Compare commits

..

171 Commits

Author SHA1 Message Date
Frank
bf61f22dd1 Fixed UnHandleEvent for UNIT
#1365
2020-11-15 23:00:03 +01:00
Frank
5e8a36802c Github issues
#1360
#1361
2020-10-31 21:21:25 +01:00
Frank
b34b537a26 Update AI_Formation.lua
- Issue #1358
2020-10-28 09:46:03 +01:00
Frank
812fb99e66 Small Updates
AIRBOSS
- Added USS Harry S. Truman (CVN-75) [Super Carrier Module]
- Fixed little bug in stop time

RADIOQUEUE
- Allowing GROUND units as relay. Only ships cannot be used.
2020-10-26 16:16:04 +01:00
Frank
9cb3111dd5 Github issues addressed
- Fixes #1342
- Fixes #1333
- Fixes #1331
2020-10-26 09:13:49 +01:00
Frank
1312555690 Github Issues Addressed
**GROUP**
#1354
**ARTY v1.1.8**
#1356
#1357
2020-10-20 23:26:32 +02:00
Frank
aa4f8452fa Update Airbase.lua
- Fixed a bug inthe `AIRBASE:GetRunwayData()` function.
2020-10-03 23:11:05 +02:00
Frank
e2c1097ec5 Update Airboss.lua
- Fix for DCS bug that skill is not set in env.mission. Should not happen in current DCS version anyway.
2020-10-03 21:41:35 +02:00
Frank
59f795fc17 Merge pull request #1349 from FlightControl-Master/FF/MasterDevel
RANGE, TIMER & Minor
2020-09-02 00:08:36 +02:00
Frank
26a935c29c RANGE etc
RANGE v2.2.3
- Added relay unit option.

TIMER
- Fixed bug.

Minor other stuff
2020-09-01 17:30:26 +02:00
Frank
848336f8ac Merge pull request #1348 from FlightControl-Master/FF/MasterDevel
Updates, fixes and new classes
2020-08-29 22:15:14 +02:00
Frank
8e6e9cbb4d Updated Moose Modules.lua
- Added new class files Profiler, Timer, Marker
2020-08-29 22:10:45 +02:00
Frank
15cb9bec40 Updates, new classes and fixes
**AI_FORMATION**
- Performance improvents. This also affects the **RESCUEHELO** class.

**EVENT**
- Added events when object is of category BASE.

**FSM**
- Removed a few tracing calls.
- Updated docs.

**POINT**
- Added Update Vec functions to COORDINATE.
- Added *overwrite* option to COORDINATE:Translate() function.
- Removed second COORDINATE:Translate() function.
- Optimized COORDINATE:GetClosestAirbase() function.
- Added *Offset* parameter to COORDINATE:IsLOS() function.

**RADIO**
- Updated BEACON type and system enums.

**RADIOQUEUE**
- Use Vec3 instead of COORDINATE. Performance improvement.

**SET**
- Added some functions.

**TIMER**
- Added new class. Little sister of SCHEDULER class.

**DCS**
- Minor changes regarding docs.

**ATIS**
- Added "Miles.ogg", "StatuteMiles.ogg", "Zulu.ogg".

**ENUMS**
- Added ENUMS.Formation.Vehicle
- Added ENUMS.AlarmState

** PROFILER**
- Added new lua profiler.

**UTILS**
- Minor changes and additions.

**AIRBASE**
- Improved Registration.
- Improved Parking spot handling.
- Aded :IsAirdrome(), IsHelipad(), IsShip() functions.
- Improved :GetRunwayData() for Syria airports.

**CONTROLLABLE**
- Fixed bug in :CommandSetFrequency() fuction (Hz vs. MHz).
- Updated/fixed :TaskFAC_AttackGroup() function.

**GROUP**
- Added :GetThreatLevel() function.
- Added :IsInZone() function to check if any unit is in the zone.

**MARKER**
- Added new class handling F10 markers using FSM.
2020-08-29 21:55:59 +02:00
Frank
38f5fd8249 SET_STATIC
- Fixed #1345
2020-08-19 23:10:20 +02:00
Frank
6a04f83280 Syria
ATIS
- Added runway magnetic to true conversion. Channel map -10°, Syria +5°.
- ICAOP phraseology The Channel and Syria true.

UTILS
- Added DCSMAP.Syria="Syria"
- Magnetic declination for Syria set to 5°
- GMT to local time for Syria is GMT+3.

AIRBASE
- Added AIRBASE.Syria enums.
2020-08-19 23:04:38 +02:00
Frank
ec4d12a0d5 Merge pull request #1338 from RISCfuture/improve-atis
Modify ATIS format to more closely match real world
2020-08-19 22:28:31 +02:00
Frank
999aba5d77 Update README.md 2020-07-19 21:15:18 +02:00
Tim Morgan
652f29b782 Use SM for visibility, not NM 2020-07-11 13:15:50 -07:00
Tim Morgan
0c6aae45c1 Do not report visibilities > 10 NM or 9999 m 2020-07-11 13:15:50 -07:00
Tim Morgan
25b8cff442 Don't use ICAO phraseology for US airports 2020-07-11 13:03:41 -07:00
Tim Morgan
9f7471178b Add option to suppress reporting QFE 2020-07-11 13:03:41 -07:00
Tim Morgan
f3f3406d64 Reorder ATIS components to match real-life ATIS, add option to suppress all but Zulu times 2020-07-11 13:03:40 -07:00
Tim Morgan
4eb886d0f3 Typo fix 2020-07-11 13:03:40 -07:00
Frank
5c6e50e7f9 Update SpawnStatic.lua
- Fixed #1335
2020-06-11 23:44:19 +02:00
Frank
fb3115a0f1 The Channel Update
**AIRBASE**
- Added "The Channel" map airbase name enumerators.

**ATIS v0.8.0**
- Added sunset and sunrise times (required new sound files).
- Supports "The Channel" map (needs new sound files).

**UTILS**
- Corrected NTTR local time diff to GMT-8 (was -7) hours.
- Corrected Normany local time diff to GMT+0 (was -1) hours.
- Added "The Channel" map local time diff as GMT+2 (should be GMT).
- Fixed bug in UTILS.GMTToLocalTimeDifference() function.
2020-06-04 23:46:26 +02:00
Frank
833d4f7b65 SPAWNSTATIC class reworked
**SPAWNSTATIC**
- Added option to link statics to units, e.g. carriers.
- Fixed SpawnFromType function.
- Added :InitXYZ functions to set parameters.
- Removed ReSpawn functions. Pointless here. Use Respawn of STATIC class instead.
- Updated docs.

**COORDINATE**
- Added optional parameter to IsDay() and IsNight() functions to check on specific time.

**STATIC**
- Fixed Respawn functions so that statics do not appear on top of each other.

**UTILS**
- Added optional parameter to GetMissionDay and GetMissionDayOfYear functions.

**AIRBOSS**
- Adjusted recovery turn time interval back to 5 min in :SetRecoveryTurnTime() function.
2020-05-27 22:18:18 +02:00
Frank
61bb59d8b3 Astro Update
**COORDINATE**
* Added functions to get sunrise and sunset times.

**UTILS**
* Added functions to calculate sunset and sunrise
* Added function to replace illegal characters.

**AIRBOSS v1.1.5**
* Fixed wrong function name when recovery is resumed.
* Replace illegcal characters in player names when writing trapsheet.
2020-05-24 23:33:21 +02:00
Frank
21652de804 AIRBOSS v1.1.4
Updated Nimitz class parameters.
2020-05-20 23:03:25 +02:00
Frank
e677e2acf4 Merge pull request #1330 from FlightControl-Master/develop
Small fix to A2G dispatcher
2020-05-19 09:24:07 +02:00
Frank
2658230331 Update and fixes
AI_A2G_DISPATCHER
- Fixed report output.

ENUMS
- Added Morse code.
2020-05-17 00:28:12 +02:00
Frank
bb0827bb8c Merge pull request #1327 from FlightControl-Master/develop
Develop
2020-05-16 19:48:58 +02:00
Frank
be1f8cde34 Merge pull request #1326 from FlightControl-Master/FF/Develop
Fixes
2020-05-16 13:14:55 +02:00
Frank
29028bf128 Merge branch 'develop' into FF/Develop 2020-05-16 13:12:49 +02:00
Frank
c30ca2b18a Fixes
RADIOQUEUE
- Fix for issue #1321

USERFLAG
- Added delay parameter

CLEANUP
- Fixes iniunit nil #1324

WAREHOUSE v1.0.2
- Fixes #1322
2020-05-16 13:09:04 +02:00
Frank
d1b40b63c2 Merge pull request #1320 from zlinman/develop
Develop
2020-05-06 09:03:00 +02:00
zlinman
0b7ac754c5 only type error corrected, spaces deleted 2020-05-04 12:53:09 +02:00
Frank
5b514d223b Merge pull request #1319 from FlightControl-Master/FF/Develop
Ff/develop
2020-05-04 00:39:26 +02:00
Frank
7d8e27c83e Update Warehouse.lua 2020-05-04 00:37:28 +02:00
Frank
dcd1060496 Update Warehouse.lua 2020-05-04 00:33:33 +02:00
Frank
533e2abf17 Merge branch 'develop' into FF/Develop 2020-05-04 00:31:54 +02:00
Frank
6b318d0309 Update Enums.lua 2020-05-04 00:31:43 +02:00
Frank
bee44b97fd WAREHOUSE v1.0.1 2020-05-03 23:56:32 +02:00
Frank
77de1dda2b Stuff 2020-05-03 01:14:37 +02:00
Frank
5b03bc5066 Merge branch 'develop' into FF/Develop 2020-05-01 23:05:55 +02:00
Frank
0d6f32581c Merge pull request #1315 from FlightControl-Master/FF/Develop
Fixes
2020-05-01 23:03:54 +02:00
Frank
2620370890 Fixes
UTILS
- Corrected Big Smoke and Fire presets. Issue #1313

CONTROLLABLE
- Fixed callsign number in :CommandSetCallsign function. #1314

ENUMS
- Added formations (old and new)
2020-05-01 23:01:43 +02:00
zlinman
f866af0d4a Update CleanUp.lua 2020-04-30 18:45:06 +02:00
zlinman
b86eac33b6 Revert "Update CleanUp.lua"
This reverts commit c78bd2652a.
2020-04-30 18:38:04 +02:00
zlinman
c78bd2652a Update CleanUp.lua 2020-04-30 18:33:15 +02:00
Frank
392d465b30 Merge pull request #1310 from SteveLockeUK/fix/task-report-order
Added call to self:UpdateTaskInfo( self.DetectedItem ) to RerportOrde…
2020-04-25 21:48:44 +02:00
Stephen Locke
056cc1630d Added call to self:UpdateTaskInfo( self.DetectedItem ) to RerportOrder for both Task_A2A and Task_A2G. This fixes an issue with multi task missions where coordinates are not available when Moose attempts to sort the tasks for the comms menu. 2020-04-25 15:07:04 +01:00
Frank
364ce927e7 Merge pull request #1309 from FlightControl-Master/FF/Develop
Misc Fixes and Improvements
2020-04-25 01:26:53 +02:00
Frank
517d5860fb Update Controllable.lua 2020-04-25 00:57:59 +02:00
Frank
4e49184da2 Update Static.lua 2020-04-24 22:53:42 +02:00
Frank
68ece29ab5 Update Controllable.lua 2020-04-24 22:45:45 +02:00
Frank
c3cc76c15b Update Controllable.lua 2020-04-24 21:57:10 +02:00
Frank
0a570da986 Up 2020-04-24 21:16:42 +02:00
Frank
b25697e261 Merge branch 'develop' into FF/Develop 2020-04-24 16:57:40 +02:00
Frank
863e239204 Update Utils.lua 2020-04-24 16:53:15 +02:00
Frank
457b30ed07 ATIS v0.7.1
Fixed bug that windfrom < 0.
2020-04-24 16:46:46 +02:00
Frank
7360c51a8f Updates Misc 2020-04-24 16:03:28 +02:00
Frank
df512f7a58 Update RadioQueue.lua 2020-04-24 01:19:04 +02:00
Frank
da05c41c27 Update AI_Air_Engage.lua
Should fix #1206
2020-04-24 00:40:54 +02:00
Frank
3c428723f8 Update AI_Air.lua
Should fix issue #1205
2020-04-24 00:16:18 +02:00
Frank
4c3fd1d867 Airboss v1.1.3
- Unicorn only when Tgroove 16-18 sec.
- Recovery time can be given as relative seconds.
- Time before turn can be specified by user.
- Function to get next recovery time.
- Removed some old code.
2020-04-23 16:44:38 +02:00
Frank
909c028e48 Update AI_A2A_Patrol.lua
Fixes issue #1307
2020-04-23 16:04:50 +02:00
Frank
14e12dc36b Merge pull request #1306 from FlightControl-Master/thebgpikester-SPAWN-DOC-UPDATE
Spawn Documentation fixes
2020-04-22 15:37:16 +02:00
Pikes
0502e0a020 Spawn Documentation fixes
no code touched
no code touched
I went through removing where 6-7 year old docs used a non existent method "Schedule" and replaced it with SpawnSchedule() wher ethat worked or Spawn() where I couldnt understand the ancient demo.
Also added warnings on IniLimit and InitCleanUp() the two worst offenders of misconfiguration.
Couple of Belgian typos corrected.
2020-04-22 14:09:31 +01:00
Frank
36aebd3c04 Merge pull request #1299 from FlightControl-Master/thebgpikester-ai_Patrol_Baro
change default to "BARO"
2020-04-20 22:02:43 +02:00
Frank
007831bb9a Merge pull request #1298 from FlightControl-Master/thebgpikester-Dispatcherchanges
Changing default altitude to BARO
2020-04-20 21:57:13 +02:00
Frank
def44bde89 Merge pull request #1304 from FlightControl-Master/FF/Develop
Fixes
2020-04-08 12:04:28 +02:00
Frank
4b369fae95 A2G Dispatcher
Fixes issue #1303
2020-04-08 11:54:09 +02:00
Frank
cb4a44b512 Event 2020-04-08 01:10:43 +02:00
Frank
53fbec9c15 events 2020-04-08 00:09:47 +02:00
Frank
d476922af2 Merge pull request #1301 from FlightControl-Master/FF/Develop
ATIS and WAREHOUSE
2020-04-04 23:39:56 +02:00
Frank
861f2da4d6 ATIS and WAREHOUSE 2020-04-04 23:08:23 +02:00
Pikes
6d75b25f57 change default to "BARO"
addition on AI_A2A_Patrol already done
2020-04-02 13:50:41 +01:00
Pikes
bfb3ae33f4 Changing default altitude to BARO
to avoid DCS AI stopping engaging or even flying int he right direction.
2020-04-02 13:26:03 +01:00
Pikes
a796c7a594 Urgent fix for Ford_AB name change. this breaks Moose completely until pushed.
ATC table was changed to the correct name for the enumerator string of "Ford" to "Ford_AB" The main enumerator table was not also changed so the two mismatched.
One has to agree with the other else Moose stops with an index error.
However, there could be minor risk if someone refers to the old enumerator. Whilst we dont care about the string name, the AB was changed by ED anyway. The actual way to keep is to have the string equal the map name. Either way is damned if you do, damned if you don't but I'd rather keep the convention and blame ED than keep it wrong and inconsistent.
2020-03-28 18:56:14 +00:00
Frank
af63c1a219 Merge pull request #1269 from FlightControl-Master/SPAWNInitArray_#1255
Spawn init array #1255
2020-03-27 23:04:09 +01:00
Frank
72da7a2c04 Merge pull request #1282 from FlightControl-Master/Pikes-ATC---added-the-6-new-airbases
Normandy added 7 new airbases with coords
2020-03-27 22:58:57 +01:00
Frank
f9bdbf4e3f Merge pull request #1293 from FlightControl-Master/FF/Develop
AIRBASE
2020-03-20 16:37:23 +01:00
Frank
850951bcb4 Update Airbase.lua 2020-03-20 16:35:28 +01:00
Frank
3d0f002f73 Merge pull request #1292 from FlightControl-Master/ATC_GROUND_PG_#1291
Applied @Warlords fix on swapped Airbases in ATC_Ground.lua PG map
2020-03-16 18:07:53 +01:00
Thor Vik
ff8c454752 Applied @Warlords fix on swapped Airbases in ATC_Ground.lua PG map
Solves Issue #1291
2020-03-16 17:52:14 +01:00
Frank
6882c4b42f Merge pull request #1290 from FlightControl-Master/FF/Develop
SPAWN
2020-03-14 20:34:39 +01:00
Frank
9b0f474edf Update Spawn.lua 2020-03-14 20:30:58 +01:00
Frank
ceaae5421c SPAWN
corrected spawn name
2020-03-14 20:28:32 +01:00
Frank
36666df76f Temp 2020-03-14 19:19:55 +01:00
Frank
3616e4264a Merge pull request #1288 from FlightControl-Master/Issue_#1286_SpawnNewFromTemplate
Made parameter SpawnAliasPrefix mandatory for SpawnFromTemplate funct…
2020-03-11 22:49:27 +01:00
Thor Vik
a704693abf Made parameter SpawnAliasPrefix mandatory for SpawnFromTemplate function. 2020-03-11 15:28:36 +01:00
Frank
4dc303a166 Merge pull request #1287 from FlightControl-Master/Issue_#1286_SpawnNewFromTemplate
Fix for Issue #1286, partly tested.
2020-03-11 10:50:23 +01:00
Thor Vik
71b5140e69 Fix for Issue #1286, partly tested. 2020-03-11 10:11:59 +01:00
Frank
00e5499f81 Merge pull request #1285 from Loophole62ndFF/InitGroupHeading_implementation
Init group heading implementation
2020-03-05 22:57:29 +01:00
Michael Barnes
7cf73af707 Added some protection against unexpectedly-nil values. 2020-03-05 13:05:25 +10:00
Michael Barnes
4ef827836c Added SPAWN:InitGroupHeading function, to allow orientation of the overall group formation when spawned (handy for static formations like SAM batteries, etc.) 2020-03-05 13:05:11 +10:00
Frank
e3d6337481 Merge pull request #1284 from FlightControl-Master/FF/Develop
MGRS
2020-02-26 20:52:48 +01:00
Frank
f258e9263e MGRS 2020-02-26 20:44:35 +01:00
Frank
48d99a19c5 Merge pull request #1270 from FlightControl-Master/WAREHOUSE-_#1260
Added some line to docs to tell Spawn state might not be as expected.
2020-02-25 21:53:23 +01:00
Frank
f34511bd8c Merge pull request #1283 from FlightControl-Master/FF/Develop
Fixes & Improvements
2020-02-25 21:41:48 +01:00
Frank
63a5d2e3ac Fixes & Improvements 2020-02-25 21:35:00 +01:00
Pikes
3fb52d4fa1 Normandy added 6 airbases with coords
added the coords 
added the list of airbases at the top
2020-02-22 22:17:34 +00:00
Frank
463403cef4 Merge pull request #1280 from FlightControl-Master/Pikes---adding-new-Normandy-airbase-enumerators-to-AIRBASE.Normandy
Update Airbase.lua
2020-02-22 18:48:26 +01:00
Pikes
fedee49eb1 Update Airbase.lua
https://github.com/FlightControl-Master/MOOSE/issues/1279
I dont know if anything else needs to be done apart from this.
2020-02-22 16:35:18 +00:00
132nd-Entropy
042cc7a85f Update ATIS.lua 2020-02-20 15:04:00 +01:00
132nd-Entropy
9583168c4d Update ATIS.lua 2020-02-20 14:38:11 +01:00
Frank
0c32c35c27 Merge pull request #1275 from FlightControl-Master/FF/Develop
Ff/develop
2020-02-17 23:42:47 +01:00
Frank
6ab85072d2 DCS 2.5.6 fixes 2020-02-17 23:19:28 +01:00
Frank
04da941c36 Updates 2020-02-15 23:51:28 +01:00
Wingthor
d6c919a097 Added some line to docs to tell Spawn state might not be as expected.
Added:
Requested assets spawn in various "Engagement Rules" (ROE) and Alerts modes. If your assets will cross into dangerous areas, be sure to change these states. You can do this in @{#WAREHOUSE:OnAfterAssetSpawned}(*From, *Event, *To, *group, *asset, *request)) function.

Initial Spawn states is as follows:
    GROUND: ROE, "Return Fire" Alarm, "Green"
    AIR: 	ROE, "Return Fire" Reaction to Threat, "Passive Defense"
    NAVAL	ROE, "Return Fire" Alarm,"N/A"

Solves issue #1260
2020-02-13 12:16:56 +01:00
Wingthor
1f9ffcd92d The error is to deep to solve on the fly. In database new groups appear, but not in map, when regular spawning (:Spawn()) is done. Spawning scheduled causes groups to appear on map. OnSpawnGroup is not triggered in neither of methods.
#Issue 1255 is for now solved by adding a caution to documentation for function/directive: "CAUTION: this directive will NOT work with OnSpawnGroup function."

Requires work from author or someone else with deep knowledge of the class.
2020-02-13 09:58:59 +01:00
Wingthor
12ef34acaa Merge pull request #1266 from FlightControl-Master/AIRBASE.Nevada.Mellan_Airstrip_does_not_exist_#1263
FIX: removed Mellan_Airstrip from list of Nevada airfields (not a val…

Fixes #1266 which now can be closed.
2020-02-12 18:38:53 +01:00
132nd-Entropy
ce60e7ce74 FIX: removed Mellan_Airstrip from list of Nevada airfields (not a valid airport and has no taxiway designations, resulting in a scripting error if included) 2020-02-12 16:25:45 +01:00
thebgpikester
aa5d36db88 Merge pull request #1265 from FlightControl-Master/ATC_GROUND_PERSIANGULF_Abu_Musa_Island_Airport_double_entry
Issue #1264 Abu_Musa_Island_Airport
2020-02-11 15:11:23 +00:00
Wingthor
a2759b1cc0 Issue #1264 Abu_Musa_Island_Airport 2020-02-11 15:55:10 +01:00
Frank
0da0b025b5 Merge pull request #1262 from FlightControl-Master/#1258-WAREHOUSE-onafterChangeCountry(From,-Event,-To,-Country)
#1258 warehouse onafter change country(from, event, to, country)
2020-02-09 19:41:01 +01:00
Wingthor
f685064c0c fixed the typo on self.airbasse to self.airbase.
Tested with and without this line `SetAirbase(AIRBASE:FindByName(AIRBASE.Caucasus.Kutaisi))` in the test script.

