT.IsLasing}() indicates whether lasing is on or off.
|
||||
--
|
||||
-- @field #SPOT
|
||||
SPOT = {
|
||||
ClassName = "SPOT",
|
||||
}
|
||||
|
||||
--- SPOT Constructor.
|
||||
-- @param #SPOT self
|
||||
-- @param Wrapper.Unit#UNIT Recce
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
-- @return #SPOT
|
||||
function SPOT:New( Recce )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #SPOT
|
||||
self:F( {} )
|
||||
|
||||
self:SetStartState( "Off" )
|
||||
self:AddTransition( "Off", "LaseOn", "On" )
|
||||
|
||||
--- LaseOn Handler OnBefore for SPOT
|
||||
-- @function [parent=#SPOT] OnBeforeLaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOn Handler OnAfter for SPOT
|
||||
-- @function [parent=#SPOT] OnAfterLaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOn Trigger for SPOT
|
||||
-- @function [parent=#SPOT] LaseOn
|
||||
-- @param #SPOT self
|
||||
|
||||
--- LaseOn Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
self:AddTransition( "On", "Lasing", "On" )
|
||||
self:AddTransition( { "On", "Destroyed" } , "LaseOff", "Off" )
|
||||
|
||||
--- LaseOff Handler OnBefore for SPOT
|
||||
-- @function [parent=#SPOT] OnBeforeLaseOff
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOff Handler OnAfter for SPOT
|
||||
-- @function [parent=#SPOT] OnAfterLaseOff
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOff Trigger for SPOT
|
||||
-- @function [parent=#SPOT] LaseOff
|
||||
-- @param #SPOT self
|
||||
|
||||
--- LaseOff Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOff
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*" , "Destroyed", "Destroyed" )
|
||||
|
||||
--- Destroyed Handler OnBefore for SPOT
|
||||
-- @function [parent=#SPOT] OnBeforeDestroyed
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Destroyed Handler OnAfter for SPOT
|
||||
-- @function [parent=#SPOT] OnAfterDestroyed
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Destroyed Trigger for SPOT
|
||||
-- @function [parent=#SPOT] Destroyed
|
||||
-- @param #SPOT self
|
||||
|
||||
--- Destroyed Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __Destroyed
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
self.Recce = Recce
|
||||
|
||||
self.LaseScheduler = SCHEDULER:New( self )
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
|
||||
self:E( { "LaseOn", Target, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
end
|
||||
|
||||
self.Target = Target
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
self.Lasing = true
|
||||
|
||||
local RecceDcsUnit = self.Recce:GetDCSObject()
|
||||
|
||||
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
|
||||
|
||||
if Duration then
|
||||
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
|
||||
end
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:__Lasing( -0.2 )
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPOT:OnEventDead(EventData)
|
||||
self:E( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
if self.Target then
|
||||
if EventData.IniDCSUnitName == self.Target:GetName() then
|
||||
self:E( {"Target dead ", self.Target:GetName() } )
|
||||
self:Destroyed()
|
||||
self:LaseOff()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function SPOT:onafterLasing( From, Event, To )
|
||||
|
||||
if self.Target:IsAlive() then
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self:__Lasing( -0.2 )
|
||||
else
|
||||
self:E( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @return #SPOT
|
||||
function SPOT:onafterLaseOff( From, Event, To )
|
||||
|
||||
self:E( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
self.SpotIR:destroy()
|
||||
self.SpotLaser:destroy()
|
||||
|
||||
self.SpotIR = nil
|
||||
self.SpotLaser = nil
|
||||
|
||||
if self.ScheduleID then
|
||||
self.LaseScheduler:Stop(self.ScheduleID)
|
||||
end
|
||||
self.ScheduleID = nil
|
||||
|
||||
self.Target = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check if the SPOT is lasing
|
||||
-- @param #SPOT self
|
||||
-- @return #boolean true if it is lasing
|
||||
function SPOT:IsLasing()
|
||||
return self.Lasing
|
||||
end
|
||||
|
||||
end
|
||||
@@ -1,4 +1,8 @@
|
||||
--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
|
||||
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
--
|
||||
@@ -16,127 +20,16 @@
|
||||
--
|
||||
-- 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.
|
||||
-- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
|
||||
-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{#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**
|
||||
-- ======================
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
@@ -171,14 +64,55 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Zone
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
--- The ZONE_BASE class
|
||||
-- @type ZONE_BASE
|
||||
--- @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 class, extends @{Base#BASE}
|
||||
--
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## Each zone has a name:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
|
||||
--
|
||||
-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
--
|
||||
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a 2D point vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a 3D point vector is within the zone.
|
||||
--
|
||||
-- ## A zone has a probability factor that can be set to randomize a selection between zones:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SetZoneProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetZoneProbability}(): 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.
|
||||
--
|
||||
-- ## A zone manages vectors:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the 2D vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetVec3}(): Returns the 3D vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetPointVec2}(): Returns the 2D point vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetPointVec3}(): Returns the 3D point vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random 2D vector within the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomPointVec2}(): Define a random 2D point vector within the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomPointVec3}(): Define a random 3D point vector within the zone.
|
||||
--
|
||||
-- ## A zone has a bounding square:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
|
||||
--
|
||||
-- ## 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.
|
||||
--
|
||||
-- @field #ZONE_BASE
|
||||
ZONE_BASE = {
|
||||
ClassName = "ZONE_BASE",
|
||||
ZoneName = "",
|
||||
@@ -215,20 +149,21 @@ function ZONE_BASE:GetName()
|
||||
|
||||
return self.ZoneName
|
||||
end
|
||||
--- Returns if a location is within the zone.
|
||||
|
||||
--- Returns if a Vec2 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.
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test.
|
||||
-- @return #boolean true if the Vec2 is within the zone.
|
||||
function ZONE_BASE:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns if a point is within the zone.
|
||||
--- Returns if a Vec3 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.
|
||||
-- @return #boolean true if the Vec3 is within the zone.
|
||||
function ZONE_BASE:IsVec3InZone( Vec3 )
|
||||
self:F2( Vec3 )
|
||||
|
||||
@@ -237,6 +172,31 @@ function ZONE_BASE:IsVec3InZone( Vec3 )
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Returns if a PointVec2 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
|
||||
-- @return #boolean true if the PointVec2 is within the zone.
|
||||
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
|
||||
local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Returns if a PointVec3 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
|
||||
-- @return #boolean true if the PointVec3 is within the zone.
|
||||
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
|
||||
self:F2( PointVec3 )
|
||||
|
||||
local InZone = self:IsPointVec2InZone( PointVec3 )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #nil.
|
||||
@@ -246,6 +206,91 @@ function ZONE_BASE:GetVec2()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a @{Point#POINT_VEC2} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone.
|
||||
function ZONE_BASE:GetPointVec2()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
|
||||
|
||||
self:T2( { PointVec2 } )
|
||||
|
||||
return PointVec2
|
||||
end
|
||||
|
||||
|
||||
--- Returns a @{Point#COORDINATE} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#COORDINATE The Coordinate of the zone.
|
||||
function ZONE_BASE:GetCoordinate()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
local Coordinate = COORDINATE:NewFromVec2( Vec2 )
|
||||
|
||||
self:T2( { Coordinate } )
|
||||
|
||||
return Coordinate
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec3} of the zone.
|
||||
-- @param #ZONE_BASE 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 Vec3 of the zone.
|
||||
function ZONE_BASE: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
|
||||
|
||||
--- Returns a @{Point#POINT_VEC3} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone.
|
||||
function ZONE_BASE:GetPointVec3( Height )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
local Vec3 = self:GetVec3( Height )
|
||||
|
||||
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
|
||||
|
||||
self:T2( { PointVec3 } )
|
||||
|
||||
return PointVec3
|
||||
end
|
||||
|
||||
--- Returns a @{Point#COORDINATE} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#COORDINATE The Coordinate of the zone.
|
||||
function ZONE_BASE:GetCoordinate( Height ) --R2.1
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
local Vec3 = self:GetVec3( Height )
|
||||
|
||||
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
|
||||
|
||||
self:T2( { PointVec3 } )
|
||||
|
||||
return PointVec3
|
||||
end
|
||||
|
||||
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinates.
|
||||
@@ -260,6 +305,13 @@ function ZONE_BASE:GetRandomPointVec2()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Define a random @{Point#POINT_VEC3} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
|
||||
function ZONE_BASE:GetRandomPointVec3()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the bounding square the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #nil The bounding square.
|
||||
@@ -268,6 +320,12 @@ function ZONE_BASE:GetBoundingSquare()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Bound the zone boundaries with a tires.
|
||||
-- @param #ZONE_BASE self
|
||||
function ZONE_BASE:BoundZone()
|
||||
self:F2()
|
||||
|
||||
end
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_BASE self
|
||||
@@ -316,7 +374,37 @@ end
|
||||
-- @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
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- # 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.
|
||||
--
|
||||
-- ## ZONE_RADIUS constructor
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.New}(): Constructor.
|
||||
--
|
||||
-- ## Manage the radius of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
|
||||
--
|
||||
-- ## 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.
|
||||
--
|
||||
-- ## 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.
|
||||
--
|
||||
-- @field #ZONE_RADIUS
|
||||
ZONE_RADIUS = {
|
||||
ClassName="ZONE_RADIUS",
|
||||
}
|
||||
@@ -328,7 +416,7 @@ ZONE_RADIUS = {
|
||||
-- @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 ) )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
|
||||
self:F( { ZoneName, Vec2, Radius } )
|
||||
|
||||
self.Radius = Radius
|
||||
@@ -337,6 +425,52 @@ function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Bounds the zone with tires.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param #boolean UnBound If true the tyres will be destroyed.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
|
||||
|
||||
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()
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
local Tire = {
|
||||
["country"] = CountryName,
|
||||
["category"] = "Fortifications",
|
||||
["canCargo"] = false,
|
||||
["shape_name"] = "H-tyre_B_WF",
|
||||
["type"] = "Black_Tyre_WF",
|
||||
--["unitId"] = Angle + 10000,
|
||||
["y"] = Point.y,
|
||||
["x"] = Point.x,
|
||||
["name"] = string.format( "%s-Tire #%0d", self:GetName(), Angle ),
|
||||
["heading"] = 0,
|
||||
} -- end of ["group"]
|
||||
|
||||
local Group = coalition.addStaticObject( CountryID, Tire )
|
||||
if UnBound and UnBound == true then
|
||||
Group:destroy()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
||||
@@ -542,9 +676,16 @@ 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
|
||||
--- @type ZONE
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # 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 @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE
|
||||
ZONE = {
|
||||
ClassName="ZONE",
|
||||
}
|
||||
@@ -572,10 +713,16 @@ function ZONE:New( ZoneName )
|
||||
end
|
||||
|
||||
|
||||
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- @type ZONE_UNIT
|
||||
--- @type ZONE_UNIT
|
||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
--- # 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_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE_UNIT
|
||||
ZONE_UNIT = {
|
||||
ClassName="ZONE_UNIT",
|
||||
}
|
||||
@@ -601,7 +748,7 @@ end
|
||||
-- @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 )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
local ZoneVec2 = self.ZoneUNIT:GetVec2()
|
||||
if ZoneVec2 then
|
||||
@@ -611,7 +758,7 @@ function ZONE_UNIT:GetVec2()
|
||||
return self.LastVec2
|
||||
end
|
||||
|
||||
self:T( { ZoneVec2 } )
|
||||
self:T2( { ZoneVec2 } )
|
||||
|
||||
return nil
|
||||
end
|
||||
@@ -656,10 +803,16 @@ function ZONE_UNIT:GetVec3( Height )
|
||||
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
|
||||
--- @type ZONE_GROUP
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # 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.
|
||||
--
|
||||
-- @field #ZONE_GROUP
|
||||
ZONE_GROUP = {
|
||||
ClassName="ZONE_GROUP",
|
||||
}
|
||||
@@ -674,7 +827,7 @@ 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
|
||||
self._.ZoneGROUP = ZoneGROUP
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -686,7 +839,7 @@ end
|
||||
function ZONE_GROUP:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local ZoneVec2 = self.ZoneGROUP:GetVec2()
|
||||
local ZoneVec2 = self._.ZoneGROUP:GetVec2()
|
||||
|
||||
self:T( { ZoneVec2 } )
|
||||
|
||||
@@ -700,7 +853,7 @@ function ZONE_GROUP:GetRandomVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self.ZoneGROUP:GetVec2()
|
||||
local Vec2 = self._.ZoneGROUP:GetVec2()
|
||||
|
||||
local angle = math.random() * math.pi*2;
|
||||
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
|
||||
@@ -713,12 +866,26 @@ end
|
||||
|
||||
|
||||
|
||||
-- Polygons
|
||||
--- @type ZONE_POLYGON_BASE
|
||||
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- 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 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.
|
||||
--
|
||||
-- ## 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.
|
||||
--
|
||||
-- @field #ZONE_POLYGON_BASE
|
||||
ZONE_POLYGON_BASE = {
|
||||
ClassName="ZONE_POLYGON_BASE",
|
||||
}
|
||||
@@ -739,28 +906,87 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
||||
|
||||
local i = 0
|
||||
|
||||
self.Polygon = {}
|
||||
self._.Polygon = {}
|
||||
|
||||
for i = 1, #PointsArray do
|
||||
self.Polygon[i] = {}
|
||||
self.Polygon[i].x = PointsArray[i].x
|
||||
self.Polygon[i].y = PointsArray[i].y
|
||||
self._.Polygon[i] = {}
|
||||
self._.Polygon[i].x = PointsArray[i].x
|
||||
self._.Polygon[i].y = PointsArray[i].y
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the center location of the polygon.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
|
||||
function ZONE_POLYGON_BASE:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local Bounds = self:GetBoundingSquare()
|
||||
|
||||
return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 }
|
||||
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 } )
|
||||
self:E( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #boolean UnBound If true, the tyres will be destroyed.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:BoundZone( UnBound )
|
||||
|
||||
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 )
|
||||
local Tire = {
|
||||
["country"] = "USA",
|
||||
["category"] = "Fortifications",
|
||||
["canCargo"] = false,
|
||||
["shape_name"] = "H-tyre_B_WF",
|
||||
["type"] = "Black_Tyre_WF",
|
||||
["y"] = PointY,
|
||||
["x"] = PointX,
|
||||
["name"] = string.format( "%s-Tire #%0d", self:GetName(), ((i - 1) * Segments) + Segment ),
|
||||
["heading"] = 0,
|
||||
} -- end of ["group"]
|
||||
|
||||
local Group = coalition.addStaticObject( country.id.USA, Tire )
|
||||
if UnBound and UnBound == true then
|
||||
Group:destroy()
|
||||
end
|
||||
|
||||
end
|
||||
j = i
|
||||
i = i + 1
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
@@ -774,17 +1000,17 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
|
||||
local Segments = 10
|
||||
|
||||
i = 1
|
||||
j = #self.Polygon
|
||||
j = #self._.Polygon
|
||||
|
||||
while i <= #self.Polygon do
|
||||
self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
|
||||
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
|
||||
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 )
|
||||
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
|
||||
@@ -810,12 +1036,12 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
|
||||
local InPolygon = false
|
||||
|
||||
Next = 1
|
||||
Prev = #self.Polygon
|
||||
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 )
|
||||
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
|
||||
@@ -886,17 +1112,17 @@ end
|
||||
-- @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
|
||||
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
|
||||
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
|
||||
|
||||
@@ -904,12 +1130,16 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
|
||||
end
|
||||
|
||||
|
||||
--- @type ZONE_POLYGON
|
||||
-- @extends #ZONE_POLYGON_BASE
|
||||
|
||||
|
||||
|
||||
--- 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 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.
|
||||
--
|
||||
-- @field #ZONE_POLYGON
|
||||
ZONE_POLYGON = {
|
||||
ClassName="ZONE_POLYGON",
|
||||
}
|
||||
@@ -925,7 +1155,7 @@ 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 } )
|
||||
self:F( { ZoneName, ZoneGroup, self._.Polygon } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -29,7 +29,9 @@ CLEANUP = {
|
||||
-- or
|
||||
-- CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 )
|
||||
-- CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 )
|
||||
function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self, BASE:New() )
|
||||
function CLEANUP:New( ZoneNames, TimeInterval )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP
|
||||
self:F( { ZoneNames, TimeInterval } )
|
||||
|
||||
if type( ZoneNames ) == 'table' then
|
||||
@@ -41,7 +43,7 @@ function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self,
|
||||
self.TimeInterval = TimeInterval
|
||||
end
|
||||
|
||||
_EVENTDISPATCHER:OnBirth( self._OnEventBirth, self )
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, TimeInterval )
|
||||
|
||||
@@ -102,32 +104,24 @@ function CLEANUP:_DestroyMissile( MissileObject )
|
||||
end
|
||||
end
|
||||
|
||||
function CLEANUP:_OnEventBirth( Event )
|
||||
self:F( { Event } )
|
||||
--- @param #CLEANUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CLEANUP:_OnEventBirth( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
self.CleanUpList[Event.IniDCSUnitName] = {}
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
|
||||
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
|
||||
|
||||
_EVENTDISPATCHER:OnEngineShutDownForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
|
||||
_EVENTDISPATCHER:OnEngineStartUpForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
|
||||
_EVENTDISPATCHER:OnHitForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
|
||||
_EVENTDISPATCHER:OnPilotDeadForUnit( Event.IniDCSUnitName, self._EventCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForUnit( Event.IniDCSUnitName, self._EventCrash, self )
|
||||
_EVENTDISPATCHER:OnCrashForUnit( Event.IniDCSUnitName, self._EventCrash, self )
|
||||
_EVENTDISPATCHER:OnShotForUnit( Event.IniDCSUnitName, self._EventShot, self )
|
||||
|
||||
--self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._EventAddForCleanUp )
|
||||
--self:AddEvent( world.event.S_EVENT_ENGINE_STARTUP, self._EventAddForCleanUp )
|
||||
-- self:AddEvent( world.event.S_EVENT_HIT, self._EventAddForCleanUp ) -- , self._EventHitCleanUp )
|
||||
-- self:AddEvent( world.event.S_EVENT_CRASH, self._EventCrash ) -- , self._EventHitCleanUp )
|
||||
-- --self:AddEvent( world.event.S_EVENT_DEAD, self._EventCrash )
|
||||
-- self:AddEvent( world.event.S_EVENT_SHOT, self._EventShot )
|
||||
--
|
||||
-- self:EnableEvents()
|
||||
self.CleanUpList[EventData.IniDCSUnitName] = {}
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniDCSUnit
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniDCSGroup
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
|
||||
|
||||
EventData.IniUnit:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.PilotDead, self._EventCrash )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Dead, self._EventCrash )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Crash, self._EventCrash )
|
||||
EventData.IniUnit:HandleEvent( EVENTS.Shot, self._EventShot )
|
||||
|
||||
end
|
||||
|
||||
|
||||
924
Moose Development/Moose/Functional/Designate.lua
Normal file
924
Moose Development/Moose/Functional/Designate.lua
Normal file
@@ -0,0 +1,924 @@
|
||||
--- **Funtional R2.1** -- Management of target **Designation**.
|
||||
--
|
||||
-- --
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
|
||||
-- and communicates these to a dedicated attacking group of players,
|
||||
-- so that following a dynamically generated menu system,
|
||||
-- each detected set of potential targets can be lased or smoked...
|
||||
--
|
||||
-- Targets can be:
|
||||
--
|
||||
-- * **Lased** for a period of time.
|
||||
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
|
||||
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Designate
|
||||
|
||||
|
||||
do -- DESIGNATE
|
||||
|
||||
--- @type DESIGNATE
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
|
||||
--- # DESIGNATE class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
|
||||
-- and communicates these to a dedicated attacking group of players,
|
||||
-- so that following a dynamically generated menu system,
|
||||
-- each detected set of potential targets can be lased or smoked...
|
||||
--
|
||||
-- Targets can be:
|
||||
--
|
||||
-- * **Lased** for a period of time.
|
||||
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
|
||||
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
|
||||
--
|
||||
-- The following terminology is being used throughout this document:
|
||||
--
|
||||
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
|
||||
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
|
||||
-- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_.
|
||||
-- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_.
|
||||
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
|
||||
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
|
||||
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
|
||||
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
|
||||
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
|
||||
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
|
||||
-- * An **AttackGroup** is a GROUP object that contain _Players_.
|
||||
-- * A **Player** is an active CLIENT object containing a human player.
|
||||
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
|
||||
--
|
||||
-- The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject.
|
||||
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
|
||||
--
|
||||
-- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:
|
||||
--
|
||||
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
|
||||
-- * **Menu options** are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition.
|
||||
--
|
||||
-- A Player can then select an action from the Designate Menu.
|
||||
--
|
||||
-- **Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.**
|
||||
--
|
||||
-- Each **Menu Option** in the Designate Menu has two modes:
|
||||
--
|
||||
-- 1. If the TargetSet **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets.
|
||||
-- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation.
|
||||
--
|
||||
-- While designating, the RecceGroups will report any change in TargetSet composition or Target presence.
|
||||
--
|
||||
-- The following logic is executed when a TargetSet is selected to be *lased* from the Designation Menu:
|
||||
--
|
||||
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetSet that is currently not being designated.
|
||||
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
|
||||
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
|
||||
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
|
||||
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
|
||||
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
|
||||
--
|
||||
-- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!
|
||||
--
|
||||
-- Have FUN!
|
||||
--
|
||||
-- ## 1. DESIGNATE constructor
|
||||
--
|
||||
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
|
||||
--
|
||||
-- ## 2. DESIGNATE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 DESIGNATE States
|
||||
--
|
||||
-- * **Designating** ( Group ): The process is not started yet.
|
||||
--
|
||||
-- ### 2.2 DESIGNATE Events
|
||||
--
|
||||
-- * **@{#DESIGNATE.Detect}**: Detect targets.
|
||||
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.LaseOff}**: Stop lasing the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.Status}**: Report designation status.
|
||||
--
|
||||
-- ## 3. Laser codes
|
||||
--
|
||||
-- ### 3.1 Set possible laser codes
|
||||
--
|
||||
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
|
||||
-- The laser code is communicated by the Recce when it is lasing a larget.
|
||||
-- Note that the default laser code is 1113.
|
||||
-- Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237
|
||||
--
|
||||
-- Use the method @{#DESIGNATE.SetLaserCodes}() to set the possible laser codes to be selected from.
|
||||
-- One laser code can be given or an sequence of laser codes through an table...
|
||||
--
|
||||
-- Designate:SetLaserCodes( 1214 )
|
||||
--
|
||||
-- The above sets one laser code with the value 1214.
|
||||
--
|
||||
-- Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } )
|
||||
--
|
||||
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
|
||||
--
|
||||
-- ### 3.2 Auto generate laser codes
|
||||
--
|
||||
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
|
||||
--
|
||||
-- ## 4. Autolase to automatically lase detected targets.
|
||||
--
|
||||
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
|
||||
-- The **auto lase** function can be activated through the Designation Menu.
|
||||
-- Use the method @{#DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically.
|
||||
-- Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.
|
||||
--
|
||||
-- Designate:SetAutoLase( true )
|
||||
--
|
||||
-- Activate the auto lasing.
|
||||
--
|
||||
-- ## 5. Target prioritization on threat level
|
||||
--
|
||||
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
|
||||
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
|
||||
-- and will continue this until the remaining vehicles with the lowest threat have been reached.
|
||||
--
|
||||
-- This threat level prioritization can be activated using the method @{#DESIGNATE.SetThreatLevelPrioritization}().
|
||||
-- If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.
|
||||
--
|
||||
-- Designate:SetThreatLevelPrioritization( true )
|
||||
--
|
||||
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
|
||||
--
|
||||
-- ## 6. Status Report
|
||||
--
|
||||
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
|
||||
--
|
||||
-- * The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .
|
||||
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
|
||||
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
|
||||
-- * The flashing of the status menu is disabled by default.
|
||||
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
|
||||
--
|
||||
-- Designate:FlashStatusMenu( true )
|
||||
--
|
||||
-- The example will activate the flashing of the status menu for this Designate object.
|
||||
--
|
||||
-- @field #DESIGNATE
|
||||
--
|
||||
DESIGNATE = {
|
||||
ClassName = "DESIGNATE",
|
||||
}
|
||||
|
||||
--- DESIGNATE Constructor. This class is an abstract class and should not be instantiated.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param Tasking.CommandCenter#COMMANDCENTER CC
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:New( CC, Detection, AttackSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #DESIGNATE
|
||||
self:F( { Detection } )
|
||||
|
||||
self:SetStartState( "Designating" )
|
||||
|
||||
self:AddTransition( "*", "Detect", "*" )
|
||||
--- Detect Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnBeforeDetect
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Detect Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnAfterDetect
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Detect Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] Detect
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Detect Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] __Detect
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "LaseOn", "Lasing" )
|
||||
--- LaseOn Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeLaseOn
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOn Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterLaseOn
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOn Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] LaseOn
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- LaseOn Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __LaseOn
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "Lasing", "Lasing", "Lasing" )
|
||||
|
||||
self:AddTransition( "*", "LaseOff", "Designate" )
|
||||
--- LaseOff Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeLaseOff
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOff Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterLaseOff
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOff Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] LaseOff
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- LaseOff Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __LaseOff
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Smoke", "*" )
|
||||
--- Smoke Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeSmoke
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Smoke Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterSmoke
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Smoke Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] Smoke
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Smoke Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __Smoke
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Illuminate", "*" )
|
||||
--- Illuminate Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnBeforeIlluminate
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Illuminate Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] OnAfterIlluminate
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Illuminate Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] Illuminate
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Illuminate Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE] __Illuminate
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Done", "*" )
|
||||
|
||||
self:AddTransition( "*", "Status", "*" )
|
||||
--- Status Handler OnBefore for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnBeforeStatus
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Status Handler OnAfter for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] OnAfterStatus
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Status Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] Status
|
||||
-- @param #DESIGNATE self
|
||||
|
||||
--- Status Asynchronous Trigger for DESIGNATE
|
||||
-- @function [parent=#DESIGNATE ] __Status
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number Delay
|
||||
|
||||
self.CC = CC
|
||||
self.Detection = Detection
|
||||
self.AttackSet = AttackSet
|
||||
self.RecceSet = Detection:GetDetectionSetGroup()
|
||||
self.Recces = {}
|
||||
self.Designating = {}
|
||||
|
||||
self.LaseDuration = 60
|
||||
|
||||
self:SetFlashStatusMenu( false )
|
||||
self:SetDesignateMenu()
|
||||
|
||||
self:SetLaserCodes( 1688 ) -- set self.LaserCodes
|
||||
self:SetAutoLase( false ) -- set self.Autolase
|
||||
|
||||
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
|
||||
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
|
||||
self.Detection:__Start( 2 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the flashing of the status menu.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
|
||||
|
||||
self.FlashStatusMenu = {}
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
self.FlashStatusMenu[AttackGroup] = FlashMenu
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set an array of possible laser codes.
|
||||
-- Each new lase will select a code from this table.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #list<#number> LaserCodes
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
|
||||
|
||||
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
|
||||
self:E(self.LaserCodes)
|
||||
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Generate an array of possible laser codes.
|
||||
-- Each new lase will select a code from this table.
|
||||
-- The entered value can range from 1111 - 1788,
|
||||
-- -- but the first digit of the series must be a 1 or 2
|
||||
-- -- and the last three digits must be between 1 and 8.
|
||||
-- The range used to be bugged so its not 1 - 8 but 0 - 7.
|
||||
-- function below will use the range 1-7 just in case
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:GenerateLaserCodes() --R2.1
|
||||
|
||||
self.LaserCodes = {}
|
||||
|
||||
local function containsDigit(_number, _numberToFind)
|
||||
|
||||
local _thisNumber = _number
|
||||
local _thisDigit = 0
|
||||
|
||||
while _thisNumber ~= 0 do
|
||||
_thisDigit = _thisNumber % 10
|
||||
_thisNumber = math.floor(_thisNumber / 10)
|
||||
if _thisDigit == _numberToFind then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
-- generate list of laser codes
|
||||
local _code = 1111
|
||||
local _count = 1
|
||||
while _code < 1777 and _count < 30 do
|
||||
while true do
|
||||
_code = _code + 1
|
||||
if not containsDigit(_code, 8)
|
||||
and not containsDigit(_code, 9)
|
||||
and not containsDigit(_code, 0) then
|
||||
self:T(_code)
|
||||
table.insert( self.LaserCodes, _code )
|
||||
break
|
||||
end
|
||||
end
|
||||
_count = _count + 1
|
||||
end
|
||||
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Set auto lase.
|
||||
-- Auto lase will start lasing targets immediately when these are in range.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #boolean AutoLase
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetAutoLase( AutoLase ) --R2.1
|
||||
|
||||
self.AutoLase = AutoLase
|
||||
|
||||
local AutoLaseOnOff = ( AutoLase == true ) and "On" or "Off"
|
||||
|
||||
local CC = self.CC:GetPositionable()
|
||||
|
||||
if CC then
|
||||
CC:MessageToSetGroup( "Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
|
||||
end
|
||||
|
||||
self:ActivateAutoLase()
|
||||
self:SetDesignateMenu()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set priorization of Targets based on the **Threat Level of the Target** in an Air to Ground context.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #boolean Prioritize
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1
|
||||
|
||||
self.ThreatLevelPrioritization = Prioritize
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterDetect()
|
||||
|
||||
self:__Detect( -60 )
|
||||
|
||||
self:ActivateAutoLase()
|
||||
self:SendStatus()
|
||||
self:SetDesignateMenu()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends the status to the Attack Groups.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param Wrapper.Group#GROUP AttackGroup
|
||||
-- @param #number Duration The time in seconds the report should be visible.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SendStatus( MenuAttackGroup, Duration )
|
||||
|
||||
Duration = Duration or 10
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
|
||||
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
|
||||
|
||||
local DetectedReport = REPORT:New( "Targets designated:\n" )
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
|
||||
for Index, DetectedItemData in pairs( DetectedItems ) do
|
||||
|
||||
local Report = self.Detection:DetectedItemReportSummary( Index )
|
||||
DetectedReport:Add(" - " .. Report)
|
||||
end
|
||||
|
||||
local CC = self.CC:GetPositionable()
|
||||
|
||||
CC:MessageToGroup( DetectedReport:Text( "\n" ), Duration, AttackGroup )
|
||||
|
||||
local DesignationReport = REPORT:New( "Targets marked:\n" )
|
||||
|
||||
self.RecceSet:ForEachGroup(
|
||||
function( RecceGroup )
|
||||
local RecceUnits = RecceGroup:GetUnits()
|
||||
for UnitID, RecceData in pairs( RecceUnits ) do
|
||||
local Recce = RecceData -- Wrapper.Unit#UNIT
|
||||
if Recce:IsLasing() then
|
||||
DesignationReport:Add( " - " .. Recce:GetMessageText( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. "." ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
CC:MessageToGroup( DesignationReport:Text(), Duration, AttackGroup )
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Coordinates the Auto Lase.