Resolves issue #1258
2020-02-08 12:44:50 +01:00
Wingthor
b68e254bc0 Fixes issue #1258 WAREHOUSE:onafterChangeCountry() 2020-02-06 15:36:54 +01:00
Wingthor
d43f77706e Merge branch '1254-range-setsoundfilespath-path' into 'develop'
Fixed issue 1254

Closes #1254

See merge request Wingthor/MOOSE!1259
2020-02-01 20:28:07 +01:00
Wingthor
5e1fb36d01 Fixed issue 1254 2020-02-01 20:27:00 +01:00
Wingthor
6d3bbe88e6 Merge branch 'wingthor_fixes' into 'develop'
Test Commits and pipe

See merge request Wingthor/MOOSE!1258
2020-02-01 19:53:26 +01:00
Wingthor
e4906eb083 Test Commits and pipe 2020-02-01 19:30:32 +01:00
Frank
19eb81866a Merge pull request #1257 from FlightControl-Master/FF/Develop
Misc/Minor
2020-01-25 23:59:06 +01:00
Frank
cd34755036 Merge pull request #1253 from NachtRaveVL/RouteNameFix
Adding route name fetch to getGroupRoute()
2020-01-21 19:04:23 +01:00
NachtRaveVL
c72625c60f Adding route name fetch to getGroupRoute() 2020-01-20 15:28:03 -08:00
Frank
1e1154d190 controllable 2020-01-19 22:14:45 +01:00
Frank
ff0f62c01b Merge pull request #1252 from FlightControl-Master/FF/Develop
ATIS v0.6.2 and Misc
2020-01-08 19:43:56 +01:00
Frank
e6e5787fc6 Update Point.lua 2020-01-08 19:26:40 +01:00
Frank
431e8a05f9 ZCC
- Fixed unit counting in status report.
2020-01-08 18:45:57 +01:00
Frank
b91a8cf4c8 ATIS v0.6.2
- Added F10 marker option.
2020-01-08 12:04:45 +01:00
Frank
3e8455410e ZCC, ATIS, CONTROLLABLE 2020-01-07 23:34:36 +01:00
Frank
3a9ad1b7cc Merge pull request #1251 from FlightControl-Master/FF/Develop
FOX fixed log spamming
2020-01-06 21:58:25 +01:00
Frank
6000421957 Update Fox.lua 2020-01-06 21:54:59 +01:00
Frank
231ceef41f Merge pull request #1250 from FlightControl-Master/FF/Develop
Misc Improvements
2020-01-06 21:43:31 +01:00
Frank
4661f6981e Misc 2020-01-06 21:09:21 +01:00
Frank
fcfcfeae00 Misc 2020-01-06 00:15:44 +01:00
Frank
09ed562f61 SUPPRESSION & AIRBOSS
- Fixed bug/typo in SUPPRESSION:SetHomeBase() function.
- Added AIRBOSS Marshal event.
2020-01-04 00:15:00 +01:00
Frank
b1f2bab87e Merge pull request #1249 from FlightControl-Master/FF/Develop
Ff/develop
2020-01-02 22:58:51 +01:00
Frank
aa6515e1ca AI_AIR
- Fixed onafterRefuel
2020-01-02 22:50:35 +01:00
Frank
d5b8ed62ae AI_AIR
- Fixed call to .Resume function if AI_A2A_CAP is calling.
2020-01-02 20:15:42 +01:00
Frank
6208c79d1f ARTY v1.1.7 & AIRBASE
- Improved ARTY._PassingWaypoint function.
- Corrected AIRBASE.Ras_Al_Khaimah
2020-01-02 16:17:25 +01:00
Frank
740ee74f61 SUPPRESSION 2019-12-31 00:00:45 +01:00
Frank
0bb0c70667 Merge pull request #1247 from FlightControl-Master/FF/Develop
ZONE_CAPTURE_COALITION and other fixes
2019-12-29 23:40:27 +01:00
Frank
9fb311bf7d Update AI_A2A_Patrol.lua 2019-12-29 23:10:49 +01:00
Frank
8915657e91 ZONE_CAPTURE_COALITION 2019-12-29 23:08:23 +01:00
Frank
8b506a2f20 ZONE_CAPTURE_COALITON & RANGE 2019-12-28 23:59:39 +01:00
Frank
6dd73dba44 AI_AIR
Fixed task in onafterPatrolRoute function
2019-12-28 19:53:02 +01:00
Frank
d3a3d96436 ZONE CAP COAL 2019-12-27 23:03:19 +01:00
Frank
8337058306 CAPTURE ZONE 2019-12-26 23:20:55 +01:00
Frank
389931fbf0 AI_PATROL
- output fix
2019-12-21 01:09:59 +01:00
Frank
b9fd6c0e31 Update RAT.lua 2019-12-19 22:59:37 +01:00
Frank
f48f53fb37 Update RAT.lua
Fixed bug with uncontrolled spawning.
2019-12-19 13:11:58 +01:00
Frank
07edcd7e73 SCHEDULER
Clean up
2019-12-18 23:00:42 +01:00
Frank
a193d342d7 Merge pull request #1244 from FlightControl-Master/FF/Develop
A2A Dispatcher and other fixes/improvements
2019-12-17 00:16:04 +01:00
Frank
5b9978e390 A2A Dispatcher fixes
- Increased engage distance.
2019-12-17 00:09:24 +01:00
Frank
c3c984381e SUPPRESSION 2019-12-16 00:59:23 +01:00
Frank
ca49e8f8ae FOX v0.6.1
- Added Stop event.
2019-12-15 22:30:05 +01:00
Frank
59c46f9b4b Push 2019-12-11 21:38:53 +01:00
Frank
b9384831fb Merge pull request #1242 from FlightControl-Master/FF/Develop
ATIS v0.6.0
2019-12-11 21:12:24 +01:00
Frank
0d57ad5584 ATIS v0.6.0
- Added altimeter QNH calculation
2019-12-11 21:10:23 +01:00
Frank
cf34ec0905 Merge pull request #1241 from FlightControl-Master/FF/Develop
SPAWN AI_Balancer
2019-12-10 20:16:09 +01:00
Frank
1c99e474b2 SPAWN AI_Balancer
SPAWN
- Added :InitAirbase()

AI_BALANCER
- Fixed bug in Return function.
2019-12-10 20:11:49 +01:00
Frank
e45134f086 Merge pull request #1240 from FlightControl-Master/FF/Develop
SCHEDULER fixes
2019-12-08 00:29:32 +01:00
Frank
1b5e9df586 SCHEDULER fixes 2019-12-08 00:27:20 +01:00
Frank
4b6612e114 Cargo fixes 2019-12-04 22:17:51 +01:00
Frank
e4473010eb Docs
HelicopterUsable
2019-12-02 16:33:03 +01:00
Frank
bb259b2572 Merge pull request #1235 from FlightControl-Master/FF/Develop
Ff/develop
2019-11-25 12:17:36 +01:00
Frank
e16e2851c1 ARTY v1.1.6
- Check that arty unit is not dead when addressed via marker
2019-11-25 11:58:29 +01:00
Frank
169c5a674c Fixes
AI_PATROL:
- Target unit is nil. Issue #1234
DETECTION:
- ReportFriendliesNearBy ForEachPlayer added nil check.
CONTROLLABLE:
- Added IsHelicopter()
- Added OptionRestrictBurner()
AI_A2A_Cap
- AtteckUnit not nil check.
AI_A2A_Dispatcher:
- DefenderGroup not nil and alive check #1228
AI_A2A_GCICAP:
- AttackCoordinate nil check
2019-11-25 11:50:07 +01:00
Frank
60042e14dc Update Airboss.lua
- Removed Orion
2019-11-23 21:02:02 +01:00
Frank
14de37f390 AIRBOSS & BASE
BASE:
- Fixed bug that tracing is always ON

AIRBOSS v1.1.0
- Added support for P-3C Orion and C-2A Greyhound (AI) from MAM
2019-11-23 20:36:45 +01:00
80 changed files with 14215 additions and 7626 deletions

5
.gitignore vendored
View File

@@ -221,3 +221,8 @@ _gsdata_/
.gitattributes
.gitignore
Moose Test Missions/MOOSE_Test_Template.miz
Moose Development/Moose/.vscode/launch.json
MooseCodeWS.code-workspace
.gitignore
.gitignore
/.gitignore

0
.scannerwork/.sonar_lock Normal file
View File

View File

@@ -0,0 +1,6 @@
projectKey=Test
serverUrl=http://localhost:9000
serverVersion=8.1.0.31237
dashboardUrl=http://localhost:9000/dashboard?id=Test
ceTaskId=AXAlUJO97YLjwz1VUDXR
ceTaskUrl=http://localhost:9000/api/ce/task?id=AXAlUJO97YLjwz1VUDXR

View File

@@ -1,10 +1,10 @@
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ===
--
-- ===
--
-- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG
@@ -14,54 +14,54 @@
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
--
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
--
-- This cycle will continue.
--
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
--
-- ## 1. AI_A2A_CAP constructor
--
--
-- * @{#AI_A2A_CAP.New}(): Creates a new AI_A2A_CAP object.
--
--
-- ## 2. AI_A2A_CAP is a FSM
--
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
--
-- ### 2.1 AI_A2A_CAP 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_A2A_CAP Events
--
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
@@ -74,25 +74,25 @@
-- * **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
--
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
--
-- 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.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
--
-- ===
--
--
-- @field #AI_A2A_CAP
AI_A2A_CAP = {
ClassName = "AI_A2A_CAP",
@@ -119,12 +119,12 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
local AI_Air = AI_AIR:New( AICap )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetDisengageRadius( 70000 )
return self
end
@@ -160,35 +160,35 @@ function AI_A2A_CAP:onafterStart( AICap, From, Event, To )
end
--- Set the Engage Zone which defines where the AI will engage bogies.
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_A2A_CAP self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_A2A_CAP self
-- @param #number EngageRange The Engage Range.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- Evaluate the attack and create an AttackUnitTask list.
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_CAP self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
@@ -200,15 +200,13 @@ function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
if AttackUnit and AttackUnit:IsAlive() and AttackUnit:IsAir() then
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
-- Maybe the detected set also contains
-- Maybe the detected set also contains
self:T( { "Attacking Task:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
return AttackUnitTasks
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,12 +1,12 @@
--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
--
-- This is a class used in the @{AI_A2A_Dispatcher}.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ===
--
-- ===
--
-- @module AI.AI_A2A_GCI
-- @image AI_Ground_Control_Intercept.JPG
@@ -18,52 +18,52 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
--
-- This cycle will continue.
--
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
--
-- ## 1. AI_A2A_GCI constructor
--
--
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
--
--
-- ## 2. AI_A2A_GCI is a FSM
--
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
--
-- ### 2.1 AI_A2A_GCI 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_A2A_GCI Events
--
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
@@ -76,25 +76,25 @@
-- * **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
--
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
--
-- 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.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
--
--
-- ===
--
--
-- @field #AI_A2A_GCI
AI_A2A_GCI = {
ClassName = "AI_A2A_GCI",
@@ -116,7 +116,7 @@ function AI_A2A_GCI:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFlo
local AI_Air = AI_AIR:New( AIIntercept )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air, AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) -- #AI_A2A_GCI
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetDisengageRadius( 70000 )
@@ -150,7 +150,7 @@ function AI_A2A_GCI:onafterStart( AIIntercept, From, Event, To )
end
--- Evaluate the attack and create an AttackUnitTask list.
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_GCI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
@@ -165,14 +165,10 @@ function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
-- Maybe the detected set also contains
-- Maybe the detected set also contains
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
return AttackUnitTasks
end

View File

@@ -121,13 +121,13 @@ AI_A2A_PATROL = {
--- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to BARO
-- @return #AI_A2A_PATROL self
-- @usage
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
@@ -137,7 +137,7 @@ AI_A2A_PATROL = {
function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIPatrol )
local AI_Air_Patrol = AI_A2A_PATROL:New( AI_Air, AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local self = BASE:Inherit( self, AI_Air_Patrol ) -- #AI_A2A_PATROL
self:SetFuelThreshold( .2, 60 )
@@ -151,8 +151,8 @@ function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCei
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
-- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
@@ -287,15 +287,15 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
end
--- @param Wrapper.Group#GROUP AIPatrol
-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_A2A_PATROL Fsm The FSM.
function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2A_PATROL.PatrolRoute:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
if AIPatrol and AIPatrol:IsAlive() then
Fsm:Route()
end
@@ -309,7 +309,6 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
self:F2()
-- When RTB, don't allow anymore the routing.

View File

@@ -4375,7 +4375,7 @@ do -- AI_A2G_DISPATCHER
Report:Add( string.format( "\n - Squadron Resources: ", #self.DefenseQueue ) )
for DefenderSquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
Report:Add( string.format( " - %s - %d", DefenderSquadronName, DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount or "n/a" ) )
Report:Add( string.format( " - %s - %s", DefenderSquadronName, DefenderSquadron.ResourceCount and tostring(DefenderSquadron.ResourceCount) or "n/a" ) )
end
self:F( Report:Text( "\n" ) )
@@ -4591,10 +4591,10 @@ do -- AI_A2G_DISPATCHER
Report:Add( string.format( " - %s - %s", DefenseQueueItem.SquadronName, DefenseQueueItem.DefenderSquadron.TakeoffTime, DefenseQueueItem.DefenderSquadron.TakeoffInterval) )
end
Report:Add( string.format( "\n - Squadron Resources: ", #self.DefenseQueue ) )
for DefenderSquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
Report:Add( string.format( " - %s - %d", DefenderSquadronName, DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount or "n/a" ) )
Report:Add( string.format( " - %s - %s", DefenderSquadronName, DefenderSquadron.ResourceCount and tostring(DefenderSquadron.ResourceCount) or "n/a" ) )
end
self:F( Report:Text( "\n" ) )

View File

@@ -1,4 +1,4 @@
--- **AI** -- Models the process of AI air operations.
--- **AI** - Models the process of AI air operations.
--
-- ===
--
@@ -492,6 +492,7 @@ function AI_AIR:onafterStatus()
OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:Fuel()
RTB = true
end
else
end
@@ -707,13 +708,14 @@ end
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
-- Get tanker group.
local Tanker = GROUP:FindByName( self.TankerName )
if Tanker:IsAlive() and Tanker:IsAirPlane() then
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. "), at tanker " .. self.TankerName )
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {}
@@ -724,40 +726,43 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToRefuelSpeed,
true
)
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air.
local ToRefuelRoutePoint = FromRefuelCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToRefuelSpeed,
true
)
--- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
RefuelRoute[#RefuelRoute+1] = FromRefuelRoutePoint
--RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
AIGroup:OptionROEHoldFire()
AIGroup:OptionROTEvadeFire()
-- Get Class name for .Resume function
local classname=self:GetClassName()
-- AI_A2A_CAP can call this function but does not have a .Resume function. Try to fix.
if classname=="AI_A2A_CAP" then
classname="AI_AIR_PATROL"
end
env.info("FF refueling classname="..classname)
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskRefueling()
Tasks[#Tasks+1] = AIGroup:TaskFunction( self:GetClassName() .. ".Resume", self )
Tasks[#Tasks+1] = AIGroup:TaskFunction( classname .. ".Resume", self )
RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:Route( RefuelRoute, self.TaskDelay )
else
-- No tanker defined ==> RTB!
self:RTB()
end
end
end

View File

@@ -80,7 +80,8 @@ AI_AIR_ENGAGE = {
--- Creates a new AI_AIR_ENGAGE object
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
@@ -334,9 +335,8 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterEngage( AIGroup, From, Event, To )
-- TODO: This function is overwritten below!
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
@@ -349,10 +349,10 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
if self.Accomplished == true then
return false
end
end
return true
end
--- onafter event handler for Abort event.
@@ -374,7 +374,7 @@ end
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
--self:SetDetectionOff()
end
--- @param #AI_AIR_ENGAGE self
@@ -405,14 +405,10 @@ end
--- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:I( { "AI_AIR_ENGAGE.___EngageRoute:", AIGroup:GetName() } )
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay, AttackSetUnit )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task )
if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
end
end
@@ -423,7 +419,6 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName()
@@ -450,39 +445,33 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
if TargetDistance <= EngageDistance * 3 then
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
@@ -492,11 +481,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
DefenderGroup:OptionROEReturnFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:Route( EngageRoute, self.TaskDelay )
DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
end
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
end
@@ -506,10 +496,11 @@ end
--- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:I( { "AI_AIR_ENGAGE.___Engage:", AIGroup:GetName() } )
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup:IsAlive() then
Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1
Fsm:__Engage(delay, AttackSetUnit)
end
end
@@ -520,7 +511,6 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
@@ -532,7 +522,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
if DefenderGroup and DefenderGroup:IsAlive() then
local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 )
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
@@ -544,33 +534,25 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(
self.EngageAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
self.EngageAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
if TargetDistance <= EngageDistance * 3 then
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
if TargetDistance <= EngageDistance * 9 then
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
@@ -579,7 +561,8 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
self:Return()
return
else
self:I( DefenderGroupName .. ": Engaging targets " )
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:I(text)
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -591,10 +574,11 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___Engage", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:Route( EngageRoute, self.TaskDelay )
DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:I( DefenderGroupName .. ": No targets found -> returning.")
self:Return()
return
@@ -605,9 +589,9 @@ end
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } )
if AIEngage:IsAlive() then
Fsm:__Reset( Fsm.TaskDelay )
Fsm:__EngageRoute( Fsm.TaskDelay, Fsm.AttackSetUnit )
if AIEngage and AIEngage:IsAlive() then
Fsm:__Reset( Fsm.TaskDelay or 0.1 )
Fsm:__EngageRoute( Fsm.TaskDelay or 0.2, Fsm.AttackSetUnit )
end
end

View File

@@ -99,7 +99,8 @@ AI_AIR_PATROL = {
--- Creates a new AI_AIR_PATROL object
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIGroup
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
@@ -270,14 +271,15 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
)
end
--- @param Wrapper.Group#GROUP AIPatrol
-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_AIR_PATROL Fsm The FSM.
function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
if AIPatrol and AIPatrol:IsAlive() then
Fsm:PatrolRoute()
end
@@ -299,7 +301,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
end
if AIPatrol:IsAlive() then
if AIPatrol and AIPatrol:IsAlive() then
local PatrolRoute = {}
@@ -316,13 +318,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
@@ -360,7 +356,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
-- Task function to redo the patrol at other random position.
local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self)
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
-- Controlled task with task condition.
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
@@ -372,18 +368,11 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_AIR_PATROL.___PatrolRoute", self )
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
end
@@ -401,7 +390,7 @@ end
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
if AIPatrol and AIPatrol:IsAlive() then
Fsm:__Reset( Fsm.TaskDelay )
Fsm:__PatrolRoute( Fsm.TaskDelay )
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- Models squadrons for airplanes and helicopters.
--- **AI** - Models squadrons for airplanes and helicopters.
--
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
--
@@ -9,7 +9,7 @@
-- ===
--
-- @module AI.AI_Air_Squadron
-- @image AI_Air_To_Air_Engage.JPG
-- @image MOOSE.JPG

View File

@@ -196,8 +196,12 @@ function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, A
SetGroup:Flush( self )
end
--- @param #AI_BALANCER self
--- RTB
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
@@ -213,10 +217,13 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
--[[
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
]]
AIGroup:RouteRTB(ClosestAirbase)
end
end

View File

@@ -421,7 +421,7 @@ end
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
if Controllable:IsAlive() then
if Controllable and Controllable:IsAlive() then
local EngageRoute = {}

View File

@@ -141,6 +141,17 @@ function AI_CARGO:New( Carrier, CargoSet )
-- @param #string From
-- @param #string Event
-- @param #string To
--- On after Deployed event.
-- @function [parent=#AI_CARGO] OnAfterDeployed
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- @param #boolean Defend Defend for APCs.
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
@@ -256,9 +267,10 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
self:F( { "In radius", CarrierUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
local CarrierSpace=Carrier_Weight[CarrierUnit]
-- Only when there is space within the bay to load the next cargo item!
if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
if CarrierSpace > CargoWeight then
Carrier:RouteStop()
--Cargo:Ungroup()
Cargo:__Board( -LoadDelay, CarrierUnit )
@@ -275,6 +287,8 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
-- Ok, we loaded a cargo, now we can stop the loop.
break
else
self:T(string.format("WARNING: Cargo too heavy for carrier %s. Cargo=%.1f > %.1f free space", tostring(CarrierUnit:GetName()), CargoWeight, CarrierSpace))
end
end
end
@@ -554,6 +568,7 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- @param #boolean Defend Defend for APCs.
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )

View File

@@ -76,25 +76,31 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
--- Pickup Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
-- @param #AI_CARGO_AIRPLANE self
-- @param #number Delay Delay in seconds.
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
@@ -111,24 +117,30 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
--- Deploy Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
-- @param #AI_CARGO_AIRPLANE self
-- @param #number Delay Delay in seconds.
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
--- On after Loaded event, i.e. triggered when the cargo is inside the carrier.
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded
@@ -137,6 +149,16 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
-- @param From
-- @param Event
-- @param To
--- On after Deployed event.
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeployed
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed.
-- Set carrier.
self:SetCarrier( Airplane )
@@ -259,15 +281,17 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed in km/h for travelling to pickup base.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE (optional) PickupZone The zone where the cargo will be picked up.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Airplane and Airplane:IsAlive() then
self.PickupZone = PickupZone
local airbasepickup=Coordinate:GetClosestAirbase()
self.PickupZone = PickupZone or ZONE_AIRBASE:New(airbasepickup:GetName())
-- Get closest airbase of current position.
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
@@ -280,11 +304,10 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate,
end
-- Set pickup airbase.
local Airbase = PickupZone:GetAirbase()
local Airbase = self.PickupZone:GetAirbase()
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
--env.info("Distance closest to pickup airbase = "..Dist)
if Airplane:InAir() or Dist>500 then
@@ -305,7 +328,7 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate,
end
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, self.PickupZone )
end
@@ -318,15 +341,19 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed in km/h for travelling to pickup base.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The zone where the cargo will be deployed.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Airplane and Airplane:IsAlive()~=nil then
local Airbase = DeployZone:GetAirbase()
local Airbase = Coordinate:GetClosestAirbase()
if DeployZone then
Airbase=DeployZone:GetAirbase()
end
-- Activate uncontrolled airplane.
if Airplane:IsAlive()==false then
@@ -354,6 +381,7 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
local UnboardInterval = 10

View File

@@ -1151,6 +1151,10 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
self.PickupCargo[Carrier] = CargoCoordinate
PickupCargo = Cargo
break
else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:I(text)
end
end
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.5) - Models the automatic assignment of AI escorts to player flights.
--- **AI** - Models the automatic assignment of AI escorts to player flights.
--
-- ## Features:
-- --
@@ -12,7 +12,7 @@
-- ===
--
-- @module AI.AI_Escort_Dispatcher
-- @image AI_Escort_Dispatcher.JPG
-- @image MOOSE.JPG
--- @type AI_ESCORT_DISPATCHER

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.5) - Models the assignment of AI escorts to player flights upon request using the radio menu.
--- **AI** - Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ## Features:
--
@@ -12,7 +12,7 @@
-- ===
--
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
-- @image AI_ESCORT_DISPATCHER_REQUEST.JPG
-- @image MOOSE.JPG
--- @type AI_ESCORT_DISPATCHER_REQUEST