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:ActivateAutoLase()
|
||||
|
||||
self.AttackSet:Flush()
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
|
||||
for Index, DetectedItemData in pairs( DetectedItems ) do
|
||||
if self.AutoLase then
|
||||
if not self.Designating[Index] then
|
||||
self:LaseOn( Index, self.LaseDuration )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the Designate Menu.
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetDesignateMenu()
|
||||
|
||||
self.AttackSet:Flush()
|
||||
|
||||
self.AttackSet:ForEachGroup(
|
||||
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
local DesignateMenu = AttackGroup:GetState( AttackGroup, "DesignateMenu" ) -- Core.Menu#MENU_GROUP
|
||||
if DesignateMenu then
|
||||
DesignateMenu:Remove()
|
||||
DesignateMenu = nil
|
||||
self:E("Remove Menu")
|
||||
end
|
||||
DesignateMenu = MENU_GROUP:New( AttackGroup, "Designate" )
|
||||
self:E(DesignateMenu)
|
||||
AttackGroup:SetState( AttackGroup, "DesignateMenu", DesignateMenu )
|
||||
|
||||
-- Set Menu option for auto lase
|
||||
|
||||
if self.AutoLase then
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", DesignateMenu, self.MenuAutoLase, self, false )
|
||||
else
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", DesignateMenu, self.MenuAutoLase, self, true )
|
||||
end
|
||||
|
||||
local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", DesignateMenu )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 15s", StatusMenu, self.MenuStatus, self, AttackGroup, 15 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 30s", StatusMenu, self.MenuStatus, self, AttackGroup, 30 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 60s", StatusMenu, self.MenuStatus, self, AttackGroup, 60 )
|
||||
|
||||
if self.FlashStatusMenu[AttackGroup] then
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false )
|
||||
else
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true )
|
||||
end
|
||||
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
|
||||
for Index, DetectedItemData in pairs( DetectedItems ) do
|
||||
|
||||
local Report = self.Detection:DetectedItemMenu( Index )
|
||||
|
||||
if not self.Designating[Index] then
|
||||
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, Index, 60 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, Index, 120 )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Red )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Blue )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Green )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.White )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Orange )
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, Index )
|
||||
else
|
||||
if self.Designating[Index] == "Laser" then
|
||||
Report = "Lasing " .. Report
|
||||
elseif self.Designating[Index] == "Smoke" then
|
||||
Report = "Smoking " .. Report
|
||||
elseif self.Designating[Index] == "Illuminate" then
|
||||
Report = "Illuminating " .. Report
|
||||
end
|
||||
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
|
||||
if self.Designating[Index] == "Laser" then
|
||||
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, Index )
|
||||
else
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuStatus( AttackGroup, Duration )
|
||||
|
||||
self:E("Status")
|
||||
|
||||
self:SendStatus( AttackGroup, Duration )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuFlashStatus( AttackGroup, Flash )
|
||||
|
||||
self:E("Flash Status")
|
||||
|
||||
self.FlashStatusMenu[AttackGroup] = Flash
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuAutoLase( AutoLase )
|
||||
|
||||
self:E("AutoLase")
|
||||
|
||||
self:SetAutoLase( AutoLase )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuSmoke( Index, Color )
|
||||
|
||||
self:E("Designate through Smoke")
|
||||
|
||||
self.Designating[Index] = "Smoke"
|
||||
self:__Smoke( 1, Index, Color )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuIlluminate( Index )
|
||||
|
||||
self:E("Designate through Illumination")
|
||||
|
||||
self.Designating[Index] = "Illuminate"
|
||||
|
||||
self:__Illuminate( 1, Index )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuLaseOn( Index, Duration )
|
||||
|
||||
self:E("Designate through Lase")
|
||||
|
||||
self:__LaseOn( 1, Index, Duration )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:MenuLaseOff( Index, Duration )
|
||||
|
||||
self:E("Lasing off")
|
||||
|
||||
self.Designating[Index] = nil
|
||||
self:__LaseOff( 1, Index )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration )
|
||||
|
||||
self.Designating[Index] = "Laser"
|
||||
self:Lasing( Index, Duration )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration )
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
|
||||
TargetSetUnit:Flush()
|
||||
|
||||
for TargetUnit, RecceData in pairs( self.Recces ) do
|
||||
local Recce = RecceData -- Wrapper.Unit#UNIT
|
||||
if not Recce:IsLasing() then
|
||||
local LaserCode = Recce:GetLaserCode() --(Not deleted when stopping with lasing).
|
||||
self.LaserCodesUsed[LaserCode] = nil
|
||||
self.Recces[TargetUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( TargetUnit )
|
||||
self:E("In procedure")
|
||||
if TargetUnit:IsAlive() then
|
||||
local Recce = self.Recces[TargetUnit]
|
||||
if not Recce then
|
||||
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
|
||||
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
|
||||
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
|
||||
if RecceUnit:IsLasing() == false then
|
||||
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
|
||||
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
|
||||
local LaserCode = self.LaserCodes[LaserCodeIndex]
|
||||
if not self.LaserCodesUsed[LaserCode] then
|
||||
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
|
||||
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
|
||||
local AttackSet = self.AttackSet
|
||||
function Spot:OnAfterDestroyed( From, Event, To )
|
||||
self:E( "Destroyed Message" )
|
||||
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet )
|
||||
end
|
||||
self.Recces[TargetUnit] = RecceUnit
|
||||
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet )
|
||||
break
|
||||
end
|
||||
else
|
||||
RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
|
||||
end
|
||||
else
|
||||
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
|
||||
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
|
||||
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
|
||||
if Recce then
|
||||
Recce:LaseOff()
|
||||
Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
self:__Lasing( 15, Index, Duration )
|
||||
|
||||
self:SetDesignateMenu()
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterLaseOff( From, Event, To, Index )
|
||||
|
||||
local CC = self.CC:GetPositionable()
|
||||
|
||||
if CC then
|
||||
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet )
|
||||
end
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
|
||||
local Recces = self.Recces
|
||||
|
||||
for TargetID, RecceData in pairs( Recces ) do
|
||||
local Recce = RecceData -- Wrapper.Unit#UNIT
|
||||
Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet )
|
||||
Recce:LaseOff()
|
||||
end
|
||||
|
||||
Recces = nil
|
||||
self.Recces = {}
|
||||
self.LaserCodesUsed = {}
|
||||
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
local TargetSetUnitCount = TargetSetUnit:Count()
|
||||
|
||||
TargetSetUnit:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( SmokeUnit )
|
||||
self:E("In procedure")
|
||||
if math.random( 1, TargetSetUnitCount ) == math.random( 1, TargetSetUnitCount ) then
|
||||
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
|
||||
local RecceUnit = RecceGroup:GetUnit( 1 )
|
||||
if RecceUnit then
|
||||
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet )
|
||||
SCHEDULER:New( self,
|
||||
function()
|
||||
if SmokeUnit:IsAlive() then
|
||||
SmokeUnit:Smoke( Color, 150 )
|
||||
end
|
||||
self:Done( Index )
|
||||
end, {}, math.random( 5, 20 )
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Illuminating
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterIlluminate( From, Event, To, Index )
|
||||
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
|
||||
local TargetUnit = TargetSetUnit:GetFirst()
|
||||
|
||||
if TargetUnit then
|
||||
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
|
||||
local RecceUnit = RecceGroup:GetUnit( 1 )
|
||||
if RecceUnit then
|
||||
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet )
|
||||
SCHEDULER:New( self,
|
||||
function()
|
||||
if TargetUnit:IsAlive() then
|
||||
TargetUnit:GetPointVec3():AddY(300):IlluminationBomb()
|
||||
end
|
||||
self:Done( Index )
|
||||
end, {}, math.random( 5, 20 )
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Done
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterDone( From, Event, To, Index )
|
||||
|
||||
self.Designating[Index] = nil
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Help from Ciribob
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -84,7 +84,7 @@
|
||||
--
|
||||
-- ESCORT initialization methods.
|
||||
-- ==============================
|
||||
-- The following menus are created within the RADIO MENU of an active unit hosted by a player:
|
||||
-- The following menus are created within the RADIO MENU (F10) of an active unit hosted by a player:
|
||||
--
|
||||
-- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client.
|
||||
-- * @{#ESCORT.MenuHoldAtEscortPosition}: Creates a menu to hold the escort at its current position.
|
||||
@@ -128,6 +128,7 @@
|
||||
-- @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
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection
|
||||
ESCORT = {
|
||||
ClassName = "ESCORT",
|
||||
EscortName = nil, -- The Escort Name
|
||||
@@ -176,14 +177,22 @@ ESCORT = {
|
||||
-- -- 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() )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #ESCORT
|
||||
self:F( { EscortClient, EscortGroup, EscortName } )
|
||||
|
||||
self.EscortClient = EscortClient -- Wrapper.Client#CLIENT
|
||||
self.EscortGroup = EscortGroup -- Wrapper.Group#GROUP
|
||||
self.EscortName = EscortName
|
||||
self.EscortBriefing = EscortBriefing
|
||||
|
||||
|
||||
self.EscortSetGroup = SET_GROUP:New()
|
||||
self.EscortSetGroup:AddObject( self.EscortGroup )
|
||||
self.EscortSetGroup:Flush()
|
||||
self.Detection = DETECTION_UNITS:New( self.EscortSetGroup, 15000 )
|
||||
|
||||
self.EscortGroup.Detection = self.Detection
|
||||
|
||||
-- Set EscortGroup known at EscortClient.
|
||||
if not self.EscortClient._EscortGroups then
|
||||
self.EscortClient._EscortGroups = {}
|
||||
@@ -193,7 +202,7 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
|
||||
self.EscortClient._EscortGroups[EscortGroup:GetName()] = {}
|
||||
self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortGroup = self.EscortGroup
|
||||
self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortName = self.EscortName
|
||||
self.EscortClient._EscortGroups[EscortGroup:GetName()].Targets = {}
|
||||
self.EscortClient._EscortGroups[EscortGroup:GetName()].Detection = self.EscortGroup.Detection
|
||||
end
|
||||
|
||||
self.EscortMenu = MENU_CLIENT:New( self.EscortClient, self.EscortName )
|
||||
@@ -218,13 +227,30 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
|
||||
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()
|
||||
|
||||
self.FollowScheduler, self.FollowSchedule = SCHEDULER:New( self, self._FollowScheduler, {}, 1, .5, .01 )
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
self.EscortMode = ESCORT.MODE.MISSION
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a Detection method for the EscortClient to be reported upon.
|
||||
-- Detection methods are based on the derived classes from DETECTION_BASE.
|
||||
-- @param #ESCORT self
|
||||
-- @param Function.Detection#DETECTION_BASE Detection
|
||||
function ESCORT:SetDetection( Detection )
|
||||
|
||||
self.Detection = Detection
|
||||
self.EscortGroup.Detection = self.Detection
|
||||
self.EscortClient._EscortGroups[self.EscortGroup:GetName()].Detection = self.EscortGroup.Detection
|
||||
|
||||
Detection:__Start( 1 )
|
||||
|
||||
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
|
||||
@@ -282,7 +308,7 @@ function ESCORT:MenuFollowAt( Distance )
|
||||
self.EscortMenuJoinUpAndFollow = {}
|
||||
end
|
||||
|
||||
self.EscortMenuJoinUpAndFollow[#self.EscortMenuJoinUpAndFollow+1] = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at " .. Distance, self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, { ParamSelf = self, ParamDistance = Distance } )
|
||||
self.EscortMenuJoinUpAndFollow[#self.EscortMenuJoinUpAndFollow+1] = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at " .. Distance, self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, self, Distance )
|
||||
|
||||
self.EscortMode = ESCORT.MODE.FOLLOW
|
||||
end
|
||||
@@ -340,11 +366,10 @@ function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat )
|
||||
MenuText,
|
||||
self.EscortMenuHold,
|
||||
ESCORT._HoldPosition,
|
||||
{ ParamSelf = self,
|
||||
ParamOrbitGroup = self.EscortGroup,
|
||||
ParamHeight = Height,
|
||||
ParamSeconds = Seconds
|
||||
}
|
||||
self,
|
||||
self.EscortGroup,
|
||||
Height,
|
||||
Seconds
|
||||
)
|
||||
end
|
||||
|
||||
@@ -461,9 +486,8 @@ function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
|
||||
MenuText,
|
||||
self.EscortMenuScan,
|
||||
ESCORT._ScanTargets,
|
||||
{ ParamSelf = self,
|
||||
ParamScanDuration = 30
|
||||
}
|
||||
self,
|
||||
30
|
||||
)
|
||||
end
|
||||
|
||||
@@ -493,11 +517,11 @@ function ESCORT:MenuFlare( MenuTextFormat )
|
||||
end
|
||||
|
||||
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 = 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!" } )
|
||||
self.EscortMenuFlare = MENU_CLIENT:New( self.EscortClient, MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, self )
|
||||
self.EscortMenuFlareGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Green, "Released a green flare!" )
|
||||
self.EscortMenuFlareRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Red, "Released a red flare!" )
|
||||
self.EscortMenuFlareWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.White, "Released a white flare!" )
|
||||
self.EscortMenuFlareYellow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Yellow, "Released a yellow flare!" )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -526,12 +550,12 @@ function ESCORT:MenuSmoke( MenuTextFormat )
|
||||
end
|
||||
|
||||
if not self.EscortMenuSmoke then
|
||||
self.EscortMenuSmoke = MENU_CLIENT:New( self.EscortClient, "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, { ParamSelf = self } )
|
||||
self.EscortMenuSmokeGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Green, ParamMessage = "Releasing green smoke!" } )
|
||||
self.EscortMenuSmokeRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Red, ParamMessage = "Releasing red smoke!" } )
|
||||
self.EscortMenuSmokeWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.White, ParamMessage = "Releasing white smoke!" } )
|
||||
self.EscortMenuSmokeOrange = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Orange, ParamMessage = "Releasing orange smoke!" } )
|
||||
self.EscortMenuSmokeBlue = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Blue, ParamMessage = "Releasing blue smoke!" } )
|
||||
self.EscortMenuSmoke = MENU_CLIENT:New( self.EscortClient, "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, self )
|
||||
self.EscortMenuSmokeGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Green, "Releasing green smoke!" )
|
||||
self.EscortMenuSmokeRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Red, "Releasing red smoke!" )
|
||||
self.EscortMenuSmokeWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.White, "Releasing white smoke!" )
|
||||
self.EscortMenuSmokeOrange = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Orange, "Releasing orange smoke!" )
|
||||
self.EscortMenuSmokeBlue = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Blue, "Releasing blue smoke!" )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -556,9 +580,9 @@ function ESCORT:MenuReportTargets( Seconds )
|
||||
end
|
||||
|
||||
-- Report Targets
|
||||
self.EscortMenuReportNearbyTargetsNow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, { ParamSelf = self } )
|
||||
self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, { ParamSelf = self, ParamReportTargets = true } )
|
||||
self.EscortMenuReportNearbyTargetsOff = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, { ParamSelf = self, ParamReportTargets = false, } )
|
||||
self.EscortMenuReportNearbyTargetsNow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, self )
|
||||
self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, true )
|
||||
self.EscortMenuReportNearbyTargetsOff = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, false )
|
||||
|
||||
-- Attack Targets
|
||||
self.EscortMenuAttackNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Attack targets", self.EscortMenu )
|
||||
@@ -595,16 +619,16 @@ function ESCORT:MenuROE( MenuTextFormat )
|
||||
-- Rules of Engagement
|
||||
self.EscortMenuROE = MENU_CLIENT:New( self.EscortClient, "ROE", self.EscortMenu )
|
||||
if self.EscortGroup:OptionROEHoldFirePossible() then
|
||||
self.EscortMenuROEHoldFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Hold Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEHoldFire(), ParamMessage = "Holding weapons!" } )
|
||||
self.EscortMenuROEHoldFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Hold Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEHoldFire(), "Holding weapons!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROEReturnFirePossible() then
|
||||
self.EscortMenuROEReturnFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Return Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEReturnFire(), ParamMessage = "Returning fire!" } )
|
||||
self.EscortMenuROEReturnFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Return Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEReturnFire(), "Returning fire!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROEOpenFirePossible() then
|
||||
self.EscortMenuROEOpenFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Open Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEOpenFire(), ParamMessage = "Opening fire on designated targets!!" } )
|
||||
self.EscortMenuROEOpenFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Open Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEOpenFire(), "Opening fire on designated targets!!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROEWeaponFreePossible() then
|
||||
self.EscortMenuROEWeaponFree = MENU_CLIENT_COMMAND:New( self.EscortClient, "Weapon Free", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEWeaponFree(), ParamMessage = "Opening fire on targets of opportunity!" } )
|
||||
self.EscortMenuROEWeaponFree = MENU_CLIENT_COMMAND:New( self.EscortClient, "Weapon Free", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEWeaponFree(), "Opening fire on targets of opportunity!" )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -624,16 +648,16 @@ function ESCORT:MenuEvasion( MenuTextFormat )
|
||||
-- Reaction to Threats
|
||||
self.EscortMenuEvasion = MENU_CLIENT:New( self.EscortClient, "Evasion", self.EscortMenu )
|
||||
if self.EscortGroup:OptionROTNoReactionPossible() then
|
||||
self.EscortMenuEvasionNoReaction = MENU_CLIENT_COMMAND:New( self.EscortClient, "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTNoReaction(), ParamMessage = "Fighting until death!" } )
|
||||
self.EscortMenuEvasionNoReaction = MENU_CLIENT_COMMAND:New( self.EscortClient, "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTNoReaction(), "Fighting until death!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROTPassiveDefensePossible() then
|
||||
self.EscortMenuEvasionPassiveDefense = MENU_CLIENT_COMMAND:New( self.EscortClient, "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTPassiveDefense(), ParamMessage = "Defending using jammers, chaff and flares!" } )
|
||||
self.EscortMenuEvasionPassiveDefense = MENU_CLIENT_COMMAND:New( self.EscortClient, "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTPassiveDefense(), "Defending using jammers, chaff and flares!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROTEvadeFirePossible() then
|
||||
self.EscortMenuEvasionEvadeFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTEvadeFire(), ParamMessage = "Evading on enemy fire!" } )
|
||||
self.EscortMenuEvasionEvadeFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTEvadeFire(), "Evading on enemy fire!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROTVerticalPossible() then
|
||||
self.EscortMenuOptionEvasionVertical = MENU_CLIENT_COMMAND:New( self.EscortClient, "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTVertical(), ParamMessage = "Evading on enemy fire with vertical manoeuvres!" } )
|
||||
self.EscortMenuOptionEvasionVertical = MENU_CLIENT_COMMAND:New( self.EscortClient, "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTVertical(), "Evading on enemy fire with vertical manoeuvres!" )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -658,18 +682,14 @@ end
|
||||
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._HoldPosition( MenuParam )
|
||||
function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
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
|
||||
|
||||
self.FollowScheduler:Stop()
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
local PointFrom = {}
|
||||
local GroupVec3 = EscortGroup:GetUnit(1):GetVec3()
|
||||
@@ -702,13 +722,12 @@ function ESCORT._HoldPosition( MenuParam )
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._JoinUpAndFollow( MenuParam )
|
||||
function ESCORT:_JoinUpAndFollow( Distance )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
self.Distance = MenuParam.ParamDistance
|
||||
self.Distance = Distance
|
||||
|
||||
self:JoinUpAndFollow( EscortGroup, EscortClient, self.Distance )
|
||||
end
|
||||
@@ -721,7 +740,7 @@ end
|
||||
function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
|
||||
self:F( { EscortGroup, EscortClient, Distance } )
|
||||
|
||||
self.FollowScheduler:Stop()
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
EscortGroup:OptionROEHoldFire()
|
||||
EscortGroup:OptionROTPassiveDefense()
|
||||
@@ -730,44 +749,35 @@ function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
|
||||
|
||||
self.CT1 = 0
|
||||
self.GT1 = 0
|
||||
self.FollowScheduler:Start()
|
||||
self.FollowScheduler:Start( self.FollowSchedule )
|
||||
|
||||
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._Flare( MenuParam )
|
||||
function ESCORT:_Flare( Color, Message )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
local Color = MenuParam.ParamColor
|
||||
local Message = MenuParam.ParamMessage
|
||||
|
||||
EscortGroup:GetUnit(1):Flare( Color )
|
||||
EscortGroup:MessageToClient( Message, 10, EscortClient )
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._Smoke( MenuParam )
|
||||
function ESCORT:_Smoke( Color, Message )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
local Color = MenuParam.ParamColor
|
||||
local Message = MenuParam.ParamMessage
|
||||
|
||||
EscortGroup:GetUnit(1):Smoke( Color )
|
||||
EscortGroup:MessageToClient( Message, 10, EscortClient )
|
||||
end
|
||||
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._ReportNearbyTargetsNow( MenuParam )
|
||||
function ESCORT:_ReportNearbyTargetsNow()
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
@@ -775,17 +785,16 @@ function ESCORT._ReportNearbyTargetsNow( MenuParam )
|
||||
|
||||
end
|
||||
|
||||
function ESCORT._SwitchReportNearbyTargets( MenuParam )
|
||||
function ESCORT:_SwitchReportNearbyTargets( ReportTargets )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
self.ReportTargets = MenuParam.ParamReportTargets
|
||||
self.ReportTargets = ReportTargets
|
||||
|
||||
if self.ReportTargets then
|
||||
if not self.ReportTargetsScheduler then
|
||||
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, 30 )
|
||||
self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 )
|
||||
end
|
||||
else
|
||||
routines.removeFunction( self.ReportTargetsScheduler )
|
||||
@@ -794,40 +803,31 @@ function ESCORT._SwitchReportNearbyTargets( MenuParam )
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._ScanTargets( MenuParam )
|
||||
function ESCORT:_ScanTargets( ScanDuration )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
local ScanDuration = MenuParam.ParamScanDuration
|
||||
|
||||
self.FollowScheduler:Stop()
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
if EscortGroup:IsHelicopter() then
|
||||
SCHEDULER:New( EscortGroup, EscortGroup.PushTask,
|
||||
{ EscortGroup:TaskControlled(
|
||||
EscortGroup:TaskOrbitCircle( 200, 20 ),
|
||||
EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil )
|
||||
)
|
||||
},
|
||||
1
|
||||
)
|
||||
EscortGroup:PushTask(
|
||||
EscortGroup:TaskControlled(
|
||||
EscortGroup:TaskOrbitCircle( 200, 20 ),
|
||||
EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil )
|
||||
), 1 )
|
||||
elseif EscortGroup:IsAirPlane() then
|
||||
SCHEDULER:New( EscortGroup, EscortGroup.PushTask,
|
||||
{ EscortGroup:TaskControlled(
|
||||
EscortGroup:TaskOrbitCircle( 1000, 500 ),
|
||||
EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil )
|
||||
)
|
||||
},
|
||||
1
|
||||
)
|
||||
EscortGroup:PushTask(
|
||||
EscortGroup:TaskControlled(
|
||||
EscortGroup:TaskOrbitCircle( 1000, 500 ),
|
||||
EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil )
|
||||
), 1 )
|
||||
end
|
||||
|
||||
EscortGroup:MessageToClient( "Scanning targets for " .. ScanDuration .. " seconds.", ScanDuration, EscortClient )
|
||||
|
||||
if self.EscortMode == ESCORT.MODE.FOLLOW then
|
||||
self.FollowScheduler:Start()
|
||||
self.FollowScheduler:Start( self.FollowSchedule )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -844,124 +844,157 @@ function _Resume( EscortGroup )
|
||||
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._AttackTarget( MenuParam )
|
||||
--- @param #ESCORT self
|
||||
-- @param #number DetectedItemID
|
||||
function ESCORT:_AttackTarget( DetectedItemID )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
|
||||
self:E( EscortGroup )
|
||||
|
||||
local EscortClient = self.EscortClient
|
||||
local AttackUnit = MenuParam.ParamUnit -- Wrapper.Unit#UNIT
|
||||
|
||||
self.FollowScheduler:Stop()
|
||||
|
||||
self:T( AttackUnit )
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
if EscortGroup:IsAir() then
|
||||
EscortGroup:OptionROEOpenFire()
|
||||
EscortGroup:OptionROTPassiveDefense()
|
||||
EscortGroup:SetState( EscortGroup, "Escort", self )
|
||||
SCHEDULER:New( EscortGroup,
|
||||
EscortGroup.PushTask,
|
||||
{ EscortGroup:TaskCombo(
|
||||
{ EscortGroup:TaskAttackUnit( AttackUnit ),
|
||||
EscortGroup:TaskFunction( 1, 2, "_Resume", { "''" } )
|
||||
}
|
||||
)
|
||||
}, 10
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
|
||||
end
|
||||
end, Tasks
|
||||
)
|
||||
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFunction( 1, 2, "_Resume", { "''" } )
|
||||
|
||||
EscortGroup:SetTask(
|
||||
EscortGroup:TaskCombo(
|
||||
Tasks
|
||||
), 1
|
||||
)
|
||||
|
||||
else
|
||||
SCHEDULER:New( EscortGroup,
|
||||
EscortGroup.PushTask,
|
||||
{ EscortGroup:TaskCombo(
|
||||
{ EscortGroup:TaskFireAtPoint( AttackUnit:GetVec2(), 50 )
|
||||
}
|
||||
)
|
||||
}, 10
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
|
||||
end
|
||||
end, Tasks
|
||||
)
|
||||
|
||||
EscortGroup:SetTask(
|
||||
EscortGroup:TaskCombo(
|
||||
Tasks
|
||||
), 1
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
EscortGroup:MessageToClient( "Engaging Designated Unit!", 10, EscortClient )
|
||||
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._AssistTarget( MenuParam )
|
||||
---
|
||||
-- @param #number DetectedItemID
|
||||
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
local EscortGroupAttack = MenuParam.ParamEscortGroup
|
||||
local AttackUnit = MenuParam.ParamUnit -- Wrapper.Unit#UNIT
|
||||
|
||||
self.FollowScheduler:Stop()
|
||||
|
||||
self:T( AttackUnit )
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
if EscortGroupAttack:IsAir() then
|
||||
EscortGroupAttack:OptionROEOpenFire()
|
||||
EscortGroupAttack:OptionROTVertical()
|
||||
SCHDULER:New( EscortGroupAttack,
|
||||
EscortGroupAttack.PushTask,
|
||||
{ EscortGroupAttack:TaskCombo(
|
||||
{ EscortGroupAttack:TaskAttackUnit( AttackUnit ),
|
||||
EscortGroupAttack:TaskOrbitCircle( 500, 350 )
|
||||
}
|
||||
)
|
||||
}, 10
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit )
|
||||
end
|
||||
end, Tasks
|
||||
)
|
||||
|
||||
Tasks[#Tasks+1] = EscortGroupAttack:TaskOrbitCircle( 500, 350 )
|
||||
|
||||
EscortGroupAttack:SetTask(
|
||||
EscortGroupAttack:TaskCombo(
|
||||
Tasks
|
||||
), 1
|
||||
)
|
||||
|
||||
else
|
||||
SCHEDULER:New( EscortGroupAttack,
|
||||
EscortGroupAttack.PushTask,
|
||||
{ EscortGroupAttack:TaskCombo(
|
||||
{ EscortGroupAttack:TaskFireAtPoint( AttackUnit:GetVec2(), 50 )
|
||||
}
|
||||
)
|
||||
}, 10
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
|
||||
end
|
||||
end, Tasks
|
||||
)
|
||||
|
||||
EscortGroupAttack:SetTask(
|
||||
EscortGroupAttack:TaskCombo(
|
||||
Tasks
|
||||
), 1
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
EscortGroupAttack:MessageToClient( "Assisting with the destroying the enemy unit!", 10, EscortClient )
|
||||
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._ROE( MenuParam )
|
||||
function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
local EscortROEFunction = MenuParam.ParamFunction
|
||||
local EscortROEMessage = MenuParam.ParamMessage
|
||||
|
||||
pcall( function() EscortROEFunction() end )
|
||||
EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient )
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._ROT( MenuParam )
|
||||
function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
local EscortROTFunction = MenuParam.ParamFunction
|
||||
local EscortROTMessage = MenuParam.ParamMessage
|
||||
|
||||
pcall( function() EscortROTFunction() end )
|
||||
EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient )
|
||||
end
|
||||
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT._ResumeMission( MenuParam )
|
||||
function ESCORT:_ResumeMission( WayPoint )
|
||||
|
||||
local self = MenuParam.ParamSelf
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
local WayPoint = MenuParam.ParamWayPoint
|
||||
|
||||
self.FollowScheduler:Stop()
|
||||
self.FollowScheduler:Stop( self.FollowSchedule )
|
||||
|
||||
local WayPoints = EscortGroup:GetTaskRoute()
|
||||
self:T( WayPoint, WayPoints )
|
||||
@@ -1089,7 +1122,7 @@ function ESCORT:_FollowScheduler()
|
||||
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)
|
||||
self.EscortGroup:RouteToVec3( GDV, Speed / 3.6 ) -- DCS models speed in Mps (Miles per second)
|
||||
end
|
||||
|
||||
return true
|
||||
@@ -1105,176 +1138,244 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
self:F( self.EscortGroup:GetName() )
|
||||
|
||||
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
|
||||
local EscortGroupName = self.EscortGroup:GetName()
|
||||
local EscortTargets = self.EscortGroup:GetDetectedTargets()
|
||||
|
||||
local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
|
||||
if true then
|
||||
|
||||
local EscortTargetMessages = ""
|
||||
for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
|
||||
local EscortObject = EscortTarget.object
|
||||
self:T( EscortObject )
|
||||
if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
|
||||
local EscortGroupName = self.EscortGroup:GetName()
|
||||
|
||||
self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
|
||||
|
||||
local EscortTargetUnit = UNIT:Find( EscortObject )
|
||||
local EscortTargetUnitName = EscortTargetUnit:GetName()
|
||||
|
||||
|
||||
|
||||
-- local EscortTargetIsDetected,
|
||||
-- EscortTargetIsVisible,
|
||||
-- EscortTargetLastTime,
|
||||
-- EscortTargetKnowType,
|
||||
-- EscortTargetKnowDistance,
|
||||
-- EscortTargetLastPos,
|
||||
-- EscortTargetLastVelocity
|
||||
-- = self.EscortGroup:IsTargetDetected( EscortObject )
|
||||
--
|
||||
-- self:T( { EscortTargetIsDetected,
|
||||
-- EscortTargetIsVisible,
|
||||
-- EscortTargetLastTime,
|
||||
-- EscortTargetKnowType,
|
||||
-- EscortTargetKnowDistance,
|
||||
-- EscortTargetLastPos,
|
||||
-- EscortTargetLastVelocity } )
|
||||
|
||||
|
||||
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 } )
|
||||
|
||||
if Distance <= 15 then
|
||||
|
||||
if not ClientEscortTargets[EscortTargetUnitName] then
|
||||
ClientEscortTargets[EscortTargetUnitName] = {}
|
||||
end
|
||||
ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
|
||||
ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
|
||||
ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
|
||||
ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
|
||||
else
|
||||
if ClientEscortTargets[EscortTargetUnitName] then
|
||||
ClientEscortTargets[EscortTargetUnitName] = nil
|
||||
end
|
||||
end
|
||||
if self.EscortMenuTargetAssistance then
|
||||
self.EscortMenuTargetAssistance:RemoveSubMenus()
|
||||
end
|
||||
end
|
||||
|
||||
self:T( { "Sorting Targets Table:", ClientEscortTargets } )
|
||||
table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
|
||||
self:T( { "Sorted Targets Table:", ClientEscortTargets } )
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
self:E( DetectedItems )
|
||||
|
||||
-- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
|
||||
self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
|
||||
local DetectedTargets = false
|
||||
|
||||
local DetectedMsgs = {}
|
||||
|
||||
for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
|
||||
|
||||
if self.EscortMenuTargetAssistance then
|
||||
self.EscortMenuTargetAssistance:RemoveSubMenus()
|
||||
end
|
||||
local ClientEscortTargets = EscortGroupData.Detection
|
||||
|
||||
--for MenuIndex = 1, #self.EscortMenuAttackTargets do
|
||||
-- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
|
||||
-- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
|
||||
--end
|
||||
for DetectedItemID, DetectedItem in ipairs( DetectedItems ) do
|
||||
self:E( { DetectedItemID, DetectedItem } )
|
||||
-- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
|
||||
|
||||
local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItemID )
|
||||
|
||||
|
||||
if ClientEscortTargets then
|
||||
for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
|
||||
|
||||
for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
|
||||
|
||||
if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
|
||||
|
||||
local EscortTargetMessage = ""
|
||||
local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
|
||||
local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
|
||||
if ClientEscortTargetData.type then
|
||||
EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
|
||||
else
|
||||
EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
|
||||
end
|
||||
|
||||
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 } )
|
||||
if ClientEscortTargetData.visible == false then
|
||||
EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
|
||||
else
|
||||
EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
|
||||
end
|
||||
|
||||
if ClientEscortTargetData.visible then
|
||||
EscortTargetMessage = EscortTargetMessage .. ", visual"
|
||||
end
|
||||
|
||||
if ClientEscortGroupName == EscortGroupName then
|
||||
|
||||
MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
EscortTargetMessage,
|
||||
self.EscortMenuAttackNearbyTargets,
|
||||
ESCORT._AttackTarget,
|
||||
{ ParamSelf = self,
|
||||
ParamUnit = ClientEscortTargetData.AttackUnit
|
||||
}
|
||||
)
|
||||
EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
|
||||
else
|
||||
if self.EscortMenuTargetAssistance then
|
||||
local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
EscortTargetMessage,
|
||||
MenuTargetAssistance,
|
||||
ESCORT._AssistTarget,
|
||||
{ ParamSelf = self,
|
||||
ParamEscortGroup = EscortGroupData.EscortGroup,
|
||||
ParamUnit = ClientEscortTargetData.AttackUnit
|
||||
}
|
||||
)
|
||||
end
|
||||
end
|
||||
if ClientEscortGroupName == EscortGroupName then
|
||||
|
||||
DetectedMsgs[#DetectedMsgs+1] = DetectedItemReportSummary
|
||||
|
||||
MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
DetectedItemReportSummary,
|
||||
self.EscortMenuAttackNearbyTargets,
|
||||
ESCORT._AttackTarget,
|
||||
self,
|
||||
DetectedItemID
|
||||
)
|
||||
else
|
||||
ClientEscortTargetData = nil
|
||||
if self.EscortMenuTargetAssistance then
|
||||
|
||||
self:T( DetectedItemReportSummary )
|
||||
local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
DetectedItemReportSummary,
|
||||
MenuTargetAssistance,
|
||||
ESCORT._AssistTarget,
|
||||
self,
|
||||
EscortGroupData.EscortGroup,
|
||||
DetectedItemID
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
DetectedTargets = true
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
if EscortTargetMessages ~= "" and self.ReportTargets == true then
|
||||
self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
|
||||
self:E( DetectedMsgs )
|
||||
if DetectedTargets then
|
||||
self.EscortGroup:MessageToClient( "Detected targets:\n" .. table.concat( DetectedMsgs, "\n" ), 20, self.EscortClient )
|
||||
else
|
||||
self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
|
||||
self.EscortGroup:MessageToClient( "No targets detected.", 10, self.EscortClient )
|
||||
end
|
||||
|
||||
return true
|
||||
else
|
||||
-- local EscortGroupName = self.EscortGroup:GetName()
|
||||
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
|
||||
--
|
||||
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
|
||||
--
|
||||
-- local EscortTargetMessages = ""
|
||||
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
|
||||
-- local EscortObject = EscortTarget.object
|
||||
-- self:T( EscortObject )
|
||||
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
|
||||
--
|
||||
-- local EscortTargetUnit = UNIT:Find( EscortObject )
|
||||
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
|
||||
--
|
||||
--
|
||||
--
|
||||
-- -- local EscortTargetIsDetected,
|
||||
-- -- EscortTargetIsVisible,
|
||||
-- -- EscortTargetLastTime,
|
||||
-- -- EscortTargetKnowType,
|
||||
-- -- EscortTargetKnowDistance,
|
||||
-- -- EscortTargetLastPos,
|
||||
-- -- EscortTargetLastVelocity
|
||||
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
|
||||
-- --
|
||||
-- -- self:T( { EscortTargetIsDetected,
|
||||
-- -- EscortTargetIsVisible,
|
||||
-- -- EscortTargetLastTime,
|
||||
-- -- EscortTargetKnowType,
|
||||
-- -- EscortTargetKnowDistance,
|
||||
-- -- EscortTargetLastPos,
|
||||
-- -- EscortTargetLastVelocity } )
|
||||
--
|
||||
--
|
||||
-- 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 } )
|
||||
--
|
||||
-- if Distance <= 15 then
|
||||
--
|
||||
-- if not ClientEscortTargets[EscortTargetUnitName] then
|
||||
-- ClientEscortTargets[EscortTargetUnitName] = {}
|
||||
-- end
|
||||
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
|
||||
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
|
||||
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
|
||||
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
|
||||
-- else
|
||||
-- if ClientEscortTargets[EscortTargetUnitName] then
|
||||
-- ClientEscortTargets[EscortTargetUnitName] = nil
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
|
||||
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
|
||||
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
|
||||
--
|
||||
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
|
||||
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
|
||||
--
|
||||
-- if self.EscortMenuTargetAssistance then
|
||||
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
|
||||
-- end
|
||||
--
|
||||
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
|
||||
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
|
||||
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
|
||||
-- --end
|
||||
--
|
||||
--
|
||||
-- if ClientEscortTargets then
|
||||
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
|
||||
--
|
||||
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
|
||||
--
|
||||
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
|
||||
--
|
||||
-- local EscortTargetMessage = ""
|
||||
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
|
||||
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
|
||||
-- if ClientEscortTargetData.type then
|
||||
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
|
||||
-- else
|
||||
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
|
||||
-- end
|
||||
--
|
||||
-- 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 } )
|
||||
-- if ClientEscortTargetData.visible == false then
|
||||
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
|
||||
-- else
|
||||
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
|
||||
-- end
|
||||
--
|
||||
-- if ClientEscortTargetData.visible then
|
||||
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
|
||||
-- end
|
||||
--
|
||||
-- if ClientEscortGroupName == EscortGroupName then
|
||||
--
|
||||
-- MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
-- EscortTargetMessage,
|
||||
-- self.EscortMenuAttackNearbyTargets,
|
||||
-- ESCORT._AttackTarget,
|
||||
-- { ParamSelf = self,
|
||||
-- ParamUnit = ClientEscortTargetData.AttackUnit
|
||||
-- }
|
||||
-- )
|
||||
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
|
||||
-- else
|
||||
-- if self.EscortMenuTargetAssistance then
|
||||
-- local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
-- MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
-- EscortTargetMessage,
|
||||
-- MenuTargetAssistance,
|
||||
-- ESCORT._AssistTarget,
|
||||
-- self,
|
||||
-- EscortGroupData.EscortGroup,
|
||||
-- ClientEscortTargetData.AttackUnit
|
||||
-- )
|
||||
-- end
|
||||
-- end
|
||||
-- else
|
||||
-- ClientEscortTargetData = nil
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
|
||||
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
|
||||
-- else
|
||||
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- if self.EscortMenuResumeMission then
|
||||
-- self.EscortMenuResumeMission:RemoveSubMenus()
|
||||
--
|
||||
-- -- if self.EscortMenuResumeWayPoints then
|
||||
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
|
||||
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
|
||||
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
|
||||
-- -- end
|
||||
-- -- end
|
||||
--
|
||||
-- local TaskPoints = self:RegisterRoute()
|
||||
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
|
||||
-- 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
|
||||
--
|
||||
-- return true
|
||||
end
|
||||
|
||||
if self.EscortMenuResumeMission then
|
||||
self.EscortMenuResumeMission:RemoveSubMenus()
|
||||
|
||||
-- if self.EscortMenuResumeWayPoints then
|
||||
-- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
|
||||
-- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
|
||||
-- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
|
||||
-- end
|
||||
-- end
|
||||
|
||||
local TaskPoints = self:RegisterRoute()
|
||||
for WayPointID, WayPoint in pairs( TaskPoints ) do
|
||||
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
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
|
||||
@@ -171,7 +171,7 @@ function MISSILETRAINER:New( Distance, Briefing )
|
||||
|
||||
self.Distance = Distance / 1000
|
||||
|
||||
_EVENTDISPATCHER:OnShot( self._EventShot, self )
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
|
||||
self.DBClients = SET_CLIENT:New():FilterStart()
|
||||
|
||||
@@ -442,21 +442,21 @@ function MISSILETRAINER._MenuMessages( MenuParameters )
|
||||
|
||||
if MenuParameters.Distance ~= nil then
|
||||
self.Distance = MenuParameters.Distance
|
||||
MESSAGE:New( "Hit detection distance set to " .. self.Distance .. " meters", 15, "Menu" ):ToAll()
|
||||
MESSAGE:New( "Hit detection distance set to " .. self.Distance * 1000 .. " meters", 15, "Menu" ):ToAll()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function MISSILETRAINER:_EventShot( Event )
|
||||
self:F( { Event } )
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function MISSILETRAINER:OnEventShot( EVentData )
|
||||
self:F( { EVentData } )
|
||||
|
||||
local TrainerSourceDCSUnit = Event.IniDCSUnit
|
||||
local TrainerSourceDCSUnitName = Event.IniDCSUnitName
|
||||
local TrainerWeapon = Event.Weapon -- Identify the weapon fired
|
||||
local TrainerWeaponName = Event.WeaponName -- return weapon type
|
||||
local TrainerSourceDCSUnit = EVentData.IniDCSUnit
|
||||
local TrainerSourceDCSUnitName = EVentData.IniDCSUnitName
|
||||
local TrainerWeapon = EVentData.Weapon -- Identify the weapon fired
|
||||
local TrainerWeaponName = EVentData.WeaponName -- return weapon type
|
||||
|
||||
self:T( "Missile Launched = " .. TrainerWeaponName )
|
||||
|
||||
|
||||
@@ -3,10 +3,11 @@
|
||||
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
||||
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
||||
-- on defined intervals (currently every minute).
|
||||
-- @module MOVEMENT
|
||||
-- @module Movement
|
||||
|
||||
--- the MOVEMENT class
|
||||
-- @type
|
||||
-- @type MOVEMENT
|
||||
-- @extends Core.Base#BASE
|
||||
MOVEMENT = {
|
||||
ClassName = "MOVEMENT",
|
||||
}
|
||||
@@ -20,7 +21,7 @@ MOVEMENT = {
|
||||
-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
|
||||
|
||||
function MOVEMENT:New( MovePrefixes, MoveMaximum )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
|
||||
self:F( { MovePrefixes, MoveMaximum } )
|
||||
|
||||
if type( MovePrefixes ) == 'table' then
|
||||
@@ -33,7 +34,7 @@ function MOVEMENT:New( MovePrefixes, MoveMaximum )
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
|
||||
|
||||
_EVENTDISPATCHER:OnBirth( self.OnBirth, self )
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
|
||||
--
|
||||
@@ -60,24 +61,26 @@ end
|
||||
|
||||
--- Captures the birth events when new Units were spawned.
|
||||
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
|
||||
function MOVEMENT:OnBirth( Event )
|
||||
self:F( { Event } )
|
||||
-- @param #MOVEMENT self
|
||||
-- @param Core.Event#EVENTDATA self
|
||||
function MOVEMENT:OnEventBirth( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
|
||||
if Event.IniDCSUnit then
|
||||
self:T( "Birth object : " .. Event.IniDCSUnitName )
|
||||
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
|
||||
if EventData.IniDCSUnit then
|
||||
self:T( "Birth object : " .. EventData.IniDCSUnitName )
|
||||
if EventData.IniDCSGroup and EventData.IniDCSGroup:isExist() then
|
||||
for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
|
||||
if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then
|
||||
if string.find( EventData.IniDCSUnitName, MovePrefix, 1, true ) then
|
||||
self.AliveUnits = self.AliveUnits + 1
|
||||
self.MoveUnits[Event.IniDCSUnitName] = Event.IniDCSGroupName
|
||||
self.MoveUnits[EventData.IniDCSUnitName] = EventData.IniDCSGroupName
|
||||
self:T( self.AliveUnits )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
_EVENTDISPATCHER:OnCrashForUnit( Event.IniDCSUnitName, self.OnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForUnit( Event.IniDCSUnitName, self.OnDeadOrCrash, self )
|
||||
|
||||
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{#SCORING} class administers the scoring of player achievements,
|
||||
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
--
|
||||
@@ -57,6 +55,8 @@
|
||||
-- Use the radio menu F10 to consult the scores while running the mission.
|
||||
-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## 1.1) Set the destroy score or penalty scale
|
||||
--
|
||||
-- Score scales can be set for scores granted when enemies or friendlies are destroyed.
|
||||
@@ -86,8 +86,6 @@
|
||||
-- For example, this can be done as follows:
|
||||
--
|
||||
-- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.3) Define destruction zones that will give extra scores.
|
||||
--
|
||||
@@ -546,6 +544,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
local UnitCategory = UnitDesc.category
|
||||
local UnitCoalition = UnitData:GetCoalition()
|
||||
local UnitTypeName = UnitData:GetTypeName()
|
||||
local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel()
|
||||
|
||||
self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } )
|
||||
|
||||
@@ -577,7 +576,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.",
|
||||
2
|
||||
):ToAll()
|
||||
self:ScoreCSV( PlayerName, "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
|
||||
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
|
||||
UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
|
||||
end
|
||||
end
|
||||
@@ -586,6 +585,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
self.Players[PlayerName].UnitCategory = UnitCategory
|
||||
self.Players[PlayerName].UnitType = UnitTypeName
|
||||
self.Players[PlayerName].UNIT = UnitData
|
||||
self.Players[PlayerName].ThreatLevel = UnitThreatLevel
|
||||
self.Players[PlayerName].ThreatType = UnitThreatType
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
|
||||
if self.Players[PlayerName].PenaltyWarning < 1 then
|
||||
@@ -597,7 +598,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
end
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide then
|
||||
UnitData:Destroy()
|
||||
--UnitData:Destroy()
|
||||
MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
|
||||
10
|
||||
):ToAll()
|
||||
@@ -633,7 +634,7 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
|
||||
|
||||
MESSAGE:New( Text, 30 ):ToAll()
|
||||
|
||||
self:ScoreCSV( PlayerName, "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
|
||||
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -671,7 +672,7 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
|
||||
Score .. " task score!",
|
||||
30 ):ToAll()
|
||||
|
||||
self:ScoreCSV( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
|
||||
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -701,7 +702,7 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
|
||||
Score .. " mission score!",
|
||||
60 ):ToAll()
|
||||
|
||||
self:ScoreCSV( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
|
||||
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -728,7 +729,8 @@ function SCORING:OnEventPlayerLeaveUnit( Event )
|
||||
if Event.IniUnit then
|
||||
local Menu = self:GetState( Event.IniUnit, "ScoringMenu" ) -- Core.Menu#MENU_GROUP
|
||||
if Menu then
|
||||
Menu:Remove()
|
||||
-- TODO: Check if this fixes #281.
|
||||
--Menu:Remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -844,6 +846,7 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
@@ -882,7 +885,7 @@ function SCORING:_EventOnHit( Event )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( InitPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
@@ -906,7 +909,7 @@ function SCORING:_EventOnHit( Event )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
@@ -915,7 +918,7 @@ function SCORING:_EventOnHit( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -923,6 +926,89 @@ function SCORING:_EventOnHit( Event )
|
||||
elseif InitPlayerName == nil then -- It is an AI hitting a player???
|
||||
|
||||
end
|
||||
|
||||
-- It is a weapon initiated by a player, that is hitting something
|
||||
-- This seems to occur only with scenery and static objects.
|
||||
if Event.WeaponPlayerName ~= nil then
|
||||
self:_AddPlayerFromUnit( Event.WeaponUNIT )
|
||||
if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway.
|
||||
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
||||
self:_AddPlayerFromUnit( TargetUNIT )
|
||||
end
|
||||
|
||||
self:T( "Hitting Scenery" )
|
||||
|
||||
-- What is he hitting?
|
||||
if TargetCategory then
|
||||
|
||||
-- A scenery or static got hit, score it.
|
||||
-- Player contains the score data from self.Players[WeaponPlayerName]
|
||||
local Player = self.Players[Event.WeaponPlayerName]
|
||||
|
||||
-- Ensure there is a hit table per TargetCategory and TargetUnitName.
|
||||
Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
|
||||
Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {}
|
||||
|
||||
-- PlayerHit contains the score counters and data per unit that was hit.
|
||||
local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
|
||||
|
||||
PlayerHit.Score = PlayerHit.Score or 0
|
||||
PlayerHit.Penalty = PlayerHit.Penalty or 0
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
PlayerHit.TimeStamp = timer.getTime()
|
||||
|
||||
local Score = 0
|
||||
|
||||
if InitCoalition then -- A coalition object was hit, probably a static.
|
||||
if InitCoalition == TargetCoalition then
|
||||
-- TODO: Penalty according scale
|
||||
Player.Penalty = Player.Penalty + 10
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + 10
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
||||
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit an enemy target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a scenery object.",
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Track DEAD or CRASH events for the scoring.
|
||||
@@ -979,8 +1065,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
-- What is the player destroying?
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered???
|
||||
|
||||
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
|
||||
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
|
||||
|
||||
Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {}
|
||||
Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {}
|
||||
@@ -994,8 +1085,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
if TargetCoalition then
|
||||
if InitCoalition == TargetCoalition then
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
|
||||
self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
|
||||
@@ -1022,11 +1114,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( PlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
|
||||
|
||||
self:E( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
@@ -1053,7 +1148,8 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( PlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
|
||||
local UnitName = TargetUnit:GetName()
|
||||
local Score = self.ScoringObjects[UnitName]
|
||||
@@ -1067,7 +1163,8 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
|
||||
-- Check if there are Zones where the destruction happened.
|
||||
@@ -1085,7 +1182,8 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
15 )
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1107,10 +1205,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Delete now the hit cache if the target was destroyed.
|
||||
-- Otherwise points will be granted every time a target gets killed by the players that hit that target.
|
||||
-- This is only relevant for player to player destroys.
|
||||
if Destroyed then
|
||||
Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1529,7 +1635,7 @@ function SCORING:OpenCSV( ScoringCSV )
|
||||
error( "Error: Cannot open CSV file in " .. lfs.writedir() )
|
||||
end
|
||||
|
||||
self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' )
|
||||
self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' )
|
||||
|
||||
self.RunTime = os.date("%y-%m-%d_%H-%M-%S")
|
||||
else
|
||||
@@ -1545,6 +1651,7 @@ end
|
||||
--- Registers a score for a player.
|
||||
-- @param #SCORING self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #string TargetPlayerName The name of the target player.
|
||||
-- @param #string ScoreType The type of the score.
|
||||
-- @param #string ScoreTimes The amount of scores achieved.
|
||||
-- @param #string ScoreAmount The score given.
|
||||
@@ -1557,10 +1664,13 @@ end
|
||||
-- @param #string TargetUnitCategory The category of the target unit.
|
||||
-- @param #string TargetUnitType The type of the target unit.
|
||||
-- @return #SCORING self
|
||||
function SCORING:ScoreCSV( PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
--write statistic information to file
|
||||
local ScoreTime = self:SecondsToClock( timer.getTime() )
|
||||
PlayerName = PlayerName:gsub( '"', '_' )
|
||||
|
||||
TargetPlayerName = TargetPlayerName or ""
|
||||
TargetPlayerName = TargetPlayerName:gsub( '"', '_' )
|
||||
|
||||
if PlayerUnitName and PlayerUnitName ~= '' then
|
||||
local PlayerUnit = Unit.getByName( PlayerUnitName )
|
||||
@@ -1602,6 +1712,7 @@ function SCORING:ScoreCSV( PlayerName, ScoreType, ScoreTimes, ScoreAmount, Playe
|
||||
'"' .. self.RunTime .. '"' .. ',' ..
|
||||
'' .. ScoreTime .. '' .. ',' ..
|
||||
'"' .. PlayerName .. '"' .. ',' ..
|
||||
'"' .. TargetPlayerName .. '"' .. ',' ..
|
||||
'"' .. ScoreType .. '"' .. ',' ..
|
||||
'"' .. PlayerUnitCoalition .. '"' .. ',' ..
|
||||
'"' .. PlayerUnitCategory .. '"' .. ',' ..
|
||||
|
||||
@@ -36,25 +36,28 @@ function SEAD:New( SEADGroupPrefixes )
|
||||
else
|
||||
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
|
||||
end
|
||||
_EVENTDISPATCHER:OnShot( self.EventShot, self )
|
||||
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
-- @see SEAD
|
||||
function SEAD:EventShot( Event )
|
||||
self:F( { Event } )
|
||||
-- @param #SEAD
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SEAD:OnEventShot( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
local SEADUnit = Event.IniDCSUnit
|
||||
local SEADUnitName = Event.IniDCSUnitName
|
||||
local SEADWeapon = Event.Weapon -- Identify the weapon fired
|
||||
local SEADWeaponName = Event.WeaponName -- return weapon type
|
||||
local SEADUnit = EventData.IniDCSUnit
|
||||
local SEADUnitName = EventData.IniDCSUnitName
|
||||
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
|
||||
local SEADWeaponName = EventData.WeaponName -- return weapon type
|
||||
-- Start of the 2nd loop
|
||||
self:T( "Missile Launched = " .. SEADWeaponName )
|
||||
if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
|
||||
local _evade = math.random (1,100) -- random number for chance of evading action
|
||||
local _targetMim = Event.Weapon:getTarget() -- Identify target
|
||||
local _targetMim = EventData.Weapon:getTarget() -- Identify target
|
||||
local _targetMimname = Unit.getName(_targetMim)
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
local _targetMimgroupName = _targetMimgroup:getName()
|
||||
|
||||
@@ -1,157 +1,26 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** --
|
||||
-- **Spawn groups of units dynamically in your missions.**
|
||||
--- **Functional** -- Spawn dynamically new GROUPs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{#SPAWN} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{#SPAWN} class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
||||
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
|
||||
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
|
||||
--
|
||||
-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
|
||||
-- When new groups get spawned by using the SPAWN methods (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
|
||||
-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
|
||||
--
|
||||
-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
|
||||
-- If you want to have the Spawn Template name to be used as the _SpawnPrefix_ name, use the @{#SPAWN.New} constructor.
|
||||
-- However, when the @{#SPAWN.NewWithAlias} constructor was used, the Alias name will define the _SpawnPrefix_ name.
|
||||
-- Groups will follow the following naming structure when spawned at run-time:
|
||||
--
|
||||
-- 1. Spawned groups will have the name _SpawnPrefix_#ggg, where ggg is a counter from 0 to 999.
|
||||
-- 2. Spawned units will have the name _SpawnPrefix_#ggg-uu, where uu is a counter from 0 to 99 for each new spawned unit belonging to the group.
|
||||
--
|
||||
-- Some additional notes that need to be remembered:
|
||||
--
|
||||
-- * Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the @{#SPAWN} module.
|
||||
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
|
||||
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
|
||||
--
|
||||
-- ## 1.1) SPAWN construction methods
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition).
|
||||
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition), and gives each spawned @{Group} an different name.
|
||||
--
|
||||
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
||||
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
||||
--
|
||||
-- ## 1.2) SPAWN initialization methods
|
||||
--
|
||||
-- A spawn object will behave differently based on the usage of **initialization** methods, which all start with the **Init** prefix:
|
||||
--
|
||||
-- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
-- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height.
|
||||
-- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
||||
-- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled.
|
||||
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
-- * @{#SPAWN.InitRepeat}(): Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
|
||||
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
|
||||
--
|
||||
-- ## 1.3) SPAWN spawning methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWN.Spawn}(): Spawn one new group based on the last spawned index.
|
||||
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
|
||||
-- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart}() and @{#SPAWN.SpawnScheduleStop}() to start and stop the schedule respectively.
|
||||
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
|
||||
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
|
||||
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- ## 1.4) Retrieve alive GROUPs spawned by the SPAWN object
|
||||
--
|
||||
-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
|
||||
-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS.
|
||||
-- SPAWN provides methods to iterate through that internal GROUP object reference table:
|
||||
--
|
||||
-- * @{#SPAWN.GetFirstAliveGroup}(): Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
|
||||
-- * @{#SPAWN.GetNextAliveGroup}(): Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
|
||||
-- * @{#SPAWN.GetLastAliveGroup}(): Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
|
||||
--
|
||||
-- You can use the methods @{#SPAWN.GetFirstAliveGroup}() and sequently @{#SPAWN.GetNextAliveGroup}() to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example.
|
||||
-- The method @{#SPAWN.GetGroupFromIndex}() will return the GROUP object reference from the given Index, dead or alive...
|
||||
--
|
||||
-- ## 1.5) SPAWN object cleaning
|
||||
--
|
||||
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
-- To prevent this, a @{#SPAWN.InitCleanUp}() initialization method has been defined that will silently monitor the status of each spawned group.
|
||||
-- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
|
||||
-- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
|
||||
-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
|
||||
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
-- Check the @{#SPAWN.InitCleanUp}() for further info.
|
||||
--
|
||||
-- ## 1.6) Catch the @{Group} spawn event in a callback function!
|
||||
--
|
||||
-- When using the SpawnScheduled method, new @{Group}s are created following the schedule timing parameters.
|
||||
-- When a new @{Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
|
||||
-- To SPAWN class supports this functionality through the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method, which takes a function as a parameter that you can define locally.
|
||||
-- Whenever a new @{Group} is spawned, the given function is called, and the @{Group} that was just spawned, is given as a parameter.
|
||||
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Group} object.
|
||||
-- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method.
|
||||
-- The documentation of the SPAWN class can be found further in this document.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
-- ### [SPAWN Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning)
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
-- ### [SPAWN Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- Hereby the change log:
|
||||
-- ====
|
||||
--
|
||||
-- 2017-02-04: SPAWN:InitUnControlled( **UnControlled** ) replaces SPAWN:InitUnControlled().