View File

@@ -164,7 +164,7 @@ AI_FORMATION.__Enum.ReportType = {
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #Distance ParamDistance
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
@@ -184,11 +184,13 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
self.FollowGroupSet:ForEachGroup(
function( FollowGroup )
self:E("Following")
--self:E("Following")
FollowGroup:SetState( self, "Mode", self.__Enum.Mode.Formation )
end
)
self:SetFlightModeFormation()
self:SetFlightRandomization( 2 )
self:SetStartState( "None" )
@@ -207,9 +209,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -222,9 +224,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationLine Trigger for AI_FORMATION
@@ -232,9 +234,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationLine Asynchronous Trigger for AI_FORMATION
@@ -243,9 +245,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationTrail", "*" )
@@ -257,7 +259,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #boolean
--- FormationTrail Handler OnAfter for AI_FORMATION
@@ -268,14 +270,14 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
--- FormationTrail Trigger for AI_FORMATION
-- @function [parent=#AI_FORMATION] FormationTrail
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
--- FormationTrail Asynchronous Trigger for AI_FORMATION
-- @function [parent=#AI_FORMATION] __FormationTrail
@@ -283,7 +285,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
self:AddTransition( "*", "FormationStack", "*" )
--- FormationStack Handler OnBefore for AI_FORMATION
@@ -294,7 +296,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @return #boolean
@@ -306,7 +308,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
--- FormationStack Trigger for AI_FORMATION
@@ -314,7 +316,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
--- FormationStack Asynchronous Trigger for AI_FORMATION
@@ -323,7 +325,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
self:AddTransition( "*", "FormationLeftLine", "*" )
@@ -335,8 +337,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string Event
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -348,16 +350,16 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string Event
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationLeftLine Trigger for AI_FORMATION
-- @function [parent=#AI_FORMATION] FormationLeftLine
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationLeftLine Asynchronous Trigger for AI_FORMATION
@@ -365,8 +367,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationRightLine", "*" )
@@ -378,8 +380,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string Event
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -391,16 +393,16 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string Event
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationRightLine Trigger for AI_FORMATION
-- @function [parent=#AI_FORMATION] FormationRightLine
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationRightLine Asynchronous Trigger for AI_FORMATION
@@ -408,8 +410,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationLeftWing", "*" )
@@ -422,8 +424,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -436,8 +438,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationLeftWing Trigger for AI_FORMATION
@@ -445,8 +447,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationLeftWing Asynchronous Trigger for AI_FORMATION
@@ -455,8 +457,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationRightWing", "*" )
@@ -469,8 +471,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -483,8 +485,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationRightWing Trigger for AI_FORMATION
@@ -492,8 +494,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationRightWing Asynchronous Trigger for AI_FORMATION
@@ -502,8 +504,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationCenterWing", "*" )
@@ -516,9 +518,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -531,9 +533,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationCenterWing Trigger for AI_FORMATION
@@ -541,9 +543,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationCenterWing Asynchronous Trigger for AI_FORMATION
@@ -552,9 +554,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationVic", "*" )
@@ -566,9 +568,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #boolean
@@ -580,9 +582,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationVic Trigger for AI_FORMATION
@@ -590,9 +592,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
--- FormationVic Asynchronous Trigger for AI_FORMATION
@@ -601,9 +603,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
self:AddTransition( "*", "FormationBox", "*" )
@@ -615,9 +617,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #boolean
@@ -630,9 +632,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
@@ -641,9 +643,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #AI_FORMATION self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
@@ -653,9 +655,9 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
-- @param #number Delay
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
@@ -704,9 +706,9 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_FORMATION
function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation ) --R2.1
@@ -751,7 +753,7 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_FORMATION
function AI_FORMATION:onafterFormationTrail( FollowGroupSet, From , Event , To, XStart, XSpace, YStart ) --R2.1
@@ -769,7 +771,7 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @return #AI_FORMATION
function AI_FORMATION:onafterFormationStack( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace ) --R2.1
@@ -789,8 +791,8 @@ end
-- @param #string Event
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_FORMATION
function AI_FORMATION:onafterFormationLeftLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
@@ -808,8 +810,8 @@ end
-- @param #string Event
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_FORMATION
function AI_FORMATION:onafterFormationRightLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
@@ -828,8 +830,8 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
function AI_FORMATION:onafterFormationLeftWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
@@ -848,8 +850,8 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
function AI_FORMATION:onafterFormationRightWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
@@ -867,9 +869,9 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
@@ -905,9 +907,9 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_FORMATION
function AI_FORMATION:onafterFormationVic( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
@@ -924,9 +926,9 @@ end
-- @param #string To
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_FORMATION
@@ -997,7 +999,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.EscortGroupSet:ForSomeGroupAlive(
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
@@ -1021,7 +1023,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.EscortGroupSet:ForSomeGroupAlive(
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
@@ -1045,7 +1047,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.EscortGroupSet:ForSomeGroupAlive(
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
@@ -1065,7 +1067,7 @@ end
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
-- @param #string From From state.
-- @param #string Event Event.
-- @pram #string To The to state.
-- @param #string To The to state.
function AI_FORMATION:onafterStop(FollowGroupSet, From, Event, To) --R2.1
self:E("Stopping formation.")
end
@@ -1075,7 +1077,7 @@ end
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
-- @param #string From From state.
-- @param #string Event Event.
-- @pram #string To The to state.
-- @param #string To The to state.
function AI_FORMATION:onbeforeFollow( FollowGroupSet, From, Event, To ) --R2.1
if From=="Stopped" then
return false -- Deny transition.
@@ -1083,7 +1085,12 @@ function AI_FORMATION:onbeforeFollow( FollowGroupSet, From, Event, To ) --R2.1
return true
end
--- @param #AI_FORMATION self
--- Enter following state.
-- @param #AI_FORMATION self
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To The to state.
function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
if self.FollowUnit:IsAlive() then
@@ -1093,153 +1100,184 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
local CT1, CT2, CV1, CV2
CT1 = ClientUnit:GetState( self, "CT1" )
local CuVec3=ClientUnit:GetVec3()
if CT1 == nil or CT1 == 0 then
ClientUnit:SetState( self, "CV1", ClientUnit:GetPointVec3() )
ClientUnit:SetState( self, "CV1", CuVec3)
ClientUnit:SetState( self, "CT1", timer.getTime() )
else
CT1 = ClientUnit:GetState( self, "CT1" )
CT2 = timer.getTime()
CV1 = ClientUnit:GetState( self, "CV1" )
CV2 = ClientUnit:GetPointVec3()
CV2 = CuVec3
ClientUnit:SetState( self, "CT1", CT2 )
ClientUnit:SetState( self, "CV1", CV2 )
end
FollowGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP FollowGroup
-- @param Wrapper.Unit#UNIT ClientUnit
function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 )
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
FollowGroup:OptionROTEvadeFire()
FollowGroup:OptionROEReturnFire()
local GroupUnit = FollowGroup:GetUnit( 1 )
local FollowFormation = FollowGroup:GetState( self, "FormationVec3" )
if FollowFormation then
local FollowDistance = FollowFormation.x
local GT1 = GroupUnit:GetState( self, "GT1" )
if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then
GroupUnit:SetState( self, "GV1", GroupUnit:GetPointVec3() )
GroupUnit:SetState( self, "GT1", timer.getTime() )
else
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
local CT = CT2 - CT1
local CS = ( 3600 / CT ) * ( CD / 1000 ) / 3.6
local CDv = { x = CV2.x - CV1.x, y = CV2.y - CV1.y, z = CV2.z - CV1.z }
local Ca = math.atan2( CDv.x, CDv.z )
local GT1 = GroupUnit:GetState( self, "GT1" )
local GT2 = timer.getTime()
local GV1 = GroupUnit:GetState( self, "GV1" )
local GV2 = GroupUnit:GetPointVec3()
GV2:AddX( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
GV2:AddY( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
GV2:AddZ( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
GroupUnit:SetState( self, "GT1", GT2 )
GroupUnit:SetState( self, "GV1", GV2 )
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
local GT = GT2 - GT1
-- Calculate the distance
local GDv = { x = GV2.x - CV1.x, y = GV2.y - CV1.y, z = GV2.z - CV1.z }
local Alpha_T = math.atan2( GDv.x, GDv.z ) - math.atan2( CDv.x, CDv.z )
local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T
local Position = math.cos( Alpha_R )
local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5
local Distance = GD * Position + - CS * 0.5
-- Calculate the group direction vector
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
-- Calculate GH2, GH2 with the same height as CV2.
local GH2 = { x = GV2.x, y = CV2.y + FollowFormation.y, z = GV2.z }
-- Calculate the angle of GV to the orthonormal plane
local alpha = math.atan2( GV.x, GV.z )
local GVx = FollowFormation.z * math.cos( Ca ) + FollowFormation.x * math.sin( Ca )
local GVz = FollowFormation.x * math.cos( Ca ) - FollowFormation.z * math.sin( Ca )
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
local Inclination = ( Distance + FollowFormation.x ) / 10
if Inclination < -30 then
Inclination = - 30
end
local CVI = { x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
local DVu = { x = DV.x / FollowDistance, y = DV.y, z = DV.z / FollowDistance }
-- Now we can calculate the group destination vector GDV.
local GDV = { x = CVI.x, y = CVI.y, z = CVI.z }
local ADDx = FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha)
local ADDz = FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha)
local GDV_Formation = {
x = GDV.x - GVx,
y = GDV.y,
z = GDV.z - GVz
}
if self.SmokeDirectionVector == true then
trigger.action.smoke( GDV, trigger.smokeColor.Green )
trigger.action.smoke( GDV_Formation, trigger.smokeColor.White )
end
local Time = 120
local Speed = - ( Distance + FollowFormation.x ) / Time
if Distance > -10000 then
Speed = - ( Distance + FollowFormation.x ) / 60
end
if Distance > -2500 then
Speed = - ( Distance + FollowFormation.x ) / 20
end
local GS = Speed + CS
self:F( { Distance = Distance, Speed = Speed, CS = CS, GS = GS } )
-- Now route the escort to the desired point with the desired speed.
FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second)
end
end
end
end,
self, ClientUnit, CT1, CV1, CT2, CV2
)
--FollowGroupSet:ForEachGroupAlive( bla, self, ClientUnit, CT1, CV1, CT2, CV2)
for _,_group in pairs(FollowGroupSet:GetSet()) do
local group=_group --Wrapper.Group#GROUP
if group and group:IsAlive() then
self:FollowMe(group, ClientUnit, CT1, CV1, CT2, CV2)
end
end
self:__Follow( -self.dtFollow )
end
end
--- Follow me.
-- @param #AI_FORMATION self
-- @param Wrapper.Group#GROUP FollowGroup Follow group.
-- @param Wrapper.Unit#UNIT ClientUnit Client Unit.
-- @param DCS#Time CT1 Time
-- @param DCS#Vec3 CV1 Vec3
-- @param DCS#Time CT2 Time
-- @param DCS#Vec3 CV2 Vec3
function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
FollowGroup:OptionROTEvadeFire()
FollowGroup:OptionROEReturnFire()
local GroupUnit = FollowGroup:GetUnit( 1 )
local GuVec3=GroupUnit:GetVec3()
local FollowFormation = FollowGroup:GetState( self, "FormationVec3" )
if FollowFormation then
local FollowDistance = FollowFormation.x
local GT1 = GroupUnit:GetState( self, "GT1" )
if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then
GroupUnit:SetState( self, "GV1", GuVec3)
GroupUnit:SetState( self, "GT1", timer.getTime() )
else
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
local CT = CT2 - CT1
local CS = ( 3600 / CT ) * ( CD / 1000 ) / 3.6
local CDv = { x = CV2.x - CV1.x, y = CV2.y - CV1.y, z = CV2.z - CV1.z }
local Ca = math.atan2( CDv.x, CDv.z )
local GT1 = GroupUnit:GetState( self, "GT1" )
local GT2 = timer.getTime()
local GV1 = GroupUnit:GetState( self, "GV1" )
local GV2 = GuVec3
--[[
GV2:AddX( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
GV2:AddY( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
GV2:AddZ( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
]]
GV2.x=GV2.x+math.random( -self.FlightRandomization / 2, self.FlightRandomization / 2 )
GV2.y=GV2.y+math.random( -self.FlightRandomization / 2, self.FlightRandomization / 2 )
GV2.z=GV2.z+math.random( -self.FlightRandomization / 2, self.FlightRandomization / 2 )
GroupUnit:SetState( self, "GT1", GT2 )
GroupUnit:SetState( self, "GV1", GV2 )
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
local GT = GT2 - GT1
-- Calculate the distance
local GDv = { x = GV2.x - CV1.x, y = GV2.y - CV1.y, z = GV2.z - CV1.z }
local Alpha_T = math.atan2( GDv.x, GDv.z ) - math.atan2( CDv.x, CDv.z )
local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T
local Position = math.cos( Alpha_R )
local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5
local Distance = GD * Position + - CS * 0.5
-- Calculate the group direction vector
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
-- Calculate GH2, GH2 with the same height as CV2.
local GH2 = { x = GV2.x, y = CV2.y + FollowFormation.y, z = GV2.z }
-- Calculate the angle of GV to the orthonormal plane
local alpha = math.atan2( GV.x, GV.z )
local GVx = FollowFormation.z * math.cos( Ca ) + FollowFormation.x * math.sin( Ca )
local GVz = FollowFormation.x * math.cos( Ca ) - FollowFormation.z * math.sin( Ca )
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
local Inclination = ( Distance + FollowFormation.x ) / 10
if Inclination < -30 then
Inclination = - 30
end
local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
local DVu = { x = DV.x / FollowDistance, y = DV.y, z = DV.z / FollowDistance }
-- Now we can calculate the group destination vector GDV.
local GDV = { x = CVI.x, y = CVI.y, z = CVI.z }
local ADDx = FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha)
local ADDz = FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha)
local GDV_Formation = {
x = GDV.x - GVx,
y = GDV.y,
z = GDV.z - GVz
}
-- Debug smoke.
if self.SmokeDirectionVector == true then
trigger.action.smoke( GDV, trigger.smokeColor.Green )
trigger.action.smoke( GDV_Formation, trigger.smokeColor.White )
end
local Time = 120
local Speed = - ( Distance + FollowFormation.x ) / Time
if Distance > -10000 then
Speed = - ( Distance + FollowFormation.x ) / 60
end
if Distance > -2500 then
Speed = - ( Distance + FollowFormation.x ) / 20
end
local GS = Speed + CS
--self:F( { Distance = Distance, Speed = Speed, CS = CS, GS = GS } )
-- Now route the escort to the desired point with the desired speed.
FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second)
end
end
end
end

View File

@@ -178,8 +178,8 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
-- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO"
self:SetRefreshTimeInterval( 30 )
@@ -636,7 +636,7 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self.Controllable:OnReSpawn(
function( PatrolGroup )
self:E( "ReSpawn" )
self:T( "ReSpawn" )
self:__Reset( 1 )
self:__Route( 5 )
end
@@ -667,21 +667,27 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
local TargetUnit = UNIT:Find( TargetObject )
local TargetUnitName = TargetUnit:GetName()
if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } )
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
if TargetUnit and TargetUnit:IsAlive() then
local TargetUnitName = TargetUnit:GetName()
if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } )
if self.DetectedUnits[TargetUnit] == nil then
self.DetectedUnits[TargetUnit] = true
end
Detected = true
end
else
if self.DetectedUnits[TargetUnit] == nil then
self.DetectedUnits[TargetUnit] = true
end
Detected = true
Detected = true
end
else
if self.DetectedUnits[TargetUnit] == nil then
self.DetectedUnits[TargetUnit] = true
end
Detected = true
end
end
end
@@ -735,7 +741,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
-- This will make the plane fly immediately to the patrol zone.
if self.Controllable:InAir() == false then
self:E( "Not in the air, finding route path within PatrolZone" )
self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
@@ -750,7 +756,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
else
self:E( "In the air, finding route path within PatrolZone" )
self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()

View File

@@ -1,34 +1,34 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
--
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
--
-- ===
--
--
-- ===
--
-- @module Actions.Account
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ACCOUNT state machine:
--
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- 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,
-- 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
--
--
-- ### 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
--
--
-- ### ACT_ACCOUNT Events
--
-- * **Start**: Start the process.
-- * **Wait**: Wait for an event.
-- * **Report**: Report the status of the accounting.
@@ -36,32 +36,32 @@ do -- ACT_ACCOUNT
-- * **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**.
--
-- * **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,
-- 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**.
--
-- * **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 Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
ACT_ACCOUNT = {
ACT_ACCOUNT = {
ClassName = "ACT_ACCOUNT",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT self
-- @return #ACT_ACCOUNT
@@ -69,7 +69,7 @@ do -- ACT_ACCOUNT
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "Assigned", "Start", "Waiting" )
self:AddTransition( "*", "Wait", "Waiting" )
self:AddTransition( "*", "Report", "Report" )
@@ -79,16 +79,16 @@ do -- ACT_ACCOUNT
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Failed" )
self:SetStartState( "Assigned" )
self:SetStartState( "Assigned" )
return self
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -104,7 +104,7 @@ do -- ACT_ACCOUNT
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -112,17 +112,17 @@ do -- ACT_ACCOUNT
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To )
if self.DisplayCount >= self.DisplayInterval then
self:Report()
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -130,30 +130,30 @@ do -- ACT_ACCOUNT
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
self:__NoMore( 1 )
end
end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.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 Core.Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT
ACT_ACCOUNT_DEADS = {
ACT_ACCOUNT_DEADS = {
ClassName = "ACT_ACCOUNT_DEADS",
}
@@ -165,24 +165,24 @@ do -- ACT_ACCOUNT_DEADS
function ACT_ACCOUNT_DEADS:New()
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
return self
end
function ACT_ACCOUNT_DEADS:Init( FsmAccount )
self.Task = self:GetTask()
self.Task = self:GetTask()
self.TaskName = self.Task:GetName()
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -190,12 +190,12 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -206,7 +206,7 @@ do -- ACT_ACCOUNT_DEADS
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
local PlayerName = ProcessUnit:GetPlayerName()
local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName]
@@ -228,14 +228,14 @@ do -- ACT_ACCOUNT_DEADS
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
local MessageText = "You have destroyed a target.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
local PlayerName = ProcessUnit:GetPlayerName()
Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 )
@@ -256,10 +256,10 @@ do -- ACT_ACCOUNT_DEADS
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
local MessageText = "One of the task targets has been destroyed.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
@@ -270,9 +270,9 @@ do -- ACT_ACCOUNT_DEADS
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
@@ -282,8 +282,8 @@ do -- ACT_ACCOUNT_DEADS
self.PlayerHits = self.PlayerHits or {}
self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName
end
end
end
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
@@ -295,7 +295,7 @@ do -- ACT_ACCOUNT_DEADS
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )

View File

@@ -1,82 +1,82 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
--
-- ===
--
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
--
-- ## ACT_ASSIGN state machine:
--
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
--
-- ### ACT_ASSIGN **Events**:
--
--
-- These are the events defined in this class:
--
--
-- * **Start**: Start the tasking acceptance process.
-- * **Assign**: Assign the task.
-- * **Reject**: Reject the task..
--
--
-- ### ACT_ASSIGN **Event methods**:
--
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ASSIGN **States**:
--
--
-- * **UnAssigned**: The player has not accepted the task.
-- * **Assigned (*)**: The player has accepted the task.
-- * **Rejected (*)**: The player has not accepted the task.
-- * **Waiting**: The process is awaiting player feedback.
-- * **Failed (*)**: The process has failed.
--
--
-- (*) End states of the process.
--
--
-- ### ACT_ASSIGN state transition methods:
--
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
--
-- * **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,
-- 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**.
--
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
--
-- ===
--
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
--
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
--
-- ## 1.1) ACT_ASSIGN_ACCEPT constructor:
--
--
-- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object.
--
--
-- ===
--
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
--
--
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
-- The assignment type also allows to reject the task.
--
--
-- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor:
-- -----------------------------------------
--
--
-- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object.
--
--
-- ===
--
--
-- @module Actions.Assign
-- @image MOOSE.JPG
@@ -89,11 +89,11 @@ do -- ACT_ASSIGN
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIGN = {
ACT_ASSIGN = {
ClassName = "ACT_ASSIGN",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN self
-- @return #ACT_ASSIGN The task acceptance process.
@@ -106,16 +106,16 @@ do -- ACT_ASSIGN
self:AddTransition( "Waiting", "Assign", "Assigned" )
self:AddTransition( "Waiting", "Reject", "Rejected" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Assigned" )
self:AddEndState( "Rejected" )
self:AddEndState( "Failed" )
self:SetStartState( "UnAssigned" )
self:SetStartState( "UnAssigned" )
return self
end
end -- ACT_ASSIGN
@@ -128,26 +128,26 @@ do -- ACT_ASSIGN_ACCEPT
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_ACCEPT = {
ACT_ASSIGN_ACCEPT = {
ClassName = "ACT_ASSIGN_ACCEPT",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
function ACT_ASSIGN_ACCEPT:New( TaskBriefing )
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
function ACT_ASSIGN_ACCEPT:Init( FsmAssign )
self.TaskBriefing = FsmAssign.TaskBriefing
self.TaskBriefing = FsmAssign.TaskBriefing
end
--- StateMachine callback function
@@ -157,8 +157,8 @@ do -- ACT_ASSIGN_ACCEPT
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:__Assign( 1 )
self:__Assign( 1 )
end
--- StateMachine callback function
@@ -168,10 +168,10 @@ do -- ACT_ASSIGN_ACCEPT
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_ACCEPT
@@ -183,7 +183,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_MENU_ACCEPT = {
ACT_ASSIGN_MENU_ACCEPT = {
ClassName = "ACT_ASSIGN_MENU_ACCEPT",
}
@@ -197,7 +197,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
@@ -207,12 +207,12 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing )
self.TaskBriefing = TaskBriefing
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -222,30 +222,30 @@ do -- ACT_ASSIGN_MENU_ACCEPT
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 )
local TaskGroup = ProcessUnit:GetGroup()
local TaskGroup = ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup )
self:__Reject( 120, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup )
self:__Assign( -1, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup )
self:__Reject( -1, TaskGroup )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -253,10 +253,10 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Menu:Remove()
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -265,7 +265,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup )
self:F( { TaskGroup = TaskGroup } )
self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ...
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
@@ -279,7 +279,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
--self.Task:AssignToGroup( TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end

View File

@@ -1,65 +1,65 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
--
-- ## ACT_ASSIST state machine:
--
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
--
-- ### ACT_ASSIST **Events**:
--
--
-- These are the events defined in this class:
--
--
-- * **Start**: The process is started.
-- * **Next**: The process is smoking the targets in the given zone.
--
--
-- ### ACT_ASSIST **Event methods**:
--
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ASSIST **States**:
--
--
-- * **None**: The controllable did not receive route commands.
-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
-- * **Smoking (*)**: The process is smoking the targets in the zone.
-- * **Failed (*)**: The process has failed.
--
--
-- (*) End states of the process.
--
--
-- ### ACT_ASSIST state transition methods:
--
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
--
-- * **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,
-- 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**.
--
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
--
-- ===
--
--
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
--
--
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked.
--
--
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
--
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
--
-- ===
--
--
-- @module Actions.Assist
-- @image MOOSE.JPG
@@ -69,7 +69,7 @@ do -- ACT_ASSIST
--- ACT_ASSIST class
-- @type ACT_ASSIST
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIST = {
ACT_ASSIST = {
ClassName = "ACT_ASSIST",
}
@@ -86,15 +86,15 @@ do -- ACT_ASSIST
self:AddTransition( "Smoking", "Next", "AwaitSmoke" )
self:AddTransition( "*", "Stop", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Failed" )
self:AddEndState( "Success" )
self:SetStartState( "None" )
self:SetStartState( "None" )
return self
end
--- Task Events
--- StateMachine callback function
@@ -104,17 +104,17 @@ do -- ACT_ASSIST
-- @param #string From
-- @param #string To
function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To )
local ProcessGroup = ProcessUnit:GetGroup()
local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
local function MenuSmoke( MenuParam )
local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor
self:__Next( 1 )
end
self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
@@ -130,10 +130,10 @@ do -- ACT_ASSIST
-- @param #string From
-- @param #string To
function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To )
self.Menu:Remove() -- When stopped, remove the menus
end
end
do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
@@ -143,17 +143,17 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIST
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE",
}
-- function ACT_ASSIST_SMOKE_TARGETS_ZONE:_Destructor()
-- self:E("_Destructor")
--
--
-- self.Menu:Remove()
-- self:EventRemoveAll()
-- end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Core.Set#SET_UNIT TargetSetUnit
@@ -163,29 +163,29 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke )
self.TargetSetUnit = FsmSmoke.TargetSetUnit
self.TargetZone = FsmSmoke.TargetZone
end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
@@ -193,7 +193,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
-- @param #string From
-- @param #string To
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit(
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
@@ -203,12 +203,12 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( self.SmokeColor, 150 )
end
end, {}, math.random( 10, 60 )
end, {}, math.random( 10, 60 )
)
end
end
)
end
end
end

View File

@@ -1,20 +1,20 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
--
-- ===
--
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
--
-- ## ACT_ROUTE state machine:
--
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
--
-- ### ACT_ROUTE **Events**:
--
--
-- These are the events defined in this class:
--
--
-- * **Start**: The process is started. The process will go into the Report state.
-- * **Report**: The process is reporting to the player the route to be followed.
-- * **Route**: The process is routing the controllable.
@@ -22,56 +22,56 @@
-- * **Arrive**: The controllable has arrived at a route point.
-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
--
--
-- ### ACT_ROUTE **Event methods**:
--
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ROUTE **States**:
--
--
-- * **None**: The controllable did not receive route commands.
-- * **Arrived (*)**: The controllable has arrived at a route point.
-- * **Aborted (*)**: The controllable has aborted the route path.
-- * **Routing**: The controllable is understay to the route point.
-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
-- * **Success (*)**: All route points were reached.
-- * **Success (*)**: All route points were reached.
-- * **Failed (*)**: The process has failed.
--
--
-- (*) End states of the process.
--
--
-- ### ACT_ROUTE state transition methods:
--
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
--
-- * **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,
-- 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**.
--
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
--
-- ===
--
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
--
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
--
-- # 1.1) ACT_ROUTE_ZONE constructor:
--
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
--
-- ===
--
--
-- @module Actions.Route
-- @image MOOSE.JPG
@@ -85,11 +85,11 @@ do -- ACT_ROUTE
-- @field Core.Zone#ZONE_BASE Zone
-- @field Core.Point#COORDINATE Coordinate
-- @extends Core.Fsm#FSM_PROCESS
ACT_ROUTE = {
ACT_ROUTE = {
ClassName = "ACT_ROUTE",
}
--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE self
@@ -97,7 +97,7 @@ 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", "*" )
@@ -109,23 +109,23 @@ do -- ACT_ROUTE
self:AddTransition( "*", "Fail", "Failed" )
self:AddTransition( "", "", "" )
self:AddTransition( "", "", "" )
self:AddEndState( "Arrived" )
self:AddEndState( "Failed" )
self:AddEndState( "Cancelled" )
self:SetStartState( "None" )
self:SetRouteMode( "C" )
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, MenuTag )
self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
MenuGroup,
MenuText,
@@ -135,47 +135,47 @@ do -- ACT_ROUTE
):SetTime( MenuTime ):SetTag( MenuTag )
ParentMenu:SetTime( MenuTime )
ParentMenu:Remove( MenuTime, MenuTag )
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
return self
end
--- Get the routing text to be displayed.
-- The route mode determines the text displayed.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT Controllable
-- @return #string
function ACT_ROUTE:GetRouteText( Controllable )
local RouteText = ""
local Coordinate = nil -- Core.Point#COORDINATE
if self.Coordinate then
Coordinate = self.Coordinate
end
if self.Zone then
Coordinate = self.Zone:GetPointVec3( self.Altitude )
Coordinate:SetHeading( self.Heading )
end
local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G).
local CC = self:GetTask():GetMission():GetCommandCenter()
@@ -209,7 +209,7 @@ do -- ACT_ROUTE
return RouteText
end
function ACT_ROUTE:MenuCancel()
self:F("Cancelled")
self.CancelMenuGroupCommand:Remove()
@@ -225,11 +225,11 @@ do -- ACT_ROUTE
-- @param #string From
-- @param #string To
function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To )
self:__Route( 1 )
end
--- Check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -237,7 +237,7 @@ do -- ACT_ROUTE
function ACT_ROUTE:onfuncHasArrived( ProcessUnit )
return false
end
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -245,7 +245,7 @@ do -- ACT_ROUTE
-- @param #string From
-- @param #string To
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
if self.DisplayCount >= self.DisplayInterval then
@@ -257,18 +257,18 @@ do -- ACT_ROUTE
else
self.DisplayCount = self.DisplayCount + 1
end
if HasArrived then
self:__Arrive( 1 )
else
self:__Route( 1 )
end
return HasArrived -- if false, then the event will not be executed...
end
return false
end
end -- ACT_ROUTE
@@ -280,12 +280,12 @@ do -- ACT_ROUTE_POINT
-- @type ACT_ROUTE_POINT
-- @field Tasking.Task#TASK TASK
-- @extends #ACT_ROUTE
ACT_ROUTE_POINT = {
ACT_ROUTE_POINT = {
ClassName = "ACT_ROUTE_POINT",
}
--- Creates a new routing state machine.
--- 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.
@@ -296,29 +296,29 @@ do -- 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.
--- 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
end
--- Set Coordinate
-- @param #ACT_ROUTE_POINT self
@@ -326,7 +326,7 @@ do -- ACT_ROUTE_POINT
function ACT_ROUTE_POINT:SetCoordinate( Coordinate )
self:F2( { Coordinate } )
self.Coordinate = Coordinate
end
end
--- Get Coordinate
-- @param #ACT_ROUTE_POINT self
@@ -334,7 +334,7 @@ do -- ACT_ROUTE_POINT
function ACT_ROUTE_POINT:GetCoordinate()
self:F2( { self.Coordinate } )
return self.Coordinate
end
end
--- Set Range around Coordinate
-- @param #ACT_ROUTE_POINT self
@@ -342,16 +342,16 @@ do -- ACT_ROUTE_POINT
function ACT_ROUTE_POINT:SetRange( Range )
self:F2( { Range } )
self.Range = Range or 10000
end
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()
self:F2( { self.Range } )
return self.Range
end
end
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -360,7 +360,7 @@ do -- ACT_ROUTE_POINT
if ProcessUnit:IsAlive() then
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
if Distance <= self.Range then
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
@@ -370,9 +370,9 @@ do -- ACT_ROUTE_POINT
return false
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -380,9 +380,9 @@ do -- ACT_ROUTE_POINT
-- @param #string From
-- @param #string To
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
@@ -397,7 +397,7 @@ do -- ACT_ROUTE_ZONE
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE Zone
-- @extends #ACT_ROUTE
ACT_ROUTE_ZONE = {
ACT_ROUTE_ZONE = {
ClassName = "ACT_ROUTE_ZONE",
}
@@ -409,25 +409,25 @@ do -- ACT_ROUTE_ZONE
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
self.Zone = Zone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
return self
end
function ACT_ROUTE_ZONE:Init( FsmRoute )
self.Zone = FsmRoute.Zone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
end
end
--- Set Zone
-- @param #ACT_ROUTE_ZONE self
-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
@@ -437,14 +437,14 @@ do -- ACT_ROUTE_ZONE
self.Zone = Zone
self.Altitude = Altitude
self.Heading = Heading
end
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
return self.Zone
end
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE self
@@ -459,9 +459,9 @@ do -- ACT_ROUTE_ZONE
return ProcessUnit:IsInZone( self.Zone )
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE_ZONE self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -470,7 +470,7 @@ do -- ACT_ROUTE_ZONE
-- @param #string To
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
self:F( { ProcessUnit = ProcessUnit } )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end