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOnOff( AIOnOff )** added.
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOn()** added.
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOff()** added.
|
||||
--
|
||||
-- 2016-08-15: SPAWN:**InitCleanUp**( SpawnCleanUpInterval ) replaces SPAWN:_CleanUp_( SpawnCleanUpInterval ).
|
||||
--
|
||||
-- 2016-08-15: SPAWN:**InitRandomizeZones( SpawnZones )** added.
|
||||
--
|
||||
-- 2016-08-14: SPAWN:**OnSpawnGroup**( SpawnCallBackFunction, ... ) replaces SPAWN:_SpawnFunction_( SpawnCallBackFunction, ... ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnInZone( Zone, __RandomizeGroup__, SpawnIndex ) replaces SpawnInZone( Zone, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromVec3( Vec3, SpawnIndex ) replaces SpawnFromVec3( Vec3, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromVec2( Vec2, SpawnIndex ) replaces SpawnFromVec2( Vec2, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromUnit( SpawnUnit, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromStatic( SpawnStatic, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )** added:
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**Limit( SpawnMaxUnitsAlive, SpawnMaxGroups ) replaces SPAWN._Limit_( SpawnMaxUnitsAlive, SpawnMaxGroups ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) replaces SPAWN._Array_( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) replaces SPAWN._RandomizeRoute_( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**RandomizeTemplate( SpawnTemplatePrefixTable ) replaces SPAWN._RandomizeTemplate_( SpawnTemplatePrefixTable ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**UnControlled() replaces SPAWN._UnControlled_().
|
||||
-- ### [SPAWN YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -172,7 +41,6 @@
|
||||
|
||||
--- SPAWN Class
|
||||
-- @type SPAWN
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field ClassName
|
||||
-- @field #string SpawnTemplatePrefix
|
||||
-- @field #string SpawnAliasPrefix
|
||||
@@ -181,6 +49,214 @@
|
||||
-- @field #number SpawnIndex
|
||||
-- @field #number MaxAliveGroups
|
||||
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWN class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWN class allows to spawn dynamically new groups.
|
||||
-- Each SPAWN object needs to be have a related **template group** setup in the Mission Editor (ME),
|
||||
-- which is a normal group with the **Late Activation** flag set.
|
||||
-- This template group will never be activated in your mission.
|
||||
-- SPAWN uses that **template group** to reference to all the characteristics
|
||||
-- (air, ground, livery, unit composition, formation, skill level etc) of each new group to be spawned.
|
||||
--
|
||||
-- Therefore, when creating a SPAWN object, the @{#SPAWN.New} and @{#SPAWN.NewWithAlias} require
|
||||
-- **the name of the template group** to be given as a string to those constructor methods.
|
||||
--
|
||||
-- Initialization settings can be applied on the SPAWN object,
|
||||
-- which modify the behaviour or the way groups are spawned.
|
||||
-- These initialization methods have the prefix **Init**.
|
||||
-- There are also spawn methods with the prefix **Spawn** and will spawn new groups in various ways.
|
||||
--
|
||||
-- ### IMPORTANT! The methods with prefix **Init** must be used before any methods with prefix **Spawn** method are used, or unexpected results may appear!!!
|
||||
--
|
||||
-- Because SPAWN can spawn multiple groups of a template group,
|
||||
-- SPAWN has an **internal index** that keeps track
|
||||
-- which was the latest group that was spawned.
|
||||
--
|
||||
-- **Limits** can be set on how many groups can be spawn in each SPAWN object,
|
||||
-- using the method @{#SPAWN.InitLimit}. SPAWN has 2 kind of limits:
|
||||
--
|
||||
-- * The maximum amount of @{Unit}s that can be **alive** at the same time...
|
||||
-- * The maximum amount of @{Group}s that can be **spawned**... This is more of a **resource**-type of limit.
|
||||
--
|
||||
-- When new groups get spawned using the **Spawn** methods,
|
||||
-- it will be evaluated whether any limits have been reached.
|
||||
-- When no spawn limit is reached, a new group will be created by the spawning methods,
|
||||
-- and the internal index will be increased with 1.
|
||||
--
|
||||
-- These limits ensure that your mission does not accidentally get flooded with spawned groups.
|
||||
-- Additionally, it also guarantees that independent of the group composition,
|
||||
-- at any time, the most optimal amount of groups are alive in your mission.
|
||||
-- For example, if your template group has a group composition of 10 units, and you specify a limit of 100 units alive at the same time,
|
||||
-- with unlimited resources = :InitLimit( 100, 0 ) and 10 groups are alive, but two groups have only one unit alive in the group,
|
||||
-- then a sequent Spawn(Scheduled) will allow a new group to be spawned!!!
|
||||
--
|
||||
-- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Group} had been spawned!!!
|
||||
--
|
||||
-- Spawned groups get **the same name** as the name of the template group.
|
||||
-- Spawned units in those groups keep _by default_ **the same name** as the name of the template group.
|
||||
-- However, because multiple groups and units are created from the template group,
|
||||
-- a suffix is added to each spawned group and unit.
|
||||
--
|
||||
-- Newly spawned groups will get the following naming structure at run-time:
|
||||
--
|
||||
-- 1. Spawned groups will have the name _GroupName_#_nnn_, where _GroupName_ is the name of the **template group**,
|
||||
-- and _nnn_ is a **counter from 0 to 999**.
|
||||
-- 2. Spawned units will have the name _GroupName_#_nnn_-_uu_,
|
||||
-- where _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group.
|
||||
--
|
||||
-- That being said, there is a way to keep the same unit names!
|
||||
-- The method @{#SPAWN.InitKeepUnitNames}() will keep the same unit names as defined within the template group, thus:
|
||||
--
|
||||
-- 3. Spawned units will have the name _UnitName_#_nnn_-_uu_,
|
||||
-- where _UnitName_ is the **unit name as defined in the template group*,
|
||||
-- and _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group.
|
||||
--
|
||||
-- Some **additional notes that need to be considered!!**:
|
||||
--
|
||||
-- * templates are actually groups defined within the mission editor, with the flag "Late Activation" set.
|
||||
-- As such, these groups are never used within the mission, but are used by the @{#SPAWN} module.
|
||||
-- * It is important to defined BEFORE you spawn new groups,
|
||||
-- a proper initialization of the SPAWN instance is done with the options you want to use.
|
||||
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn template(s),
|
||||
-- or the SPAWN module logic won't work anymore.
|
||||
--
|
||||
-- ## SPAWN construction methods
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition).
|
||||
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Group} an different name.
|
||||
--
|
||||
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
||||
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
||||
--
|
||||
-- ## SPAWN **Init**ialization methods
|
||||
--
|
||||
-- A spawn object will behave differently based on the usage of **initialization** methods, which all start with the **Init** prefix:
|
||||
--
|
||||
-- ### Unit Names
|
||||
--
|
||||
-- * @{#SPAWN.InitKeepUnitNames}(): Keeps the unit names as defined within the mission editor, but note that anything after a # mark is ignored, and any spaces before and after the resulting name are removed. IMPORTANT! This method MUST be the first used after :New !!!
|
||||
--
|
||||
-- ### Route randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height.
|
||||
--
|
||||
-- ### Group composition randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
||||
--
|
||||
-- ### Uncontrolled
|
||||
--
|
||||
-- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled.
|
||||
--
|
||||
-- ### Array formation
|
||||
--
|
||||
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
--
|
||||
-- ### Position randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
|
||||
--
|
||||
-- ### Enable / Disable AI when spawning a new @{Group}
|
||||
--
|
||||
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
|
||||
--
|
||||
-- ### Limit scheduled spawning
|
||||
--
|
||||
-- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
--
|
||||
-- ### Delay initial scheduled spawn
|
||||
--
|
||||
-- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Group} object.
|
||||
--
|
||||
-- ### Repeat spawned @{Group}s upon landing
|
||||
--
|
||||
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
|
||||
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
|
||||
--
|
||||
--
|
||||
-- ## SPAWN **Spawn** methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- ### **Single** spawning methods
|
||||
--
|
||||
-- * @{#SPAWN.Spawn}(): Spawn one new group based on the last spawned index.
|
||||
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
|
||||
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
|
||||
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
|
||||
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- ### **Scheduled** spawning methods
|
||||
--
|
||||
-- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals.
|
||||
-- * @{#SPAWN.SpawnScheduledStart}(): Start or continue to spawn groups at scheduled time intervals.
|
||||
-- * @{#SPAWN.SpawnScheduledStop}(): Stop the spawning of groups at scheduled time intervals.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## Retrieve alive GROUPs spawned by the SPAWN object
|
||||
--
|
||||
-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
|
||||
-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS.
|
||||
-- SPAWN provides methods to iterate through that internal GROUP object reference table:
|
||||
--
|
||||
-- * @{#SPAWN.GetFirstAliveGroup}(): Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
|
||||
-- * @{#SPAWN.GetNextAliveGroup}(): Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
|
||||
-- * @{#SPAWN.GetLastAliveGroup}(): Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
|
||||
--
|
||||
-- You can use the methods @{#SPAWN.GetFirstAliveGroup}() and sequently @{#SPAWN.GetNextAliveGroup}() to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example.
|
||||
-- The method @{#SPAWN.GetGroupFromIndex}() will return the GROUP object reference from the given Index, dead or alive...
|
||||
--
|
||||
-- ## Spawned cleaning of inactive groups
|
||||
--
|
||||
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
-- To prevent this, a @{#SPAWN.InitCleanUp}() initialization method has been defined that will silently monitor the status of each spawned group.
|
||||
-- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
|
||||
-- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
|
||||
-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
|
||||
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
-- Check the @{#SPAWN.InitCleanUp}() for further info.
|
||||
--
|
||||
-- ## Catch the @{Group} Spawn Event in a callback function!
|
||||
--
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, new @{Group}s are created following the spawn time interval parameters.
|
||||
-- When a new @{Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
|
||||
-- The SPAWN class supports this functionality through the method @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ),
|
||||
-- which takes a function as a parameter that you can define locally.
|
||||
-- Whenever a new @{Group} is spawned, the given function is called, and the @{Group} that was just spawned, is given as a parameter.
|
||||
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Group} object.
|
||||
-- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method.
|
||||
--
|
||||
-- ## Delay the initial spawning
|
||||
--
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Group}
|
||||
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
|
||||
-- activate a delay before the first @{Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
|
||||
-- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a
|
||||
-- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used.
|
||||
--
|
||||
--
|
||||
-- @field #SPAWN SPAWN
|
||||
--
|
||||
SPAWN = {
|
||||
ClassName = "SPAWN",
|
||||
SpawnTemplatePrefix = nil,
|
||||
@@ -214,18 +290,23 @@ function SPAWN:New( SpawnTemplatePrefix )
|
||||
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -253,18 +334,23 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -287,6 +373,7 @@ end
|
||||
function SPAWN:InitLimit( SpawnMaxUnitsAlive, SpawnMaxGroups )
|
||||
self:F( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } )
|
||||
|
||||
self.SpawnInitLimit = true
|
||||
self.SpawnMaxUnitsAlive = SpawnMaxUnitsAlive -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned.
|
||||
|
||||
@@ -297,6 +384,20 @@ function SPAWN:InitLimit( SpawnMaxUnitsAlive, SpawnMaxGroups )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Keeps the unit names as defined within the mission editor,
|
||||
-- but note that anything after a # mark is ignored,
|
||||
-- and any spaces before and after the resulting name are removed.
|
||||
-- IMPORTANT! This method MUST be the first used after :New !!!
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitKeepUnitNames()
|
||||
self:F( )
|
||||
|
||||
self.SpawnInitKeepUnitNames = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups.
|
||||
-- @param #SPAWN self
|
||||
@@ -329,6 +430,27 @@ function SPAWN:InitRandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius,
|
||||
return self
|
||||
end
|
||||
|
||||
--- Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Group}s position between a given outer and inner radius.
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
|
||||
-- @return #SPAWN
|
||||
function SPAWN:InitRandomizePosition( RandomizePosition, OuterRadius, InnerRadius )
|
||||
self:F( { self.SpawnTemplatePrefix, RandomizePosition, OuterRadius, InnerRadius } )
|
||||
|
||||
self.SpawnRandomizePosition = RandomizePosition or false
|
||||
self.SpawnRandomizePositionOuterRadius = OuterRadius or 0
|
||||
self.SpawnRandomizePositionInnerRadius = InnerRadius or 0
|
||||
|
||||
for GroupID = 1, self.SpawnMaxGroups do
|
||||
self:_RandomizeRoute( GroupID )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius.
|
||||
@@ -528,16 +650,15 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
|
||||
|
||||
self.SpawnGroups[SpawnGroupID].Visible = true
|
||||
|
||||
_EVENTDISPATCHER:OnBirthForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnBirth, self )
|
||||
_EVENTDISPATCHER:OnCrashForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth, self._OnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
|
||||
if self.Repeat then
|
||||
_EVENTDISPATCHER:OnTakeOffForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnTakeOff, self )
|
||||
_EVENTDISPATCHER:OnLandForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnLand, self )
|
||||
self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
|
||||
self:HandleEvent( EVENTS.Land, self._OnLand )
|
||||
end
|
||||
if self.RepeatOnEngineShutDown then
|
||||
_EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnEngineShutDown, self )
|
||||
self:HandleEvent( EVENTS.EngineShutdown, self._OnEngineShutDown )
|
||||
end
|
||||
|
||||
self.SpawnGroups[SpawnGroupID].Group = _DATABASE:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate )
|
||||
@@ -578,6 +699,36 @@ do -- AI methods
|
||||
|
||||
end -- AI methods
|
||||
|
||||
do -- Delay methods
|
||||
--- Turns the Delay On or Off for the first @{Group} scheduled spawning.
|
||||
-- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Group}.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean DelayOnOff A value of true sets the Delay On, a value of false sets the Delay Off.
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOnOff( DelayOnOff )
|
||||
|
||||
self.DelayOnOff = DelayOnOff
|
||||
return self
|
||||
end
|
||||
|
||||
--- Turns the Delay On for the @{Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOn()
|
||||
|
||||
return self:InitDelayOnOff( true )
|
||||
end
|
||||
|
||||
--- Turns the Delay Off for the @{Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOff()
|
||||
|
||||
return self:InitDelayOnOff( false )
|
||||
end
|
||||
|
||||
end -- Delay methods
|
||||
|
||||
--- Will spawn a group based on the internal index.
|
||||
-- Note: Uses @{DATABASE} module defined in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
@@ -621,6 +772,8 @@ function SPAWN:ReSpawn( SpawnIndex )
|
||||
SpawnGroup:ReSpawnFunction()
|
||||
end
|
||||
|
||||
SpawnGroup:ResetEvents()
|
||||
|
||||
return SpawnGroup
|
||||
end
|
||||
|
||||
@@ -645,6 +798,20 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
|
||||
local PointVec3 = POINT_VEC3:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y )
|
||||
self:T( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } )
|
||||
|
||||
-- If RandomizePosition, then Randomize the formation in the zone band, keeping the template.
|
||||
if self.SpawnRandomizePosition then
|
||||
local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnRandomizePositionOuterRadius, self.SpawnRandomizePositionInnerRadius )
|
||||
local CurrentX = SpawnTemplate.units[1].x
|
||||
local CurrentY = SpawnTemplate.units[1].y
|
||||
SpawnTemplate.x = RandomVec2.x
|
||||
SpawnTemplate.y = RandomVec2.y
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
SpawnTemplate.units[UnitID].x = SpawnTemplate.units[UnitID].x + ( RandomVec2.x - CurrentX )
|
||||
SpawnTemplate.units[UnitID].y = SpawnTemplate.units[UnitID].y + ( RandomVec2.y - CurrentY )
|
||||
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
||||
end
|
||||
end
|
||||
|
||||
-- If RandomizeUnits, then Randomize the formation at the start point.
|
||||
if self.SpawnRandomizeUnits then
|
||||
@@ -663,18 +830,16 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
end
|
||||
end
|
||||
|
||||
_EVENTDISPATCHER:OnBirthForTemplate( SpawnTemplate, self._OnBirth, self )
|
||||
_EVENTDISPATCHER:OnCrashForTemplate( SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForTemplate( SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth, self._OnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
|
||||
if self.Repeat then
|
||||
_EVENTDISPATCHER:OnTakeOffForTemplate( SpawnTemplate, self._OnTakeOff, self )
|
||||
_EVENTDISPATCHER:OnLandForTemplate( SpawnTemplate, self._OnLand, self )
|
||||
self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
|
||||
self:HandleEvent( EVENTS.Land, self._OnLand )
|
||||
end
|
||||
if self.RepeatOnEngineShutDown then
|
||||
_EVENTDISPATCHER:OnEngineShutDownForTemplate( SpawnTemplate, self._OnEngineShutDown, self )
|
||||
self:HandleEvent( EVENTS.EngineShutdown, self._OnEngineShutDown )
|
||||
end
|
||||
self:T3( SpawnTemplate.name )
|
||||
|
||||
self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( SpawnTemplate )
|
||||
|
||||
@@ -685,6 +850,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
|
||||
SpawnGroup:SetAIOnOff( self.AIOnOff )
|
||||
end
|
||||
|
||||
self:T3( SpawnTemplate.name )
|
||||
|
||||
-- If there is a SpawnFunction hook defined, call it.
|
||||
if self.SpawnFunctionHook then
|
||||
@@ -725,7 +892,11 @@ function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
|
||||
self:F( { SpawnTime, SpawnTimeVariation } )
|
||||
|
||||
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
|
||||
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, 1, SpawnTime, SpawnTimeVariation )
|
||||
local InitialDelay = 0
|
||||
if self.DelayOnOff == true then
|
||||
InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation )
|
||||
end
|
||||
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -733,17 +904,23 @@ end
|
||||
|
||||
--- Will re-start the spawning scheduler.
|
||||
-- Note: This method is only required to be called when the schedule was stopped.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN
|
||||
function SPAWN:SpawnScheduleStart()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnScheduler:Start()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Will stop the scheduled spawning scheduler.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN
|
||||
function SPAWN:SpawnScheduleStop()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnScheduler:Stop()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -864,7 +1041,7 @@ end
|
||||
function SPAWN:SpawnFromUnit( HostUnit, SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, HostUnit, SpawnIndex } )
|
||||
|
||||
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
|
||||
if HostUnit and HostUnit:IsAlive() ~= nil then -- and HostUnit:getUnit(1):inAir() == false then
|
||||
return self:SpawnFromVec3( HostUnit:GetVec3(), SpawnIndex )
|
||||
end
|
||||
|
||||
@@ -1056,27 +1233,6 @@ function SPAWN:GetGroupFromIndex( SpawnIndex )
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the group index from a DCSUnit.
|
||||
-- The method will search for a #-mark, and will return the index behind the #-mark of the DCSUnit.
|
||||
-- It will return nil of no prefix was found.
|
||||
-- @param #SPAWN self
|
||||
-- @param Dcs.DCSWrapper.Unit#Unit DCSUnit The @{DCSUnit} to be searched.
|
||||
-- @return #string The prefix
|
||||
-- @return #nil Nothing found
|
||||
function SPAWN:_GetGroupIndexFromDCSUnit( DCSUnit )
|
||||
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
|
||||
|
||||
local SpawnUnitName = ( DCSUnit and DCSUnit:getName() ) or nil
|
||||
if SpawnUnitName then
|
||||
local IndexString = string.match( SpawnUnitName, "#.*-" ):sub( 2, -2 )
|
||||
if IndexString then
|
||||
local Index = tonumber( IndexString )
|
||||
return Index
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Return the prefix of a SpawnUnit.
|
||||
-- The method will search for a #-mark, and will return the text before the #-mark.
|
||||
@@ -1085,48 +1241,28 @@ end
|
||||
-- @param Dcs.DCSWrapper.Unit#UNIT DCSUnit The @{DCSUnit} to be searched.
|
||||
-- @return #string The prefix
|
||||
-- @return #nil Nothing found
|
||||
function SPAWN:_GetPrefixFromDCSUnit( DCSUnit )
|
||||
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
|
||||
function SPAWN:_GetPrefixFromGroup( SpawnGroup )
|
||||
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
|
||||
|
||||
local DCSUnitName = ( DCSUnit and DCSUnit:getName() ) or nil
|
||||
if DCSUnitName then
|
||||
local SpawnPrefix = string.match( DCSUnitName, ".*#" )
|
||||
if SpawnPrefix then
|
||||
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
|
||||
end
|
||||
return SpawnPrefix
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Return the group within the SpawnGroups collection with input a DCSUnit.
|
||||
-- @param #SPAWN self
|
||||
-- @param Dcs.DCSWrapper.Unit#Unit DCSUnit The @{DCSUnit} to be searched.
|
||||
-- @return Wrapper.Group#GROUP The Group
|
||||
-- @return #nil Nothing found
|
||||
function SPAWN:_GetGroupFromDCSUnit( DCSUnit )
|
||||
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
|
||||
|
||||
local SpawnPrefix = self:_GetPrefixFromDCSUnit( DCSUnit )
|
||||
|
||||
if self.SpawnTemplatePrefix == SpawnPrefix or ( self.SpawnAliasPrefix and self.SpawnAliasPrefix == SpawnPrefix ) then
|
||||
local SpawnGroupIndex = self:_GetGroupIndexFromDCSUnit( DCSUnit )
|
||||
local SpawnGroup = self.SpawnGroups[SpawnGroupIndex].Group
|
||||
self:T( SpawnGroup )
|
||||
return SpawnGroup
|
||||
end
|
||||
|
||||
return nil
|
||||
local GroupName = SpawnGroup:GetName()
|
||||
if GroupName then
|
||||
local SpawnPrefix = string.match( GroupName, ".*#" )
|
||||
if SpawnPrefix then
|
||||
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
|
||||
end
|
||||
return SpawnPrefix
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Get the index from a given group.
|
||||
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
|
||||
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
|
||||
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
|
||||
|
||||
local IndexString = string.match( SpawnGroup:GetName(), "#.*$" ):sub( 2 )
|
||||
local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 )
|
||||
local Index = tonumber( IndexString )
|
||||
|
||||
self:T3( IndexString, Index )
|
||||
@@ -1142,6 +1278,7 @@ function SPAWN:_GetLastIndex()
|
||||
end
|
||||
|
||||
--- Initalize the SpawnGroups collection.
|
||||
-- @param #SPAWN self
|
||||
function SPAWN:_InitializeSpawnGroups( SpawnIndex )
|
||||
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
|
||||
|
||||
@@ -1245,11 +1382,20 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
|
||||
SpawnTemplate.visible = false
|
||||
end
|
||||
|
||||
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
|
||||
SpawnTemplate.units[UnitID].unitId = nil
|
||||
end
|
||||
if self.SpawnInitKeepUnitNames == false then
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
|
||||
SpawnTemplate.units[UnitID].unitId = nil
|
||||
end
|
||||
else
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
|
||||
self:T( { UnitPrefix, Rest } )
|
||||
|
||||
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
|
||||
SpawnTemplate.units[UnitID].unitId = nil
|
||||
end
|
||||
end
|
||||
|
||||
self:T3( { "Template:", SpawnTemplate } )
|
||||
return SpawnTemplate
|
||||
@@ -1441,18 +1587,21 @@ end
|
||||
-- TODO Need to delete this... _DATABASE does this now ...
|
||||
|
||||
--- @param #SPAWN self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function SPAWN:_OnBirth( Event )
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnBirth( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
|
||||
if timer.getTime0() < timer.getAbsTime() then
|
||||
if Event.IniDCSUnit then
|
||||
local EventPrefix = self:_GetPrefixFromDCSUnit( Event.IniDCSUnit )
|
||||
self:T( { "Birth Event:", EventPrefix, self.SpawnTemplatePrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
self.AliveUnits = self.AliveUnits + 1
|
||||
self:T( "Alive Units: " .. self.AliveUnits )
|
||||
end
|
||||
end
|
||||
local SpawnGroup = EventData.IniGroup
|
||||
|
||||
if SpawnGroup then
|
||||
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
|
||||
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
|
||||
self:T( { "Birth Event:", EventPrefix, self.SpawnTemplatePrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
self.AliveUnits = self.AliveUnits + 1
|
||||
self:T( "Alive Units: " .. self.AliveUnits )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
@@ -1461,55 +1610,66 @@ end
|
||||
-- @todo Need to delete this... _DATABASE does this now ...
|
||||
|
||||
--- @param #SPAWN self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function SPAWN:_OnDeadOrCrash( Event )
|
||||
self:F( self.SpawnTemplatePrefix, Event )
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnDeadOrCrash( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
local EventPrefix = self:_GetPrefixFromDCSUnit( Event.IniDCSUnit )
|
||||
self:T( { "Dead event: " .. EventPrefix, self.SpawnTemplatePrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
self.AliveUnits = self.AliveUnits - 1
|
||||
self:T( "Alive Units: " .. self.AliveUnits )
|
||||
end
|
||||
local SpawnGroup = EventData.IniGroup
|
||||
|
||||
if SpawnGroup then
|
||||
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
|
||||
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
|
||||
self:T( { "Dead event: " .. EventPrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
self.AliveUnits = self.AliveUnits - 1
|
||||
self:T( "Alive Units: " .. self.AliveUnits )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne...
|
||||
-- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.
|
||||
-- @todo Need to test for AIR Groups only...
|
||||
function SPAWN:_OnTakeOff( event )
|
||||
self:F( self.SpawnTemplatePrefix, event )
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnTakeOff( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
|
||||
if event.initiator and event.initiator:getName() then
|
||||
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
|
||||
if SpawnGroup then
|
||||
self:T( { "TakeOff event: " .. event.initiator:getName(), event } )
|
||||
self:T( "self.Landed = false" )
|
||||
self.Landed = false
|
||||
end
|
||||
local SpawnGroup = EventData.IniGroup
|
||||
if SpawnGroup then
|
||||
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
|
||||
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
|
||||
self:T( { "TakeOff event: " .. EventPrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
self:T( "self.Landed = false" )
|
||||
SpawnGroup:SetState( SpawnGroup, "Spawn_Landed", false )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Will detect AIR Units landing... When the event takes place, the spawned Group is registered as landed.
|
||||
-- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.
|
||||
-- @todo Need to test for AIR Groups only...
|
||||
function SPAWN:_OnLand( event )
|
||||
self:F( self.SpawnTemplatePrefix, event )
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnLand( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
|
||||
local SpawnUnit = event.initiator
|
||||
if SpawnUnit and SpawnUnit:isExist() and Object.getCategory(SpawnUnit) == Object.Category.UNIT then
|
||||
local SpawnGroup = self:_GetGroupFromDCSUnit( SpawnUnit )
|
||||
if SpawnGroup then
|
||||
self:T( { "Landed event:" .. SpawnUnit:getName(), event } )
|
||||
self.Landed = true
|
||||
self:T( "self.Landed = true" )
|
||||
if self.Landed and self.RepeatOnLanding then
|
||||
local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup )
|
||||
self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
|
||||
self:ReSpawn( SpawnGroupIndex )
|
||||
end
|
||||
end
|
||||
local SpawnGroup = EventData.IniGroup
|
||||
if SpawnGroup then
|
||||
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
|
||||
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
|
||||
self:T( { "Land event: " .. EventPrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
-- TODO: Check if this is the last unit of the group that lands.
|
||||
SpawnGroup:SetState( SpawnGroup, "Spawn_Landed", true )
|
||||
if self.RepeatOnLanding then
|
||||
local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup )
|
||||
self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
|
||||
self:ReSpawn( SpawnGroupIndex )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1517,23 +1677,25 @@ end
|
||||
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
|
||||
-- But only when the Unit was registered to have landed.
|
||||
-- @param #SPAWN self
|
||||
-- @see _OnTakeOff
|
||||
-- @see _OnLand
|
||||
-- @todo Need to test for AIR Groups only...
|
||||
function SPAWN:_OnEngineShutDown( event )
|
||||
self:F( self.SpawnTemplatePrefix, event )
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnEngineShutDown( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
|
||||
local SpawnUnit = event.initiator
|
||||
if SpawnUnit and SpawnUnit:isExist() and Object.getCategory(SpawnUnit) == Object.Category.UNIT then
|
||||
local SpawnGroup = self:_GetGroupFromDCSUnit( SpawnUnit )
|
||||
if SpawnGroup then
|
||||
self:T( { "EngineShutDown event: " .. SpawnUnit:getName(), event } )
|
||||
if self.Landed and self.RepeatOnEngineShutDown then
|
||||
local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup )
|
||||
self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
|
||||
self:ReSpawn( SpawnGroupIndex )
|
||||
end
|
||||
end
|
||||
local SpawnGroup = EventData.IniGroup
|
||||
if SpawnGroup then
|
||||
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
|
||||
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
|
||||
self:T( { "EngineShutdown event: " .. EventPrefix } )
|
||||
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
||||
-- todo: test if on the runway
|
||||
local Landed = SpawnGroup:GetState( SpawnGroup, "Spawn_Landed" )
|
||||
if Landed and self.RepeatOnEngineShutDown then
|
||||
local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup )
|
||||
self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
|
||||
self:ReSpawn( SpawnGroupIndex )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -1,67 +1,3 @@
|
||||
--- 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
|
||||
@@ -73,5 +9,4 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
|
||||
--- Declare the main database object, which is used internally by the MOOSE classes.
|
||||
_DATABASE = DATABASE:New() -- Database#DATABASE
|
||||
|
||||
|
||||
|
||||
--COORDINATE:CoordinateMenu()
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
REPORT = {
|
||||
ClassName = "REPORT",
|
||||
Title = "",
|
||||
}
|
||||
|
||||
--- Create a new REPORT.