View File

@@ -26,8 +26,6 @@
-- @module Core.Base
-- @image Core_Base.JPG
local _TraceOnOff = true
local _TraceLevel = 1
local _TraceAll = false
@@ -256,6 +254,8 @@ end
-- @param #BASE Parent is the Parent class that the Child inherits from.
-- @return #BASE Child
function BASE:Inherit( Child, Parent )
-- Create child.
local Child = routines.utils.deepCopy( Child )
if Child ~= nil then
@@ -271,6 +271,7 @@ function BASE:Inherit( Child, Parent )
--Child:_SetDestructor()
end
return Child
end
@@ -298,7 +299,8 @@ end
--
--
-- @param #BASE self
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
-- @param #BASE Child This is the Child class from which the Parent class needs to be retrieved.
-- @param #BASE FromClass (Optional) The class from which to get the parent.
-- @return #BASE
function BASE:GetParent( Child, FromClass )
@@ -432,7 +434,7 @@ do -- Event Handling
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @param #number EventPriority The @{Event} processing Priority.
-- @return self
-- @return #BASE self
function BASE:SetEventPriority( EventPriority )
self._.EventPriority = EventPriority
end
@@ -449,23 +451,23 @@ do -- Event Handling
--- Subscribe to a DCS Event.
-- @param #BASE self
-- @param Core.Event#EVENTS Event
-- @param Core.Event#EVENTS EventID Event ID.
-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:HandleEvent( Event, EventFunction )
function BASE:HandleEvent( EventID, EventFunction )
self:EventDispatcher():OnEventGeneric( EventFunction, self, Event )
self:EventDispatcher():OnEventGeneric( EventFunction, self, EventID )
return self
end
--- UnSubscribe to a DCS event.
-- @param #BASE self
-- @param Core.Event#EVENTS Event
-- @param Core.Event#EVENTS EventID Event ID.
-- @return #BASE
function BASE:UnHandleEvent( Event )
function BASE:UnHandleEvent( EventID )
self:EventDispatcher():RemoveEvent( self, Event )
self:EventDispatcher():RemoveEvent( self, EventID )
return self
end
@@ -625,6 +627,55 @@ do -- Event Handling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Unknown precisely what creates this event, likely tied into newer damage model. Will update this page when new information become available.
--
-- * initiator: The unit that had the failure.
--
-- @function [parent=#BASE] OnEventDetailedFailure
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- @function [parent=#BASE] OnEventScore
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs on the death of a unit. Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
--
-- * initiator: The unit that killed the target
-- * target: Target Object
-- * weapon: Weapon Object
--
-- @function [parent=#BASE] OnEventKill
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- @function [parent=#BASE] OnEventScore
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the game thinks an object is destroyed.
--
-- * initiator: The unit that is was destroyed.
--
-- @function [parent=#BASE] OnEventUnitLost
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
--
-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
-- * subplace: is always 0 for unknown reasons.
--
-- @function [parent=#BASE] OnEventLandingAfterEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end
@@ -764,9 +815,7 @@ do -- Scheduling
if not self.Scheduler then
self.Scheduler = SCHEDULER:New( self )
end
self.Scheduler.SchedulerObject = self.Scheduler
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
@@ -804,9 +853,6 @@ do -- Scheduling
self.Scheduler = SCHEDULER:New( self )
end
self.Scheduler.SchedulerObject = self.Scheduler
--self.MasterObject = self
local ScheduleID = self.Scheduler:Schedule(
self,
SchedulerFunction,
@@ -925,7 +971,13 @@ end
-- -- Switch the tracing Off
-- BASE:TraceOnOff( false )
function BASE:TraceOnOff( TraceOnOff )
_TraceOnOff = TraceOnOff or true
if TraceOnOff==false then
self:I( "Tracing in MOOSE is OFF" )
_TraceOnOff = false
else
self:I( "Tracing in MOOSE is ON" )
_TraceOnOff = true
end
end
@@ -954,7 +1006,11 @@ end
-- @param #boolean TraceAll true = trace all methods in MOOSE.
function BASE:TraceAll( TraceAll )
_TraceAll = TraceAll or true
if TraceAll==false then
_TraceAll=false
else
_TraceAll = true
end
if _TraceAll then
self:I( "Tracing all methods in MOOSE " )

View File

@@ -1,9 +1,9 @@
--- **Core** - Manages several databases containing templates, mission objects, and mission information.
--
--- **Core** - Manages several databases containing templates, mission objects, and mission information.
--
-- ===
--
--
-- ## Features:
--
--
-- * During mission startup, scan the mission environment, and create / instantiate intelligently the different objects as defined within the mission.
-- * Manage database of DCS Group templates (as modelled using the mission editor).
-- - Group templates.
@@ -20,14 +20,14 @@
-- * Manage database of hits to units and statics.
-- * Manage database of destroys of units and statics.
-- * Manage database of @{Core.Zone#ZONE_BASE} objects.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ### Contributions:
--
-- ===
--
--
-- @module Core.Database
-- @image Core_Database.JPG
@@ -36,9 +36,9 @@
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
--
--
-- Mission designers can use the DATABASE class to refer to:
--
--
-- * STATICS
-- * UNITS
-- * GROUPS
@@ -47,12 +47,12 @@
-- * PLAYERSJOINED
-- * PLAYERS
-- * CARGOS
--
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
--
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
--
--
-- @field #DATABASE
DATABASE = {
ClassName = "DATABASE",
@@ -82,6 +82,9 @@ DATABASE = {
DESTROYS = {},
ZONES = {},
ZONES_GOAL = {},
WAREHOUSES = {},
FLIGHTGROUPS = {},
FLIGHTCONTROLS = {},
}
local _DATABASECoalition =
@@ -113,7 +116,7 @@ function DATABASE: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 )
@@ -123,11 +126,11 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteCargo )
self:HandleEvent( EVENTS.NewZone )
self:HandleEvent( EVENTS.DeleteZone )
-- Follow alive players and clients
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
@@ -136,16 +139,16 @@ function DATABASE:New()
self:_RegisterAirbases()
self.UNITS_Position = 0
--- @param #DATABASE self
local function CheckPlayers( self )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
--self:E( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
local PlayerUnit = UNIT:Find( UnitData )
@@ -164,10 +167,10 @@ function DATABASE:New()
end
end
end
--self:E( "Scheduling" )
--PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self
end
@@ -187,13 +190,13 @@ end
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
self:I( { "Add UNIT:", DCSUnitName } )
self:T( { "Add UNIT:", DCSUnitName } )
local UnitRegister = UNIT:Register( DCSUnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
table.insert( self.UNITS_Index, DCSUnitName )
end
return self.UNITS[DCSUnitName]
end
@@ -202,7 +205,7 @@ 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.
@@ -213,7 +216,7 @@ function DATABASE:AddStatic( DCSStaticName )
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
return self.STATICS[DCSStaticName]
end
return nil
end
@@ -222,7 +225,7 @@ end
-- @param #DATABASE self
function DATABASE:DeleteStatic( DCSStaticName )
--self.STATICS[DCSStaticName] = nil
--self.STATICS[DCSStaticName] = nil
end
--- Finds a STATIC based on the StaticName.
@@ -247,12 +250,15 @@ end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase
-- @param #string AirbaseName The name of the airbase.
-- @return Wrapper.Airbase#AIRBASE Airbase object.
function DATABASE:AddAirbase( AirbaseName )
if not self.AIRBASES[AirbaseName] then
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
end
return self.AIRBASES[AirbaseName]
end
@@ -261,7 +267,7 @@ end
-- @param #string AirbaseName The name of the airbase
function DATABASE:DeleteAirbase( AirbaseName )
self.AIRBASES[AirbaseName] = nil
self.AIRBASES[AirbaseName] = nil
end
--- Finds an AIRBASE based on the AirbaseName.
@@ -282,29 +288,29 @@ do -- Zones
-- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE.
function DATABASE:FindZone( ZoneName )
local ZoneFound = self.ZONES[ZoneName]
return ZoneFound
end
--- Adds a @{Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone.
function DATABASE:AddZone( ZoneName, Zone )
if not self.ZONES[ZoneName] then
self.ZONES[ZoneName] = Zone
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZone( ZoneName )
self.ZONES[ZoneName] = nil
self.ZONES[ZoneName] = nil
end
@@ -321,20 +327,20 @@ do -- Zones
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone )
end
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("#ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } )
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone_Polygon )
end
end
end
@@ -347,29 +353,29 @@ do -- Zone_Goal
-- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE.
function DATABASE:FindZoneGoal( ZoneName )
local ZoneFound = self.ZONES_GOAL[ZoneName]
return ZoneFound
end
--- Adds a @{Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone.
function DATABASE:AddZoneGoal( ZoneName, Zone )
if not self.ZONES_GOAL[ZoneName] then
self.ZONES_GOAL[ZoneName] = Zone
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZoneGoal( ZoneName )
self.ZONES_GOAL[ZoneName] = nil
self.ZONES_GOAL[ZoneName] = nil
end
end -- Zone_Goal
@@ -379,31 +385,31 @@ do -- cargo
-- @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
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
--- Checks if the Template name has a #CARGO tag.
-- If yes, the group is a cargo.
-- @param #DATABASE self
@@ -412,10 +418,10 @@ do -- cargo
function DATABASE:IsCargo( TemplateName )
TemplateName = env.getValueDictByKey( TemplateName )
local Cargo = TemplateName:match( "#(CARGO)" )
return Cargo and Cargo == "CARGO"
return Cargo and Cargo == "CARGO"
end
--- Private method that registers new Static Templates within the DATABASE Object.
@@ -424,7 +430,7 @@ do -- cargo
function DATABASE:_RegisterCargos()
local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
for CargoGroupName, CargoGroup in pairs( Groups ) do
self:I( { Cargo = CargoGroupName } )
if self:IsCargo( CargoGroupName ) then
@@ -437,12 +443,12 @@ do -- cargo
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
self:I({"Register CargoGroup:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
end
end
for CargoStaticName, CargoStatic in pairs( self.STATICS ) do
if self:IsCargo( CargoStaticName ) then
local CargoInfo = CargoStaticName:match("#CARGO(.*)")
@@ -453,7 +459,7 @@ do -- cargo
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
if Category == "SLING" then
self:I({"Register CargoSlingload:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
@@ -465,7 +471,7 @@ do -- cargo
end
end
end
end
end -- cargo
@@ -509,11 +515,11 @@ end
function DATABASE:AddGroup( GroupName )
if not self.GROUPS[GroupName] then
self:I( { "Add GROUP:", GroupName } )
self:T( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
return self.GROUPS[GroupName]
end
return self.GROUPS[GroupName]
end
--- Adds a player based on the Player Name in the DATABASE.
@@ -521,7 +527,7 @@ end
function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then
self:I( { "Add player for unit:", UnitName, PlayerName } )
self:T( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
@@ -533,7 +539,7 @@ end
function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then
self:I( { "Clean player:", PlayerName } )
self:T( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[PlayerName] = nil
end
@@ -615,7 +621,7 @@ function DATABASE:Spawn( SpawnTemplate )
for UnitID, UnitData in pairs( SpawnTemplate.units ) do
self:AddUnit( UnitData.name )
end
return SpawnGroup
end
@@ -647,21 +653,21 @@ end
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
if not self.Templates.Groups[GroupTemplateName] then
self.Templates.Groups[GroupTemplateName] = {}
self.Templates.Groups[GroupTemplateName].Status = nil
end
-- Delete the spans from the route, it is not needed and takes memory.
if GroupTemplate.route and GroupTemplate.route.spans then
if GroupTemplate.route and GroupTemplate.route.spans then
GroupTemplate.route.spans = nil
end
GroupTemplate.CategoryID = CategoryID
GroupTemplate.CoalitionID = CoalitionSide
GroupTemplate.CountryID = CountryID
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
@@ -676,7 +682,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name)
self.Templates.Units[UnitTemplate.name] = {}
self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
self.Templates.Units[UnitTemplate.name].Template = UnitTemplate
@@ -694,15 +700,15 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
}
)
end
@@ -724,13 +730,13 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
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]
@@ -741,12 +747,12 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
Country = self.Templates.Statics[StaticTemplateName].CountryID
}
)
self:AddStatic( StaticTemplateName )
end
@@ -814,7 +820,7 @@ function DATABASE:_RegisterPlayers()
end
end
end
return self
end
@@ -830,12 +836,12 @@ function DATABASE:_RegisterGroupsAndUnits()
if DCSGroup:isExist() then
local DCSGroupName = DCSGroup:getName()
self:I( { "Register Group:", DCSGroupName } )
self:AddGroup( DCSGroupName )
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:I( { "Register Unit:", DCSUnitName } )
self:AddUnit( DCSUnitName )
@@ -843,13 +849,13 @@ function DATABASE:_RegisterGroupsAndUnits()
else
self:E( { "Group does not exist: ", DCSGroup } )
end
end
end
self:I("Groups:")
self:T("Groups:")
for GroupName, Group in pairs( self.GROUPS ) do
self:I( { "Group:", GroupName } )
self:T( { "Group:", GroupName } )
end
return self
@@ -861,10 +867,10 @@ end
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I( { "Register Client:", ClientName } )
self:T( { "Register Client:", ClientName } )
self:AddClient( ClientName )
end
return self
end
@@ -878,8 +884,8 @@ function DATABASE:_RegisterStatics()
if DCSStatic:isExist() then
local DCSStaticName = DCSStatic:getName()
self:I( { "Register Static:", DCSStaticName } )
self:T( { "Register Static:", DCSStaticName } )
self:AddStatic( DCSStaticName )
else
self:E( { "Static does not exist: ", DCSStatic } )
@@ -890,18 +896,25 @@ function DATABASE:_RegisterStatics()
return self
end
--- @param #DATABASE self
--- Register all world airbases.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterAirbases()
local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
-- Get the airbase name.
local DCSAirbaseName = DCSAirbase:getName()
local DCSAirbaseName = DCSAirbase:getName()
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=DCSAirbase:getID()
self:I( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
self:AddAirbase( DCSAirbaseName )
end
-- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName )
-- Debug output.
self:I(string.format("Register Airbase: %s, getID=%d, GetID=%d (unique=%d)", DCSAirbaseName, DCSAirbase:getID(), airbase:GetID(), airbase:GetID(true)))
end
return self
@@ -918,7 +931,7 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
self:AddStatic( Event.IniDCSUnitName )
self:AddStatic( Event.IniDCSUnitName )
else
if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName )
@@ -960,7 +973,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniObjectCategory == 3 then
if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName )
end
end
else
if Event.IniObjectCategory == 1 then
if self.UNITS[Event.IniDCSUnitName] then
@@ -969,7 +982,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end
end
end
self:AccountDestroys( Event )
end
@@ -1023,7 +1036,7 @@ end
-- @return #DATABASE self
function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
self:F2( arg )
local function CoRoutine()
local Count = 0
for ObjectID, Object in pairs( Set ) do
@@ -1032,20 +1045,20 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
Count = Count + 1
-- if Count % 100 == 0 then
-- coroutine.yield( false )
-- end
-- end
end
return true
end
-- local co = coroutine.create( CoRoutine )
local co = CoRoutine
local function Schedule()
-- local status, res = coroutine.resume( co )
local status, res = co()
self:T3( { status, res } )
if status == false then
error( res )
end
@@ -1060,7 +1073,7 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
--local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
Schedule()
return self
end
@@ -1071,7 +1084,7 @@ end
-- @return #DATABASE self
function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS )
return self
@@ -1084,7 +1097,7 @@ end
-- @return #DATABASE self
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.UNITS )
return self
@@ -1097,7 +1110,7 @@ end
-- @return #DATABASE self
function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.GROUPS )
return self
@@ -1110,9 +1123,9 @@ end
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERS )
return self
end
@@ -1123,9 +1136,9 @@ end
-- @return #DATABASE self
function DATABASE:ForEachPlayerJoined( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERSJOINED )
return self
end
@@ -1135,9 +1148,9 @@ end
-- @return #DATABASE self
function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERUNITS )
return self
end
@@ -1148,7 +1161,7 @@ end
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CLIENTS )
return self
@@ -1160,7 +1173,7 @@ end
-- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS )
return self
@@ -1236,8 +1249,44 @@ function DATABASE:SetPlayerSettings( PlayerName, Settings )
self.PLAYERSETTINGS[PlayerName] = Settings
end
--- Add a flight group to the data base.
-- @param #DATABASE self
-- @param Ops.FlightGroup#FLIGHTGROUP flightgroup
function DATABASE:AddFlightGroup(flightgroup)
self:I({NewFlightGroup=flightgroup.groupname})
self.FLIGHTGROUPS[flightgroup.groupname]=flightgroup
end
--- Get a flight group from the data base.
-- @param #DATABASE self
-- @param #string groupname Group name of the flight group. Can also be passed as GROUP object.
-- @return Ops.FlightGroup#FLIGHTGROUP Flight group object.
function DATABASE:GetFlightGroup(groupname)
-- Get group and group name.
if type(groupname)=="string" then
else
groupname=groupname:GetName()
end
return self.FLIGHTGROUPS[groupname]
end
--- Add a flight control to the data base.
-- @param #DATABASE self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
function DATABASE:AddFlightControl(flightcontrol)
self:F2( { flightcontrol } )
self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol
end
--- Get a flight control object from the data base.
-- @param #DATABASE self
-- @param #string airbasename Name of the associated airbase.
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
function DATABASE:GetFlightControl(airbasename)
return self.FLIGHTCONTROLS[airbasename]
end
--- @param #DATABASE self
function DATABASE:_RegisterTemplates()
@@ -1251,7 +1300,7 @@ function DATABASE:_RegisterTemplates()
if (CoalitionName == 'red' or CoalitionName == 'blue' or CoalitionName == 'neutrals') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
if CoalitionName=="red" then
CoalitionSide=coalition.side.RED
@@ -1284,10 +1333,10 @@ 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
@@ -1306,18 +1355,18 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
self:_RegisterGroupTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
else
self:_RegisterStaticTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
self:_RegisterStaticTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
@@ -1338,35 +1387,35 @@ end
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountHits( Event )
self:F( { Event } )
if Event.IniPlayerName ~= nil then -- It is a player that is hitting something
self:T( "Hitting Something" )
-- What is he hitting?
if Event.TgtCategory then
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.IniPlayerName] = true
end
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
if Event.WeaponPlayerName ~= nil then
self:T( "Hitting Scenery" )
-- What is he hitting?
if Event.TgtCategory then
if Event.WeaponCoalition then -- A coalition object was hit, probably a static.
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.WeaponPlayerName] = true
else -- A scenery object was hit.
@@ -1374,13 +1423,13 @@ end
end
end
end
--- Account the destroys.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountDestroys( Event )
self:F( { Event } )
local TargetUnit = nil
local TargetGroup = nil
local TargetUnitName = ""
@@ -1392,26 +1441,26 @@ end
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
if Event.IniDCSUnit then
TargetUnit = Event.IniUnit
TargetUnitName = Event.IniDCSUnitName
TargetGroup = Event.IniDCSGroup
TargetGroupName = Event.IniDCSGroupName
TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName
TargetUnitType = TargetType
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
end
local Destroyed = false
-- What is the player destroying?
@@ -1420,8 +1469,3 @@ end
self.DESTROYS[Event.IniUnitName] = true
end
end

View File

@@ -221,9 +221,11 @@ EVENTS = {
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
ShootingStart = world.event.S_EVENT_SHOOTING_START,
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
-- Added with DCS 2.5.1
MarkAdded = world.event.S_EVENT_MARK_ADDED,
MarkChange = world.event.S_EVENT_MARK_CHANGE,
MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
-- Moose Events
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
NewZone = world.event.S_EVENT_NEW_ZONE,
@@ -231,6 +233,12 @@ EVENTS = {
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
-- Added with DCS 2.5.6
DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier
Kill = world.event.S_EVENT_KILL or -1,
Score = world.event.S_EVENT_SCORE or -1,
UnitLost = world.event.S_EVENT_UNIT_LOST or -1,
LandingAfterEjection = world.event.S_EVENT_LANDING_AFTER_EJECTION or -1,
}
--- The Event structure
@@ -481,6 +489,32 @@ local _EVENTMETA = {
Event = "OnEventRemoveUnit",
Text = "S_EVENT_REMOVE_UNIT"
},
-- Added with DCS 2.5.6
[EVENTS.DetailedFailure] = {
Order = 1,
Event = "OnEventDetailedFailure",
Text = "S_EVENT_DETAILED_FAILURE"
},
[EVENTS.Kill] = {
Order = 1,
Event = "OnEventKill",
Text = "S_EVENT_KILL"
},
[EVENTS.Score] = {
Order = 1,
Event = "OnEventScore",
Text = "S_EVENT_SCORE"
},
[EVENTS.UnitLost] = {
Order = 1,
Event = "OnEventUnitLost",
Text = "S_EVENT_UNIT_LOST"
},
[EVENTS.LandingAfterEjection] = {
Order = 1,
Event = "OnEventLandingAfterEjection",
Text = "S_EVENT_LANDING_AFTER_EJECTION"
},
}
@@ -488,18 +522,25 @@ local _EVENTMETA = {
-- @type EVENT.Events
-- @field #number IniUnit
--- Create new event handler.
-- @param #EVENT self
-- @return #EVENT self
function EVENT:New()
-- Inherit base.
local self = BASE:Inherit( self, BASE:New() )
self:F2()
self.EventHandler = world.addEventHandler( self )
-- Add world event handler.
self.EventHandler = world.addEventHandler(self)
return self
end
--- Initializes the Events structure for the event
--- Initializes the Events structure for the event.
-- @param #EVENT self
-- @param DCS#world.event EventID
-- @param Core.Base#BASE EventClass
-- @param DCS#world.event EventID Event ID.
-- @param Core.Base#BASE EventClass The class object for which events are handled.
-- @return #EVENT.Events
function EVENT:Init( EventID, EventClass )
self:F3( { _EVENTMETA[EventID].Text, EventClass } )
@@ -511,6 +552,7 @@ function EVENT:Init( EventID, EventClass )
-- Each event has a subtable of EventClasses, ordered by EventPriority.
local EventPriority = EventClass:GetEventPriority()
if not self.Events[EventID][EventPriority] then
self.Events[EventID][EventPriority] = setmetatable( {}, { __mode = "k" } )
end
@@ -518,38 +560,45 @@ function EVENT:Init( EventID, EventClass )
if not self.Events[EventID][EventPriority][EventClass] then
self.Events[EventID][EventPriority][EventClass] = {}
end
return self.Events[EventID][EventPriority][EventClass]
end
--- Removes a subscription
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param DCS#world.event EventID
-- @return #EVENT.Events
-- @param DCS#world.event EventID Event ID.
-- @return #EVENT self
function EVENT:RemoveEvent( EventClass, EventID )
-- Debug info.
self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
-- Get event prio.
local EventPriority = EventClass:GetEventPriority()
-- Events.
self.Events = self.Events or {}
self.Events[EventID] = self.Events[EventID] or {}
self.Events[EventID][EventPriority] = self.Events[EventID][EventPriority] or {}
-- Remove
self.Events[EventID][EventPriority][EventClass] = nil
return self
end
--- Resets subscriptions
--- Resets subscriptions.
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param DCS#world.event EventID
-- @param DCS#world.event EventID Event ID.
-- @return #EVENT.Events
function EVENT:Reset( EventObject ) --R2.1
self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
local EventPriority = EventObject:GetEventPriority()
for EventID, EventData in pairs( self.Events ) do
if self.EventsDead then
if self.EventsDead[EventID] then
@@ -564,19 +613,22 @@ function EVENT:Reset( EventObject ) --R2.1
end
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventObject
function EVENT:RemoveAll( EventObject )
self:F3( { EventObject:GetClassNameAndID() } )
-- @param Core.Base#BASE EventClass The self class object for which the events are removed.
-- @return #EVENT self
function EVENT:RemoveAll(EventClass)
local EventClass = EventObject:GetClassNameAndID()
local EventClassName = EventClass:GetClassNameAndID()
-- Get Event prio.
local EventPriority = EventClass:GetEventPriority()
for EventID, EventData in pairs( self.Events ) do
self.Events[EventID][EventPriority][EventClass] = nil
end
return self
end
@@ -597,14 +649,14 @@ function EVENT:OnEventForTemplate( EventTemplate, EventFunction, EventClass, Eve
return self
end
--- Set a new listener for an S_EVENT_X event independent from a unit or a weapon.
--- Set a new listener for an `S_EVENT_X` event independent from a unit or a weapon.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is captured. When the event happens, the event process will be called in this class provided.
-- @param EventID
-- @return #EVENT
function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
self:F2( { EventID } )
self:F2( { EventID, EventClass, EventFunction } )
local EventData = self:Init( EventID, EventClass )
EventData.EventFunction = EventFunction
@@ -613,13 +665,13 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
end
--- Set a new listener for an S_EVENT_X event for a UNIT.
--- Set a new listener for an `S_EVENT_X` event for a UNIT.
-- @param #EVENT self
-- @param #string UnitName The name of the UNIT.
-- @param #function EventFunction The function to be called when the event occurs for the GROUP.
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param EventID
-- @return #EVENT
-- @return #EVENT self
function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
self:F2( UnitName )
@@ -685,10 +737,10 @@ do -- OnDead
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param Wrapper.Group#GROUP EventGroup
-- @param Wrapper.Group#GROUP EventGroup The GROUP object.
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
-- @param #table EventClass The self instance of the class for which the event is.
-- @return #EVENT self
function EVENT:OnDeadForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
@@ -701,12 +753,13 @@ end
do -- OnLand
--- Create an OnLand event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
-- @param #table EventClass The self instance of the class for which the event is.
-- @return #EVENT self
function EVENT:OnLandForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
@@ -718,12 +771,13 @@ do -- OnLand
end
do -- OnTakeOff
--- Create an OnTakeOff event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #table EventTemplate Template table.
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
-- @param #table EventClass The self instance of the class for which the event is.
-- @return #EVENT self
function EVENT:OnTakeOffForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
@@ -863,8 +917,9 @@ do -- Event Creation
end
--- @param #EVENT self
-- @param #EVENTDATA Event
--- Main event function.
-- @param #EVENT self
-- @param #EVENTDATA Event Event data table.
function EVENT:onEvent( Event )
local ErrorHandler = function( errmsg )
@@ -878,258 +933,237 @@ function EVENT:onEvent( Event )
end
-- Get event meta data.
local EventMeta = _EVENTMETA[Event.id]
--self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
if self and
self.Events and
self.Events[Event.id] and
self.MissionEnd == false and
( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then
if Event.id and Event.id == EVENTS.MissionEnd then
self.MissionEnd = true
end
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
--if Event.IniGroup then
Event.IniGroupName = Event.IniDCSGroupName
--end
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.STATIC then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = STATIC:FindByName( Event.IniDCSUnitName, false )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.CARGO then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1!
end
end
if Event.target then
Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then
Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = UNIT:FindByName( Event.TgtDCSUnitName )
Event.TgtDCSGroupName = ""
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
--if Event.TgtGroup then
Event.TgtGroupName = Event.TgtDCSGroupName
--end
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.SCENERY then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
if Event.place then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
-- Mark points.
if Event.idx then
Event.MarkID=Event.idx
Event.MarkVec3=Event.pos
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
if Event.zone then
Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName
end
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
if Event.IniObjectCategory ~= Object.Category.STATIC then
self:F( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
end
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
if self.Events[Event.id][EventPriority] then
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
--if Event.IniObjectCategory ~= Object.Category.STATIC then
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
--end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if EventData.EventUnit then
-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
local UnitName = EventClass:GetName()
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
self:RemoveEvent( EventClass, Event.id )
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if EventData.EventGroup then
-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
-- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName()
if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then
-- Check if this is a known event?
if EventMeta then
if self and
self.Events and
self.Events[Event.id] and
self.MissionEnd == false and
( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then
if Event.id and Event.id == EVENTS.MissionEnd then
self.MissionEnd = true
end
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
--if Event.IniGroup then
Event.IniGroupName = Event.IniDCSGroupName
--end
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.STATIC then
if Event.id==31 then
--env.info("FF event 31")
-- Event.initiator is a Static object representing the pilot. But getName() error due to DCS bug.
Event.IniDCSUnit = Event.initiator
local ID=Event.initiator.id_
Event.IniDCSUnitName = string.format("Ejected Pilot ID %s", tostring(ID))
Event.IniUnitName = Event.IniDCSUnitName
Event.IniCoalition = 0
Event.IniCategory = 0
Event.IniTypeName = "Ejected Pilot"
else
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = STATIC:FindByName( Event.IniDCSUnitName, false )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
end
if Event.IniObjectCategory == Object.Category.CARGO then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1!
end
if Event.IniObjectCategory == Object.Category.BASE then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
end
if Event.target then
Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then
Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = UNIT:FindByName( Event.TgtDCSUnitName )
Event.TgtDCSGroupName = ""
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
--if Event.TgtGroup then
Event.TgtGroupName = Event.TgtDCSGroupName
--end
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.SCENERY then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
if Event.place then
if Event.id==EVENTS.LandingAfterEjection then
-- Place is here the UNIT of which the pilot ejected.
--local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :(
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
--Event.Place=UNIT:Find(Event.place)
else
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
end
-- Mark points.
if Event.idx then
Event.MarkID=Event.idx
Event.MarkVec3=Event.pos
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
if Event.zone then
Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName
end
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
if Event.IniObjectCategory ~= Object.Category.STATIC then
self:F( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
end
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
if self.Events[Event.id][EventPriority] then
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
--if Event.IniObjectCategory ~= Object.Category.STATIC then
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
--end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if EventData.EventUnit then
-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
local UnitName = EventClass:GetName()
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
@@ -1140,80 +1174,136 @@ function EVENT:onEvent( Event )
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
--self:RemoveEvent( EventClass, Event.id )
self:RemoveEvent( EventClass, Event.id )
end
else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if not EventData.EventUnit then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
else
--- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if EventData.EventGroup then
-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
-- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName()
if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
end
end
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
--self:RemoveEvent( EventClass, Event.id )
end
else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if not EventData.EventUnit then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
end
end
end
end
end
end
end
end
end
-- When cargo was deleted, it may probably be because of an S_EVENT_DEAD.
-- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call.
-- And this is a problem because it will remove all entries from the SET_CARGOs.
-- To prevent this from happening, the Cargo object has a flag NoDestroy.
-- When true, the SET_CARGO won't Remove the Cargo object from the set.
-- But we need to switch that flag off after the event handlers have been called.
if Event.id == EVENTS.DeleteCargo then
Event.Cargo.NoDestroy = nil
-- When cargo was deleted, it may probably be because of an S_EVENT_DEAD.
-- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call.
-- And this is a problem because it will remove all entries from the SET_CARGOs.
-- To prevent this from happening, the Cargo object has a flag NoDestroy.
-- When true, the SET_CARGO won't Remove the Cargo object from the set.
-- But we need to switch that flag off after the event handlers have been called.
if Event.id == EVENTS.DeleteCargo then
Event.Cargo.NoDestroy = nil
end
else
self:T( { EventMeta.Text, Event } )
end
else
self:T( { EventMeta.Text, Event } )
self:E(string.format("WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring(Event.id)))
end
Event = nil
end
--- The EVENTHANDLER structure
--- The EVENTHANDLER structure.
-- @type EVENTHANDLER
-- @extends Core.Base#BASE
EVENTHANDLER = {
@@ -1221,9 +1311,9 @@ EVENTHANDLER = {
ClassID = 0,
}
--- The EVENTHANDLER constructor
--- The EVENTHANDLER constructor.
-- @param #EVENTHANDLER self
-- @return #EVENTHANDLER
-- @return #EVENTHANDLER self
function EVENTHANDLER:New()
self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER
return self

View File

@@ -71,7 +71,7 @@
--
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -81,6 +81,12 @@
do -- FSM
--- @type FSM
-- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
-- @field #table options Options.
-- @field #table subs Subs.
-- @field #table Scores Scores.
-- @field #string current Current state name.
-- @extends Core.Base#BASE
@@ -369,8 +375,7 @@ do -- FSM
self._EventSchedules = {}
self.CallScheduler = SCHEDULER:New( self )
return self
end
@@ -379,7 +384,6 @@ do -- FSM
-- @param #FSM self
-- @param #string State A string defining the start state.
function FSM:SetStartState( State )
self._StartState = State
self.current = State
end
@@ -389,7 +393,6 @@ do -- FSM
-- @param #FSM self
-- @return #string A string containing the start state.
function FSM:GetStartState()
return self._StartState or {}
end
@@ -406,6 +409,7 @@ do -- FSM
Transition.Event = Event
Transition.To = To
-- Debug message.
self:T2( Transition )
self._Transitions[Transition] = Transition
@@ -414,9 +418,9 @@ do -- FSM
--- Returns a table of the transition rules defined within the FSM.
-- @return #table
function FSM:GetTransitions()
-- @param #FSM self
-- @return #table Transitions.
function FSM:GetTransitions()
return self._Transitions or {}
end
@@ -448,7 +452,8 @@ do -- FSM
--- Returns a table of the SubFSM rules defined within the FSM.
-- @return #table
-- @param #FSM self
-- @return #table Sub processes.
function FSM:GetProcesses()
self:F( { Processes = self._Processes } )
@@ -480,15 +485,17 @@ do -- FSM
end
--- Adds an End state.
function FSM:AddEndState( State )
-- @param #FSM self
-- @param #string State The FSM state.
function FSM:AddEndState( State )
self._EndStates[State] = State
self.endstates[State] = State
end
--- Returns the End states.
function FSM:GetEndStates()
-- @param #FSM self
-- @return #table End states.
function FSM:GetEndStates()
return self._EndStates or {}
end
@@ -532,18 +539,22 @@ do -- FSM
end
--- Returns a table with the scores defined.
function FSM:GetScores()
-- @param #FSM self
-- @param #table Scores.
function FSM:GetScores()
return self._Scores or {}
end
--- Returns a table with the Subs defined.
function FSM:GetSubs()
-- @param #FSM self
-- @return #table Sub processes.
function FSM:GetSubs()
return self.options.subs
end
--- Load call backs.
-- @param #FSM self
-- @param #table CallBackTable Table of call backs.
function FSM:LoadCallBacks( CallBackTable )
for name, callback in pairs( CallBackTable or {} ) do
@@ -551,21 +562,34 @@ do -- FSM
end
end
--- Event map.
-- @param #FSM self
-- @param #table Events Events.
-- @param #table EventStructure Event structure.
function FSM:_eventmap( Events, EventStructure )
local Event = EventStructure.Event
local __Event = "__" .. EventStructure.Event
self[Event] = self[Event] or self:_create_transition(Event)
self[__Event] = self[__Event] or self:_delayed_transition(Event)
-- Debug message.
self:T2( "Added methods: " .. Event .. ", " .. __Event )
Events[Event] = self.Events[Event] or { map = {} }
self:_add_to_map( Events[Event].map, EventStructure )
end
--- Sub maps.
-- @param #FSM self
-- @param #table subs Subs.
-- @param #table sub Sub.
-- @param #string name Name.
function FSM:_submap( subs, sub, name )
--self:F( { sub = sub, name = name } )
subs[sub.From] = subs[sub.From] or {}
subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {}
@@ -578,22 +602,24 @@ do -- FSM
subs[sub.From][sub.Event][sub].ReturnEvents = sub.ReturnEvents or {} -- these events need to be given to find the correct continue event ... if none given, the processing will stop.
subs[sub.From][sub.Event][sub].name = name
subs[sub.From][sub.Event][sub].fsmparent = self
end
--- Call handler.
-- @param #FSM self
-- @param #string step Step "onafter", "onbefore", "onenter", "onleave".
-- @param #string trigger Trigger.
-- @param #table params Parameters.
-- @param #string EventName Event name.
-- @return Value.
function FSM:_call_handler( step, trigger, params, EventName )
--env.info(string.format("FF T=%.3f _call_handler step=%s, trigger=%s, event=%s", timer.getTime(), step, trigger, EventName))
local handler = step .. trigger
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
if self[handler] then
--[[
if step == "onafter" or step == "OnAfter" then
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. params[2] .. ">" .. step .. params[2] .. "()" .. " >> " .. params[3] )
elseif step == "onbefore" or step == "OnBefore" then
@@ -604,14 +630,33 @@ do -- FSM
self:T( ":::>" .. step .. params[1] .. " : " .. params[1] .. ">" .. step .. params[1] .. "()" .. " >> " .. params[2] .. " >> " .. params[3] )
else
self:T( ":::>" .. step .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. params[3] )
end
end
]]
self._EventSchedules[EventName] = nil
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
return Value
-- Error handler.
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
--return self[handler](self, unpack( params ))
-- Protected call.
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
return Value
end
end
--- @param #FSM self
--- Handler.
-- @param #FSM self
-- @param #string EventName Event name.
-- @param ... Arguments.
function FSM._handler( self, EventName, ... )
local Can, To = self:can( EventName )
@@ -621,7 +666,11 @@ do -- FSM
end
if Can then
-- From state.
local From = self.current
-- Parameters.
local Params = { From, EventName, To, ... }
@@ -632,8 +681,8 @@ do -- FSM
self["onafter".. EventName] or
self["OnAfter".. EventName] or
self["onenter".. To] or
self["OnEnter".. To]
then
self["OnEnter".. To] then
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
return false
@@ -653,8 +702,11 @@ do -- FSM
end
end
end
else
local ClassName = self:GetClassName()
if ClassName == "FSM" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To )
end
@@ -672,46 +724,56 @@ do -- FSM
end
end
-- New current state.
self.current = To
local execute = true
local subtable = self:_gosub( From, EventName )
for _, sub in pairs( subtable ) do
--if sub.nextevent then
-- self:F2( "nextevent = " .. sub.nextevent )
-- self[sub.nextevent]( self )
--end
self:T( "*** FSM *** Sub *** " .. sub.StartEvent )
sub.fsm.fsmparent = self
sub.fsm.ReturnEvents = sub.ReturnEvents
sub.fsm[sub.StartEvent]( sub.fsm )
execute = false
end
local fsmparent, Event = self:_isendstate( To )
if fsmparent and Event then
self:T( "*** FSM *** End *** " .. Event )
self:_call_handler("onenter", To, Params, EventName )
self:_call_handler("OnEnter", To, Params, EventName )
self:_call_handler("onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName )
self:_call_handler("onstate", "change", Params, EventName )
fsmparent[Event]( fsmparent )
execute = false
end
if execute then
self:_call_handler("onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName )
-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
--if from ~= to then
self:_call_handler("onenter", To, Params, EventName )
self:_call_handler("OnEnter", To, Params, EventName )
--end
self:_call_handler("onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName )
self:_call_handler("onenter", To, Params, EventName )
self:_call_handler("OnEnter", To, Params, EventName )
self:_call_handler("onstate", "change", Params, EventName )
end
else
self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " )
@@ -719,34 +781,68 @@ do -- FSM
return nil
end
--- Delayed transition.
-- @param #FSM self
-- @param #string EventName Event name.
-- @return #function Function.
function FSM:_delayed_transition( EventName )
return function( self, DelaySeconds, ... )
-- Debug.
self:T2( "Delayed Event: " .. EventName )
local CallID = 0
if DelaySeconds ~= nil then
if DelaySeconds < 0 then -- Only call the event ONCE!
DelaySeconds = math.abs( DelaySeconds )
if not self._EventSchedules[EventName] then
-- Call _handler.
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
-- Set call ID.
self._EventSchedules[EventName] = CallID
-- Debug output.
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
else
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec CANCELLED as we already have such an event in the queue.", EventName, DelaySeconds))
-- reschedule
end
else
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
self:T2(string.format("Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
end
else
error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." )
end
-- Debug.
self:T2( { CallID = CallID } )
end
end
--- Create transition.
-- @param #FSM self
-- @param #string EventName Event name.
-- @return #function Function.
function FSM:_create_transition( EventName )
return function( self, ... ) return self._handler( self, EventName , ... ) end
end
--- Go sub.
-- @param #FSM self
-- @param #string ParentFrom Parent from state.
-- @param #string ParentEvent Parent event name.
-- @return #table Subs.
function FSM:_gosub( ParentFrom, ParentEvent )
local fsmtable = {}
if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then
@@ -756,9 +852,15 @@ do -- FSM
return {}
end
end
--- Is end state.
-- @param #FSM self
-- @param #string Current Current state name.
-- @return #table FSM parent.
-- @return #string Event name.
function FSM:_isendstate( Current )
local FSMParent = self.fsmparent
if FSMParent and self.endstates[Current] then
--self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
FSMParent.current = Current
@@ -775,9 +877,14 @@ do -- FSM
return nil
end
--- Add to map.
-- @param #FSM self
-- @param #table Map Map.
-- @param #table Event Event table.
function FSM:_add_to_map( Map, Event )
self:F3( { Map, Event } )
if type(Event.From) == 'string' then
Map[Event.From] = Event.To
else
@@ -785,33 +892,60 @@ do -- FSM
Map[From] = Event.To
end
end
self:T3( { Map, Event } )
end
--- Get current state.
-- @param #FSM self
-- @return #string Current FSM state.
function FSM:GetState()
return self.current
end
--- Get current state.
-- @param #FSM self
-- @return #string Current FSM state.
function FSM:GetCurrentState()
return self.current
end
--- Check if FSM is in state.
-- @param #FSM self
-- @param #string State State name.
-- @param #boolean If true, FSM is in this state.
function FSM:Is( State )
return self.current == State
end
--- Check if FSM is in state.
-- @param #FSM self
-- @param #string State State name.
-- @param #boolean If true, FSM is in this state.
function FSM:is(state)
return self.current == state
end
--- Check if can do an event.
-- @param #FSM self
-- @param #string e Event name.
-- @return #boolean If true, FSM can do the event.
-- @return #string To state.
function FSM:can(e)
local Event = self.Events[e]
self:F3( { self.current, Event } )
--self:F3( { self.current, Event } )
local To = Event and Event.map[self.current] or Event.map['*']
return To ~= nil, To
end
--- Check if cannot do an event.
-- @param #FSM self
-- @param #string e Event name.
-- @return #boolean If true, FSM cannot do the event.
function FSM:cannot(e)
return not self:can(e)
end

View File

@@ -15,6 +15,7 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
-- ===
--

View File

@@ -175,10 +175,6 @@ do -- COORDINATE
-- In order to use the most optimal road system to transport vehicles, the method @{#COORDINATE.GetPathOnRoad}() will calculate
-- the most optimal path following the road between two coordinates.
--
--
--
--
--
-- ## 8) Metric or imperial system
--
-- * @{#COORDINATE.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
@@ -204,23 +200,23 @@ do -- COORDINATE
--- @field COORDINATE.WaypointAction
COORDINATE.WaypointAction = {
TurningPoint = "Turning Point",
FlyoverPoint = "Fly Over Point",
FromParkingArea = "From Parking Area",
TurningPoint = "Turning Point",
FlyoverPoint = "Fly Over Point",
FromParkingArea = "From Parking Area",
FromParkingAreaHot = "From Parking Area Hot",
FromRunway = "From Runway",
Landing = "Landing",
LandingReFuAr = "LandingReFuAr",
FromRunway = "From Runway",
Landing = "Landing",
LandingReFuAr = "LandingReFuAr",
}
--- @field COORDINATE.WaypointType
COORDINATE.WaypointType = {
TakeOffParking = "TakeOffParking",
TakeOffParking = "TakeOffParking",
TakeOffParkingHot = "TakeOffParkingHot",
TakeOff = "TakeOffParkingHot",
TurningPoint = "Turning Point",
Land = "Land",
LandingReFuAr = "LandingReFuAr",
TakeOff = "TakeOffParkingHot",
TurningPoint = "Turning Point",
Land = "Land",
LandingReFuAr = "LandingReFuAr",
}
@@ -232,6 +228,7 @@ do -- COORDINATE
-- @return #COORDINATE
function COORDINATE:New( x, y, z )
--env.info("FF COORDINATE New")
local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE
self.x = x
self.y = y
@@ -303,6 +300,45 @@ do -- COORDINATE
return { x = self.x, y = self.z }
end
--- Update x,y,z coordinates from a given 3D vector.
-- @param #COORDINATE self
-- @param DCS#Vec3 Vec3 The 3D vector with x,y,z components.
-- @return #COORDINATE The modified COORDINATE itself.
function COORDINATE:UpdateFromVec3(Vec3)
self.x=Vec3.x
self.y=Vec3.y
self.z=Vec3.z
return self
end
--- Update x,y,z coordinates from another given COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE Coordinate The coordinate with the new x,y,z positions.
-- @return #COORDINATE The modified COORDINATE itself.
function COORDINATE:UpdateFromCoordinate(Coordinate)
self.x=Coordinate.x
self.y=Coordinate.y
self.z=Coordinate.z
return self
end
--- Update x and z coordinates from a given 2D vector.
-- @param #COORDINATE self
-- @param DCS#Vec2 Vec2 The 2D vector with x,y components. x is overwriting COORDINATE.x while y is overwriting COORDINATE.z.
-- @return #COORDINATE The modified COORDINATE itself.
function COORDINATE:UpdateFromVec2(Vec2)
self.x=Vec2.x
self.z=Vec2.y
return self
end
--- Returns the coordinate from the latitude and longitude given in decimal degrees.
-- @param #COORDINATE self
-- @param #number latitude Latitude in decimal degrees.
@@ -357,7 +393,7 @@ do -- COORDINATE
-- @return #table Table of DCS static objects found.
-- @return #table Table of DCS scenery objects found.
function COORDINATE:ScanObjects(radius, scanunits, scanstatics, scanscenery)
self:F(string.format("Scanning in radius %.1f m.", radius))
self:F(string.format("Scanning in radius %.1f m.", radius or 100))
local SphereSearch = {
id = world.VolumeType.SPHERE,
@@ -437,13 +473,56 @@ do -- COORDINATE
end
for _,static in pairs(Statics) do
self:T(string.format("Scan found static %s", static:getName()))
_DATABASE:AddStatic(static:getName())
end
for _,scenery in pairs(Scenery) do
self:T(string.format("Scan found scenery %s", scenery:getTypeName()))
self:T(string.format("Scan found scenery %s typename=%s", scenery:getName(), scenery:getTypeName()))
SCENERY:Register(scenery:getName(), scenery)
end
return gotunits, gotstatics, gotscenery, Units, Statics, Scenery
end
--- Scan/find UNITS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
-- @param #COORDINATE self
-- @param #number radius (Optional) Scan radius in meters. Default 100 m.
-- @return Core.Set#SET_UNIT Set of units.
function COORDINATE:ScanUnits(radius)
local _,_,_,units=self:ScanObjects(radius, true, false, false)
local set=SET_UNIT:New()
for _,unit in pairs(units) do
set:AddUnit(unit)
end
return set
end
--- Find the closest unit to the COORDINATE within a certain radius.
-- @param #COORDINATE self
-- @param #number radius Scan radius in meters. Default 100 m.
-- @return Wrapper.Unit#UNIT The closest unit or #nil if no unit is inside the given radius.
function COORDINATE:FindClosestUnit(radius)
local units=self:ScanUnits(radius)
local umin=nil --Wrapper.Unit#UNIT
local dmin=math.huge
for _,_unit in pairs(units.Set) do
local unit=_unit --Wrapper.Unit#UNIT
local coordinate=unit:GetCoordinate()
local d=self:Get2DDistance(coordinate)
if d<dmin then
dmin=d
umin=unit
end
end
return umin
end
--- Calculate the distance from a reference @{#COORDINATE}.
-- @param #COORDINATE self
@@ -463,19 +542,29 @@ do -- COORDINATE
-- @param DCS#Distance Distance The Distance to be added in meters.
-- @param DCS#Angle Angle The Angle in degrees. Defaults to 0 if not specified (nil).
-- @param #boolean Keepalt If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height.
-- @return Core.Point#COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle, Keepalt )
local SX = self.x
local SY = self.z
local Radians = (Angle or 0) / 180 * math.pi
local TX = Distance * math.cos( Radians ) + SX
local TY = Distance * math.sin( Radians ) + SY
if Keepalt then
return COORDINATE:NewFromVec3( { x = TX, y=self.y, z = TY } )
-- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COODINATE.
-- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite )
-- Angle in rad.
local alpha = math.rad((Angle or 0))
local x = Distance * math.cos(alpha) + self.x -- New x
local z = Distance * math.sin(alpha) + self.z -- New z
local y=Keepalt and self.y or land.getHeight({x=x, y=z})
if Overwrite then
self.x=x
self.y=y
self.z=z
return self
else
return COORDINATE:NewFromVec2( { x = TX, y = TY } )
--env.info("FF translate with NEW coordinate T="..timer.getTime())
local coord=COORDINATE:New(x, y, z)
return coord
end
end
--- Rotate coordinate in 2D (x,z) space.
@@ -653,15 +742,44 @@ do -- COORDINATE
return Angle
end
--- Return an intermediate COORDINATE between this an another coordinate.
-- @param #COORDINATE self
-- @param #COORDINATE ToCoordinate The other coordinate.
-- @param #number Fraction The fraction (0,1) where the new coordinate is created. Default 0.5, i.e. in the middle.
-- @return #COORDINATE Coordinate between this and the other coordinate.
function COORDINATE:GetIntermediateCoordinate( ToCoordinate, Fraction )
local f=Fraction or 0.5
-- Get the vector from A to B
local vec=UTILS.VecSubstract(ToCoordinate, self)
-- Scale the vector.
vec.x=f*vec.x
vec.y=f*vec.y
vec.z=f*vec.z
-- Move the vector to start at the end of A.
vec=UTILS.VecAdd(self, vec)
local coord=COORDINATE:New(vec.x,vec.y,vec.z)
return coord
end
--- Return the 2D distance in meters between the target COORDINATE and the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get2DDistance( TargetCoordinate )
local TargetVec3 = TargetCoordinate:GetVec3()
local SourceVec3 = self:GetVec3()
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z}
return UTILS.VecNorm(a)
--local TargetVec3 = TargetCoordinate:GetVec3()
--local SourceVec3 = self:GetVec3()
--return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
end
--- Returns the temperature in Degrees Celsius.
@@ -1021,23 +1139,6 @@ do -- COORDINATE
return self
end
--- Add a Distance in meters from the COORDINATE horizontal plane, with the given angle, and calculate the new COORDINATE.
-- @param #COORDINATE self
-- @param DCS#Distance Distance The Distance to be added in meters.
-- @param DCS#Angle Angle The Angle in degrees.
-- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle )
local SX = self.x
local SZ = self.z
local Radians = Angle / 180 * math.pi
local TX = Distance * math.cos( Radians ) + SX
local TZ = Distance * math.sin( Radians ) + SZ
return COORDINATE:New( TX, self.y, TZ )
end
--- Build an air type route point.
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
@@ -1093,7 +1194,7 @@ do -- COORDINATE
-- Airbase parameters for takeoff and landing points.
if airbase then
local AirbaseID = airbase:GetID()
local AirbaseCategory = airbase:GetDesc().category
local AirbaseCategory = airbase:GetAirbaseCategory()
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
RoutePoint.linkUnit = AirbaseID
RoutePoint.helipadId = AirbaseID
@@ -1213,41 +1314,71 @@ do -- COORDINATE
--- Build an ground type route point.
-- @param #COORDINATE self
-- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h.
-- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
-- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h.
-- @param #string Formation (Optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
-- @param #table DCSTasks (Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
-- @return #table The route point.
function COORDINATE:WaypointGround( Speed, Formation )
self:F2( { Formation, Speed } )
function COORDINATE:WaypointGround( Speed, Formation, DCSTasks )
self:F2( { Speed, Formation, DCSTasks } )
local RoutePoint = {}
RoutePoint.x = self.x
RoutePoint.y = self.z
RoutePoint.action = Formation or ""
--RoutePoint.formation_template = Formation and "" or nil
RoutePoint.x = self.x
RoutePoint.y = self.z
RoutePoint.alt = self:GetLandHeight()+1
RoutePoint.alt_type = COORDINATE.WaypointAltType.BARO
RoutePoint.type = "Turning Point"
RoutePoint.action = Formation or "Off Road"
RoutePoint.formation_template=""
RoutePoint.ETA=0
RoutePoint.ETA_locked=true
RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true
-- ["task"] =
-- {
-- ["id"] = "ComboTask",
-- ["params"] =
-- {
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- }, -- end of ["params"]
-- }, -- end of ["task"]
RoutePoint.task = {}
RoutePoint.task.id = "ComboTask"
RoutePoint.task.params = {}
RoutePoint.task.params.tasks = DCSTasks or {}
return RoutePoint
end
--- Build route waypoint point for Naval units.
-- @param #COORDINATE self
-- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h.
-- @param #string Depth (Optional) Dive depth in meters. Only for submarines. Default is COORDINATE.y component.
-- @param #table DCSTasks (Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
-- @return #table The route point.
function COORDINATE:WaypointNaval( Speed, Depth, DCSTasks )
self:F2( { Speed, Depth, DCSTasks } )
local RoutePoint = {}
RoutePoint.x = self.x
RoutePoint.y = self.z
RoutePoint.alt = Depth or self.y -- Depth is for submarines only. Ships should have alt=0.
RoutePoint.alt_type = "BARO"
RoutePoint.type = "Turning Point"
RoutePoint.action = "Turning Point"
RoutePoint.formation_template = ""
RoutePoint.ETA=0
RoutePoint.ETA_locked=true
RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true
RoutePoint.task = {}
RoutePoint.task.id = "ComboTask"
RoutePoint.task.params = {}
RoutePoint.task.params.tasks = {}
RoutePoint.task.params.tasks = DCSTasks or {}
return RoutePoint
end
@@ -1258,7 +1389,7 @@ do -- COORDINATE
-- @param #number Coalition (Optional) Coalition of the airbase.
-- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate.
-- @return #number Distance to the closest airbase in meters.
function COORDINATE:GetClosestAirbase(Category, Coalition)
function COORDINATE:GetClosestAirbase2(Category, Coalition)
-- Get all airbases of the map.
local airbases=AIRBASE.GetAllAirbases(Coalition)
@@ -1291,6 +1422,36 @@ do -- COORDINATE
return closest,distmin
end
--- Gets the nearest airbase with respect to the current coordinates.
-- @param #COORDINATE self
-- @param #number Category (Optional) Category of the airbase. Enumerator of @{Wrapper.Airbase#AIRBASE.Category}.
-- @param #number Coalition (Optional) Coalition of the airbase.
-- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate.
-- @return #number Distance to the closest airbase in meters.
function COORDINATE:GetClosestAirbase(Category, Coalition)
local a=self:GetVec3()
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
--env.info(string.format("Airbase %s dist=%d category=%d", DCSairbase:getName(), dist, DCSairbase:getCategory()))
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return AIRBASE:Find(airbase)
end
--- Gets the nearest parking spot.
-- @param #COORDINATE self
@@ -1433,27 +1594,8 @@ do -- COORDINATE
local coord=COORDINATE:NewFromVec2(_vec2)
Path[#Path+1]=coord
if MarkPath then
coord:MarkToAll(string.format("Path segment %d.", _i))
end
if SmokePath then
coord:SmokeGreen()
end
end
-- Mark/smoke endpoints
if IncludeEndpoints then
if MarkPath then
COORDINATE:NewFromVec2(path[1]):MarkToAll("Path Initinal Point")
COORDINATE:NewFromVec2(path[1]):MarkToAll("Path Final Point")
end
if SmokePath then
COORDINATE:NewFromVec2(path[1]):SmokeBlue()
COORDINATE:NewFromVec2(path[#path]):SmokeBlue()
end
end
else
self:E("Path is nil. No valid path on road could be found.")
GotPath=false
@@ -1464,6 +1606,23 @@ do -- COORDINATE
Path[#Path+1]=ToCoord
end
-- Mark or smoke.
if MarkPath or SmokePath then
for i,c in pairs(Path) do
local coord=c --#COORDINATE
if MarkPath then
coord:MarkToAll(string.format("Path segment %d", i))
end
if SmokePath then
if i==1 or i==#Path then
coord:SmokeBlue()
else
coord:SmokeGreen()
end
end
end
end
-- Sum up distances.
if #Path>=2 then
for i=1,#Path-1 do
@@ -1471,7 +1630,7 @@ do -- COORDINATE
end
else
-- There are cases where no path on road can be found.
return nil,nil
return nil,nil,false
end
return Path, Way, GotPath
@@ -1828,15 +1987,18 @@ do -- COORDINATE
--- Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate.
-- @param #COORDINATE self
-- @param #COORDINATE ToCoordinate
-- @param #number Offset Height offset in meters. Default 2 m.
-- @return #boolean true If the ToCoordinate has LOS with the Coordinate, otherwise false.
function COORDINATE:IsLOS( ToCoordinate )
function COORDINATE:IsLOS( ToCoordinate, Offset )
Offset=Offset or 2
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate.
local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + 2
FromVec3.y = FromVec3.y + Offset
local ToVec3 = ToCoordinate:GetVec3()
ToVec3.y = ToVec3.y + 2
ToVec3.y = ToVec3.y + Offset
local IsLOS = land.isVisible( FromVec3, ToVec3 )
@@ -1876,6 +2038,296 @@ do -- COORDINATE
return InSphere
end
--- Get sun rise time for a specific date at the coordinate.
-- @param #COORDINATE self
-- @param #number Day The day.
-- @param #number Month The month.
-- @param #number Year The year.
-- @param #boolean InSeconds If true, return the sun rise time in seconds.
-- @return #string Sunrise time, e.g. "05:41".
function COORDINATE:GetSunriseAtDate(Day, Month, Year, InSeconds)
-- Day of the year.
local DayOfYear=UTILS.GetDayOfYear(Year, Month, Day)
local Latitude, Longitude=self:GetLLDDM()
local Tdiff=UTILS.GMTToLocalTimeDifference()
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
if InSeconds then
return sunrise
else
return UTILS.SecondsToClock(sunrise, true)
end
end
--- Get sun rise time for a specific day of the year at the coordinate.
-- @param #COORDINATE self
-- @param #number DayOfYear The day of the year.
-- @param #boolean InSeconds If true, return the sun rise time in seconds.
-- @return #string Sunrise time, e.g. "05:41".
function COORDINATE:GetSunriseAtDayOfYear(DayOfYear, InSeconds)
local Latitude, Longitude=self:GetLLDDM()
local Tdiff=UTILS.GMTToLocalTimeDifference()
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
if InSeconds then
return sunrise
else
return UTILS.SecondsToClock(sunrise, true)
end
end
--- Get todays sun rise time.
-- @param #COORDINATE self
-- @param #boolean InSeconds If true, return the sun rise time in seconds.
-- @return #string Sunrise time, e.g. "05:41".
function COORDINATE:GetSunrise(InSeconds)
-- Get current day of the year.
local DayOfYear=UTILS.GetMissionDayOfYear()
-- Lat and long at this point.
local Latitude, Longitude=self:GetLLDDM()
-- GMT time diff.
local Tdiff=UTILS.GMTToLocalTimeDifference()
-- Sunrise in seconds of the day.
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local date=UTILS.GetDCSMissionDate()
-- Debug output.
--self:I(string.format("Sun rise at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%d sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), sunrise, Tdiff))
if InSeconds then
return sunrise
else
return UTILS.SecondsToClock(sunrise, true)
end
end
--- Get minutes until the next sun rise at this coordinate.
-- @param #COORDINATE self
-- @param OnlyToday If true, only calculate the sun rise of today. If sun has already risen, the time in negative minutes since sunrise is reported.
-- @return #number Minutes to the next sunrise.
function COORDINATE:GetMinutesToSunrise(OnlyToday)
-- Seconds of today
local time=UTILS.SecondsOfToday()
-- Next Sunrise in seconds.
local sunrise=nil
-- Time to sunrise.
local delta=nil
if OnlyToday then
---
-- Sunrise of today
---
sunrise=self:GetSunrise(true)
delta=sunrise-time
else
---
-- Sunrise of tomorrow
---
-- Tomorrows day of the year.
local DayOfYear=UTILS.GetMissionDayOfYear()+1
local Latitude, Longitude=self:GetLLDDM()
local Tdiff=UTILS.GMTToLocalTimeDifference()
sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
delta=sunrise+UTILS.SecondsToMidnight()
end
return delta/60
end
--- Check if it is day, i.e. if the sun has risen about the horizon at this coordinate.
-- @param #COORDINATE self
-- @param #string Clock (Optional) Time in format "HH:MM:SS+D", e.g. "05:40:00+3" to check if is day at 5:40 at third day after mission start. Default is to check right now.
-- @return #boolean If true, it is day. If false, it is night time.
function COORDINATE:IsDay(Clock)
if Clock then
local Time=UTILS.ClockToSeconds(Clock)
local clock=UTILS.Split(Clock, "+")[1]
-- Tomorrows day of the year.
local DayOfYear=UTILS.GetMissionDayOfYear(Time)
local Latitude, Longitude=self:GetLLDDM()
local Tdiff=UTILS.GMTToLocalTimeDifference()
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
local time=UTILS.ClockToSeconds(clock)
-- Check if time is between sunrise and sunset.
if time>sunrise and time<=sunset then
return true
else
return false
end
else
-- Todays sun rise in sec.
local sunrise=self:GetSunrise(true)
-- Todays sun set in sec.
local sunset=self:GetSunset(true)
-- Seconds passed since midnight.
local time=UTILS.SecondsOfToday()
-- Check if time is between sunrise and sunset.
if time>sunrise and time<=sunset then
return true
else
return false
end
end
end
--- Check if it is night, i.e. if the sun has set below the horizon at this coordinate.
-- @param #COORDINATE self
-- @param #string Clock (Optional) Time in format "HH:MM:SS+D", e.g. "05:40:00+3" to check if is night at 5:40 at third day after mission start. Default is to check right now.
-- @return #boolean If true, it is night. If false, it is day time.
function COORDINATE:IsNight(Clock)
return not self:IsDay(Clock)
end
--- Get sun set time for a specific date at the coordinate.
-- @param #COORDINATE self
-- @param #number Day The day.
-- @param #number Month The month.
-- @param #number Year The year.
-- @param #boolean InSeconds If true, return the sun rise time in seconds.
-- @return #string Sunset time, e.g. "20:41".
function COORDINATE:GetSunsetAtDate(Day, Month, Year, InSeconds)
-- Day of the year.
local DayOfYear=UTILS.GetDayOfYear(Year, Month, Day)
local Latitude, Longitude=self:GetLLDDM()
local Tdiff=UTILS.GMTToLocalTimeDifference()
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if InSeconds then
return sunset
else
return UTILS.SecondsToClock(sunset, true)
end
end
--- Get todays sun set time.
-- @param #COORDINATE self
-- @param #boolean InSeconds If true, return the sun set time in seconds.
-- @return #string Sunrise time, e.g. "20:41".
function COORDINATE:GetSunset(InSeconds)
-- Get current day of the year.
local DayOfYear=UTILS.GetMissionDayOfYear()
-- Lat and long at this point.
local Latitude, Longitude=self:GetLLDDM()
-- GMT time diff.
local Tdiff=UTILS.GMTToLocalTimeDifference()
-- Sunrise in seconds of the day.
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
local date=UTILS.GetDCSMissionDate()
-- Debug output.
--self:I(string.format("Sun set at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%d sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), sunrise, Tdiff))
if InSeconds then
return sunrise
else
return UTILS.SecondsToClock(sunrise, true)
end
end
--- Get minutes until the next sun set at this coordinate.
-- @param #COORDINATE self
-- @param OnlyToday If true, only calculate the sun set of today. If sun has already set, the time in negative minutes since sunset is reported.
-- @return #number Minutes to the next sunrise.
function COORDINATE:GetMinutesToSunset(OnlyToday)
-- Seconds of today
local time=UTILS.SecondsOfToday()
-- Next Sunset in seconds.
local sunset=nil
-- Time to sunrise.
local delta=nil
if OnlyToday then
---
-- Sunset of today
---
sunset=self:GetSunset(true)
delta=sunset-time
else
---
-- Sunset of tomorrow
---
-- Tomorrows day of the year.
local DayOfYear=UTILS.GetMissionDayOfYear()+1
local Latitude, Longitude=self:GetLLDDM()
local Tdiff=UTILS.GMTToLocalTimeDifference()
sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
delta=sunset+UTILS.SecondsToMidnight()
end
return delta/60
end
--- Return a BR string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
@@ -1943,6 +2395,14 @@ do -- COORDINATE
return ""
end
--- Get Latitude and Longitude in Degrees Decimal Minutes (DDM).
-- @param #COORDINATE self
-- @return #number Latitude in DDM.
-- @return #number Lontitude in DDM.
function COORDINATE:GetLLDDM()
return coord.LOtoLL( self:GetVec3() )
end
--- Provides a Lat Lon string in Degree Minute Second format.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.