|
||||
@@ -17,25 +18,63 @@ REPORT = {
|
||||
-- @return #REPORT
|
||||
function REPORT:New( Title )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #REPORT
|
||||
|
||||
self.Report = {}
|
||||
self.Report[#self.Report+1] = Title
|
||||
|
||||
Title = Title or ""
|
||||
if Title then
|
||||
self.Title = Title
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Has the REPORT Text?
|
||||
-- @param #REPORT self
|
||||
-- @return #boolean
|
||||
function REPORT:HasText() --R2.1
|
||||
|
||||
return #self.Report > 0
|
||||
end
|
||||
|
||||
|
||||
--- Set indent of a REPORT.
|
||||
-- @param #REPORT self
|
||||
-- @param #number Indent
|
||||
-- @return #REPORT
|
||||
function REPORT:SetIndent( Indent ) --R2.1
|
||||
self.Indent = Indent
|
||||
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]
|
||||
return self
|
||||
end
|
||||
|
||||
function REPORT:Text()
|
||||
return table.concat( self.Report, "\n" )
|
||||
--- Add a new line to a REPORT.
|
||||
-- @param #REPORT self
|
||||
-- @param #string Text
|
||||
-- @return #REPORT
|
||||
function REPORT:AddIndent( Text ) --R2.1
|
||||
self.Report[#self.Report+1] = string.rep(" ", self.Indent ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
|
||||
-- @param #REPORT self
|
||||
-- @param #string Delimiter (optional) A delimiter text.
|
||||
-- @return #string The report text.
|
||||
function REPORT:Text( Delimiter )
|
||||
Delimiter = Delimiter or "\n"
|
||||
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
|
||||
return ReportText
|
||||
end
|
||||
|
||||
--- The COMMANDCENTER class
|
||||
@@ -68,22 +107,23 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth,
|
||||
--- @param #COMMANDCENTER self
|
||||
--- @param Core.Event#EVENTDATA EventData
|
||||
-- @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()
|
||||
if EventData.IniObjectCategory == 1 then
|
||||
local EventGroup = GROUP:Find( EventData.IniDCSGroup )
|
||||
if EventGroup and self:HasGroup( EventGroup ) then
|
||||
local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", self.CommandCenterMenu )
|
||||
local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup )
|
||||
local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, 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
|
||||
|
||||
end
|
||||
@@ -108,6 +148,21 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
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.MissionEnd,
|
||||
--- @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:Stop()
|
||||
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...
|
||||
@@ -118,7 +173,9 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:AbortUnit( PlayerUnit )
|
||||
if Mission:IsENGAGED() then
|
||||
Mission:AbortUnit( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
@@ -132,10 +189,15 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
function( self, EventData )
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
Mission:CrashUnit( PlayerUnit )
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
if Mission:IsENGAGED() then
|
||||
Mission:CrashUnit( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
self:SetMenu()
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -193,17 +255,25 @@ function COMMANDCENTER:SetMenu()
|
||||
|
||||
self.CommandCenterMenu = self.CommandCenterMenu or MENU_COALITION:New( self.CommandCenterCoalition, "Command Center (" .. self:GetName() .. ")" )
|
||||
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local MenuTime = timer.getTime()
|
||||
for MissionID, Mission in pairs( self:GetMissions() or {} ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:RemoveMenu()
|
||||
Mission:SetMenu( MenuTime )
|
||||
end
|
||||
|
||||
for MissionID, Mission in pairs( self:GetMissions() or {} ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:RemoveMenu( MenuTime )
|
||||
end
|
||||
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:SetMenu()
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets the commandcenter menu structure governed by the HQ command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return Core.Menu#MENU_COALITION
|
||||
function COMMANDCENTER:GetMenu()
|
||||
return self.CommandCenterMenu
|
||||
end
|
||||
|
||||
--- Checks of the COMMANDCENTER has a GROUP.
|
||||
-- @param #COMMANDCENTER self
|
||||
@@ -224,16 +294,22 @@ function COMMANDCENTER:HasGroup( MissionGroup )
|
||||
return Has
|
||||
end
|
||||
|
||||
--- Send a CC message to the coalition of the CC.
|
||||
-- @param #COMMANDCENTER self
|
||||
function COMMANDCENTER:MessageToAll( Message )
|
||||
|
||||
self:GetPositionable():MessageToAll( Message, 20, self:GetName() )
|
||||
|
||||
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 )
|
||||
function COMMANDCENTER:MessageToGroup( Message, TaskGroup )
|
||||
|
||||
local Prefix = Name and "@ Group (" .. Name .. "): " or ''
|
||||
Message = Prefix .. Message
|
||||
self:GetPositionable():MessageToGroup( Message , 20, TaskGroup, self:GetName() )
|
||||
self:GetPositionable():MessageToGroup( Message , 15, TaskGroup, self:GetName() )
|
||||
|
||||
end
|
||||
|
||||
@@ -243,25 +319,46 @@ function COMMANDCENTER:MessageToCoalition( Message )
|
||||
|
||||
local CCCoalition = self:GetPositionable():GetCoalition()
|
||||
--TODO: Fix coalition bug!
|
||||
self:GetPositionable():MessageToCoalition( Message, 20, CCCoalition, self:GetName() )
|
||||
|
||||
self:GetPositionable():MessageToCoalition( Message, 15, CCCoalition )
|
||||
|
||||
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 )
|
||||
function COMMANDCENTER:ReportMissionsStatus( ReportGroup )
|
||||
self:E( ReportGroup )
|
||||
|
||||
local Report = REPORT:New()
|
||||
|
||||
Report:Add( "Status report of all missions." )
|
||||
|
||||
for MissionID, Mission in pairs( self.Missions ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Report:Add( " - " .. Mission:ReportStatus() )
|
||||
end
|
||||
|
||||
self:MessageToGroup( Report:Text(), ReportGroup )
|
||||
end
|
||||
|
||||
--- Report the players 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:ReportMissionsPlayers( ReportGroup )
|
||||
self:E( ReportGroup )
|
||||
|
||||
local Report = REPORT:New()
|
||||
|
||||
Report:Add( "Players active in all missions." )
|
||||
|
||||
for MissionID, Mission in pairs( self.Missions ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Report:Add( " - " .. Mission:ReportOverview() )
|
||||
Report:Add( " - " .. Mission:ReportPlayers() )
|
||||
end
|
||||
|
||||
self:GetPositionable():MessageToGroup( Report:Text(), 30, ReportGroup )
|
||||
|
||||
self:MessageToGroup( Report:Text(), ReportGroup )
|
||||
end
|
||||
|
||||
--- Report the status of a Task to a Group.
|
||||
@@ -277,6 +374,6 @@ function COMMANDCENTER:ReportDetails( ReportGroup, Task )
|
||||
Report:Add( " - " .. Mission:ReportDetails() )
|
||||
end
|
||||
|
||||
self:GetPositionable():MessageToGroup( Report:Text(), 30, ReportGroup )
|
||||
self:MessageToGroup( Report:Text(), ReportGroup )
|
||||
end
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Base#BASE}
|
||||
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Fsm#FSM}
|
||||
-- ====================================================================
|
||||
-- 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.
|
||||
@@ -34,23 +34,6 @@
|
||||
-- -------------------------------
|
||||
-- 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.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -65,7 +48,7 @@ do -- DETECTION MANAGER
|
||||
-- @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
|
||||
-- @extends Core.Fsm#FSM
|
||||
DETECTION_MANAGER = {
|
||||
ClassName = "DETECTION_MANAGER",
|
||||
SetGroup = nil,
|
||||
@@ -80,17 +63,38 @@ do -- DETECTION MANAGER
|
||||
function DETECTION_MANAGER:New( SetGroup, Detection )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Functional.Detection#DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_MANAGER
|
||||
|
||||
self.SetGroup = SetGroup
|
||||
self.Detection = Detection
|
||||
|
||||
self:SetStartState( "Stopped" )
|
||||
self:AddTransition( "Stopped", "Start", "Started" )
|
||||
self:AddTransition( "Started", "Stop", "Stopped" )
|
||||
self:AddTransition( "Started", "Report", "Started" )
|
||||
|
||||
self:SetReportInterval( 30 )
|
||||
self:SetReportDisplayTime( 25 )
|
||||
|
||||
|
||||
self:E( { Detection = Detection } )
|
||||
Detection:__Start( 1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function DETECTION_MANAGER:onafterStart( From, Event, To )
|
||||
self:Report()
|
||||
end
|
||||
|
||||
function DETECTION_MANAGER:onafterReport( From, Event, To )
|
||||
|
||||
self:E( "onafterReport" )
|
||||
|
||||
self:__Report( -self._ReportInterval )
|
||||
|
||||
self:ProcessDetected( self.Detection )
|
||||
end
|
||||
|
||||
--- Set the reporting time interval.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #number ReportInterval The interval in seconds when a report needs to be done.
|
||||
@@ -121,51 +125,14 @@ do -- DETECTION MANAGER
|
||||
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()
|
||||
function DETECTION_MANAGER:ProcessDetected( Detection )
|
||||
self:E()
|
||||
|
||||
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
|
||||
|
||||
@@ -250,259 +217,3 @@ do -- DETECTION_REPORTING
|
||||
|
||||
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
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,28 +1,76 @@
|
||||
--- (AI) (SP) (MP) Tasking for Air to Ground Processes.
|
||||
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
|
||||
--
|
||||
-- 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}.
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
|
||||
--
|
||||
-- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
-- 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.
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2G task is successfully completed.
|
||||
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2G attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
|
||||
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
|
||||
--
|
||||
-- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
|
||||
--
|
||||
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl - Design and Programming
|
||||
-- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G}
|
||||
--
|
||||
-- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G}
|
||||
--
|
||||
-- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[WingThor]**: Concept, Advice & Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2G
|
||||
|
||||
|
||||
do -- TASK_A2G
|
||||
|
||||
--- The TASK_A2G class
|
||||
-- @type TASK_A2G
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_A2G = {
|
||||
ClassName = "TASK_A2G",
|
||||
@@ -33,52 +81,393 @@ do -- TASK_A2G
|
||||
-- @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
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
-- @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 ) )
|
||||
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
|
||||
self:F()
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TargetZone = TargetZone
|
||||
self.FACUnit = FACUnit
|
||||
|
||||
local A2GUnitProcess = self:GetUnitProcess()
|
||||
self.TaskType = TaskType
|
||||
|
||||
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" )
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
function A2GUnitProcess:onenterUpdated( TaskUnit )
|
||||
self:E( { self } )
|
||||
self:Account()
|
||||
self:Smoke()
|
||||
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
|
||||
|
||||
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
|
||||
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
|
||||
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
|
||||
|
||||
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
|
||||
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
|
||||
|
||||
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, self.TaskType ), { Accounted = "Success" } )
|
||||
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
|
||||
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
|
||||
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
|
||||
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
|
||||
|
||||
Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
|
||||
Fsm:AddTransition( "Accounted", "Success", "Success" )
|
||||
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.RendezVousSetUnit
|
||||
|
||||
if Task:GetRendezVousZone( TaskUnit ) then
|
||||
self:__RouteToRendezVousZone( 0.1 )
|
||||
else
|
||||
if Task:GetRendezVousCoordinate( TaskUnit ) then
|
||||
self:__RouteToRendezVousPoint( 0.1 )
|
||||
else
|
||||
self:__ArriveAtRendezVous( 0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_A2G Task
|
||||
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.TargetSetUnit
|
||||
|
||||
self:__Engage( 0.1 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_A2G Task
|
||||
function Fsm:onafterEngage( TaskUnit, Task )
|
||||
self:E( { self } )
|
||||
self:__Account( 0.1 )
|
||||
self:__RouteToTarget(0.1 )
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToTarget( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.TargetSetUnit
|
||||
|
||||
if Task:GetTargetZone( TaskUnit ) then
|
||||
self:__RouteToTargetZone( 0.1 )
|
||||
else
|
||||
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
if TargetUnit then
|
||||
local Coordinate = TargetUnit:GetCoordinate()
|
||||
self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetAlt(), Coordinate:GetZ() } )
|
||||
Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
|
||||
end
|
||||
self:__RouteToTargetPoint( 0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToTargets( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
if TargetUnit then
|
||||
Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
|
||||
end
|
||||
self:__RouteToTargets( -10 )
|
||||
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
|
||||
--- @param #TASK_A2G self
|
||||
function TASK_A2G:GetPlannedMenuText()
|
||||
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
|
||||
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
|
||||
ActRouteRendezVous:SetRange( RendezVousRange )
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
|
||||
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
|
||||
function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteRendezVous:SetZone( RendezVousZone )
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
|
||||
function TASK_A2G:GetRendezVousZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteRendezVous:GetZone()
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteTarget:SetCoordinate( TargetCoordinate )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
|
||||
function TASK_A2G:GetTargetCoordinate( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteTarget:GetCoordinate()
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteTarget:SetZone( TargetZone )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
||||
function TASK_A2G:GetTargetZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteTarget:GetZone()
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
||||
-- @param #TASK_A2G self
|
||||
-- @param #string Text The text to display to the player, when the target has been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G
|
||||
function TASK_A2G:SetScoreOnDestroy( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- @param #TASK_A2G self
|
||||
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G
|
||||
function TASK_A2G:SetScoreOnSuccess( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a penalty when the A2G attack has failed.
|
||||
-- @param #TASK_A2G self
|
||||
-- @param #string Text The text to display to the player, when the A2G attack has failed.
|
||||
-- @param #number Penalty The penalty in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G
|
||||
function TASK_A2G:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", Text, Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
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 Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_SEAD self
|
||||
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_SEAD
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
|
||||
local TargetPositionText = TargetCoord:ToString()
|
||||
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Execute a Suppression of Enemy Air Defenses.\n" ..
|
||||
"Initial Coordinates: " .. TargetPositionText .. "\n" ..
|
||||
"Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]"
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_BAI
|
||||
|
||||
--- The TASK_BAI class
|
||||
-- @type TASK_BAI
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_BAI = {
|
||||
ClassName = "TASK_BAI",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_BAI.
|
||||
-- @param #TASK_BAI self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_BAI self
|
||||
function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_BAI
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
|
||||
local TargetPositionText = TargetCoord:ToString()
|
||||
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Execute a Battlefield Air Interdiction of a group of enemy targets.\n" ..
|
||||
"Initial Coordinates: " .. TargetPositionText .. "\n" ..
|
||||
"Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]"
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_CAS
|
||||
|
||||
--- The TASK_CAS class
|
||||
-- @type TASK_CAS
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_CAS = {
|
||||
ClassName = "TASK_CAS",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CAS.
|
||||
-- @param #TASK_CAS self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_CAS self
|
||||
function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_CAS
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
|
||||
local TargetPositionText = TargetCoord:ToString()
|
||||
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Execute a Close Air Support for a group of enemy targets.\n" ..
|
||||
"Beware of friendlies at the vicinity!\n" ..
|
||||
"Initial Coordinates: " .. TargetPositionText .. "\n" ..
|
||||
"Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]"
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
294
Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua
Normal file
294
Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua
Normal file
@@ -0,0 +1,294 @@
|
||||
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER}
|
||||
--
|
||||
-- The @{#TASK_A2G_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) TASK_A2G_DISPATCHER constructor:
|
||||
-- --------------------------------------
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-03-09: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2G_Dispatcher
|
||||
|
||||
do -- TASK_A2G_DISPATCHER
|
||||
|
||||
--- TASK_A2G_DISPATCHER class.
|
||||
-- @type TASK_A2G_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
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
TASK_A2G_DISPATCHER = {
|
||||
ClassName = "TASK_A2G_DISPATCHER",
|
||||
Mission = nil,
|
||||
Detection = nil,
|
||||
Tasks = {},
|
||||
}
|
||||
|
||||
|
||||
--- TASK_A2G_DISPATCHER constructor.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
|
||||
-- @return #TASK_A2G_DISPATCHER self
|
||||
function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
|
||||
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
|
||||
self.Detection:FilterCategories( Unit.Category.GROUND_UNIT, Unit.Category.SHIP )
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
|
||||
--- OnAfter Transition Handler for Event Assign.
|
||||
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string PlayerName
|
||||
|
||||
self:__Start( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a SEAD task when there are targets for it.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.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 #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
|
||||
-- Determine if the set has radar targets. If it does, construct a SEAD task.
|
||||
local GroundUnitCount = DetectedSet:HasGroundUnits()
|
||||
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem )
|
||||
|
||||
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 #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
|
||||
-- Determine if the set has radar targets. If it does, construct a SEAD task.
|
||||
local GroundUnitCount = DetectedSet:HasGroundUnits()
|
||||
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem )
|
||||
|
||||
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 DetectedItem is Changed AND the state of the Task is "Planned".
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param #boolean DetectedItemID
|
||||
-- @param #boolean DetectedItemChange
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged )
|
||||
|
||||
if Task then
|
||||
if Task:IsStatePlanned() and DetectedItemChanged == true then
|
||||
self:E( "Removing Tasking: " .. Task:GetTaskName() )
|
||||
Mission:RemoveTask( Task )
|
||||
self.Tasks[DetectedItemID] = nil
|
||||
end
|
||||
end
|
||||
|
||||
return Task
|
||||
end
|
||||
|
||||
|
||||
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
|
||||
self:E()
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
if Mission:IsIDLE() or Mission:IsENGAGED() then
|
||||
|
||||
local TaskReport = REPORT:New()
|
||||
|
||||
--- First we need to the detected targets.
|
||||
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
|
||||
|
||||
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
DetectedSet:Flush()
|
||||
|
||||
local DetectedItemID = DetectedItem.ID
|
||||
local DetectedItemIndex = DetectedItem.Index
|
||||
local DetectedItemChanged = DetectedItem.Changed
|
||||
|
||||
local Task = self.Tasks[DetectedItemID]
|
||||
Task = self:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
|
||||
|
||||
-- Evaluate SEAD
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
-- Evaluate CAS
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
-- Evaluate BAI
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Task then
|
||||
self.Tasks[DetectedItemID] = Task
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
Task:SetDispatcher( self )
|
||||
Task:SetInfo( "ThreatLevel", DetectedSet:CalculateThreatLevelA2G() )
|
||||
Task:SetInfo( "Detection", Detection:DetectedItemReportSummary( DetectedItemIndex ) )
|
||||
Task:SetInfo( "Changes", Detection:GetChangeText( DetectedItem ) )
|
||||
Mission:AddTask( Task )
|
||||
else
|
||||
self:E("This should not happen")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
TaskReport:Add( Task:GetName() )
|
||||
|
||||
-- OK, so the tasking has been done, now delete the changes reported for the area.
|
||||
Detection:AcceptChanges( DetectedItem )
|
||||
end
|
||||
|
||||
-- TODO set menus using the HQ coordinator
|
||||
Mission:GetCommandCenter():SetMenu()
|
||||
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
916
Moose Development/Moose/Tasking/Task_CARGO.lua
Normal file
916
Moose Development/Moose/Tasking/Task_CARGO.lua
Normal file
@@ -0,0 +1,916 @@
|
||||
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers.
|
||||
-- The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.
|
||||
--
|
||||
-- This collection of classes in this module define tasks for human players to handle these cargo objects.
|
||||
-- Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.
|
||||
--
|
||||
-- The following classes are important to consider:
|
||||
--
|
||||
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
|
||||
--
|
||||
-- ==
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_Cargo
|
||||
|
||||
do -- TASK_CARGO
|
||||
|
||||
--- @type TASK_CARGO
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
---
|
||||
-- # TASK_CARGO class, extends @{Task#TASK}
|
||||
--
|
||||
-- ## A flexible tasking system
|
||||
--
|
||||
-- The TASK_CARGO classes provide you with a flexible tasking sytem,
|
||||
-- that allows you to transport cargo of various types between various locations
|
||||
-- and various dedicated deployment zones.
|
||||
--
|
||||
-- The cargo in scope of the TASK_CARGO classes must be explicitly given, and is of type SET_CARGO.
|
||||
-- The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission.
|
||||
--
|
||||
--
|
||||
-- ## Task execution experience from the player perspective
|
||||
--
|
||||
-- A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
|
||||
-- The player needs to accept the task from the task overview list within the mission, using the radio menus.
|
||||
--
|
||||
-- Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
|
||||
-- an extra **Cargo Handling Radio Menu** that contains the CARGO objects that need to be transported.
|
||||
--
|
||||
-- Each CARGO object has a certain state:
|
||||
--
|
||||
-- * **UnLoaded**: The CARGO is located within the battlefield. It may still need to be transported.
|
||||
-- * **Loaded**: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
|
||||
-- * **Boarding**: The CARGO is running or moving towards your Carrier for loading.
|
||||
-- * **UnBoarding**: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone.
|
||||
--
|
||||
-- Cargo must be transported towards different **Deployment @{Zone}s**.
|
||||
--
|
||||
-- The Cargo Handling Radio Menu system allows to execute **various actions** to handle the cargo.
|
||||
-- In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed.
|
||||
-- Depending on the location of your Carrier unit, the menu options will vary.
|
||||
--
|
||||
--
|
||||
-- ## Cargo Pickup and Boarding
|
||||
--
|
||||
-- For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen **Reporting Range**.
|
||||
-- Therefore, it is important that you steer your Carrier within the Reporting Range,
|
||||
-- so that boarding actions can be executed on the cargo.
|
||||
-- To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu:
|
||||
--
|
||||
-- ### Board Cargo
|
||||
--
|
||||
-- If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option.
|
||||
-- Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo
|
||||
-- pickup. If the cargo moves to your carrier, it will indicate the boarding status.
|
||||
-- Note that multiple units need to board your Carrier, so it is required to await the full boarding process.
|
||||
-- Once the cargo is fully boarded within your Carrier, you will be notified of this.
|
||||
--
|
||||
-- Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated.
|
||||
-- If during boarding the Carrier gets airborne, the boarding process will be cancelled.
|
||||
--
|
||||
-- ## Pickup Cargo
|
||||
--
|
||||
-- If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location.
|
||||
-- Routing information is shown in flight that directs you to the cargo within Reporting Range.
|
||||
-- Upon arrival, the Cargo will contact you and further instructions will be given.
|
||||
-- When your Carrier is airborne, you will receive instructions to land your Carrier.
|
||||
-- The action will not be completed until you've landed your Carrier.
|
||||
--
|
||||
--
|
||||
-- ## Cargo Deploy and UnBoarding
|
||||
--
|
||||
-- Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying @{Zone} type.
|
||||
-- The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone.
|
||||
--
|
||||
-- ### UnBoard Cargo
|
||||
--
|
||||
-- If your Carrier is already within a Deployment Zone,
|
||||
-- then the Cargo Handling Radio Menu allows to **UnBoard** a specific cargo that is
|
||||
-- loaded within your Carrier group into the Deployment Zone.
|
||||
-- Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier.
|
||||
-- Ensure that you stay at the position or stay on the ground while Unboarding.
|
||||
-- If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled.
|
||||
--
|
||||
-- ### Deploy Cargo
|
||||
--
|
||||
-- If your Carrier is not within a Deployment Zone, you'll need to fly towards one.
|
||||
-- Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards.
|
||||
-- Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center.
|
||||
-- Upon arrival, the HQ will provide you with further instructions.
|
||||
-- When your Carrier is airborne, you will receive instructions to land your Carrier.
|
||||
-- The action will not be completed until you've landed your Carrier!
|
||||
--
|
||||
-- ## Handle TASK_CARGO Events ...
|
||||
--
|
||||
-- The TASK_CARGO classes define @{Cargo} transport tasks,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
--
|
||||
-- ### Specific TASK_CARGO Events
|
||||
--
|
||||
-- Specific Cargo Handling event can be captured, that allow to trigger specific actions!
|
||||
--
|
||||
-- * **Boarded**: Triggered when the Cargo has been Boarded into your Carrier.
|
||||
-- * **UnBoarded**: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone.
|
||||
--
|
||||
-- ### Standard TASK_CARGO Events
|
||||
--
|
||||
-- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following standard statuses:
|
||||
--
|
||||
-- * **None**: Start of the process.
|
||||
-- * **Planned**: The cargo task is planned.
|
||||
-- * **Assigned**: The cargo task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The cargo task is successfully completed.
|
||||
-- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #TASK_CARGO
|
||||
--
|
||||
TASK_CARGO = {
|
||||
ClassName = "TASK_CARGO",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CARGO.
|
||||
-- @param #TASK_CARGO 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 Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
|
||||
-- @param #string TaskType The type of Cargo task.
|
||||
-- @param #string TaskBriefing The Cargo Task briefing.
|
||||
-- @return #TASK_CARGO self
|
||||
function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_CARGO
|
||||
self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType})
|
||||
|
||||
self.SetCargo = SetCargo
|
||||
self.TaskType = TaskType
|
||||
|
||||
self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value
|
||||
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
|
||||
|
||||
Fsm:AddTransition( { "Assigned", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Landed", "Boarding" }, "SelectAction", "*" )
|
||||
|
||||
Fsm:AddTransition( "*", "RouteToPickup", "RoutingToPickup" )
|
||||
Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup", Cancelled = "CancelRouteToPickup" } )
|
||||
Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" )
|
||||
Fsm:AddTransition( "Cancelled", "CancelRouteToPickup", "WaitingForCommand" )
|
||||
|
||||
Fsm:AddTransition( "*", "RouteToDeploy", "RoutingToDeploy" )
|
||||
Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy", Cancelled = "CancelRouteToDeploy" } )
|
||||
Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" )
|
||||
Fsm:AddTransition( "Cancelled", "CancelRouteToDeploy", "WaitingForCommand" )
|
||||
|
||||
Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy", "Landing" }, "Land", "Landing" )
|
||||
Fsm:AddTransition( "Landing", "Landed", "Landed" )
|
||||
|
||||
Fsm:AddTransition( "*", "PrepareBoarding", "AwaitBoarding" )
|
||||
Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" )
|
||||
Fsm:AddTransition( "Boarding", "Boarded", "Boarded" )
|
||||
|
||||
Fsm:AddTransition( "*", "PrepareUnBoarding", "AwaitUnBoarding" )
|
||||
Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" )
|
||||
Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" )
|
||||
|
||||
|
||||
Fsm:AddTransition( "Deployed", "Success", "Success" )
|
||||
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_CARGO#TASK_CARGO Task
|
||||
function Fsm:onafterSelectAction( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
local MenuTime = timer.getTime()
|
||||
|
||||
TaskUnit.Menu = MENU_GROUP:New( TaskUnit:GetGroup(), Task:GetName() .. " @ " .. TaskUnit:GetName() ):SetTime( MenuTime )
|
||||
|
||||
|
||||
Task.SetCargo:ForEachCargo(
|
||||
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
|
||||
if Cargo:IsAlive() then
|
||||
|
||||
-- if Task:is( "RoutingToPickup" ) then
|
||||
-- MENU_GROUP_COMMAND:New(
|
||||
-- TaskUnit:GetGroup(),
|
||||
-- "Cancel Route " .. Cargo.Name,
|
||||
-- TaskUnit.Menu,
|
||||
-- self.MenuRouteToPickupCancel,
|
||||
-- self,
|
||||
-- Cargo
|
||||
-- ):SetTime(MenuTime)
|
||||
-- end
|
||||
|
||||
if Cargo:IsUnLoaded() then
|
||||
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Board cargo " .. Cargo.Name,
|
||||
TaskUnit.Menu,
|
||||
self.MenuBoardCargo,
|
||||
self,
|
||||
Cargo
|
||||
):SetTime(MenuTime)
|
||||
else
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Route to Pickup cargo " .. Cargo.Name,
|
||||
TaskUnit.Menu,
|
||||
self.MenuRouteToPickup,
|
||||
self,
|
||||
Cargo
|
||||
):SetTime(MenuTime)
|
||||
end
|
||||
end
|
||||
|
||||
if Cargo:IsLoaded() then
|
||||
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Unboard cargo " .. Cargo.Name,
|
||||
TaskUnit.Menu,
|
||||
self.MenuUnBoardCargo,
|
||||
self,
|
||||
Cargo
|
||||
):SetTime(MenuTime)
|
||||
|
||||
-- Deployzones are optional zones that can be selected to request routing information.