View File

@@ -429,7 +429,7 @@ BEACON = {
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN
-- @field #number TACAN TACtical Air Navigation system.
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
@@ -440,45 +440,74 @@ BEACON = {
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number PRMG_LOCALIZER
-- @field #number PRMG_GLIDESLOPE
-- @field #number ICLS Same as ICLS glideslope.
-- @field #number ICLS_LOCALIZER
-- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
-- @field #number ICLS
BEACON.Type={
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 32,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16456,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
NAUTICAL_HOMER = 32776,
ICLS = 131584,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
PRMG_GLIDESLOPE = 33280,
ICLS = 131584, --leaving this in here but it is the same as ICLS_GLIDESLOPE
ICLS_LOCALIZER = 131328,
ICLS_GLIDESLOPE = 131584,
NAUTICAL_HOMER = 65536,
}
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
-- @type BEACON.System
-- @field #number PAR_10
-- @field #number RSBN_5
-- @field #number TACAN
-- @field #number TACAN_TANKER
-- @field #number ILS_LOCALIZER (This is the one to be used for AA TACAN Tanker!)
-- @field #number ILS_GLIDESLOPE
-- @field #number BROADCAST_STATION
-- @field #number PAR_10 ?
-- @field #number RSBN_5 Russian VOR/DME system.
-- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glideslope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
-- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
-- @field #number ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER = 4,
ILS_LOCALIZER = 5,
ILS_GLIDESLOPE = 6,
BROADCAST_STATION = 7,
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10,
BROADCAST_STATION = 11,
VORTAC = 12,
TACAN_AA_MODE_X = 13,
TACAN_AA_MODE_Y = 14,
VORDME = 15,
ICLS_LOCALIZER = 16,
ICLS_GLIDESLOPE = 17,
}
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.

View File

@@ -17,7 +17,7 @@
--
-- @type RADIOQUEUE
-- @field #string ClassName Name of the class "RADIOQUEUE".
-- @field #boolean Debug Debug mode. More info.
-- @field #boolean Debugmode Debug mode. More info.
-- @field #string lid ID for dcs.log.
-- @field #number frequency The radio frequency in Hz.
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
@@ -38,7 +38,7 @@
-- @extends Core.Base#BASE
RADIOQUEUE = {
ClassName = "RADIOQUEUE",
Debug = nil,
Debugmode = nil,
lid = nil,
frequency = nil,
modulation = nil,
@@ -55,7 +55,7 @@ RADIOQUEUE = {
power = nil,
numbers = {},
checking = nil,
schedonce = nil,
schedonce = false,
}
--- Radio queue transmission data.
@@ -113,18 +113,20 @@ end
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Start(delay, dt)
-- Delay before start.
self.delay=delay or 1
-- Time interval for queue check.
self.dt=dt or 0.01
self:I(self.lid..string.format("Starting RADIOQUEUE %s on Frequency %.2f MHz [modulation=%d] in %.1f seconds (dt=%.3f sec)", self.alias, self.frequency/1000000, self.modulation, delay, dt))
-- Debug message.
self:I(self.lid..string.format("Starting RADIOQUEUE %s on Frequency %.2f MHz [modulation=%d] in %.1f seconds (dt=%.3f sec)", self.alias, self.frequency/1000000, self.modulation, self.delay, self.dt))
-- Start Scheduler.
if self.schedonce then
self:_CheckRadioQueueDelayed(self.delta)
self:_CheckRadioQueueDelayed(delay)
else
--self.RQid=self.scheduler:Schedule(self, self._CheckRadioQueue, {}, delay, dt)
self.RQid=self.scheduler:Schedule(nil, RADIOQUEUE._CheckRadioQueue, {self}, delay, dt)
end
@@ -351,13 +353,21 @@ function RADIOQUEUE:Broadcast(transmission)
self.senderinit=true
end
-- Set subtitle only if duration>0 sec.
local subtitle=nil
local duration=nil
if transmission.subtitle and transmission.subduration and transmission.subduration>0 then
subtitle=transmission.subtitle
duration=transmission.subduration
end
-- Command to tranmit the call.
local commandTransmit={
id = "TransmitMessage",
params = {
file=filename,
duration=transmission.subduration,
subtitle=transmission.subtitle or "",
duration=duration,
subtitle=subtitle,
loop=false,
}}
@@ -365,8 +375,10 @@ function RADIOQUEUE:Broadcast(transmission)
sender:SetCommand(commandTransmit)
-- Debug message.
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
MESSAGE:New(text, 2, "RADIOQUEUE "..self.alias):ToAllIf(self.Debug)
if self.Debugmode then
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
MESSAGE:New(text, 2, "RADIOQUEUE "..self.alias):ToAll()
end
else
@@ -378,10 +390,7 @@ function RADIOQUEUE:Broadcast(transmission)
-- Try to get positon from sender unit/static.
if self.sendername then
local coord=self:_GetRadioSenderCoord()
if coord then
vec3=coord:GetVec3()
end
vec3=self:_GetRadioSenderCoord()
end
-- Try to get fixed positon.
@@ -398,8 +407,10 @@ function RADIOQUEUE:Broadcast(transmission)
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
-- Debug message.
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
MESSAGE:New(string.format(text, filename, transmission.duration, transmission.subtitle or ""), 5, "RADIOQUEUE "..self.alias):ToAllIf(self.Debug)
if self.Debugmode then
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
MESSAGE:New(string.format(text, filename, transmission.duration, transmission.subtitle or ""), 5, "RADIOQUEUE "..self.alias):ToAll()
end
end
end
@@ -514,7 +525,7 @@ end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Wrapper.Unit#UNIT Sending aircraft unit or nil if was not setup, is not an aircraft or is not alive.
-- @return Wrapper.Unit#UNIT Sending unit or nil if was not setup, is not an aircraft or ground unit or is not alive.
function RADIOQUEUE:_GetRadioSender()
-- Check if we have a sending aircraft.
@@ -522,11 +533,12 @@ function RADIOQUEUE:_GetRadioSender()
-- Try the general default.
if self.sendername then
-- First try to find a unit
sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() and sender:IsAir() then
if sender and sender:IsAlive() and (sender:IsAir() or sender:IsGround()) then
return sender
end
@@ -537,7 +549,7 @@ end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Core.Point#COORDINATE Coordinate of the sender unit.
-- @return DCS#Vec3 Vector 3D.
function RADIOQUEUE:_GetRadioSenderCoord()
local vec3=nil
@@ -550,7 +562,7 @@ function RADIOQUEUE:_GetRadioSenderCoord()
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() then
return sender:GetCoordinate()
return sender:GetVec3()
end
-- Now try a static.
@@ -558,7 +570,7 @@ function RADIOQUEUE:_GetRadioSenderCoord()
-- Check that sender is alive and an aircraft.
if sender then
return sender:GetCoordinate()
return sender:GetVec3()
end
end

View File

@@ -4,7 +4,7 @@
--
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
--
-- This class is tricky and needs some thorought explanation.
-- This class is tricky and needs some thorough explanation.
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
-- The SCHEDULEDISPATCHER class ensures that:
--
@@ -13,9 +13,10 @@
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
--
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER
-- object is _persistent_ within memory.
--
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
--
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
@@ -33,13 +34,41 @@
-- @module Core.ScheduleDispatcher
-- @image Core_Schedule_Dispatcher.JPG
--- SCHEDULEDISPATCHER class.
-- @type SCHEDULEDISPATCHER
-- @field #string ClassName Name of the class.
-- @field #number CallID Call ID counter.
-- @field #table PersistentSchedulers Persistant schedulers.
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
-- @extends Core.Base#BASE
--- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
}
--- Player data table holding all important parameters of each player.
-- @type SCHEDULEDISPATCHER.ScheduleData
-- @field #function Function The schedule function to be called.
-- @field #table Arguments Schedule function arguments.
-- @field #number Start Start time in seconds.
-- @field #number Repeat Repeat time intervall in seconds.
-- @field #number Randomize Randomization factor [0,1].
-- @field #number Stop Stop time in seconds.
-- @field #number StartTime Time in seconds when the scheduler is created.
-- @field #number ScheduleID Schedule ID.
-- @field #function CallHandler Function to be passed to the DCS timer.scheduleFunction().
-- @field #boolean ShowTrace If true, show tracing info.
--- Create a new schedule dispatcher object.
-- @param #SCHEDULEDISPATCHER self
-- @return #SCHEDULEDISPATCHER self
function SCHEDULEDISPATCHER:New()
local self = BASE:Inherit( self, BASE:New() )
self:F3()
@@ -51,15 +80,28 @@ end
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
-- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #function ScheduleFunction Scheduler function.
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
-- @param #number Start Start time in seconds.
-- @param #number Repeat Repeat interval in seconds.
-- @param #number Randomize Radomization factor [0,1].
-- @param #number Stop Stop time in seconds.
-- @param #number TraceLevel Trace level [0,3].
-- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #string Call ID or nil.
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel, Fsm )
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel } )
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel, Fsm } )
-- Increase counter.
self.CallID = self.CallID + 1
-- Create ID.
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID))
-- 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.
-- Initialize PersistentSchedulers
self.PersistentSchedulers = self.PersistentSchedulers or {}
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
@@ -76,11 +118,11 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][CallID] = {}
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][CallID].Start = Start + .1
self.Schedule[Scheduler][CallID].Start = Start + 0.1
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
@@ -118,15 +160,15 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if name_fsm then
Info.name = name_fsm
end
--env.info( debug.traceback() )
end
self:T3( self.Schedule[Scheduler][CallID] )
--- Function passed to the DCS timer.scheduleFunction()
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
local CallID = Params.CallID
local Info = Params.Info
local Info = Params.Info or {}
local Source = Info.source or "?"
local Line = Info.currentline or "?"
local Name = Info.name or "?"
@@ -139,7 +181,8 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
return errmsg
end
local Scheduler = self.ObjectSchedulers[CallID]
-- Get object or persistant scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER
if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID]
end
@@ -148,21 +191,24 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject)
local Schedule = self.Schedule[Scheduler][CallID]
local MasterObject = tostring(Scheduler.MasterObject)
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
--self:T3( { Schedule = Schedule } )
local SchedulerObject = Scheduler.SchedulerObject
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments
local Start = Schedule.Start
local Repeat = Schedule.Repeat or 0
local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID
local ShowTrace = Scheduler.ShowTrace
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object?
local ShowTrace = Scheduler.ShowTrace
local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments or {}
local Start = Schedule.Start
local Repeat = Schedule.Repeat or 0
local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
@@ -189,24 +235,20 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local CurrentTime = timer.getTime()
local StartTime = Schedule.StartTime
self:F3( { Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
-- Debug info.
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
local ScheduleTime =
CurrentTime +
Repeat +
math.random(
- ( Randomize * Repeat / 2 ),
( Randomize * Repeat / 2 )
) +
0.01
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
end
else
self:Stop( Scheduler, CallID )
end
@@ -222,6 +264,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
return CallID
end
--- Remove schedule.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #table CallID Call ID.
function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
self:F2( { Remove = CallID, Scheduler = Scheduler } )
@@ -231,46 +277,80 @@ function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
end
end
--- Start dispatcher.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #table CallID (Optional) Call ID.
-- @param #string Info (Optional) Debug info.
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
self:F2( { Start = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler]
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
-- 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].StartTime = timer.getTime() -- Set the StartTime field to indicate when the scheduler started.
Schedule[CallID].ScheduleID = timer.scheduleFunction(
Schedule[CallID].CallHandler,
{ CallID = CallID, Info = Info },
timer.getTime() + Schedule[CallID].Start
)
if not Schedule.ScheduleID then
-- Current time in seconds.
local Tnow=timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start)
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
end
else
-- Recursive.
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Start( Scheduler, CallID, Info ) -- Recursive
end
end
end
--- Stop dispatcher.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #table CallID Call ID.
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler]
-- Only stop when there is a ScheduleID defined for the CallID.
-- So, when the scheduler was stopped before, do nothing.
if Schedule[CallID].ScheduleID then
timer.removeFunction( Schedule[CallID].ScheduleID )
Schedule[CallID].ScheduleID = nil
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
timer.removeFunction(Schedule.ScheduleID)
Schedule.ScheduleID = nil
else
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID)))
end
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end
end
--- Clear all schedules by stopping all dispatchers.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:Clear( Scheduler )
self:F2( { Scheduler = Scheduler } )
@@ -279,9 +359,19 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
end
end
function SCHEDULEDISPATCHER:NoTrace( Scheduler )
--- Shopw tracing info.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:ShowTrace( Scheduler )
self:F2( { Scheduler = Scheduler } )
Scheduler.ShowTrace = nil
Scheduler.ShowTrace = true
end
--- No tracing info.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:NoTrace( Scheduler )
self:F2( { Scheduler = Scheduler } )
Scheduler.ShowTrace = false
end