|
||||
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
|
||||
if not Cargo:IsInZone( DeployZone ) then
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Route to Deploy cargo at " .. DeployZoneName,
|
||||
TaskUnit.Menu,
|
||||
self.MenuRouteToDeploy,
|
||||
self,
|
||||
DeployZone
|
||||
):SetTime(MenuTime)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
)
|
||||
|
||||
TaskUnit.Menu:Remove( MenuTime )
|
||||
|
||||
|
||||
self:__SelectAction( -15 )
|
||||
|
||||
--Task:GetMission():GetCommandCenter():MessageToGroup("Cargo menu is ready ...", TaskUnit:GetGroup() )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
TaskUnit.Menu:Remove()
|
||||
end
|
||||
|
||||
function Fsm:MenuBoardCargo( Cargo )
|
||||
self:__PrepareBoarding( 1.0, Cargo )
|
||||
end
|
||||
|
||||
function Fsm:MenuUnBoardCargo( Cargo, DeployZone )
|
||||
self:__PrepareUnBoarding( 1.0, Cargo, DeployZone )
|
||||
end
|
||||
|
||||
function Fsm:MenuRouteToPickup( Cargo )
|
||||
self:__RouteToPickup( 1.0, Cargo )
|
||||
end
|
||||
|
||||
function Fsm:MenuRouteToDeploy( DeployZone )
|
||||
self:__RouteToDeploy( 1.0, DeployZone )
|
||||
end
|
||||
|
||||
--- Route to Cargo
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Cargo#CARGO Cargo
|
||||
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if Cargo:IsAlive() then
|
||||
self.Cargo = Cargo -- Core.Cargo#CARGO
|
||||
Task:SetCargoPickup( self.Cargo, TaskUnit )
|
||||
self:__RouteToPickupPoint( -0.1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterArriveAtPickup( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if self.Cargo:IsAlive() then
|
||||
if TaskUnit:IsAir() then
|
||||
self.Cargo.CargoObject:GetUnit(1):SmokeRed()
|
||||
self:__Land( -0.1, "Pickup" )
|
||||
else
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterCancelRouteToPickup( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
--- Route to DeployZone
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self:E( DeployZone )
|
||||
self.DeployZone = DeployZone
|
||||
Task:SetDeployZone( self.DeployZone, TaskUnit )
|
||||
self:__RouteToDeployZone( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterArriveAtDeploy( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if TaskUnit:IsAir() then
|
||||
self:__Land( -0.1, "Deploy" )
|
||||
else
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterCancelRouteToDeploy( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if self.Cargo:IsAlive() then
|
||||
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
if TaskUnit:InAir() then
|
||||
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
|
||||
self:__Land( -10, Action )
|
||||
else
|
||||
Task:GetMission():GetCommandCenter():MessageToGroup( "Landed ...", TaskUnit:GetGroup() )
|
||||
self:__Landed( -0.1, Action )
|
||||
end
|
||||
else
|
||||
if Action == "Pickup" then
|
||||
self:__RouteToPickupZone( -0.1 )
|
||||
else
|
||||
self:__RouteToDeployZone( -0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if self.Cargo:IsAlive() then
|
||||
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
if TaskUnit:InAir() then
|
||||
self:__Land( -0.1, Action )
|
||||
else
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
else
|
||||
if Action == "Pickup" then
|
||||
self:__RouteToPickupZone( -0.1 )
|
||||
else
|
||||
self:__RouteToDeployZone( -0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if Cargo and Cargo:IsAlive() then
|
||||
self.Cargo = Cargo -- Core.Cargo#CARGO_GROUP
|
||||
self:__Board( -0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterBoard( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
function self.Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess )
|
||||
self:E({From, Event, To, TaskUnit, TaskProcess })
|
||||
TaskProcess:__Boarded( 0.1 )
|
||||
end
|
||||
|
||||
if self.Cargo:IsAlive() then
|
||||
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
if TaskUnit:InAir() then
|
||||
--- ABORT the boarding. Split group if any and go back to select action.
|
||||
else
|
||||
self.Cargo:MessageToGroup( "Boarding ...", TaskUnit:GetGroup() )
|
||||
self.Cargo:Board( TaskUnit, 20, self )
|
||||
end
|
||||
else
|
||||
--self:__ArriveAtCargo( -0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterBoarded( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self.Cargo:MessageToGroup( "Boarded ...", TaskUnit:GetGroup() )
|
||||
self:__SelectAction( 1 )
|
||||
|
||||
-- TODO:I need to find a more decent solution for this.
|
||||
Task:E( { CargoPickedUp = Task.CargoPickedUp } )
|
||||
if self.Cargo:IsAlive() then
|
||||
if Task.CargoPickedUp then
|
||||
Task:CargoPickedUp( TaskUnit, self.Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Cargo
|
||||
-- @param Core.Zone#ZONE_BASE DeployZone
|
||||
function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo } )
|
||||
|
||||
self.Cargo = Cargo
|
||||
self.DeployZone = nil
|
||||
|
||||
-- Check if the Cargo is at a deployzone... If it is, provide it as a parameter!
|
||||
if Cargo:IsAlive() then
|
||||
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
|
||||
if Cargo:IsInZone( DeployZone ) then
|
||||
self.DeployZone = DeployZone -- Core.Zone#ZONE_BASE
|
||||
break
|
||||
end
|
||||
end
|
||||
self:__UnBoard( -0.1, Cargo, self.DeployZone )
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Cargo
|
||||
-- @param Core.Zone#ZONE_BASE DeployZone
|
||||
function Fsm:onafterUnBoard( TaskUnit, Task, From, Event, To, Cargo, DeployZone )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo, DeployZone } )
|
||||
|
||||
function self.Cargo:OnEnterUnLoaded( From, Event, To, DeployZone, TaskProcess )
|
||||
self:E({From, Event, To, DeployZone, TaskProcess })
|
||||
TaskProcess:__UnBoarded( -0.1 )
|
||||
end
|
||||
|
||||
if self.Cargo:IsAlive() then
|
||||
self.Cargo:MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup() )
|
||||
if DeployZone then
|
||||
self.Cargo:UnBoard( DeployZone:GetPointVec2(), 400, self )
|
||||
else
|
||||
self.Cargo:UnBoard( TaskUnit:GetPointVec2():AddX(60), 400, self )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterUnBoarded( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self.Cargo:MessageToGroup( "UnBoarded ...", TaskUnit:GetGroup() )
|
||||
|
||||
-- TODO:I need to find a more decent solution for this.
|
||||
Task:E( { CargoDeployed = Task.CargoDeployed } )
|
||||
if self.Cargo:IsAlive() then
|
||||
if Task.CargoDeployed then
|
||||
Task:CargoDeployed( TaskUnit, self.Cargo, self.DeployZone )
|
||||
end
|
||||
end
|
||||
|
||||
self:__SelectAction( 1 )
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
function TASK_CARGO:GetPlannedMenuText()
|
||||
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @return Core.Set#SET_CARGO The Cargo Set.
|
||||
function TASK_CARGO:GetCargoSet()
|
||||
|
||||
return self.SetCargo
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @return #list<Core.Zone#ZONE_BASE> The Deployment Zones.
|
||||
function TASK_CARGO:GetDeployZones()
|
||||
|
||||
return self.DeployZones
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param AI.AI_Cargo#AI_CARGO Cargo The cargo.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit )
|
||||
|
||||
self:F({Cargo, TaskUnit})
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteCargo:Reset()
|
||||
ActRouteCargo:SetCoordinate( Cargo:GetCoordinate() )
|
||||
ActRouteCargo:SetRange( Cargo:GetBoardingRange() )
|
||||
ActRouteCargo:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Cargo " .. Cargo:GetName(), TaskUnit.Menu )
|
||||
ActRouteCargo:Start()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Core.Zone#ZONE DeployZone
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteDeployZone:Reset()
|
||||
ActRouteDeployZone:SetZone( DeployZone )
|
||||
ActRouteDeployZone:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Deploy Zone" .. DeployZone:GetName(), TaskUnit.Menu )
|
||||
ActRouteDeployZone:Start()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Core.Zone#ZONE DeployZone
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit )
|
||||
|
||||
self.DeployZones[DeployZone:GetName()] = DeployZone
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Core.Zone#ZONE DeployZone
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit )
|
||||
|
||||
self.DeployZones[DeployZone:GetName()] = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param @list<Core.Zone#ZONE> DeployZones
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit )
|
||||
|
||||
for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
self.DeployZones[DeployZone:GetName()] = DeployZone
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
||||
function TASK_CARGO:GetTargetZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteTarget:GetZone()
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #string Text The text to display to the player, when the target has been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetScoreOnDestroy( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a penalty when the A2G attack has failed.
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #string Text The text to display to the player, when the A2G attack has failed.
|
||||
-- @param #number Penalty The penalty in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", Text, Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- TASK_CARGO_TRANSPORT
|
||||
|
||||
--- The TASK_CARGO_TRANSPORT class
|
||||
-- @type TASK_CARGO_TRANSPORT
|
||||
-- @extends #TASK_CARGO
|
||||
TASK_CARGO_TRANSPORT = {
|
||||
ClassName = "TASK_CARGO_TRANSPORT",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CARGO_TRANSPORT.
|
||||
-- @param #TASK_CARGO_TRANSPORT 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 Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
|
||||
-- @param #string TaskBriefing The Cargo Task briefing.
|
||||
-- @return #TASK_CARGO_TRANSPORT self
|
||||
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport", TaskBriefing ) ) -- #TASK_CARGO_TRANSPORT
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
|
||||
-- Events
|
||||
|
||||
self:AddTransition( "*", "CargoPickedUp", "*" )
|
||||
self:AddTransition( "*", "CargoDeployed", "*" )
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] CargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] __CargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] CargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] __CargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
local CargoReport = REPORT:New( "Transport Cargo. The following cargo needs to be transported including initial positions:")
|
||||
|
||||
SetCargo:ForEachCargo(
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
local CargoType = Cargo:GetType()
|
||||
local CargoName = Cargo:GetName()
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToString() ) )
|
||||
end
|
||||
)
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
CargoReport:Text()
|
||||
)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @return #boolean
|
||||
function TASK_CARGO_TRANSPORT:IsAllCargoTransported()
|
||||
|
||||
local CargoSet = self:GetCargoSet()
|
||||
local Set = CargoSet:GetSet()
|
||||
|
||||
local DeployZones = self:GetDeployZones()
|
||||
|
||||
local CargoDeployed = true
|
||||
|
||||
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
|
||||
for CargoID, CargoData in pairs( Set ) do
|
||||
local Cargo = CargoData -- Core.Cargo#CARGO
|
||||
|
||||
-- Loop the DeployZones set for the TASK_CARGO_TRANSPORT.
|
||||
for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
|
||||
-- If there is a Cargo not in one of DeployZones, then not all Cargo is deployed.
|
||||
self:T( { Cargo.CargoObject } )
|
||||
if Cargo:IsInZone( DeployZone ) then
|
||||
else
|
||||
CargoDeployed = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return CargoDeployed
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@@ -41,11 +41,6 @@ do -- TASK_PICKUP
|
||||
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
|
||||
|
||||
|
||||
@@ -1,78 +0,0 @@
|
||||
--- 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
|
||||
@@ -1,246 +0,0 @@
|
||||
--- Provides a logging of statistics in a running DCS Mission.
|
||||
-- @script eStatHandler
|
||||
|
||||
|
||||
|
||||
|
||||
--Handler table
|
||||
local eStatHandler = {}
|
||||
local _StatRunID
|
||||
|
||||
--Neccessary tables for string instead of integers
|
||||
SETCoalition =
|
||||
{
|
||||
[1] = "red",
|
||||
[2] = "blue",
|
||||
}
|
||||
|
||||
SETGroupCat =
|
||||
{
|
||||
[1] = "AIRPLANE",
|
||||
[2] = "HELICOPTER",
|
||||
[3] = "GROUND",
|
||||
[4] = "SHIP",
|
||||
[5] = "STRUCTURE",
|
||||
}
|
||||
|
||||
SETWeaponCatName =
|
||||
{
|
||||
[0] = "SHELL",
|
||||
[1] = "MISSILE",
|
||||
[2] = "ROCKET",
|
||||
[3] = "BOMB",
|
||||
}
|
||||
|
||||
wEvent = {
|
||||
"S_EVENT_SHOT",
|
||||
"S_EVENT_HIT",
|
||||
"S_EVENT_TAKEOFF",
|
||||
"S_EVENT_LAND",
|
||||
"S_EVENT_CRASH",
|
||||
"S_EVENT_EJECTION",
|
||||
"S_EVENT_REFUELING",
|
||||
"S_EVENT_DEAD",
|
||||
"S_EVENT_PILOT_DEAD",
|
||||
"S_EVENT_BASE_CAPTURED",
|
||||
"S_EVENT_MISSION_START",
|
||||
"S_EVENT_MISSION_END",
|
||||
"S_EVENT_TOOK_CONTROL",
|
||||
"S_EVENT_REFUELING_STOP",
|
||||
"S_EVENT_BIRTH",
|
||||
"S_EVENT_HUMAN_FAILURE",
|
||||
"S_EVENT_ENGINE_STARTUP",
|
||||
"S_EVENT_ENGINE_SHUTDOWN",
|
||||
"S_EVENT_PLAYER_ENTER_UNIT",
|
||||
"S_EVENT_PLAYER_LEAVE_UNIT",
|
||||
"S_EVENT_PLAYER_COMMENT",
|
||||
"S_EVENT_SHOOTING_START",
|
||||
"S_EVENT_SHOOTING_END",
|
||||
"S_EVENT_MAX",
|
||||
}
|
||||
|
||||
statEventsTable = {}
|
||||
|
||||
|
||||
function SecondsToClock(sSeconds)
|
||||
local nSeconds = sSeconds
|
||||
if nSeconds == 0 then
|
||||
--return nil;
|
||||
return "00:00:00";
|
||||
else
|
||||
nHours = string.format("%02.f", math.floor(nSeconds/3600));
|
||||
nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60)));
|
||||
nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60));
|
||||
return nHours..":"..nMins..":"..nSecs
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function eStatHandler:onEvent(e)
|
||||
local InitID_ = ""
|
||||
local InitName = ""
|
||||
local WorldEvent = wEvent[e.id]
|
||||
local InitCoa = ""
|
||||
local InitGroupCat = ""
|
||||
local InitType = ""
|
||||
local InitPlayer = ""
|
||||
local eWeaponCat = ""
|
||||
local eWeaponName = ""
|
||||
local TargID_ = ""
|
||||
local TargName = ""
|
||||
local TargType = ""
|
||||
local TargPlayer = ""
|
||||
local TargCoa = ""
|
||||
local TargGroupCat = ""
|
||||
|
||||
if e.initiator and Object.getCategory(e.initiator) == Object.Category.UNIT then
|
||||
--Initiator variables
|
||||
local InitGroup = e.initiator:getGroup()
|
||||
InitID_ = e.initiator.id_
|
||||
if e.initiator:getName() then
|
||||
InitName = e.initiator:getName()
|
||||
end
|
||||
if InitGroup:getCoalition() then
|
||||
InitCoa = SETCoalition[InitGroup:getCoalition()]
|
||||
end
|
||||
if InitGroup:getCategory() then
|
||||
InitGroupCat = SETGroupCat[InitGroup:getCategory() + 1]
|
||||
end
|
||||
InitType = e.initiator:getTypeName()
|
||||
|
||||
--Get initiator player name or AI if NIL
|
||||
if e.initiator:getPlayerName() == nil then
|
||||
InitPlayer = "AI"
|
||||
else
|
||||
InitPlayer = e.initiator:getPlayerName()
|
||||
end
|
||||
else
|
||||
if e.initiator then
|
||||
local InitGroup = e.initiator:getGroup()
|
||||
InitID_ = e.initiator.id_
|
||||
if e.initiator:getName() then
|
||||
InitName = e.initiator:getName()
|
||||
end
|
||||
InitCoa = SETCoalition[InitGroup:getCoalition()]
|
||||
InitGroupCat = SETGroupCat[InitGroup:getCategory() + 1]
|
||||
InitType = e.initiator:getTypeName()
|
||||
|
||||
--Get initiator player name or AI if NIL
|
||||
if e.initiator:getPlayerName() == nil then
|
||||
InitPlayer = "AI"
|
||||
else
|
||||
InitPlayer = e.initiator:getPlayerName()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Weapon variables
|
||||
if e.weapon == nil then
|
||||
eWeaponCat = ""
|
||||
eWeaponName = ""
|
||||
else
|
||||
local eWeaponDesc = e.weapon:getDesc()
|
||||
eWeaponCat = SETWeaponCatName[eWeaponDesc.category]
|
||||
eWeaponName = eWeaponDesc.displayName
|
||||
end
|
||||
|
||||
--Target variables
|
||||
if e.target == nil then
|
||||
TargID_ = ""
|
||||
TargName = ""
|
||||
TargType = ""
|
||||
TargPlayer = ""
|
||||
TargCoa = ""
|
||||
TargGroupCat = ""
|
||||
elseif Object.getCategory(e.target) == Object.Category.UNIT then
|
||||
local TargGroup = e.target:getGroup()
|
||||
TargID_ = e.target.id_
|
||||
if e.target:getName() then
|
||||
TargName = e.target:getName()
|
||||
end
|
||||
TargType = e.target:getTypeName()
|
||||
TargCoa = SETCoalition[TargGroup:getCoalition()]
|
||||
TargGroupCat = SETGroupCat[TargGroup:getCategory() + 1]
|
||||
|
||||
--Get target player name or AI if NIL
|
||||
if not e.target:getPlayerName() then
|
||||
TargPlayer = "AI"
|
||||
else
|
||||
TargPlayer = e.target:getPlayerName()
|
||||
end
|
||||
else
|
||||
TargType = e.target:getTypeName()
|
||||
TargID_ = ""
|
||||
TargName = ""
|
||||
TargPlayer = ""
|
||||
TargCoa = ""
|
||||
TargGroupCat = ""
|
||||
end
|
||||
|
||||
--write events to table
|
||||
statEventsTable[#statEventsTable + 1] =
|
||||
{
|
||||
[1] = _StatRunID,
|
||||
[2] = SecondsToClock(timer.getTime()),
|
||||
[3] = WorldEvent,
|
||||
[4] = InitID_,
|
||||
[5] = InitName,
|
||||
[6] = InitCoa,
|
||||
[7] = InitGroupCat,
|
||||
[8] = InitType,
|
||||
[9] = InitPlayer,
|
||||
[10] = eWeaponCat,
|
||||
[11] = eWeaponName,
|
||||
[12] = TargID_,
|
||||
[13] = TargName,
|
||||
[14] = TargCoa,
|
||||
[15] = TargGroupCat,
|
||||
[16] = TargType,
|
||||
[17] = TargPlayer,
|
||||
}
|
||||
env.info( 'Event: ' .. _StatRunID .. '~ ' .. SecondsToClock(timer.getTime()) .. '~ ' .. WorldEvent .. '~ ' .. InitID_ .. '~ ' .. InitName .. '~ ' .. InitCoa .. '~ ' .. InitGroupCat .. '~ ' .. InitType .. '~ ' .. InitPlayer ..
|
||||
'~ ' .. eWeaponCat .. '~ ' .. eWeaponName .. '~ ' .. TargID_ .. '~ ' .. TargName .. '~ ' .. TargCoa .. '~ ' .. TargGroupCat .. '~ ' .. TargType .. '~ ' .. TargPlayer )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
do
|
||||
|
||||
local StatFile,err
|
||||
|
||||
|
||||
function StatOpen()
|
||||
local fdir = lfs.writedir() .. [[Logs\]] .. "Events_" .. os.date( "%Y-%m-%d_%H-%M-%S" ) .. ".csv"
|
||||
StatFile,err = io.open(fdir,"w+")
|
||||
if not StatFile then
|
||||
local errmsg = 'Error: No Logs folder found in the User\\Saved Games\\DCS\\Logs directory...' .. 'Save_stat . sample: C:\\Users\\youname\\Saved Games\\DCS\\Logs'
|
||||
trigger.action.outText(errmsg, 10)
|
||||
return print(err)
|
||||
end
|
||||
StatFile:write("RunID~Time~Event~Initiator ID~Initiator Name~Initiator Coalition~Initiator Group Category~Initiator Type~Initiator Player~Weapon Category~Weapon Name~Target ID~Target Name~Target Coalition~Target Group Category~Target Type~Target Player\n")
|
||||
|
||||
_StatRunID = os.date("%y-%m-%d_%H-%M-%S")
|
||||
routines.scheduleFunction( StatSave, { }, timer.getTime() + 1, 1)
|
||||
end
|
||||
|
||||
function StatSave()
|
||||
--write statistic information to file
|
||||
for Index, eDetails in ipairs(statEventsTable) do
|
||||
for eInfoName, eInfoData in ipairs(eDetails) do
|
||||
StatFile:write(eInfoData.."~")
|
||||
end
|
||||
StatFile:write("\n")
|
||||
end
|
||||
statEventsTable = {}
|
||||
end
|
||||
|
||||
function StatClose()
|
||||
StatFile:close()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
world.addEventHandler(eStatHandler)
|
||||
StatOpen()
|
||||
|
||||
@@ -276,6 +276,16 @@ UTILS.tostringLL = function( lat, lon, acc, DMS)
|
||||
end
|
||||
end
|
||||
|
||||
-- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5.
|
||||
UTILS.tostringMGRS = function(MGRS, acc) --R2.1
|
||||
if acc == 0 then
|
||||
return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph
|
||||
else
|
||||
return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph .. ' ' .. string.format('%0' .. acc .. 'd', UTILS.Round(MGRS.Easting/(10^(5-acc)), 0))
|
||||
.. ' ' .. string.format('%0' .. acc .. 'd', UTILS.Round(MGRS.Northing/(10^(5-acc)), 0))
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- From http://lua-users.org/wiki/SimpleRound
|
||||
-- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place
|
||||
|
||||
@@ -73,7 +73,7 @@ CLIENT = {
|
||||
-- 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 )
|
||||
function CLIENT:Find( DCSUnit, Error )
|
||||
local ClientName = DCSUnit:getName()
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
@@ -82,7 +82,9 @@ function CLIENT:Find( DCSUnit )
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
if not Error then
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
--
|
||||
-- Find below a list of the **assigned task** methods:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.TaskAttackControllable}: (AIR) Attack a Controllable.
|
||||
-- * @{#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Controllable.
|
||||
-- * @{#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c).
|
||||
-- * @{#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit.
|
||||
-- * @{#CONTROLLABLE.TaskBombing}: (AIR) Delivering weapon at the point on the ground.
|
||||
@@ -38,7 +38,7 @@
|
||||
-- * @{#CONTROLLABLE.TaskEmbarking}: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
|
||||
-- * @{#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
|
||||
-- * @{#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne controllable.
|
||||
-- * @{#CONTROLLABLE.TaskFAC_AttackControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
|
||||
-- * @{#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
|
||||
-- * @{#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire some or all ammunition at a VEC2 point.
|
||||
-- * @{#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne controllable.
|
||||
-- * @{#CONTROLLABLE.TaskHold}: (GROUND) Hold ground controllable from moving.
|
||||
@@ -222,6 +222,24 @@ end
|
||||
|
||||
-- Tasks
|
||||
|
||||
--- Clear all tasks from the controllable.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return #CONTROLLABLE
|
||||
function CONTROLLABLE:ClearTasks()
|
||||
self:F2()
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
|
||||
if DCSControllable then
|
||||
local Controller = self:_GetController()
|
||||
Controller:resetTask()
|
||||
return self
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Popping current Task from the controllable.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return Wrapper.Controllable#CONTROLLABLE self
|
||||
@@ -439,12 +457,20 @@ function CONTROLLABLE:CommandSwitchWayPoint( FromWayPoint, ToWayPoint )
|
||||
return CommandSwitchWayPoint
|
||||
end
|
||||
|
||||
--- Perform stop route command
|
||||
--- Create a stop route command, which returns a string containing the command.
|
||||
-- Use the result in the method @{#CONTROLLABLE.SetCommand}().
|
||||
-- A value of true will make the ground group stop, a value of false will make it continue.
|
||||
-- Note that this can only work on GROUP level, although individual UNITs can be commanded, the whole GROUP will react.
|
||||
--
|
||||
-- Example missions:
|
||||
--
|
||||
-- * GRP-310
|
||||
--
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #boolean StopRoute
|
||||
-- @param #boolean StopRoute true if the ground unit needs to stop, false if it needs to continue to move.
|
||||
-- @return Dcs.DCSTasking.Task#Task
|
||||
function CONTROLLABLE:CommandStopRoute( StopRoute, Index )
|
||||
self:F2( { StopRoute, Index } )
|
||||
function CONTROLLABLE:CommandStopRoute( StopRoute )
|
||||
self:F2( { StopRoute } )
|
||||
|
||||
local CommandStopRoute = {
|
||||
id = 'StopRoute',
|
||||
@@ -469,13 +495,13 @@ end
|
||||
-- @param #number AttackQty (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 Direction (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.
|
||||
-- @param Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
|
||||
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
|
||||
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
|
||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
|
||||
|
||||
-- AttackControllable = {
|
||||
-- id = 'AttackControllable',
|
||||
-- AttackGroup = {
|
||||
-- id = 'AttackGroup',
|
||||
-- params = {
|
||||
-- groupId = Group.ID,
|
||||
-- weaponType = number,
|
||||
@@ -500,7 +526,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
|
||||
end
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'AttackControllable',
|
||||
DCSTask = { id = 'AttackGroup',
|
||||
params = {
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
@@ -518,47 +544,35 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
|
||||
--- (AIR) Attack the Unit.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Unit#UNIT AttackUnit The unit.
|
||||
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param Wrapper.Unit#UNIT AttackUnit The UNIT.
|
||||
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number AttackQty (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 Direction (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.
|
||||
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
|
||||
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
|
||||
-- @param #number Altitude (optional) The altitude from where to attack.
|
||||
-- @param #boolean Visible (optional) not a clue.
|
||||
-- @param #number WeaponType (optional) The WeaponType.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskAttackUnit( AttackUnit, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack )
|
||||
self:F2( { self.ControllableName, AttackUnit, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack } )
|
||||
|
||||
-- AttackUnit = {
|
||||
-- id = 'AttackUnit',
|
||||
-- params = {
|
||||
-- unitId = Unit.ID,
|
||||
-- weaponType = number,
|
||||
-- expend = enum AI.Task.WeaponExpend
|
||||
-- attackQty = number,
|
||||
-- direction = Azimuth,
|
||||
-- attackQtyLimit = boolean,
|
||||
-- controllableAttack = boolean,
|
||||
-- }
|
||||
-- }
|
||||
function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType )
|
||||
self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } )
|
||||
|
||||
local DCSTask
|
||||
DCSTask = {
|
||||
id = 'AttackUnit',
|
||||
params = {
|
||||
altitudeEnabled = true,
|
||||
unitId = AttackUnit:GetID(),
|
||||
attackQtyLimit = AttackQtyLimit or false,
|
||||
attackQty = AttackQty or 2,
|
||||
groupAttack = GroupAttack or false,
|
||||
visible = Visible or false,
|
||||
expend = WeaponExpend or "Auto",
|
||||
altitude = 2000,
|
||||
directionEnabled = true,
|
||||
groupAttack = true,
|
||||
--weaponType = WeaponType or 1073741822,
|
||||
direction = Direction or 0,
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude or 30,
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
weaponType = WeaponType
|
||||
}
|
||||
}
|
||||
|
||||
@@ -571,36 +585,64 @@ end
|
||||
--- (AIR) Delivering weapon at the point on the ground.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
|
||||
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number AttackQty (optional) Desired quantity of passes. The parameter is not the same in AttackControllable and AttackUnit tasks.
|
||||
-- @param #number AttackQty (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 Direction (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.
|
||||
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
|
||||
-- @param #number Altitude (optional) The altitude from where to attack.
|
||||
-- @param #number WeaponType (optional) The WeaponType.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack )
|
||||
self:F2( { self.ControllableName, Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } )
|
||||
|
||||
-- Bombing = {
|
||||
-- id = 'Bombing',
|
||||
-- params = {
|
||||
-- point = Vec2,
|
||||
-- weaponType = number,
|
||||
-- expend = enum AI.Task.WeaponExpend,
|
||||
-- attackQty = number,
|
||||
-- direction = Azimuth,
|
||||
-- controllableAttack = boolean,
|
||||
-- }
|
||||
-- }
|
||||
function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType )
|
||||
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } )
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'Bombing',
|
||||
DCSTask = {
|
||||
id = 'Bombing',
|
||||
params = {
|
||||
point = Vec2,
|
||||
weaponType = WeaponType,
|
||||
expend = WeaponExpend,
|
||||
attackQty = AttackQty,
|
||||
direction = Direction,
|
||||
controllableAttack = ControllableAttack,
|
||||
point = Vec2,
|
||||
groupAttack = GroupAttack or false,
|
||||
expend = WeaponExpend or "Auto",
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude or 30,
|
||||
weaponType = WeaponType,
|
||||
},
|
||||
},
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
--- (AIR) Attacking the map object (building, structure, e.t.c).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
|
||||
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number AttackQty (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 Direction (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.
|
||||
-- @param #number Altitude (optional) The altitude from where to attack.
|
||||
-- @param #number WeaponType (optional) The WeaponType.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType )
|
||||
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } )
|
||||
|
||||
local DCSTask
|
||||
DCSTask = {
|
||||
id = 'AttackMapObject',
|
||||
params = {
|
||||
point = Vec2,
|
||||
groupAttack = GroupAttack or false,
|
||||
expend = WeaponExpend or "Auto",
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude or 30,
|
||||
weaponType = WeaponType,
|
||||
},
|
||||
},
|
||||
|
||||
@@ -608,6 +650,7 @@ function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Di
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
|
||||
--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Point The point to hold the position.
|
||||
@@ -686,45 +729,6 @@ end
|
||||
|
||||
|
||||
|
||||
--- (AIR) Attacking the map object (building, structure, e.t.c).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point the map object is closest to. The distance between the point and the map object must not be greater than 2000 meters. Object id is not used here because Mission Editor doesn't support map object identificators.
|
||||
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number AttackQty (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 Direction (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.
|
||||
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskAttackMapObject( Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack )
|
||||
self:F2( { self.ControllableName, Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } )
|
||||
|
||||
-- AttackMapObject = {
|
||||
-- id = 'AttackMapObject',
|
||||
-- params = {
|
||||
-- point = Vec2,
|
||||
-- weaponType = number,
|
||||
-- expend = enum AI.Task.WeaponExpend,
|
||||
-- attackQty = number,
|
||||
-- direction = Azimuth,
|
||||
-- controllableAttack = boolean,
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'AttackMapObject',
|
||||
params = {
|
||||
point = Vec2,
|
||||
weaponType = WeaponType,
|
||||
expend = WeaponExpend,
|
||||
attackQty = AttackQty,
|
||||
direction = Direction,
|
||||
controllableAttack = ControllableAttack,
|
||||
},
|
||||
},
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
|
||||
--- (AIR) Delivering weapon on the runway.
|
||||
@@ -1018,8 +1022,8 @@ end
|
||||
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink )
|
||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } )
|
||||
|
||||
-- FAC_AttackControllable = {
|
||||
-- id = 'FAC_AttackControllable',
|
||||
-- FAC_AttackGroup = {
|
||||
-- id = 'FAC_AttackGroup',
|
||||
-- params = {
|
||||
-- groupId = Group.ID,
|
||||
-- weaponType = number,
|
||||
@@ -1029,7 +1033,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'FAC_AttackControllable',
|
||||
DCSTask = { id = 'FAC_AttackGroup',
|
||||
params = {
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
@@ -1121,7 +1125,7 @@ end
|
||||
-- @param #number AttackQty (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 Direction (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.
|
||||
-- @param Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
|
||||
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
|
||||
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
|
||||
self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
|
||||
@@ -1173,7 +1177,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
|
||||
end
|
||||
|
||||
|
||||
--- (AIR) Attack the Unit.
|
||||
--- (AIR) Search and attack the Unit.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Unit#UNIT EngageUnit The UNIT.
|
||||
-- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
@@ -1454,7 +1458,7 @@ end
|
||||
-- @param Dcs.DCSTypes#Vec3 Point The destination point in Vec3 format.
|
||||
-- @param #number Speed The speed to travel.
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:TaskRouteToVec2( Point, Speed )
|
||||
function CONTROLLABLE:RouteToVec2( Point, Speed )
|
||||
self:F2( { Point, Speed } )
|
||||
|
||||
local ControllablePoint = self:GetUnit( 1 ):GetVec2()
|
||||
@@ -1505,7 +1509,7 @@ end
|
||||
-- @param Dcs.DCSTypes#Vec3 Point The destination point in Vec3 format.
|
||||
-- @param #number Speed The speed to travel.
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:TaskRouteToVec3( Point, Speed )
|
||||
function CONTROLLABLE:RouteToVec3( Point, Speed )
|
||||
self:F2( { Point, Speed } )
|
||||
|
||||
local ControllableVec3 = self:GetUnit( 1 ):GetVec3()
|
||||
@@ -1602,7 +1606,7 @@ function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
|
||||
PointFrom.x = ControllablePoint.x
|
||||
PointFrom.y = ControllablePoint.y
|
||||
PointFrom.type = "Turning Point"
|
||||
PointFrom.action = "Cone"
|
||||
PointFrom.action = Formation or "Cone"
|
||||
PointFrom.speed = 20 / 1.6
|
||||
|
||||
|
||||
@@ -1643,90 +1647,6 @@ function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- (AIR) Return the Controllable to an @{Airbase#AIRBASE}
|
||||
-- A speed can be given in km/h.
|
||||
-- A given formation can be given.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Airbase#AIRBASE ReturnAirbase The @{Airbase#AIRBASE} to return to.
|
||||
-- @param #number Speed (optional) The speed.
|
||||
-- @return #string The route
|
||||
function CONTROLLABLE:RouteReturnToAirbase( ReturnAirbase, Speed )
|
||||
self:F2( { ReturnAirbase, Speed } )
|
||||
|
||||
-- Example
|
||||
-- [4] =
|
||||
-- {
|
||||
-- ["alt"] = 45,
|
||||
-- ["type"] = "Land",
|
||||
-- ["action"] = "Landing",
|
||||
-- ["alt_type"] = "BARO",
|
||||
-- ["formation_template"] = "",
|
||||
-- ["properties"] =
|
||||
-- {
|
||||
-- ["vnav"] = 1,
|
||||
-- ["scale"] = 0,
|
||||
-- ["angle"] = 0,
|
||||
-- ["vangle"] = 0,
|
||||
-- ["steer"] = 2,
|
||||
-- }, -- end of ["properties"]
|
||||
-- ["ETA"] = 527.81058817743,
|
||||
-- ["airdromeId"] = 12,
|
||||
-- ["y"] = 243127.2973737,
|
||||
-- ["x"] = -5406.2803440839,
|
||||
-- ["name"] = "DictKey_WptName_53",
|
||||
-- ["speed"] = 138.88888888889,
|
||||
-- ["ETA_locked"] = false,
|
||||
-- ["task"] =
|
||||
-- {
|
||||
-- ["id"] = "ComboTask",
|
||||
-- ["params"] =
|
||||
-- {
|
||||
-- ["tasks"] =
|
||||
-- {
|
||||
-- }, -- end of ["tasks"]
|
||||
-- }, -- end of ["params"]
|
||||
-- }, -- end of ["task"]
|
||||
-- ["speed_locked"] = true,
|
||||
-- }, -- end of [4]
|
||||
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
|
||||
if DCSControllable then
|
||||
|
||||
local ControllablePoint = self:GetVec2()
|
||||
local ControllableVelocity = self:GetMaxVelocity()
|
||||
|
||||
local PointFrom = {}
|
||||
PointFrom.x = ControllablePoint.x
|
||||
PointFrom.y = ControllablePoint.y
|
||||
PointFrom.type = "Turning Point"
|
||||
PointFrom.action = "Turning Point"
|
||||
PointFrom.speed = ControllableVelocity
|
||||
|
||||
|
||||
local PointTo = {}
|
||||
local AirbasePoint = ReturnAirbase:GetVec2()
|
||||
|
||||
PointTo.x = AirbasePoint.x
|
||||
PointTo.y = AirbasePoint.y
|
||||
PointTo.type = "Land"
|
||||
PointTo.action = "Landing"
|
||||
PointTo.airdromeId = ReturnAirbase:GetID()-- Airdrome ID
|
||||
self:T(PointTo.airdromeId)
|
||||
--PointTo.alt = 0
|
||||
|
||||
local Points = { PointFrom, PointTo }
|
||||
|
||||
self:T3( Points )
|
||||
|
||||
local Route = { points = Points, }
|
||||
|
||||
return Route
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Commands
|
||||
|
||||
@@ -1767,6 +1687,8 @@ function CONTROLLABLE:GetTaskRoute()
|
||||
return routines.utils.deepCopy( _DATABASE.Templates.Controllables[self.ControllableName].Template.route.points )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Return the route of a controllable by using the @{Database#DATABASE} class.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
|
||||
@@ -1842,6 +1764,7 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
|
||||
local DetectionRWR = ( DetectRWR and DetectRWR == true ) and Controller.Detection.RWR or nil
|
||||
local DetectionDLINK = ( DetectDLINK and DetectDLINK == true ) and Controller.Detection.DLINK or nil
|
||||
|
||||
self:T( { DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK } )
|
||||
|
||||
return self:_GetController():getDetectedTargets( DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK )
|
||||
end
|
||||
@@ -1849,21 +1772,25 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
|
||||
return nil
|
||||
end
|
||||
|
||||
function CONTROLLABLE:IsTargetDetected( DCSObject )
|
||||
function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
|
||||
self:F2( self.ControllableName )
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
|
||||
if DCSControllable then
|
||||
|
||||
local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil
|
||||
local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil
|
||||
local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil
|
||||
local DetectionIRST = ( DetectIRST and DetectIRST == true ) and Controller.Detection.IRST or nil
|
||||
local DetectionRWR = ( DetectRWR and DetectRWR == true ) and Controller.Detection.RWR or nil
|
||||
local DetectionDLINK = ( DetectDLINK and DetectDLINK == true ) and Controller.Detection.DLINK or nil
|
||||
|
||||
local Controller = self:_GetController()
|
||||
|
||||
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
|
||||
= self:_GetController().isTargetDetected( self:_GetController(), DCSObject,
|
||||
Controller.Detection.VISUAL,
|
||||
Controller.Detection.OPTIC,
|
||||
Controller.Detection.RADAR,
|
||||
Controller.Detection.IRST,
|
||||
Controller.Detection.RWR,
|
||||
Controller.Detection.DLINK
|
||||
)
|
||||
= Controller:isTargetDetected( DCSObject, DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK )
|
||||
|
||||
return TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
|
||||
end
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- This module contains the GROUP class.
|
||||
--- **Wrapper** -- GROUP is a wrapper class for the DCS Class Group.
|
||||
--
|
||||
-- 1) @{Group#GROUP} class, extends @{Controllable#CONTROLLABLE}
|
||||
-- =============================================================
|
||||
-- The @{Group#GROUP} class is a wrapper class to handle the DCS Group objects:
|
||||
-- ===
|
||||
--
|
||||
-- The @{#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.
|
||||
@@ -11,60 +11,8 @@
|
||||
--
|
||||
-- **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
|
||||
-- See the detailed documentation on the GROUP class.
|
||||
--
|
||||
-- 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**
|
||||
@@ -76,6 +24,11 @@
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-26: GROUP:**RouteRTB( RTBAirbase, Speed )** added.
|
||||
--
|
||||
-- 2017-03-07: GROUP:**HandleEvent( Event, EventFunction )** added.
|
||||
-- 2017-03-07: GROUP:**UnHandleEvent( Event )** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOn()** added.
|
||||
@@ -97,10 +50,66 @@
|
||||
-- @module Group
|
||||
-- @author FlightControl
|
||||
|
||||
--- The GROUP class
|
||||
-- @type GROUP
|
||||
--- @type GROUP
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
-- @field #string GroupName The name of the group.
|
||||
|
||||
---
|
||||
-- # GROUP class, extends @{Controllable#CONTROLLABLE}
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- ## GROUP task methods
|
||||
--
|
||||
-- A GROUP is a @{Controllable}. See the @{Controllable} task methods section for a description of the task methods.
|
||||
--
|
||||
-- ### 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.
|
||||
--
|
||||
-- ## GROUP Command methods
|
||||
--
|
||||
-- A GROUP is a @{Controllable}. See the @{Controllable} command methods section for a description of the command methods.
|
||||
--
|
||||
-- ## GROUP option methods
|
||||
--
|
||||
-- A GROUP is a @{Controllable}. See the @{Controllable} option methods section for a description of the option methods.
|
||||
--
|
||||
-- ## 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.
|
||||
--
|
||||
-- ## 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.
|
||||
--
|
||||
-- @field #GROUP GROUP
|
||||
GROUP = {
|
||||
ClassName = "GROUP",
|
||||
}
|
||||
@@ -110,7 +119,7 @@ GROUP = {
|
||||
-- @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 = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) )
|
||||
self:F2( GroupName )
|
||||
self.GroupName = GroupName
|
||||
|
||||
@@ -174,19 +183,33 @@ function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns if the DCS Group is alive.
|
||||
-- When the group exists at run-time, this method will return true, otherwise false.
|
||||
--- Returns if the Group is alive.
|
||||
-- The Group must:
|
||||
--
|
||||
-- * Exist at run-time.
|
||||
-- * Has at least one unit.
|
||||
--
|
||||
-- When the first @{Unit} of the Group is active, it will return true.
|
||||
-- If the first @{Unit} of the Group is inactive, it will return false.
|
||||
--
|
||||
-- @param #GROUP self
|
||||
-- @return #boolean true if the DCS Group is alive.
|
||||
-- @return #boolean true if the Group is alive and active.
|
||||
-- @return #boolean false if the Group is alive but inactive.
|
||||
-- @return #nil if the group does not exist anymore.
|
||||
function GROUP:IsAlive()
|
||||
self:F2( self.GroupName )
|
||||
|
||||
local DCSGroup = self:GetDCSObject()
|
||||
local DCSGroup = self:GetDCSObject() -- Dcs.DCSGroup#Group
|
||||
|
||||
if DCSGroup then
|
||||
local GroupIsAlive = DCSGroup:isExist() and DCSGroup:getUnit(1) ~= nil
|
||||
self:T3( GroupIsAlive )
|
||||
return GroupIsAlive
|
||||
if DCSGroup:isExist() then
|
||||
local DCSUnit = DCSGroup:getUnit(1) -- Dcs.DCSUnit#Unit
|
||||
if DCSUnit then
|
||||
local GroupIsAlive = DCSUnit:isActive()
|
||||
self:T3( GroupIsAlive )
|
||||
return GroupIsAlive
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
@@ -228,7 +251,7 @@ function GROUP:GetCategory()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the category name of the DCS Group.
|
||||
--- Returns the category name of the #GROUP.
|
||||
-- @param #GROUP self
|
||||
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
|
||||
function GROUP:GetCategoryName()
|
||||
@@ -296,6 +319,7 @@ function GROUP:GetUnit( UnitNumber )
|
||||
local DCSGroup = self:GetDCSObject()
|
||||
|
||||
if DCSGroup then
|
||||
local DCSUnit = DCSGroup:getUnit( UnitNumber )
|
||||
local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) )
|
||||
self:T2( UnitFound )
|
||||
return UnitFound
|
||||
@@ -433,6 +457,7 @@ function GROUP:GetVec2()
|
||||
end
|
||||
|
||||
--- Returns the current Vec3 vector of the first DCS Unit in the GROUP.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
|
||||
function GROUP:GetVec3()
|
||||
self:F2( self.GroupName )
|
||||
@@ -442,7 +467,65 @@ function GROUP:GetVec3()
|
||||
return GroupVec3
|
||||
end
|
||||
|
||||
--- Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
|
||||
-- @param #GROUP self
|
||||
-- @return Core.Point#POINT_VEC2 The 2D point vector of the first DCS Unit of the GROUP.
|
||||
-- @return #nil The first UNIT is not existing or alive.
|
||||
function GROUP:GetPointVec2()
|
||||
self:F2(self.GroupName)
|
||||
|
||||
local FirstUnit = self:GetUnit(1)
|
||||
|
||||
if FirstUnit then
|
||||
local FirstUnitPointVec2 = FirstUnit:GetPointVec2()
|
||||
self:T3(FirstUnitPointVec2)
|
||||
return FirstUnitPointVec2
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a random @{DCSTypes#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
|
||||
-- @param #GROUP self
|
||||
-- @param #number Radius
|
||||
-- @return Dcs.DCSTypes#Vec3 The random 3D point vector around the first UNIT of the GROUP.
|
||||
-- @return #nil The GROUP is invalid or empty
|
||||
-- @usage
|
||||
-- -- If Radius is ignored, returns the Dcs.DCSTypes#Vec3 of first UNIT of the GROUP
|
||||
function GROUP:GetRandomVec3(Radius)
|
||||
self:F2(self.GroupName)
|
||||
|
||||
local FirstUnit = self:GetUnit(1)
|
||||
|
||||
if FirstUnit then
|
||||
local FirstUnitRandomPointVec3 = FirstUnit:GetRandomVec3(Radius)
|
||||
self:T3(FirstUnitRandomPointVec3)
|
||||
return FirstUnitRandomPointVec3
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the mean heading of every UNIT in the GROUP in degrees
|
||||
-- @param #GROUP self
|
||||
-- @return #number mean heading of the GROUP
|
||||
-- @return #nil The first UNIT is not existing or alive.
|
||||
function GROUP:GetHeading()
|
||||
self:F2(self.GroupName)
|
||||
|
||||
local GroupSize = self:GetSize()
|
||||
local HeadingAccumulator = 0
|
||||
|
||||
if GroupSize then
|
||||
for i = 1, GroupSize do
|
||||
HeadingAccumulator = HeadingAccumulator + self:GetUnit(i):GetHeading()
|
||||
end
|
||||
return math.floor(HeadingAccumulator / GroupSize)
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
do -- Is Zone methods
|
||||
|
||||
@@ -467,24 +550,33 @@ 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}
|
||||
-- @return #boolean Returns true if the Group is partially within the @{Zone#ZONE_BASE}
|
||||
function GROUP:IsPartlyInZone( Zone )
|
||||
self:F2( { self.GroupName, Zone } )
|
||||
|
||||
local IsOneUnitInZone = false
|
||||
local IsOneUnitOutsideZone = false
|
||||
|
||||
for UnitID, UnitData in pairs( self:GetUnits() ) do
|
||||
local Unit = UnitData -- Wrapper.Unit#UNIT
|
||||
if Zone:IsVec3InZone( Unit:GetVec3() ) then
|
||||
return true
|
||||
IsOneUnitInZone = true
|
||||
else
|
||||
IsOneUnitOutsideZone = true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
if IsOneUnitInZone and IsOneUnitOutsideZone then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
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}
|
||||
-- @return #boolean Returns true if the Group is not within the @{Zone#ZONE_BASE}
|
||||
function GROUP:IsNotInZone( Zone )
|
||||
self:F2( { self.GroupName, Zone } )
|
||||
|
||||
@@ -498,6 +590,24 @@ function GROUP:IsNotInZone( Zone )
|
||||
return true
|
||||
end
|
||||
|
||||
--- Returns the number of UNITs that are in the @{Zone}
|
||||
-- @param #GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #number The number of UNITs that are in the @{Zone}
|
||||
function GROUP:CountInZone( Zone )
|
||||
self:F2( {self.GroupName, Zone} )
|
||||
local Count = 0
|
||||
|
||||
for UnitID, UnitData in pairs( self:GetUnits() ) do
|
||||
local Unit = UnitData -- Wrapper.Unit#UNIT
|
||||
if Zone:IsVec3InZone( Unit:GetVec3() ) then
|
||||
Count = Count + 1
|
||||
end
|
||||
end
|
||||
|
||||
return Count
|
||||
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
|
||||
@@ -744,6 +854,9 @@ function GROUP:Respawn( Template )
|
||||
|
||||
self:Destroy()
|
||||
_DATABASE:Spawn( Template )
|
||||
|
||||
self:ResetEvents()
|
||||
|
||||
end
|
||||
|
||||
--- Returns the group template from the @{DATABASE} (_DATABASE object).
|
||||
@@ -892,9 +1005,144 @@ function GROUP:InAir()
|
||||
return nil
|
||||
end
|
||||
|
||||
do -- Route methods
|
||||
|
||||
--- (AIR) Return the Group to an @{Airbase#AIRBASE}.
|
||||
-- The following things are to be taken into account:
|
||||
--
|
||||
-- * The group is respawned to achieve the RTB, there may be side artefacts as a result of this. (Like weapons suddenly come back).
|
||||
-- * A group consisting out of more than one unit, may rejoin formation when respawned.
|
||||
-- * A speed can be given in km/h. If no speed is specified, the maximum speed of the first unit will be taken to return to base.
|
||||
-- * When there is no @{Airbase} object specified, the group will return to the home base if the route of the group is pinned at take-off or at landing to a base.
|
||||
-- * When there is no @{Airbase} object specified and the group route is not pinned to any airbase, it will return to the nearest airbase.
|
||||
--
|
||||
-- @param #GROUP self
|
||||
-- @param Wrapper.Airbase#AIRBASE RTBAirbase (optional) The @{Airbase} to return to. If blank, the controllable will return to the nearest friendly airbase.
|
||||
-- @param #number Speed (optional) The Speed, if no Speed is given, the maximum Speed of the first unit is selected.
|
||||
-- @return #GROUP
|
||||
function GROUP:RouteRTB( RTBAirbase, Speed )
|
||||
self:F2( { RTBAirbase, Speed } )
|
||||
|
||||
local DCSGroup = self:GetDCSObject()
|
||||
|
||||
if DCSGroup then
|
||||
|
||||
if RTBAirbase then
|
||||
|
||||
local GroupPoint = self:GetVec2()
|
||||
local GroupVelocity = self:GetUnit(1):GetDesc().speedMax
|
||||
|
||||
local PointFrom = {}
|
||||
PointFrom.x = GroupPoint.x
|
||||
PointFrom.y = GroupPoint.y
|
||||
PointFrom.type = "Turning Point"
|
||||
PointFrom.action = "Turning Point"
|
||||
PointFrom.speed = GroupVelocity
|
||||
|
||||
|
||||
local PointTo = {}
|
||||
local AirbasePointVec2 = RTBAirbase:GetPointVec2()
|
||||
local AirbaseAirPoint = AirbasePointVec2:RoutePointAir(
|
||||
POINT_VEC3.RoutePointAltType.BARO,
|
||||
"Land",
|
||||
"Landing",
|
||||
Speed or self:GetUnit(1):GetDesc().speedMax
|
||||
)
|
||||
|
||||
AirbaseAirPoint["airdromeId"] = RTBAirbase:GetID()
|
||||
AirbaseAirPoint["speed_locked"] = true,
|
||||
|
||||
self:E(AirbaseAirPoint )
|
||||
|
||||
local Points = { PointFrom, AirbaseAirPoint }
|
||||
|
||||
self:T3( Points )
|
||||
|
||||
local Template = self:GetTemplate()
|
||||
Template.route.points = Points
|
||||
self:Respawn( Template )
|
||||
|
||||
self:Route( Points )
|
||||
|
||||
self:Respawn(Template)
|
||||
else
|
||||
self:ClearTasks()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function GROUP:OnReSpawn( ReSpawnFunction )
|
||||
|
||||
self.ReSpawnFunction = ReSpawnFunction
|
||||
end
|
||||
|
||||
do -- Event Handling
|
||||
|
||||
--- Subscribe to a DCS Event.
|
||||
-- @param #GROUP self
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @param #function EventFunction (optional) The function to be called when the event occurs for the GROUP.
|
||||
-- @return #GROUP
|
||||
function GROUP:HandleEvent( Event, EventFunction )
|
||||
|
||||
self:EventDispatcher():OnEventForGroup( self:GetName(), EventFunction, self, Event )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- UnSubscribe to a DCS event.
|
||||
-- @param #GROUP self
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @return #GROUP
|
||||
function GROUP:UnHandleEvent( Event )
|
||||
|
||||
self:EventDispatcher():Remove( self, Event )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Reset the subscriptions.
|
||||
-- @param #GROUP self
|
||||
-- @return #GROUP
|
||||
function GROUP:ResetEvents()
|
||||
|
||||
self:EventDispatcher():Reset( self )
|
||||
|
||||
for UnitID, UnitData in pairs( self:GetUnits() ) do
|
||||
UnitData:ResetEvents()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- Players
|
||||
|
||||
--- Get player names
|
||||
-- @param #GROUP self
|
||||
-- @return #table The group has players, an array of player names is returned.
|
||||
-- @return #nil The group has no players
|
||||
function GROUP:GetPlayerNames()
|
||||
|
||||
local PlayerNames = nil
|
||||
|
||||
local Units = self:GetUnits()
|
||||
for UnitID, UnitData in pairs( Units ) do
|
||||
local Unit = UnitData -- Wrapper.Unit#UNIT
|
||||
local PlayerName = Unit:GetPlayerName()
|
||||
if PlayerName and PlayerName ~= "" then
|
||||
PlayerNames = PlayerNames or {}
|
||||
table.insert( PlayerNames, PlayerName )
|
||||
end
|
||||
end
|
||||
|
||||
self:F2( PlayerNames )
|
||||
return PlayerNames
|
||||
end
|
||||
|
||||
end
|
||||
@@ -58,17 +58,19 @@ function IDENTIFIABLE:New( IdentifiableName )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns if the Identifiable is alive.
|
||||
--- Returns if the Identifiable is alive.
|
||||
-- If the Identifiable is not alive, nil is returned.
|
||||
-- If the Identifiable is alive, true is returned.
|
||||
-- @param #IDENTIFIABLE self
|
||||
-- @return #boolean true if Identifiable is alive.
|
||||
-- @return #nil The DCS Identifiable is not existing or alive.
|
||||
-- @return #nil if the Identifiable is not existing or is not alive.
|
||||
function IDENTIFIABLE:IsAlive()
|
||||
self:F3( self.IdentifiableName )
|
||||
|
||||
local DCSIdentifiable = self:GetDCSObject()
|
||||
local DCSIdentifiable = self:GetDCSObject() -- Dcs.DCSObject#Object
|
||||
|
||||
if DCSIdentifiable then
|
||||
local IdentifiableIsAlive = DCSIdentifiable:isExist()
|
||||
local IdentifiableIsAlive = DCSIdentifiable:isExist()
|
||||
return IdentifiableIsAlive
|
||||
end
|
||||
|
||||
|
||||
@@ -1,25 +1,4 @@
|
||||
--- This module contains the POSITIONABLE class.
|
||||
--
|
||||
-- 1) @{Positionable#POSITIONABLE} class, extends @{Identifiable#IDENTIFIABLE}
|
||||
-- ===========================================================
|
||||
-- The @{Positionable#POSITIONABLE} class is a wrapper class to handle the POSITIONABLE objects:
|
||||
--
|
||||
-- * Support all DCS APIs.
|
||||
-- * Enhance with POSITIONABLE specific APIs not in the DCS API set.
|
||||
-- * Manage the "state" of the POSITIONABLE.
|
||||
--
|
||||
-- 1.1) POSITIONABLE constructor:
|
||||
-- ------------------------------
|
||||
-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
|
||||
--
|
||||
-- 1.2) POSITIONABLE methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an measurable object:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
|
||||
-- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
|
||||
--- **Wrapper** -- This module contains the POSITIONABLE class.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -29,11 +8,36 @@
|
||||
-- @type POSITIONABLE
|
||||
-- @extends Wrapper.Identifiable#IDENTIFIABLE
|
||||
-- @field #string PositionableName The name of the measurable.
|
||||
-- @field Core.Spot#SPOT Spot The laser Spot.
|
||||
-- @field #number LaserCode The last assigned laser code.
|
||||
|
||||
--- # POSITIONABLE class, extends @{Identifiable#IDENTIFIABLE}
|
||||
--
|
||||
-- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects:
|
||||
--
|
||||
-- * Support all DCS APIs.
|
||||
-- * Enhance with POSITIONABLE specific APIs not in the DCS API set.
|
||||
-- * Manage the "state" of the POSITIONABLE.
|
||||
--
|
||||
-- ## POSITIONABLE constructor
|
||||
--
|
||||
-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
|
||||
--
|
||||
-- ## POSITIONABLE methods
|
||||
--
|
||||
-- The following methods can be used to identify an measurable object:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
|
||||
-- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
|
||||
--
|
||||
--
|
||||
-- @field #POSITIONABLE
|
||||
POSITIONABLE = {
|
||||
ClassName = "POSITIONABLE",
|
||||
PositionableName = "",
|
||||
}
|
||||
|
||||
--- A DCSPositionable
|
||||
-- @type DCSPositionable
|
||||
-- @field id_ The ID of the controllable in DCS
|
||||
@@ -132,11 +136,35 @@ function POSITIONABLE:GetPointVec3()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Core.Point#COORDINATE The COORDINATE of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetCoordinate()
|
||||
self:F2( self.PositionableName )
|
||||
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionableVec3 = self:GetPositionVec3()
|
||||
|
||||
local PositionableCoordinate = COORDINATE:NewFromVec3( PositionableVec3 )
|
||||
|
||||
self:T2( PositionableCoordinate )
|
||||
return PositionableCoordinate
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns a random @{DCSTypes#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @param #number Radius
|
||||
-- @return Dcs.DCSTypes#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
-- @usage
|
||||
-- -- If Radius is ignored, returns the Dcs.DCSTypes#Vec3 of first UNIT of the GROUP
|
||||
function POSITIONABLE:GetRandomVec3( Radius )
|
||||
self:F2( self.PositionableName )
|
||||
|
||||
@@ -144,14 +172,20 @@ function POSITIONABLE:GetRandomVec3( Radius )
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionablePointVec3 = DCSPositionable:getPosition().p
|
||||
local PositionableRandomVec3 = {}
|
||||
local angle = math.random() * math.pi*2;
|
||||
PositionableRandomVec3.x = PositionablePointVec3.x + math.cos( angle ) * math.random() * Radius;
|
||||
PositionableRandomVec3.y = PositionablePointVec3.y
|
||||
PositionableRandomVec3.z = PositionablePointVec3.z + math.sin( angle ) * math.random() * Radius;
|
||||
|
||||
self:T3( PositionableRandomVec3 )
|
||||
return PositionableRandomVec3
|
||||
if Radius then
|
||||
local PositionableRandomVec3 = {}
|
||||
local angle = math.random() * math.pi*2;
|
||||
PositionableRandomVec3.x = PositionablePointVec3.x + math.cos( angle ) * math.random() * Radius;
|
||||
PositionableRandomVec3.y = PositionablePointVec3.y
|
||||
PositionableRandomVec3.z = PositionablePointVec3.z + math.sin( angle ) * math.random() * Radius;
|
||||
|
||||
self:T3( PositionableRandomVec3 )
|
||||
return PositionableRandomVec3
|
||||
else
|
||||
self:E("Radius is nil, returning the PointVec3 of the POSITIONABLE", PositionablePointVec3)
|
||||
return PositionablePointVec3
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
@@ -175,6 +209,28 @@ function POSITIONABLE:GetVec3()
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Get the bounding box of the underlying POSITIONABLE DCS Object.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Distance The bounding box of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetBoundingBox() --R2.1
|
||||
self:F2()
|
||||
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionableDesc = DCSPositionable:getDesc() --Dcs.DCSTypes#Desc
|
||||
if PositionableDesc then
|
||||
local PositionableBox = PositionableDesc.box
|
||||
return PositionableBox
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the altitude of the POSITIONABLE.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Distance The altitude of the POSITIONABLE.
|
||||
@@ -219,6 +275,7 @@ end
|
||||
--- Returns the POSITIONABLE heading in degrees.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number The POSTIONABLE heading
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetHeading()
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
@@ -270,6 +327,29 @@ function POSITIONABLE:GetVelocity()
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the POSITIONABLE height in meters.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The height of the positionable.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetHeight() --R2.1
|
||||
self:F2( self.PositionableName )
|
||||
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionablePosition = DCSPositionable:getPosition()
|
||||
if PositionablePosition then
|
||||
local PositionableHeight = PositionablePosition.p.y
|
||||
self:T2( PositionableHeight )
|
||||
return PositionableHeight
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the POSITIONABLE velocity in km/h.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number The velocity in km/h
|
||||
@@ -290,18 +370,38 @@ function POSITIONABLE:GetVelocityKMH()
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the message text with the callsign embedded (if there is one).