View File

@@ -43,7 +43,9 @@
--- The SCHEDULER class
-- @type SCHEDULER
-- @field #number ScheduleID the ID of the scheduler.
-- @field #table Schedules Table of schedules.
-- @field #table MasterObject Master object.
-- @field #boolean ShowTrace Trace info if true.
-- @extends Core.Base#BASE
@@ -69,53 +71,53 @@
--
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
--
-- SchedulerObject = SCHEDULER:New()
-- SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} )
-- MasterObject = SCHEDULER:New()
-- SchedulerID = MasterObject: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
-- The above example creates a new MasterObject, but does not schedule anything.
-- A separate schedule is created by using the MasterObject 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, {} )
-- MasterObject = SCHEDULER:New( ZoneObject )
-- SchedulerID = MasterObject: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
-- The above example creates a new MasterObject, 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 MasterObject 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.
-- As a result, the MasterObject 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, {} )
-- MasterObject, 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...
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, 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, {} )
-- MasterObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
-- The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction),
-- The above example creates a new MasterObject, 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.
-- Both a MasterObject 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.
-- As a result, the MasterObject will cancel the planned schedule.
--
-- ## SCHEDULER timer stopping and (re-)starting.
--
@@ -125,15 +127,15 @@
-- * @{#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 )
-- MasterObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 )
-- ...
-- SchedulerObject:Stop( SchedulerID )
-- MasterObject:Stop( SchedulerID )
-- ...
-- SchedulerObject:Start( SchedulerID )
-- MasterObject: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...
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
@@ -145,32 +147,32 @@
-- Consider the following code fragment of the SCHEDULER object creation.
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- SchedulerObject = SCHEDULER:New( ZoneObject )
-- MasterObject = 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, {} )
-- SchedulerID = MasterObject: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 )
-- SchedulerID = MasterObject: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 )
-- SchedulerID = MasterObject: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 )
-- SchedulerID = MasterObject: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 ...
@@ -180,7 +182,7 @@
--
-- ### 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 )
-- SchedulerID = MasterObject: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.
@@ -191,13 +193,15 @@
--
-- @field #SCHEDULER
SCHEDULER = {
ClassName = "SCHEDULER",
Schedules = {},
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
}
--- SCHEDULER constructor.
-- @param #SCHEDULER self
-- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
-- @param #table MasterObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
@@ -205,51 +209,51 @@ SCHEDULER = {
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @return #SCHEDULER self.
-- @return #number The ScheduleID of the planned schedule.
function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
-- @return #table The ScheduleID of the planned schedule.
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil
self.MasterObject = SchedulerObject
self.ShowTrace = true
self.MasterObject = MasterObject
self.ShowTrace = false
if SchedulerFunction then
ScheduleID = self:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 4 )
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
end
return self, ScheduleID
end
--function SCHEDULER:_Destructor()
-- --self:E("_Destructor")
--
-- _SCHEDULEDISPATCHER:RemoveSchedule( self.CallID )
--end
--- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also.
-- @param #SCHEDULER self
-- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
-- @param #table MasterObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function.
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @return #number The ScheduleID of the planned schedule.
function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
-- @param #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #table The ScheduleID of the planned schedule.
function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
self:T3( { SchedulerArguments } )
-- Debug info.
local ObjectName = "-"
if SchedulerObject and SchedulerObject.ClassName and SchedulerObject.ClassID then
ObjectName = SchedulerObject.ClassName .. SchedulerObject.ClassID
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
ObjectName = MasterObject.ClassName .. MasterObject.ClassID
end
self:F3( { "Schedule :", ObjectName, tostring( SchedulerObject ), Start, Repeat, RandomizeFactor, Stop } )
self.SchedulerObject = SchedulerObject
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
-- Set master object.
self.MasterObject = MasterObject
-- Add schedule.
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
@@ -269,57 +273,47 @@ end
--- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
-- @param #SCHEDULER self
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Start( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID)))
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
end
--- Stops the schedules or a specific schedule if a valid ScheduleID is provided.
-- @param #SCHEDULER self
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Stop( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID)))
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
end
--- Removes a specific schedule if a valid ScheduleID is provided.
-- @param #SCHEDULER self
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Remove( ScheduleID )
self:F3( { ScheduleID } )
_SCHEDULEDISPATCHER:Remove( self, ScheduleID )
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID)))
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
end
--- Clears all pending schedules.
-- @param #SCHEDULER self
function SCHEDULER:Clear()
self:F3( )
self:T(string.format("Clearing scheduler"))
_SCHEDULEDISPATCHER:Clear( self )
end
--- Show tracing for this scheduler.
-- @param #SCHEDULER self
function SCHEDULER:ShowTrace()
_SCHEDULEDISPATCHER:ShowTrace( self )
end
--- No tracing for this scheduler.
-- @param #SCHEDULER self
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:NoTrace()
_SCHEDULEDISPATCHER:NoTrace( self )
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -16,7 +16,7 @@
-- * Spawn late activated.
-- * Spawn with or without an initial delay.
-- * Respawn after landing, on the runway or at the ramp after engine shutdown.
-- * Spawn with custom heading.
-- * Spawn with custom heading, both for a group formation and for the units in the group.
-- * Spawn with different skills.
-- * Spawn with different liveries.
-- * Spawn with an inner and outer radius to set the initial position.
@@ -214,9 +214,8 @@
-- ### **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.
--
--- * @{#SPAWN.SpawnScheduleStart}(): Start or continue to spawn groups at scheduled time intervals.
-- * @{#SPAWN.SpawnScheduleStop}(): Stop the spawning of groups at scheduled time intervals.
--
--
-- ## Retrieve alive GROUPs spawned by the SPAWN object
@@ -260,7 +259,7 @@
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
-- activate a delay before the first @{Wrapper.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.
-- @{#SPAWN.SpawnScheduleStop}() ; @{#SPAWN.SpawnScheduleStart}() sequence would have been used.
--
--
-- @field #SPAWN SPAWN
@@ -326,6 +325,8 @@ function SPAWN:New( SpawnTemplatePrefix )
self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio comms setting.
self.SpawnInitModex = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template.
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
@@ -378,7 +379,9 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio comms setting.
self.SpawnInitModex = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template.
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 .. "'" )
@@ -406,7 +409,11 @@ end
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix )
local self = BASE:Inherit( self, BASE:New() )
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
BASE:I("ERROR: in function NewFromTemplate, required paramter SpawnAliasPrefix is not set")
return nil
end
if SpawnTemplate then
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix
@@ -433,6 +440,8 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio comms setting.
self.SpawnInitModex = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = true -- Check if the user is using self made template.
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
@@ -446,7 +455,8 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
end
--- Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned.
--- Stops any more repeat spawns from happening once the UNIT count of Alive units, spawned by the same SPAWN object, exceeds the first parameter. Also can stop spawns from happening once a total GROUP still alive is met.
-- Exceptionally powerful when combined with SpawnSchedule for Respawning.
-- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units.
-- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this method should be used...
-- When a @{#SPAWN.New} is executed and the limit of the amount of units alive is reached, then no new spawn will happen of the group, until some of these units of the spawn object will be destroyed.
@@ -503,6 +513,24 @@ function SPAWN:InitLateActivated( LateActivated )
return self
end
--- Set spawns to happen at a particular airbase. Only for aircraft, of course.
-- @param #SPAWN self
-- @param #string AirbaseName Name of the airbase.
-- @param #number Takeoff (Optional) Takeoff type. Can be SPAWN.Takeoff.Hot (default), SPAWN.Takeoff.Cold or SPAWN.Takeoff.Runway.
-- @param #number TerminalTyple (Optional) The terminal type.
-- @return #SPAWN self
function SPAWN:InitAirbase( AirbaseName, Takeoff, TerminalType )
self:F( )
self.SpawnInitAirbase=AIRBASE:FindByName(AirbaseName)
self.SpawnInitTakeoff=Takeoff or SPAWN.Takeoff.Hot
self.SpawnInitTerminalType=TerminalType
return self
end
--- Defines the Heading for the new spawned units.
-- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees.
@@ -530,6 +558,41 @@ function SPAWN:InitHeading( HeadingMin, HeadingMax )
end
--- Defines the heading of the overall formation of the new spawned group.
-- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees.
-- The Group's formation as laid out in its template will be rotated around the first unit in the group
-- Group individual units facings will rotate to match. If InitHeading is also applied to this SPAWN then that will take precedence for individual unit facings.
-- Note that InitGroupHeading does *not* rotate the groups route; only its initial facing!
-- @param #SPAWN self
-- @param #number HeadingMin The minimum or fixed heading in degrees.
-- @param #number HeadingMax (optional) The maximum heading in degrees. This there is no maximum heading, then the heading for the group will be HeadingMin.
-- @param #number unitVar (optional) Individual units within the group will have their heading randomized by +/- unitVar degrees. Default is zero.
-- @return #SPAWN self
-- @usage
--
-- mySpawner = SPAWN:New( ... )
--
-- -- Spawn the Group with the formation rotated +100 degrees around unit #1, compared to the mission template.
-- mySpawner:InitGroupHeading( 100 )
--
-- Spawn the Group with the formation rotated units between +100 and +150 degrees around unit #1, compared to the mission template, and with individual units varying by +/- 10 degrees from their templated facing.
-- mySpawner:InitGroupHeading( 100, 150, 10 )
--
-- Spawn the Group with the formation rotated -60 degrees around unit #1, compared to the mission template, but with all units facing due north regardless of how they were laid out in the template.
-- mySpawner:InitGroupHeading(-60):InitHeading(0)
-- or
-- mySpawner:InitHeading(0):InitGroupHeading(-60)
--
function SPAWN:InitGroupHeading( HeadingMin, HeadingMax, unitVar )
self:F({HeadingMin=HeadingMin, HeadingMax=HeadingMax, unitVar=unitVar})
self.SpawnInitGroupHeadingMin = HeadingMin
self.SpawnInitGroupHeadingMax = HeadingMax
self.SpawnInitGroupUnitVar = unitVar
return self
end
--- Sets the coalition of the spawned group. Note that it might be necessary to also set the country explicitly!
-- @param #SPAWN self
-- @param DCS#coalition.side Coalition Coalition of the group as number of enumerator:
@@ -753,9 +816,9 @@ end
-- Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5',
-- 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10',
-- 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' }
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } )
@@ -789,9 +852,9 @@ end
-- Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce()
--
-- --- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet.
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) -- R2.3
self:F( { self.SpawnTemplatePrefix } )
@@ -822,9 +885,9 @@ end
-- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission.
--
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes ) --R2.3
self:F( { self.SpawnTemplatePrefix } )
@@ -916,11 +979,9 @@ end
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN
-- :New( 'Su-34' )
-- :Schedule( 2, 3, 1800, 0.4 )
-- :SpawnUncontrolled()
-- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnLanding()
--
-- :Spawn()
function SPAWN:InitRepeatOnLanding()
self:F( { self.SpawnTemplatePrefix } )
@@ -940,11 +1001,10 @@ end
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN
-- :New( 'Su-34' )
-- :Schedule( 2, 3, 1800, 0.4 )
-- :SpawnUncontrolled()
-- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnEngineShutDown()
--
-- :Spawn()
function SPAWN:InitRepeatOnEngineShutDown()
self:F( { self.SpawnTemplatePrefix } )
@@ -956,7 +1016,8 @@ function SPAWN:InitRepeatOnEngineShutDown()
end
--- CleanUp groups when they are still alive, but inactive.
--- Delete groups that have not moved for X seconds - AIR ONLY!!!
-- DO NOT USE ON GROUPS THAT DO NOT MOVE OR YOUR SERVER WILL BURN IN HELL (Pikes - April 2020)
-- When groups are still alive and have become inactive due to damage and are unable to contribute anything, then this group will be removed at defined intervals in seconds.
-- @param #SPAWN self
-- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds.
@@ -981,6 +1042,7 @@ end
--- Makes the groups visible before start (like a batallion).
-- The method will take the position of the group as the first position in the array.
-- CAUTION: this directive will NOT work with OnSpawnGroup function.
-- @param #SPAWN self
-- @param #number SpawnAngle The angle in degrees how the groups and each unit of the group will be positioned.
-- @param #number SpawnWidth The amount of Groups that will be positioned on the X axis.
@@ -1115,7 +1177,12 @@ end -- Delay methods
function SPAWN:Spawn()
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, self.AliveUnits } )
return self:SpawnWithIndex( self.SpawnIndex + 1 )
if self.SpawnInitAirbase then
return self:SpawnAtAirbase(self.SpawnInitAirbase, self.SpawnInitTakeoff, nil, self.SpawnInitTerminalType)
else
return self:SpawnWithIndex( self.SpawnIndex + 1 )
end
end
--- Will re-spawn a group based on a given index.
@@ -1130,7 +1197,7 @@ function SPAWN:ReSpawn( SpawnIndex )
SpawnIndex = 1
end
-- TODO: This logic makes DCS crash and i don't know why (yet).
-- TODO: This logic makes DCS crash and i don't know why (yet). -- ED (Pikes -- not in the least bit scary to see this, right?)
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
local WayPoints = SpawnGroup and SpawnGroup.WayPoints or nil
if SpawnGroup then
@@ -1214,21 +1281,72 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end
end
-- Get correct heading.
local function _Heading(course)
-- Get correct heading in Radians.
local function _Heading(courseDeg)
local h
if course<=180 then
h=math.rad(course)
if courseDeg<=180 then
h=math.rad(courseDeg)
else
h=-math.rad(360-course)
h=-math.rad(360-courseDeg)
end
return h
end
local Rad180 = math.rad(180)
local function _HeadingRad(courseRad)
if courseRad<=Rad180 then
return courseRad
else
return -((2*Rad180)-courseRad)
end
end
-- Generate a random value somewhere between two floating point values.
local function _RandomInRange ( min, max )
if min and max then
return min + ( math.random()*(max-min) )
else
return min
end
end
-- Apply InitGroupHeading rotation if requested.
-- We do this before InitHeading unit rotation so that can take precedence
-- NOTE: Does *not* rotate the groups route; only its initial facing.
if self.SpawnInitGroupHeadingMin and #SpawnTemplate.units > 0 then
local pivotX = SpawnTemplate.units[1].x -- unit #1 is the pivot point
local pivotY = SpawnTemplate.units[1].y
local headingRad = math.rad(_RandomInRange(self.SpawnInitGroupHeadingMin or 0,self.SpawnInitGroupHeadingMax))
local cosHeading = math.cos(headingRad)
local sinHeading = math.sin(headingRad)
local unitVarRad = math.rad(self.SpawnInitGroupUnitVar or 0)
for UnitID = 1, #SpawnTemplate.units do
if UnitID > 1 then -- don't rotate position of unit #1
local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
SpawnTemplate.units[UnitID].x = pivotX + (unitXOff*cosHeading) - (unitYOff*sinHeading)
SpawnTemplate.units[UnitID].y = pivotY + (unitYOff*cosHeading) + (unitXOff*sinHeading)
end
-- adjust heading of all units, including unit #1
local unitHeading = SpawnTemplate.units[UnitID].heading + headingRad -- add group rotation to units default rotation
SpawnTemplate.units[UnitID].heading = _HeadingRad(_RandomInRange(unitHeading-unitVarRad, unitHeading+unitVarRad))
SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading
end
end
-- If Heading is given, point all the units towards the given Heading.
-- If Heading is given, point all the units towards the given Heading. Overrides any heading set in InitGroupHeading above.
if self.SpawnInitHeadingMin then
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].heading = _Heading(self.SpawnInitHeadingMax and math.random( self.SpawnInitHeadingMin, self.SpawnInitHeadingMax ) or self.SpawnInitHeadingMin)
SpawnTemplate.units[UnitID].heading = _Heading(_RandomInRange(self.SpawnInitHeadingMin, self.SpawnInitHeadingMax))
SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading
end
end
@@ -1319,6 +1437,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
--end
end
self.SpawnGroups[self.SpawnIndex].Spawned = true
return self.SpawnGroups[self.SpawnIndex].Group
else
@@ -1343,7 +1462,7 @@ end
-- -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450
-- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
-- -- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
self:F( { SpawnTime, SpawnTimeVariation } )
@@ -1520,7 +1639,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- Get airbase ID and category.
local AirbaseID = SpawnAirbase:GetID()
local AirbaseCategory = SpawnAirbase:GetDesc().category
local AirbaseCategory = SpawnAirbase:GetAirbaseCategory()
self:F( { AirbaseCategory = AirbaseCategory } )
-- Set airdromeId.
@@ -1958,7 +2077,7 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
-- Get airbase ID and category.
local AirbaseID = SpawnAirbase:GetID()
local AirbaseCategory = SpawnAirbase:GetDesc().category
local AirbaseCategory = SpawnAirbase:GetAirbaseCategory()
self:F( { AirbaseCategory = AirbaseCategory } )
-- Set airdromeId.
@@ -2207,7 +2326,7 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
end
end
-- Set gereral spawnpoint position.
-- Set general spawnpoint position.
SpawnPoint.x = PointVec3.x
SpawnPoint.y = PointVec3.z
SpawnPoint.alt = PointVec3.y
@@ -2866,9 +2985,15 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2
-- self.SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
-- end
local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
--local SpawnTemplate = self.SpawnTemplate
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
local SpawnTemplate
if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then
BASE:I("WARNING: You are using a tweaked template.")
SpawnTemplate = self.SpawnTemplate
else
SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
end
SpawnTemplate.groupId = nil
--SpawnTemplate.lateActivation = false
@@ -3239,6 +3364,7 @@ end
--- This function is called automatically by the Spawning scheduler.
-- It is the internal worker method SPAWNing new Groups on the defined time intervals.
-- @param #SPAWN self
function SPAWN:_Scheduler()
self:F2( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } )

View File

@@ -1,104 +1,156 @@
--- **Core** - Spawn new statics in your running missions.
--- **Core** - Spawn statics.
--
-- ===
--
-- ## Features:
--
-- * Spawn new statics from a static already defined using the mission editor.
-- * Spawn new statics from a static already defined in the mission editor.
-- * Spawn new statics from a given template.
-- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location.
-- * Spawn within a zone.
-- * Spawn statics linked to units, .e.g on aircraft carriers.
--
-- ===
--
-- # 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)
-- ## [SPAWNSTATIC Demo Missions](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]()
-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!]
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
-- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG
--- @type SPAWNSTATIC
-- @field #string SpawnTemplatePrefix Name of the template group.
-- @field #number CountryID Country ID.
-- @field #number CoalitionID Coalition ID.
-- @field #number CategoryID Category ID.
-- @field #number SpawnIndex Running number increased with each new Spawn.
-- @field Wrapper.Unit#UNIT InitLinkUnit The unit the static is linked to.
-- @field #number InitOffsetX Link offset X coordinate.
-- @field #number InitOffsetY Link offset Y coordinate.
-- @field #number InitOffsetAngle Link offset angle in degrees.
-- @field #number InitStaticHeading Heading of the static.
-- @field #string InitStaticLivery Livery for aircraft.
-- @field #string InitStaticShape Shape of teh static.
-- @field #string InitStaticType Type of the static.
-- @field #string InitStaticCategory Categrory of the static.
-- @field #string InitStaticName Name of the static.
-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn the static.
-- @field #boolean InitDead Set static to be dead if true.
-- @field #boolean InitCargo If true, static can act as cargo.
-- @field #number InitCargoMass Mass of cargo in kg.
-- @extends Core.Base#BASE
--- 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.
--- Allows to spawn dynamically new @{Static}s into your mission.
--
-- 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.
-- 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**.
-- * 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
-- # SPAWNSTATIC Constructors
--
-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
--
-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
-- ## Use another Static
--
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
-- from the static.
--
-- ## From a Template
--
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
--
-- ## From a Type
--
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
--
-- # Setting Parameters
--
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
--
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
-- * @{#SPAWNSTATIC.InitType}(StaticType) sets the type of the static.
-- * @{#SPAWNSTATIC.InitShape}(StaticType) sets the shape of the static. Not all statics have this parameter.
-- * @{#SPAWNSTATIC.InitNamePrefix}(NamePrefix) sets the name prefix of the spawned statics.
-- * @{#SPAWNSTATIC.InitCountry}(CountryID) sets the country and therefore the coalition of the spawned statics.
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
--
-- ## **Spawn** methods
-- # Spawning the Statics
--
-- Groups can be spawned at different times and methods:
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
-- such as position and heading.
--
-- * @{#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}.
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
SPAWNSTATIC = {
ClassName = "SPAWNSTATIC",
ClassName = "SPAWNSTATIC",
SpawnIndex = 0,
}
--- Static template table data.
-- @type SPAWNSTATIC.TemplateData
-- @field #string name Name of the static.
-- @field #string type Type of the static.
-- @field #string category Category of the static.
-- @field #number x X-coordinate of the static.
-- @field #number y Y-coordinate of teh static.
-- @field #number heading Heading in rad.
-- @field #boolean dead Static is dead if true.
-- @field #string livery_id Livery name.
-- @field #number unitId Unit ID.
-- @field #number groupId Group ID.
-- @field #table offsets Offset parameters when linked to a unit.
-- @field #number mass Cargo mass in kg.
-- @field #boolean canCargo Static can be a cargo.
--- @type SPAWNSTATIC.SpawnZoneTable
-- @list <Core.Zone#ZONE_BASE> SpawnZone
--- Creates the main object to spawn a @{Static} defined in the ME.
--- Creates the main object to spawn a @{Static} defined in the mission editor (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.
-- @param DCS#country.id SpawnCountryID The ID of the country.
-- @param DCS#coalition.side SpawnCoalitionID The ID of the coalition.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCoalitionID )
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self:F( { SpawnTemplatePrefix } )
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix )
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = SpawnCoalitionID or CoalitionID
self.SpawnIndex = 0
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
self:SetEventPriority( 5 )
@@ -106,198 +158,284 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCo
return self
end
--- Creates the main object to spawn a @{Static} based on a type name.
--- Creates the main object to spawn a @{Static} given a template table.
-- @param #SPAWNSTATIC self
-- @param #string SpawnTypeName is the name of the type.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, SpawnCountryID, SpawnCoalitionID )
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self:F( { SpawnTypeName } )
self.SpawnTypeName = SpawnTypeName
self.CountryID = SpawnCountryID
self.CoalitionID = SpawnCoalitionID
self.SpawnIndex = 0
-- @param #table SpawnTemplate Template used for spawning.
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
self:SetEventPriority( 5 )
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
self.SpawnTemplatePrefix = SpawnTemplate.name
self.CountryID = CountryID or country.id.USA
return self
end
--- Creates the main object to spawn a @{Static} from a given type.
-- NOTE that you have to init many other parameters as spawn coordinate etc.
-- @param #SPAWNSTATIC self
-- @param #string StaticType Type of the static.
-- @param #string StaticCategory Category of the static, e.g. "Planes".
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.InitStaticType=StaticType
self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0
return self
end
--- Creates a new @{Static} at the original position.
--- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self
-- @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:Spawn( Heading, NewName ) --R2.3
self:F( { Heading, NewName } )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:FindStatic(Static:getName())
end
return nil
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCoordinate(Coordinate)
self.InitStaticCoordinate=Coordinate
return self
end
--- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self
-- @param #number Heading The heading in degrees.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitHeading(Heading)
self.InitStaticHeading=Heading
return self
end
--- Initialize livery of the spawned static.
-- @param #SPAWNSTATIC self
-- @param #string LiveryName Name of the livery to use.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitLivery(LiveryName)
self.InitStaticLivery=LiveryName
return self
end
--- Initialize type of the spawned static.
-- @param #SPAWNSTATIC self
-- @param #string StaticType Type of the static, e.g. "FA-18C_hornet".
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitType(StaticType)
self.InitStaticType=StaticType
return self
end
--- Initialize shape of the spawned static. Required by some but not all statics.
-- @param #SPAWNSTATIC self
-- @param #string StaticShape Shape of the static, e.g. "carrier_tech_USA".
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitShape(StaticShape)
self.InitStaticShape=StaticShape
return self
end
--- Initialize cargo mass.
-- @param #SPAWNSTATIC self
-- @param #number Mass Mass of the cargo in kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargoMass(Mass)
self.InitCargoMass=Mass
return self
end
--- Initialize as cargo.
-- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static can act as cargo.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargo(IsCargo)
self.InitCargo=IsCargo
return self
end
--- Initialize country of the spawned static. This determines the category.
-- @param #SPAWNSTATIC self
-- @param #string CountryID The country ID, e.g. country.id.USA.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCountry(CountryID)
self.CountryID=CountryID
return self
end
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
-- @param #SPAWNSTATIC self
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitNamePrefix(NamePrefix)
self.SpawnTemplatePrefix=NamePrefix
return self
end
--- Init link to a unit.
-- @param #SPAWNSTATIC self
-- @param Wrapper.Unit#UNIT Unit The unit to which the static is linked.
-- @param #number OffsetX Offset in X.
-- @param #number OffsetY Offset in Y.
-- @param #number OffsetAngle Offset angle in degrees.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
self.InitLinkUnit=Unit
self.InitOffsetX=OffsetX or 0
self.InitOffsetY=OffsetY or 0
self.InitOffsetAngle=OffsetAngle or 0
return self
end
--- Spawn a new STATIC object.
-- @param #SPAWNSTATIC self
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
function SPAWNSTATIC:Spawn(Heading, NewName)
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
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 StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local StaticUnitTemplate = StaticTemplate.units[1]
StaticUnitTemplate.x = PointVec2.x
StaticUnitTemplate.y = PointVec2.z
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticUnitTemplate.name = StaticTemplate.name
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
self:F({StaticTemplate = StaticTemplate})
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:FindStatic(Static:getName())
end
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
local Coordinate=COORDINATE:NewFromVec2(vec2)
return nil
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
--- Creates a new @{Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
-- @param #number Heading (Optional) Heading The heading of the static, which is a number in degrees from 0 to 360. Default is 0 degrees.
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
-- @param #string NewName (Optional) The name of the new static.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName) --R2.4
self:F( { PointVec2, Heading, NewName } )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
Heading=Heading or 0
local StaticUnitTemplate = StaticTemplate.units[1]
StaticUnitTemplate.x = Coordinate.x
StaticUnitTemplate.y = Coordinate.z
StaticUnitTemplate.alt = Coordinate.y
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticUnitTemplate.name = StaticTemplate.name
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
self:F({StaticTemplate = StaticTemplate})
-- @return Wrapper.Static#STATIC The spawned STATIC object.
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:FindStatic(Static:getName())
-- Set up coordinate.
self.InitStaticCoordinate=Coordinate
if Heading then
self.InitStaticHeading=Heading
end
return nil
end
--- Respawns the original @{Static}.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawn()
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.route = nil
StaticTemplate.groupId = nil
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
return _DATABASE:FindStatic(Static:getName())
if NewName then
self.InitStaticName=NewName
end
return nil
end
--- Creates the original @{Static} at a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate 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.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local StaticUnitTemplate = StaticTemplate.units[1]
StaticUnitTemplate.x = Coordinate.x
StaticUnitTemplate.y = Coordinate.z
StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
return _DATABASE:FindStatic(Static:getName())
end
return nil
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
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 NewName (optional) The name of the new static.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
self:F( { Zone, Heading, NewName } )
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static
end
--- Spawns a new static using a given template. Additionally, the country ID needs to be specified, which also determines the coalition of the spawned static.
-- @param #SPAWNSTATIC self
-- @param #SPAWNSTATIC.TemplateData Template Spawn unit template.
-- @param #number CountryID The country ID.
-- @return Wrapper.Static#STATIC The static spawned.
function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template=Template or {}
local CountryID=CountryID or self.CountryID
if self.InitStaticType then
Template.type=self.InitStaticType
end
if self.InitStaticCategory then
Template.category=self.InitStaticCategory
end
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
Template.y = self.InitStaticCoordinate.z
Template.alt = self.InitStaticCoordinate.y
end
if self.InitStaticHeading then
Template.heading = math.rad(self.InitStaticHeading)
end
if self.InitStaticShape then
Template.shape_name=self.InitStaticShape
end
if self.InitStaticLivery then
Template.livery_id=self.InitStaticLivery
end
if self.InitDead~=nil then
Template.dead=self.InitDead
end
if self.InitCargo~=nil then
Template.isCargo=self.InitCargo
end
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
Template.offsets={}
Template.offsets.y=self.InitOffsetY
Template.offsets.x=self.InitOffsetX
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end
-- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Register the new static.
--_DATABASE:_RegisterStaticTemplate(Template, self.CoalitionID, self.CategoryID, CountryID)
_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=coalition.addStaticObject(CountryID, Template)
return _DATABASE:FindStatic(Static:getName())
end

View File

@@ -341,7 +341,7 @@ do
-- @return #SPOT
function SPOT:onafterLaseOff( From, Event, To )
self:F( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self.Lasing = false