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
-- @return #string The message text
|
||||
function POSITIONABLE:GetMessageText( Message, Name ) --R2.1 added
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
Name = Name and ( " (" .. Name .. ")" ) or ""
|
||||
local Callsign = string.format( "[%s]", self:GetCallsign() ~= "" and self:GetCallsign() or self:GetName() )
|
||||
local MessageText = Callsign .. Name .. ": " .. Message
|
||||
return MessageText
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns a message with the callsign embedded (if there is one).
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
-- @return Core.Message#MESSAGE
|
||||
function POSITIONABLE:GetMessage( Message, Duration, Name )
|
||||
function POSITIONABLE:GetMessage( Message, Duration, Name ) --R2.1 changed callsign and name and using GetMessageText
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
Name = Name or self:GetTypeName()
|
||||
return MESSAGE:New( Message, Duration, self:GetCallsign() .. " (" .. Name .. ")" )
|
||||
local MessageText = self:GetMessageText( Message, Name )
|
||||
return MESSAGE:New( MessageText, Duration )
|
||||
end
|
||||
|
||||
return nil
|
||||
@@ -330,12 +430,19 @@ end
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTYpes#Duration Duration The duration of the message.
|
||||
-- @param Dcs.DCScoalition#coalition MessageCoalition The Coalition receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition, Name )
|
||||
function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition )
|
||||
self:F2( { Message, Duration } )
|
||||
|
||||
local Name = ""
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
if MessageCoalition == coalition.side.BLUE then
|
||||
Name = "Blue coalition"
|
||||
end
|
||||
if MessageCoalition == coalition.side.RED then
|
||||
Name = "Red coalition"
|
||||
end
|
||||
self:GetMessage( Message, Duration, Name ):ToCoalition( MessageCoalition )
|
||||
end
|
||||
|
||||
@@ -415,6 +522,30 @@ function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Send a message to a @{Set#SET_GROUP}.
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name ) --R2.1
|
||||
self:F2( { Message, Duration } )
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
if DCSObject:isExist() then
|
||||
MessageSetGroup:ForEachGroup(
|
||||
function( MessageGroup )
|
||||
self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup )
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Send a message to the players in the @{Group}.
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
@@ -432,7 +563,90 @@ function POSITIONABLE:Message( Message, Duration, Name )
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
|
||||
-- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #RADIO Radio
|
||||
function POSITIONABLE:GetRadio() --R2.1
|
||||
self:F2(self)
|
||||
return RADIO:New(self)
|
||||
end
|
||||
|
||||
--- Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #RADIO Radio
|
||||
function POSITIONABLE:GetBeacon() --R2.1
|
||||
self:F2(self)
|
||||
return BEACON:New(self)
|
||||
end
|
||||
|
||||
--- Start Lasing a POSITIONABLE
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #POSITIONABLE Target
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
-- @return Core.Spot#SPOT
|
||||
function POSITIONABLE:LaseUnit( Target, LaserCode, Duration ) --R2.1
|
||||
self:F2()
|
||||
|
||||
LaserCode = LaserCode or math.random( 1000, 9999 )
|
||||
|
||||
local RecceDcsUnit = self:GetDCSObject()
|
||||
local TargetVec3 = Target:GetVec3()
|
||||
|
||||
self:E("bulding spot")
|
||||
self.Spot = SPOT:New( self ) -- Core.Spot#SPOT
|
||||
self.Spot:LaseOn( Target, LaserCode, Duration)
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
return self.Spot
|
||||
|
||||
end
|
||||
|
||||
--- Stop Lasing a POSITIONABLE
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #POSITIONABLE
|
||||
function POSITIONABLE:LaseOff() --R2.1
|
||||
self:F2()
|
||||
|
||||
if self.Spot then
|
||||
self.Spot:LaseOff()
|
||||
self.Spot = nil
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check if the POSITIONABLE is lasing a target
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #boolean true if it is lasing a target
|
||||
function POSITIONABLE:IsLasing() --R2.1
|
||||
self:F2()
|
||||
|
||||
local Lasing = false
|
||||
|
||||
if self.Spot then
|
||||
Lasing = self.Spot:IsLasing()
|
||||
end
|
||||
|
||||
return Lasing
|
||||
end
|
||||
|
||||
--- Get the Spot
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return Core.Spot#SPOT The Spot
|
||||
function POSITIONABLE:GetSpot() --R2.1
|
||||
|
||||
return self.Spot
|
||||
end
|
||||
|
||||
--- Get the last assigned laser code
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #number The laser code
|
||||
function POSITIONABLE:GetLaserCode() --R2.1
|
||||
|
||||
return self.LaserCode
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -48,19 +48,24 @@ STATIC = {
|
||||
-- As an optional parameter, a briefing text can be given also.
|
||||
-- @param #STATIC self
|
||||
-- @param #string StaticName Name of the DCS **Static** as defined within the Mission Editor.
|
||||
-- @param #boolean RaiseError Raise an error if not found.
|
||||
-- @return #STATIC
|
||||
function STATIC:FindByName( StaticName )
|
||||
function STATIC:FindByName( StaticName, RaiseError )
|
||||
local StaticFound = _DATABASE:FindStatic( StaticName )
|
||||
|
||||
self.StaticName = StaticName
|
||||
|
||||
if StaticFound then
|
||||
StaticFound:F( { StaticName } )
|
||||
StaticFound:F3( { StaticName } )
|
||||
|
||||
return StaticFound
|
||||
end
|
||||
|
||||
error( "STATIC not found for: " .. StaticName )
|
||||
|
||||
if RaiseError == nil or RaiseError == true then
|
||||
error( "STATIC not found for: " .. StaticName )
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function STATIC:Register( StaticName )
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--- This module contains the UNIT class.
|
||||
--- **Wrapper** - UNIT is a wrapper class for the DCS Class Unit.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{#UNIT} class, extends @{Controllable#CONTROLLABLE}
|
||||
-- ===========================================================
|
||||
-- The @{#UNIT} class is a wrapper class to handle the DCS Unit objects:
|
||||
--
|
||||
-- * Support all DCS Unit APIs.
|
||||
@@ -9,9 +9,14 @@
|
||||
-- * Handle local Unit Controller.
|
||||
-- * Manage the "state" of the DCS Unit.
|
||||
--
|
||||
--
|
||||
-- 1.1) UNIT reference methods
|
||||
-- ----------------------
|
||||
-- @module Unit
|
||||
|
||||
--- @type UNIT
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
---
|
||||
-- # UNIT class, extends @{Controllable#CONTROLLABLE}
|
||||
--
|
||||
-- For each DCS Unit object alive within a running mission, a UNIT 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 Unit objects are spawned (using the @{SPAWN} class).
|
||||
--
|
||||
@@ -29,15 +34,15 @@
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
|
||||
--
|
||||
-- 1.2) DCS UNIT APIs
|
||||
-- ------------------
|
||||
-- ## DCS UNIT APIs
|
||||
--
|
||||
-- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCSWrapper.Unit#Unit.getName}()
|
||||
-- is implemented in the UNIT class as @{#UNIT.GetName}().
|
||||
--
|
||||
-- 1.3) Smoke, Flare Units
|
||||
-- -----------------------
|
||||
-- ## Smoke, Flare Units
|
||||
--
|
||||
-- The UNIT class provides methods to smoke or flare units easily.
|
||||
-- The @{#UNIT.SmokeBlue}(), @{#UNIT.SmokeGreen}(),@{#UNIT.SmokeOrange}(), @{#UNIT.SmokeRed}(), @{#UNIT.SmokeRed}() methods
|
||||
-- will smoke the unit in the corresponding color. Note that smoking a unit is done at the current position of the DCS Unit.
|
||||
@@ -45,36 +50,34 @@
|
||||
-- The @{#UNIT.FlareGreen}(), @{#UNIT.FlareRed}(), @{#UNIT.FlareWhite}(), @{#UNIT.FlareYellow}()
|
||||
-- methods will fire off a flare in the air with the corresponding color. Note that a flare is a one-off shot and its effect is of very short duration.
|
||||
--
|
||||
-- 1.4) Location Position, Point
|
||||
-- -----------------------------
|
||||
-- ## Location Position, Point
|
||||
--
|
||||
-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
|
||||
-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively.
|
||||
-- If you want to obtain the complete **3D position** including ori<72>ntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
|
||||
--
|
||||
-- 1.5) Test if alive
|
||||
-- ------------------
|
||||
-- ## Test if alive
|
||||
--
|
||||
-- The @{#UNIT.IsAlive}(), @{#UNIT.IsActive}() methods determines if the DCS Unit is alive, meaning, it is existing and active.
|
||||
--
|
||||
-- 1.6) Test for proximity
|
||||
-- -----------------------
|
||||
-- ## Test for proximity
|
||||
--
|
||||
-- The UNIT class contains methods to test the location or proximity against zones or other objects.
|
||||
--
|
||||
-- ### 1.6.1) Zones
|
||||
-- ### Zones range
|
||||
--
|
||||
-- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Zone#ZONE_BASE}.
|
||||
--
|
||||
-- ### 1.6.2) Units
|
||||
-- Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
|
||||
-- ### Unit range
|
||||
--
|
||||
-- @module Unit
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The UNIT class
|
||||
-- @type UNIT
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
-- * Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
|
||||
--
|
||||
-- ## Test Line of Sight
|
||||
--
|
||||
-- * Use the @{#UNIT.IsLOS}() method to check if the given unit is within line of sight.
|
||||
--
|
||||
--
|
||||
-- @field #UNIT UNIT
|
||||
UNIT = {
|
||||
ClassName="UNIT",
|
||||
}
|
||||
@@ -216,7 +219,7 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
|
||||
end
|
||||
|
||||
-- Remove obscolete units from the group structure
|
||||
i = 1
|
||||
local i = 1
|
||||
while i <= #SpawnGroupTemplate.units do
|
||||
|
||||
local UnitTemplateData = SpawnGroupTemplate.units[i]
|
||||
@@ -252,6 +255,27 @@ function UNIT:IsActive()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns if the Unit is alive.
|
||||
-- If the Unit is not alive, nil is returned.
|
||||
-- If the Unit is alive and active, true is returned.
|
||||
-- If the Unit is alive but not active, false is returned.
|
||||
-- @param #UNIT self
|
||||
-- @return #boolean true if Unit is alive and active.
|
||||
-- @return #boolean false if Unit is alive but not active.
|
||||
-- @return #nil if the Unit is not existing or is not alive.
|
||||
function UNIT:IsAlive()
|
||||
self:F3( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject() -- Dcs.DCSUnit#Unit
|
||||
|
||||
if DCSUnit then
|
||||
local UnitIsAlive = DCSUnit:isExist() and DCSUnit:isActive()
|
||||
return UnitIsAlive
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Returns the Unit's callsign - the localized string.
|
||||
@@ -522,6 +546,31 @@ function UNIT:GetLife0()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the category name of the #UNIT.
|
||||
-- @param #UNIT self
|
||||
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
|
||||
function UNIT:GetCategoryName()
|
||||
self:F3( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject()
|
||||
if DCSUnit then
|
||||
local CategoryNames = {
|
||||
[Unit.Category.AIRPLANE] = "Airplane",
|
||||
[Unit.Category.HELICOPTER] = "Helicopter",
|
||||
[Unit.Category.GROUND_UNIT] = "Ground Unit",
|
||||
[Unit.Category.SHIP] = "Ship",
|
||||
[Unit.Category.STRUCTURE] = "Structure",
|
||||
}
|
||||
local UnitCategory = DCSUnit:getDesc().category
|
||||
self:T3( UnitCategory )
|
||||
|
||||
return CategoryNames[UnitCategory]
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the Unit's A2G threat level on a scale from 1 to 10 ...
|
||||
-- The following threat levels are foreseen:
|
||||
--
|
||||
@@ -540,14 +589,14 @@ end
|
||||
function UNIT:GetThreatLevel()
|
||||
|
||||
local Attributes = self:GetDesc().attributes
|
||||
self:E( Attributes )
|
||||
self:T( Attributes )
|
||||
|
||||
local ThreatLevel = 0
|
||||
local ThreatText = ""
|
||||
|
||||
if self:IsGround() then
|
||||
|
||||
self:E( "Ground" )
|
||||
self:T( "Ground" )
|
||||
|
||||
local ThreatLevels = {
|
||||
"Unarmed",
|
||||
@@ -585,7 +634,7 @@ function UNIT:GetThreatLevel()
|
||||
|
||||
if self:IsAir() then
|
||||
|
||||
self:E( "Air" )
|
||||
self:T( "Air" )
|
||||
|
||||
local ThreatLevels = {
|
||||
"Unarmed",
|
||||
@@ -596,7 +645,7 @@ function UNIT:GetThreatLevel()
|
||||
"Bomber",
|
||||
"Strategic Bomber",
|
||||
"Attack Helicopter",
|
||||
"Interceptor",
|
||||
"Battleplane",
|
||||
"Multirole Fighter",
|
||||
"Fighter"
|
||||
}
|
||||
@@ -619,7 +668,7 @@ function UNIT:GetThreatLevel()
|
||||
|
||||
if self:IsShip() then
|
||||
|
||||
self:E( "Ship" )
|
||||
self:T( "Ship" )
|
||||
|
||||
--["Aircraft Carriers"] = {"Heavy armed ships",},
|
||||
--["Cruisers"] = {"Heavy armed ships",},
|
||||
@@ -675,7 +724,7 @@ function UNIT:IsInZone( Zone )
|
||||
if self:IsAlive() then
|
||||
local IsInZone = Zone:IsVec3InZone( self:GetVec3() )
|
||||
|
||||
self:T( { IsInZone } )
|
||||
self:T2( { IsInZone } )
|
||||
return IsInZone
|
||||
end
|
||||
|
||||
@@ -815,6 +864,8 @@ function UNIT:SmokeBlue()
|
||||
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue )
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- Is methods
|
||||
|
||||
--- Returns if the unit is of an air category.
|
||||
@@ -946,5 +997,42 @@ do -- Event Handling
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Reset the subscriptions.
|
||||
-- @param #UNIT self
|
||||
-- @return #UNIT
|
||||
function UNIT:ResetEvents()
|
||||
|
||||
self:EventDispatcher():Reset( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- Detection
|
||||
|
||||
--- Returns if a unit is detecting the TargetUnit.
|
||||
-- @param #UNIT self
|
||||
-- @param #UNIT TargetUnit
|
||||
-- @return #boolean true If the TargetUnit is detected by the unit, otherwise false.
|
||||
function UNIT:IsDetected( TargetUnit ) --R2.1
|
||||
|
||||
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = self:IsTargetDetected( TargetUnit:GetDCSObject() )
|
||||
|
||||
return TargetIsDetected
|
||||
end
|
||||
|
||||
--- Returns if a unit has Line of Sight (LOS) with the TargetUnit.
|
||||
-- @param #UNIT self
|
||||
-- @param #UNIT TargetUnit
|
||||
-- @return #boolean true If the TargetUnit has LOS with the unit, otherwise false.
|
||||
function UNIT:IsLOS( TargetUnit ) --R2.1
|
||||
|
||||
local IsLOS = self:GetPointVec3():IsLOS( TargetUnit:GetPointVec3() )
|
||||
|
||||
return IsLOS
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
@@ -1,14 +0,0 @@
|
||||
---
|
||||
-- Name: XXX-999 - Title
|
||||
-- Author: YYY
|
||||
-- Date Created: DD Mmm YYYY
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
--
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1.
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
2017-02-08
|
||||
2017-02-18
|
||||
|
||||
- Reworked some vector functions.
|
||||
-- POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd ) added.
|
||||
@@ -6,9 +6,13 @@
|
||||
-- ZONE_RADIUS:GetRandomPointVec3( inner, outer ) added.
|
||||
-- ZONE_POLYGON_BASE:GetRandomPointVec2() added.
|
||||
-- ZONE_POLYGON_BASE:GetRandomPointVec3() added.
|
||||
|
||||
|
||||
|
||||
2017-02-17
|
||||
|
||||
- Added ACT_ROUTE_POINT
|
||||
-- Routes a controllable to a point with a defined distance.
|
||||
-- Upon arrived within the engagement distance, an arrival text is shown.
|
||||
|
||||
2016-12-06
|
||||
|
||||
- Renamed the documentation references following the structure of the files.
|
||||
|
||||
@@ -1,26 +1,21 @@
|
||||
|
||||
local base = _G
|
||||
|
||||
Include = {}
|
||||
__Moose = {}
|
||||
|
||||
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" ) )
|
||||
__Moose.Include = function( IncludeFile )
|
||||
if not __Moose.Includes[ IncludeFile ] then
|
||||
__Moose.Includes[IncludeFile] = IncludeFile
|
||||
local f = assert( base.loadfile( __Moose.ProgramPath .. IncludeFile ) )
|
||||
if f == nil then
|
||||
error ("Could not load MOOSE file " .. IncludeFile .. ".lua" )
|
||||
error ("Moose: Could not load Moose file " .. IncludeFile )
|
||||
else
|
||||
env.info( "Include:" .. IncludeFile .. " loaded from " .. Include.ProgramPath )
|
||||
env.info( "Moose: " .. IncludeFile .. " dynamically loaded from " .. __Moose.ProgramPath )
|
||||
return f()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Include.ProgramPath = "Scripts/Moose/"
|
||||
__Moose.ProgramPath = "Scripts/Moose/"
|
||||
|
||||
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
|
||||
|
||||
Include.Files = {}
|
||||
|
||||
Include.File( "Moose" )
|
||||
__Moose.Includes = {}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
|
||||
BASE:TraceOnOff( true )
|
||||
@@ -1,7 +1 @@
|
||||
local base = _G
|
||||
|
||||
Include = {}
|
||||
Include.Files = {}
|
||||
Include.File = function( IncludeFile )
|
||||
end
|
||||
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
|
||||
BASE:TraceOnOff( false )
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -8,16 +8,16 @@ echo Path to Mission Files: %1
|
||||
rem For /R %1 %%G IN (*.miz) do 7z u "%%G" "l10n\DEFAULT\Moose.lua"
|
||||
For /R %1 %%M IN (*.miz) do (
|
||||
echo off
|
||||
cd
|
||||
cd > NUL:
|
||||
echo "Mission: %%M"
|
||||
mkdir Temp
|
||||
cd Temp
|
||||
mkdir l10n
|
||||
mkdir l10n\DEFAULT
|
||||
copy ..\..\Moose.lua l10n\DEFAULT
|
||||
copy "%%~pM%%~nM.lua" l10n\DEFAULT\*.*
|
||||
dir l10n\DEFAULT
|
||||
7z -bb0 u "%%M" "l10n\DEFAULT\*.lua"
|
||||
copy ..\..\Moose.lua l10n\DEFAULT > NUL:
|
||||
copy "%%~pM%%~nM.lua" l10n\DEFAULT\*.* > NUL:
|
||||
rem dir l10n\DEFAULT
|
||||
"%~dp0..\..\Utils\7-Zip\7z" -bb0 u "%%M" "l10n\DEFAULT\*.lua" > NUL:
|
||||
cd ..
|
||||
rmdir /S /Q Temp
|
||||
)
|
||||
File diff suppressed because it is too large
Load Diff
62
Moose Mission Setup/Moose.files
Normal file
62
Moose Mission Setup/Moose.files
Normal file
@@ -0,0 +1,62 @@
|
||||
Utilities/Routines.lua
|
||||
Utilities/Utils.lua
|
||||
|
||||
Core/Base.lua
|
||||
Core/Scheduler.lua
|
||||
Core/ScheduleDispatcher.lua
|
||||
Core/Event.lua
|
||||
Core/Menu.lua
|
||||
Core/Zone.lua
|
||||
Core/Database.lua
|
||||
Core/Set.lua
|
||||
Core/Point.lua
|
||||
Core/Message.lua
|
||||
Core/Fsm.lua
|
||||
Core/Radio.lua
|
||||
Core/SpawnStatic.lua
|
||||
Core/Cargo.lua
|
||||
Core/Spot.lua
|
||||
|
||||
Wrapper/Object.lua
|
||||
Wrapper/Identifiable.lua
|
||||
Wrapper/Positionable.lua
|
||||
Wrapper/Controllable.lua
|
||||
Wrapper/Group.lua
|
||||
Wrapper/Unit.lua
|
||||
Wrapper/Client.lua
|
||||
Wrapper/Static.lua
|
||||
Wrapper/Airbase.lua
|
||||
Wrapper/Scenery.lua
|
||||
|
||||
Functional/Scoring.lua
|
||||
Functional/CleanUp.lua
|
||||
Functional/Spawn.lua
|
||||
Functional/Movement.lua
|
||||
Functional/Sead.lua
|
||||
Functional/Escort.lua
|
||||
Functional/MissileTrainer.lua
|
||||
Functional/AirbasePolice.lua
|
||||
Functional/Detection.lua
|
||||
Functional/Designate.lua
|
||||
|
||||
AI/AI_Balancer.lua
|
||||
AI/AI_Patrol.lua
|
||||
AI/AI_Cap.lua
|
||||
AI/AI_Cas.lua
|
||||
AI/AI_Bai.lua
|
||||
AI/AI_Formation.lua
|
||||
|
||||
Actions/Act_Assign.lua
|
||||
Actions/Act_Route.lua
|
||||
Actions/Act_Account.lua
|
||||
Actions/Act_Assist.lua
|
||||
|
||||
Tasking/CommandCenter.lua
|
||||
Tasking/Mission.lua
|
||||
Tasking/Task.lua
|
||||
Tasking/DetectionManager.lua
|
||||
Tasking/Task_A2G_Dispatcher.lua
|
||||
Tasking/Task_A2G.lua
|
||||
Tasking/Task_Cargo.lua
|
||||
|
||||
Moose.lua
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,112 +0,0 @@
|
||||
ECHO OFF
|
||||
|
||||
REM Create Moose.lua File
|
||||
|
||||
ECHO Path to Moose *.lua files: %1
|
||||
ECHO Current Date: %2
|
||||
ECHO Path to Update Missions: %3
|
||||
ECHO Dynamic or Static: %4
|
||||
|
||||
DEL Moose.lua
|
||||
|
||||
IF %4 == D GOTO Dynamic
|
||||
IF %4 == S GOTO Static
|
||||
|
||||
GOTO End
|
||||
|
||||
:Dynamic
|
||||
|
||||
ECHO Dynamic Moose.lua
|
||||
|
||||
REM Create a timestamp with is logged in the DCS.log file.
|
||||
ECHO env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' ) > Moose.lua
|
||||
ECHO env.info( 'Moose Generation Timestamp: %2' ) >> Moose.lua
|
||||
|
||||
COPY /b Moose.lua + "Moose Create Dynamic\Moose_Dynamic_Loader.lua" Moose.lua
|
||||
COPY /b Moose.lua + "Moose Create Dynamic\Moose_Trace_On.lua" Moose.lua
|
||||
|
||||
GOTO End
|
||||
|
||||
:Static
|
||||
|
||||
ECHO Static Moose.lua
|
||||
|
||||
REM Create a timestamp with is logged in the DCS.log file.
|
||||
ECHO env.info( '*** MOOSE STATIC INCLUDE START *** ' ) > Moose.lua
|
||||
ECHO env.info( 'Moose Generation Timestamp: %2' ) >> Moose.lua
|
||||
|
||||
COPY /b Moose.lua + "Moose Create Static\Moose_Static_Loader.lua" Moose.lua
|
||||
|
||||
|
||||
rem Core Routines
|
||||
COPY /b Moose.lua + %1\Utilities\Routines.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Utilities\Utils.lua Moose.lua
|
||||
|
||||
rem Core Classes
|
||||
COPY /b Moose.lua + %1\Core\Base.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Scheduler.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\ScheduleDispatcher.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Event.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Menu.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Zone.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Database.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Set.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Point.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Message.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Core\Fsm.lua Moose.lua
|
||||
|
||||
rem Wrapper Classes
|
||||
COPY /b Moose.lua + %1\Wrapper\Object.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Identifiable.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Positionable.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Controllable.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Group.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Unit.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Client.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Static.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Airbase.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Wrapper\Scenery.lua Moose.lua
|
||||
|
||||
rem Functional Classes
|
||||
COPY /b Moose.lua + %1\Functional\Scoring.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\CleanUp.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\Spawn.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\Movement.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\Sead.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\Escort.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\MissileTrainer.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\AirbasePolice.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Functional\Detection.lua Moose.lua
|
||||
|
||||
rem AI Classes
|
||||
COPY /b Moose.lua + %1\AI\AI_Balancer.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\AI\AI_Patrol.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\AI\AI_Cas.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\AI\AI_Cap.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\AI\AI_Cargo.lua Moose.lua
|
||||
|
||||
|
||||
rem Actions
|
||||
COPY /b Moose.lua + %1\Actions\Act_Assign.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Actions\Act_Route.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Actions\Act_Account.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Actions\Act_Assist.lua Moose.lua
|
||||
|
||||
rem Task Handling Classes
|
||||
COPY /b Moose.lua + %1\Tasking\CommandCenter.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Mission.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\DetectionManager.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task_SEAD.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task_A2G.lua Moose.lua
|
||||
|
||||
COPY /b Moose.lua + %1\Moose.lua Moose.lua
|
||||
|
||||
COPY /b Moose.lua + "Moose Create Static\Moose_Trace_Off.lua" Moose.lua
|
||||
|
||||
GOTO End
|
||||
|
||||
:End
|
||||
|
||||
ECHO env.info( '*** MOOSE INCLUDE END *** ' ) >> Moose.lua
|
||||
COPY Moose.lua %3
|
||||
78
Moose Mission Setup/Moose_Create.lua
Normal file
78
Moose Mission Setup/Moose_Create.lua
Normal file
@@ -0,0 +1,78 @@
|
||||
-- This routine is called from the LDT environment to create the Moose.lua file stub for use in .miz files.
|
||||
|
||||
local MooseDynamicStatic = arg[1]
|
||||
local MooseDate = arg[2]
|
||||
local MooseDevelopmentPath = arg[3]
|
||||
local MooseSetupPath = arg[4]
|
||||
|
||||
print( "Moose (D)ynamic (S)tatic : " .. MooseDynamicStatic )
|
||||
print( "Current Date : " .. MooseDate )
|
||||
print( "Moose development path : " .. MooseDevelopmentPath )
|
||||
print( "Moose setup path : " .. MooseSetupPath )
|
||||
|
||||
local MooseSourcesFilePath = MooseSetupPath .. "/Moose.files"
|
||||
local MooseFilePath = MooseSetupPath .. "/Moose.lua"
|
||||
|
||||
print( "Reading Moose source list : " .. MooseSourcesFilePath )
|
||||
|
||||
local MooseFile = io.open( MooseFilePath, "w" )
|
||||
|
||||
if MooseDynamicStatic == "D" then
|
||||
MooseFile:write( "env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )\n" )
|
||||
end
|
||||
if MooseDynamicStatic == "S" then
|
||||
MooseFile:write( "env.info( '*** MOOSE STATIC INCLUDE START *** ' )\n" )
|
||||
end
|
||||
|
||||
MooseFile:write( "env.info( 'Moose Generation Timestamp: " .. MooseDate .. "' )\n" )
|
||||
|
||||
local MooseLoaderPath
|
||||
if MooseDynamicStatic == "D" then
|
||||
MooseLoaderPath = MooseSetupPath .. "/Moose Create Dynamic/Moose_Dynamic_Loader.lua"
|
||||
end
|
||||
if MooseDynamicStatic == "S" then
|
||||
MooseLoaderPath = MooseSetupPath .. "/Moose Create Static/Moose_Static_Loader.lua"
|
||||
end
|
||||
|
||||
local MooseLoader = io.open( MooseLoaderPath, "r" )
|
||||
local MooseLoaderText = MooseLoader:read( "*a" )
|
||||
MooseLoader:close()
|
||||
|
||||
MooseFile:write( MooseLoaderText )
|
||||
|
||||
|
||||
local MooseSourcesFile = io.open( MooseSourcesFilePath, "r" )
|
||||
local MooseSource = MooseSourcesFile:read("*l")
|
||||
|
||||
while( MooseSource ) do
|
||||
|
||||
if MooseSource ~= "" then
|
||||
local MooseFilePath = MooseDevelopmentPath .. "/" .. MooseSource
|
||||
if MooseDynamicStatic == "D" then
|
||||
print( "Load dynamic: " .. MooseSource )
|
||||
MooseFile:write( "__Moose.Include( '" .. MooseSource .. "' )\n" )
|
||||
end
|
||||
if MooseDynamicStatic == "S" then
|
||||
print( "Load static: " .. MooseSource )
|
||||
local MooseSourceFile = io.open( MooseFilePath, "r" )
|
||||
local MooseSourceFileText = MooseSourceFile:read( "*a" )
|
||||
MooseSourceFile:close()
|
||||
|
||||
MooseFile:write( MooseSourceFileText )
|
||||
end
|
||||
end
|
||||
|
||||
MooseSource = MooseSourcesFile:read("*l")
|
||||
end
|
||||
|
||||
if MooseDynamicStatic == "D" then
|
||||
MooseFile:write( "BASE:TraceOnOff( true )\n" )
|
||||
end
|
||||
if MooseDynamicStatic == "S" then
|
||||
MooseFile:write( "BASE:TraceOnOff( false )\n" )
|
||||
end
|
||||
|
||||
MooseFile:write( "env.info( '*** MOOSE INCLUDE END *** ' )\n" )
|
||||
|
||||
MooseSourcesFile:close()
|
||||
MooseFile:close()
|
||||
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|
Before Width: | Height: | Size: 254 KiB |
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user