View File

@@ -0,0 +1,274 @@
--- **Core** - Timer scheduler.
--
-- **Main Features:**
--
-- * Delay function calls
-- * Easy set up and little overhead
-- * Set start, stop and time interval
-- * Define max function calls
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Core.Timer
-- @image CORE_Timer.png
--- TIMER class.
-- @type TIMER
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number tid Timer ID returned by the DCS API function.
-- @field #function func Timer function.
-- @field #table para Parameters passed to the timer function.
-- @field #number Tstart Relative start time in seconds.
-- @field #number Tstop Relative stop time in seconds.
-- @field #number dT Time interval between function calls in seconds.
-- @field #number ncalls Counter of function calls.
-- @field #number ncallsMax Max number of function calls. If reached, timer is stopped.
-- @extends Core.Base#BASE
--- *Better three hours too soon than a minute too late.* William Shakespeare
--
-- ===
--
-- ![Banner Image](..\Presentations\Timer\TIMER_Main.jpg)
--
-- # The TIMER Concept
--
-- The TIMER class is the little sister of the SCHEDULER class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
--
-- It provides an easy interface to the DCS [timer.scheduleFunction](https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction).
--
-- # Construction
--
-- A new TIMER is created by the @{#TIMER.New}(*func*, *...*) function
--
-- local mytimer=TIMER:New(myfunction, a, b)
--
-- The first parameter *func* is the function that is called followed by the necessary comma separeted parameters that are passed to that function.
--
-- ## Starting the Timer
--
-- The timer is started by the @{#TIMER.Start}(*Tstart*, *dT*, *Duration*) function
--
-- mytimer:Start(5, 1, 20)
--
-- where
--
-- * *Tstart* is the relative start time in seconds. In the example, the first function call happens after 5 sec.
-- * *dT* is the time interval between function calls in seconds. Above, the function is called once per second.
-- * *Duration* is the duration in seconds after which the timer is stopped. This is relative to the start time. Here, the timer will run for 20 seconds.
--
-- Note that
--
-- * if *Tstart* is not specified (*nil*), the first function call happens immediately.
-- * if *dT* is not specified (*nil*), the function is called only once.
-- * if *Duration* is not specified (*nil*), the timer runs forever or until stopped manually or until the max function calls are reached (see below).
--
-- For example,
--
-- mytimer:Start(3) -- Will call the function once after 3 seconds.
-- mytimer:Start(nil, 0.5) -- Will call right now and then every 0.5 sec until all eternaty.
-- mytimer:Start(nil, 2.0, 20) -- Will call right now and then every 2.0 sec for 20 sec.
-- mytimer:Start(1.0, nil, 10) -- Does not make sense as the function is only called once anyway.
--
-- ## Stopping the Timer
--
-- The timer can be stopped manually by the @{#TIMER.Start}(*Delay*) function
--
-- mytimer:Stop()
--
-- If the optional paramter *Delay* is specified, the timer is stopped after *delay* seconds.
--
-- ## Limit Function Calls
--
-- The timer can be stopped after a certain amount of function calles with the @{#TIMER.SetMaxFunctionCalls}(*Nmax*) function
--
-- mytimer:SetMaxFunctionCalls(20)
--
-- where *Nmax* is the number of calls after which the timer is stopped, here 20.
--
-- For example,
--
-- mytimer:SetMaxFunctionCalls(66):Start(1.0, 0.1)
--
-- will start the timer after one second and call the function every 0.1 seconds. Once the function has been called 66 times, the timer is stopped.
--
--
-- @field #TIMER
TIMER = {
ClassName = "TIMER",
lid = nil,
}
--- Timer ID.
_TIMERID=0
--- Timer data base.
--_TIMERDB={}
--- TIMER class version.
-- @field #string version
TIMER.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-- TODO: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TIMER object.
-- @param #TIMER self
-- @param #function Function The function to call.
-- @param ... Parameters passed to the function if any.
-- @return #TIMER self
function TIMER:New(Function, ...)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#TIMER
-- Function to call.
self.func=Function
-- Function arguments.
self.para=arg or {}
-- Number of function calls.
self.ncalls=0
-- Increase counter
_TIMERID=_TIMERID+1
-- Set UID.
self.uid=_TIMERID
-- Log id.
self.lid=string.format("TIMER UID=%d | ", self.uid)
-- Add to DB.
--_TIMERDB[self.uid]=self
return self
end
--- Create a new TIMER object.
-- @param #TIMER self
-- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
-- @param #number Duration Time in seconds for how long the timer is running. If not specified `nil`, the timer runs forever or until stopped manually by the `TIMER:Stop()` function.
-- @return #TIMER self
function TIMER:Start(Tstart, dT, Duration)
-- Current time.
local Tnow=timer.getTime()
-- Start time in sec.
self.Tstart=Tstart and Tnow+Tstart or Tnow+0.001 -- one millisecond delay if Tstart=nil
-- Set time interval.
self.dT=dT
-- Stop time.
if Duration then
self.Tstop=self.Tstart+Duration
end
-- Call DCS timer function.
self.tid=timer.scheduleFunction(self._Function, self, self.Tstart)
-- Set log id.
self.lid=string.format("TIMER UID=%d/%d | ", self.uid, self.tid)
-- Debug info.
self:T(self.lid..string.format("Starting Timer in %.3f sec, dT=%s, Tstop=%s", self.Tstart-Tnow, tostring(self.dT), tostring(self.Tstop)))
return self
end
--- Stop the timer by removing the timer function.
-- @param #TIMER self
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
-- @return #TIMER self
function TIMER:Stop(Delay)
if Delay and Delay>0 then
self.Tstop=timer.getTime()+Delay
else
if self.tid then
-- Remove timer function.
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
timer.removeFunction(self.tid)
-- Remove DB entry.
--_TIMERDB[self.uid]=nil
end
end
return self
end
--- Set max number of function calls. When the function has been called this many times, the TIMER is stopped.
-- @param #TIMER self
-- @param #number Nmax Set number of max function calls.
-- @return #TIMER self
function TIMER:SetMaxFunctionCalls(Nmax)
self.ncallsMax=Nmax
return self
end
--- Call timer function.
-- @param #TIMER self
-- @param #number time DCS model time in seconds.
-- @return #number Time when the function is called again or `nil` if the timer is stopped.
function TIMER:_Function(time)
-- Call function.
self.func(unpack(self.para))
-- Increase number of calls.
self.ncalls=self.ncalls+1
-- Next time.
local Tnext=self.dT and time+self.dT or nil
-- Check if we stop the timer.
local stopme=false
if Tnext==nil then
-- No next time.
self:T(self.lid..string.format("No next time as dT=nil ==> Stopping timer after %d function calls", self.ncalls))
stopme=true
elseif self.Tstop and Tnext>self.Tstop then
-- Stop time passed.
self:T(self.lid..string.format("Stop time passed %.3f > %.3f ==> Stopping timer after %d function calls", Tnext, self.Tstop, self.ncalls))
stopme=true
elseif self.ncallsMax and self.ncalls>=self.ncallsMax then
-- Number of max function calls reached.
self:T(self.lid..string.format("Max function calls Nmax=%d reached ==> Stopping timer after %d function calls", self.ncallsMax, self.ncalls))
stopme=true
end
if stopme then
-- Remove timer function.
self:Stop()
return nil
else
-- Call again in Tnext seconds.
return Tnext
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -19,6 +19,8 @@
do -- UserFlag
--- @type USERFLAG
-- @field #string ClassName Name of the class
-- @field #string UserFlagName Name of the flag.
-- @extends Core.Base#BASE
@@ -30,7 +32,8 @@ do -- UserFlag
--
-- @field #USERFLAG
USERFLAG = {
ClassName = "USERFLAG",
ClassName = "USERFLAG",
UserFlagName = nil,
}
--- USERFLAG Constructor.
@@ -46,18 +49,30 @@ do -- UserFlag
return self
end
--- Get the userflag name.
-- @param #USERFLAG self
-- @return #string Name of the user flag.
function USERFLAG:GetName()
return self.UserFlagName
end
--- Set the userflag to a given Number.
-- @param #USERFLAG self
-- @param #number Number The number value to be checked if it is the same as the userflag.
-- @param #number Delay Delay in seconds, before the flag is set.
-- @return #USERFLAG The userflag instance.
-- @usage
-- local BlueVictory = USERFLAG:New( "VictoryBlue" )
-- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100.
--
function USERFLAG:Set( Number ) --R2.3
function USERFLAG:Set( Number, Delay ) --R2.3
trigger.action.setUserFlag( self.UserFlagName, Number )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
else
--env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime()))
trigger.action.setUserFlag( self.UserFlagName, Number )
end
return self
end

View File

@@ -56,7 +56,7 @@
--- @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
-- @extends Core.Fsm#FSM
--- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
@@ -685,30 +685,48 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject )
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
if ZoneObject then
if ZoneObject then
local ObjectCategory = ZoneObject:getCategory()
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
--local name=ZoneObject:getName()
--env.info(string.format("Zone object %s", tostring(name)))
--self:E(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false
if not UnitCategories then
-- Anythink found is included.
Include = true
else
-- Check if found object is in specified categories.
local CategoryDCSUnit = ZoneObject:getDesc().category
for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do
if UnitCategory == CategoryDCSUnit then
Include = true
break
end
end
end
if Include then
local CoalitionDCSUnit = ZoneObject:getCoalition()
-- This coalition is inside the zone.
self.ScanData.Coalitions[CoalitionDCSUnit] = true
self.ScanData.Units[ZoneObject] = ZoneObject
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end
end
if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
@@ -716,21 +734,29 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
return true
end
-- Search objects.
world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone )
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
function ZONE_RADIUS:GetScannedUnits()
return self.ScanData.Units
end
--- Get a set of scanned units.
-- @param #ZONE_RADIUS self
-- @return Core.Set#SET_UNIT Set of units and statics inside the zone.
function ZONE_RADIUS:GetScannedSetUnit()
local SetUnit = SET_UNIT:New()
@@ -756,6 +782,9 @@ function ZONE_RADIUS:GetScannedSetUnit()
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #number Counted coalitions.
function ZONE_RADIUS:CountScannedCoalitions()
local Count = 0
@@ -763,14 +792,25 @@ function ZONE_RADIUS:CountScannedCoalitions()
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
Count = Count + 1
end
return Count
end
--- Check if a certain coalition is inside a scanned zone.
-- @param #ZONE_RADIUS self
-- @param #number Coalition The coalition id, e.g. coalition.side.BLUE.
-- @return #boolean If true, the coalition is inside the zone.
function ZONE_RADIUS:CheckScannedCoalition( Coalition )
if Coalition then
return self.ScanData.Coalitions[Coalition]
end
return nil
end
--- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
-- Returns nil if there are none ot two Coalitions in the zone!
-- Returns nil if there are none to two Coalitions in the zone!
-- Returns one Coalition if there are only Units of one Coalition in the Zone.
-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone
-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone.
-- @param #ZONE_RADIUS self
-- @return #table
function ZONE_RADIUS:GetScannedCoalition( Coalition )
@@ -795,20 +835,27 @@ function ZONE_RADIUS:GetScannedCoalition( Coalition )
end
--- Get scanned scenery type
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS scenery type objects.
function ZONE_RADIUS:GetScannedSceneryType( SceneryType )
return self.ScanData.Scenery[SceneryType]
end
--- Get scanned scenery table
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS scenery objects.
function ZONE_RADIUS:GetScannedScenery()
return self.ScanData.Scenery
end
--- Is All in Zone of Coalition?
-- Check if only the specifed coalition is inside the zone and noone else.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone.
-- @return #boolean True, if **only** that coalition is inside the zone and no one else.
-- @usage
-- self.Zone:Scan()
-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
@@ -820,11 +867,12 @@ end
--- Is All in Zone of Other Coalition?
-- Check if only one coalition is inside the zone and the specified coalition is not the one.
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @param #number Coalition Coalition ID of the coalition which is not supposed to be in the zone.
-- @return #boolean True, if and only if only one coalition is inside the zone and the specified coalition is not it.
-- @usage
-- self.Zone:Scan()
-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
@@ -836,11 +884,12 @@ end
--- Is Some in Zone of Coalition?
-- Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @param #number Coalition ID of the coaliton which is checked to be inside the zone.
-- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them.
-- @usage
-- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
@@ -904,7 +953,6 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
local function EvaluateZone( ZoneDCSUnit )
env.info( ZoneDCSUnit:getName() )
local ZoneUnit = UNIT:Find( ZoneDCSUnit )

View File

@@ -1,6 +1,7 @@
--- DCS API prototypes
-- See [https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation)
-- for further explanation and examples.
--- **DCS API** Prototypes
--
-- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
--
-- @module DCS
-- @image MOOSE.JPG
@@ -46,9 +47,13 @@ do -- world
-- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
-- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added)
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change)
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove)
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
-- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
-- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
-- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
-- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
-- @field S_EVENT_MAX
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
@@ -90,6 +95,11 @@ do -- world
--- Returns a table of mark panels indexed numerically that are present within the mission. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_getMarkPanels)
-- @function [parent=#world] getMarkPanels
-- @return #table Table of marks.
--- Returns a table of DCS airbase objects.
-- @function [parent=#world] getAirbases
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
-- @return #table Table of DCS airbase objects.
end -- world
@@ -325,9 +335,27 @@ end -- coalition
do -- Types
--- @type Desc
-- @field #TypeName typeName type name
-- @field #string displayName localized display name
-- @field #table attributes object type attributes
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg.
-- @field #number tankerType Type of refueling system: 0=boom, 1=probe.
-- @field #number range Range in km(?).
-- @field #table box Bounding box.
-- @field #number Hmax Max height in meters.
-- @field #number Kmax ?
-- @field #number speedMax10K Max speed in meters/second at 10k altitude.
-- @field #number NyMin ?
-- @field #number NyMax ?
-- @field #number fuelMassMax Max fuel mass in kg.
-- @field #number speedMax10K Max speed in meters/second.
-- @field #number massMax Max mass of unit.
-- @field #number RCS ?
-- @field #number life Life points.
-- @field #number VyMax Max vertical velocity in m/s.
-- @field #number Kab ?
-- @field #table attributes Table of attributes.
-- @field #TypeName typeName Type Name.
-- @field #string displayName Localized display name.
-- @field #number category Unit category.
--- A distance type
-- @type Distance
@@ -337,7 +365,7 @@ do -- Types
--- Time is given in seconds.
-- @type Time
-- @extends #number
-- @extends #number Time in seconds.
--- Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.
-- @type ModelTime
@@ -345,20 +373,20 @@ do -- Types
--- Mission time is a model time plus time of the mission start.
-- @type MissionTime
-- @extends #number
-- @extends #number Time in seconds.
--- Distance is given in meters.
-- @type Distance
-- @extends #number
-- @extends #number Distance in meters.
--- Angle is given in radians.
-- @type Angle
-- @extends #number
-- @extends #number Angle in radians.
--- Azimuth is an angle of rotation around world axis y counter-clockwise.
-- @type Azimuth
-- @extends #number
-- @extends #number Angle in radians.
--- Mass is given in kilograms.
-- @type Mass
@@ -378,15 +406,15 @@ do -- Types
--- Position is a composite structure. It consists of both coordinate vector and orientation matrix. Position3 (also known as "Pos3" for short) is a table that has following format:
-- @type Position3
-- @field #Vec3 p
-- @field #Vec3 x
-- @field #Vec3 y
-- @field #Vec3 z
-- @field #Vec3 p 3D position vector.
-- @field #Vec3 x Orientation component of vector pointing East.
-- @field #Vec3 y Orientation component of vector pointing up.
-- @field #Vec3 z Orientation component of vector pointing North.
--- 3-dimensional box.
-- @type Box3
-- @field #Vec3 min
-- @field #Vec3 max
-- @field #Vec3 min Min.
-- @field #Vec3 max Max
--- Each object belongs to a type. Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: "Su-27", "KAMAZ" and "M2 Bradley".
-- @type TypeName
@@ -427,6 +455,10 @@ do -- Types
-- @type TaskArray
-- @list <#Task>
---
--@type WaypointAir
--@field #boolean lateActivated
--@field #boolean uncontrolled
end --
@@ -487,7 +519,7 @@ do -- Object
--- Returns object coordinates for current time.
-- @function [parent=#Object] getPoint
-- @param #Object self
-- @return #Vec3
-- @return #Vec3 3D position vector with x,y,z components.
--- Returns object position for current time.
-- @function [parent=#Object] getPosition
@@ -497,7 +529,7 @@ do -- Object
--- Returns the unit's velocity vector.
-- @function [parent=#Object] getVelocity
-- @param #Object self
-- @return #Vec3
-- @return #Vec3 3D velocity vector.
--- Returns true if the unit is in air.
-- @function [parent=#Object] inAir
@@ -1204,6 +1236,7 @@ do -- AI
-- @field TAKEOFF
-- @field TAKEOFF_PARKING
-- @field TURNING_POINT
-- @field TAKEOFF_PARKING_HOT
-- @field LAND
--- @type AI.Task.TurnMethod
@@ -1240,8 +1273,8 @@ do -- AI
--- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val
--TODO: work on formation
--- @type AI.Option.Air.id
-- @field NO_OPTION
-- @field ROE
@@ -1250,7 +1283,34 @@ do -- AI
-- @field FLARE_USING
-- @field FORMATION
-- @field RTB_ON_BINGO
-- @field SILENCE
-- @field SILENCE
-- @field RTB_ON_OUT_OF_AMMO
-- @field ECM_USING
-- @field PROHIBIT_AA
-- @field PROHIBIT_JETT
-- @field PROHIBIT_AB
-- @field PROHIBIT_AG
-- @field MISSILE_ATTACK
-- @field PROHIBIT_WP_PASS_REPORT
--- @type AI.Option.Air.id.FORMATION
-- @field LINE_ABREAST
-- @field TRAIL
-- @field WEDGE
-- @field ECHELON_RIGHT
-- @field ECHELON_LEFT
-- @field FINGER_FOUR
-- @field SPREAD_FOUR
-- @field WW2_BOMBER_ELEMENT
-- @field WW2_BOMBER_ELEMENT_HEIGHT
-- @field WW2_FIGHTER_VIC
-- @field HEL_WEDGE
-- @field HEL_ECHELON
-- @field HEL_FRONT
-- @field HEL_COLUMN
-- @field COMBAT_BOX
-- @field JAVELIN_DOWN
--- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE
@@ -1283,12 +1343,27 @@ do -- AI
-- @field AGAINST_FIRED_MISSILE
-- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Air.val.ECM_USING
-- @field NEVER_USE
-- @field USE_IF_ONLY_LOCK_BY_RADAR
-- @field USE_IF_DETECTED_LOCK_BY_RADAR
-- @field ALWAYS_USE
--- @type AI.Option.Air.val.MISSILE_ATTACK
-- @field MAX_RANGE
-- @field NEZ_RANGE
-- @field HALF_WAY_RMAX_NEZ
-- @field TARGET_THREAT_EST
-- @field RANDOM_RANGE
--- @type AI.Option.Ground.id
-- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
--- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE

View File

@@ -1052,7 +1052,6 @@ end
-- * `AIRBASE.Nevada.Laughlin_Airport`
-- * `AIRBASE.Nevada.Lincoln_County`
-- * `AIRBASE.Nevada.McCarran_International_Airport`
-- * `AIRBASE.Nevada.Mellan_Airstrip`
-- * `AIRBASE.Nevada.Mesquite`
-- * `AIRBASE.Nevada.Mina_Airport_3Q0`
-- * `AIRBASE.Nevada.Nellis_AFB`
@@ -1096,8 +1095,7 @@ end
--
-- -- Monitor specific airbases.
-- ATC_Ground = ATC_GROUND_NEVADA:New(
-- { AIRBASE.Nevada.Laughlin_Airport,
-- AIRBASE.Nevada.Mellan_Airstrip,
-- { AIRBASE.Nevada.Laughlin_Airport,
-- AIRBASE.Nevada.Lincoln_County,
-- AIRBASE.Nevada.North_Las_Vegas,
-- AIRBASE.Nevada.McCarran_International_Airport
@@ -1621,6 +1619,13 @@ end
-- * `AIRBASE.Normandy.Sainte_Laurent_sur_Mer`
-- * `AIRBASE.Normandy.Sommervieu`
-- * `AIRBASE.Normandy.Tangmere`
-- * `AIRBASE.Normandy.Argentan`
-- * `AIRBASE.Normandy.Goulet`
-- * `AIRBASE.Normandy.Essay`
-- * `AIRBASE.Normandy.Hauterive`
-- * `AIRBASE.Normandy.Barville`
-- * `AIRBASE.Normandy.Conches`
-- * `AIRBASE.Normandy.Vrigny`
--
-- # Installation
--
@@ -1834,7 +1839,7 @@ ATC_GROUND_NORMANDY = {
},
},
},
[AIRBASE.Normandy.Ford] = {
[AIRBASE.Normandy.Ford_AF] = {
PointsRunways = {
[1] = {
[1]={["y"]=-26506.13971428,["x"]=147514.39971429,},
@@ -2036,7 +2041,83 @@ ATC_GROUND_NORMANDY = {
},
},
},
},
[AIRBASE.Normandy.Argentan] = {
PointsRunways = {
[1] = {
[1]={["y"]=22322.280338032,["x"]=-78607.309765269,},
[2]={["y"]=23032.778713963,["x"]=-78967.17709893,},
[3]={["y"]=23015.27074041,["x"]=-79008.02903722,},
[4]={["y"]=22299.944963827,["x"]=-78650.366148928,},
},
},
},
[AIRBASE.Normandy.Goulet] = {
PointsRunways = {
[1] = {
[1]={["y"]=24901.788373185,["x"]=-89139.367511763,},
[2]={["y"]=25459.965967043,["x"]=-89709.67940114,},
[3]={["y"]=25422.459962713,["x"]=-89741.669816598,},
[4]={["y"]=24857.663662208,["x"]=-89173.56416277,},
},
},
},
[AIRBASE.Normandy.Essay] = {
PointsRunways = {
[1] = {
[1]={["y"]=44610.072022849,["x"]=-105469.21149064,},
[2]={["y"]=45417.939023956,["x"]=-105536.08535277,},
[3]={["y"]=45412.558368383,["x"]=-105585.27991801,},
[4]={["y"]=44602.38537203,["x"]=-105516.10006064,},
},
},
},
[AIRBASE.Normandy.Hauterive] = {
PointsRunways = {
[1] = {
[1]={["y"]=40617.185360953,["x"]=-107657.10147517,},
[2]={["y"]=41114.628372034,["x"]=-108298.77015609,},
[3]={["y"]=41080.006684855,["x"]=-108319.06562788,},
[4]={["y"]=40584.558402807,["x"]=-107692.29370481,},
},
},
},
[AIRBASE.Normandy.Vrigny] = {
PointsRunways = {
[1] = {
[1]={["y"]=24892.131051827,["x"]=-89131.628297486,},
[2]={["y"]=25469.738000575,["x"]=-89709.235246234,},
[3]={["y"]=25418.869206793,["x"]=-89738.771965204,},
[4]={["y"]=24859.312475193,["x"]=-89171.010589446,},
},
},
},
[AIRBASE.Normandy.Barville] = {
PointsRunways = {
[1] = {
[1]={["y"]=49027.850333166,["x"]=-109217.05049066,},
[2]={["y"]=49755.022185805,["x"]=-110346.63783457,},
[3]={["y"]=49682.657996586,["x"]=-110401.35222154,},
[4]={["y"]=48921.951519675,["x"]=-109285.88471943,},
},
[2] = {
[1]={["y"]=48429.522036941,["x"]=-109818.90874734,},
[2]={["y"]=49746.197284681,["x"]=-109954.81222465,},
[3]={["y"]=49735.607403332,["x"]=-110032.47135455,},
[4]={["y"]=48420.697135816,["x"]=-109900.09783768,},
},
},
},
[AIRBASE.Normandy.Conches] = {
PointsRunways = {
[1] = {
[1]={["y"]=95099.187473266,["x"]=-56389.619005858,},
[2]={["y"]=95181.545025963,["x"]=-56465.440244849,},
[3]={["y"]=94071.678958666,["x"]=-57627.596821795,},
[4]={["y"]=94005.008558864,["x"]=-57558.31189651,},
},
},
},
},
}
@@ -2477,7 +2558,7 @@ ATC_GROUND_PERSIANGULF = {
},
},
},
[AIRBASE.PersianGulf.Abu_Musa_Island_Airport] = {
[AIRBASE.PersianGulf.Al_Dhafra_AB] = {
PointsRunways = {
[1] = {
[1]={["y"]=-174672.06004916,["x"]=-209880.97145616,},
@@ -3183,4 +3264,4 @@ end

View File

@@ -693,7 +693,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.1.5"
ARTY.version="1.1.8"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2555,6 +2555,13 @@ function ARTY:_OnEventMarkChange(Event)
if not _assigned then
self:T3(self.lid..string.format("INFO: ARTY group %s was not addressed! Mark text:\n%s", self.groupname, Event.text))
return
else
if self.Controllable and self.Controllable:IsAlive() then
else
self:T3(self.lid..string.format("INFO: ARTY group %s was addressed but is NOT alive! Mark text:\n%s", self.groupname, Event.text))
return
end
end
-- Coordinate was given in text, e.g. as lat, long.
@@ -2763,7 +2770,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
self:I(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, ntot, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, ntot, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
@@ -3841,26 +3848,23 @@ end
-- @param #boolean final True if it is the final waypoint.
function ARTY._PassingWaypoint(group, arty, i, final)
-- Debug message.
local text=string.format("%s, passing waypoint %d.", group:GetName(), i)
if final then
text=string.format("%s, arrived at destination.", group:GetName())
end
arty:T(self.lid..text)
if group and group:IsAlive() then
local groupname=tostring(group:GetName())
--[[
if final then
MESSAGE:New(text, 10):ToCoalitionIf(group:GetCoalition(), arty.Debug or arty.report)
else
MESSAGE:New(text, 10):ToAllIf(arty.Debug)
-- Debug message.
local text=string.format("%s, passing waypoint %d.", groupname, i)
if final then
text=string.format("%s, arrived at destination.", groupname)
end
arty:T(arty.lid..text)
-- Arrived event.
if final and arty.groupname==groupname then
arty:Arrived()
end
end
]]
-- Arrived event.
if final and arty.groupname==group:GetName() then
arty:Arrived()
end
end
--- Relocate to another position, e.g. after an engagement to avoid couter strikes.
@@ -4810,7 +4814,8 @@ function ARTY:_CheckShootingStarted()
end
-- Check if we waited long enough and no shot was fired.
if dt > self.WaitForShotTime and self.Nshots==0 then
--if dt > self.WaitForShotTime and self.Nshots==0 then
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))

View File

@@ -1,54 +1,54 @@
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--
--
-- ===
--
--
-- ## Features:
--
--
--
--
-- * Try to keep the airbase clean and operational.
-- * Prevent airplanes from crashing.
-- * Clean up obstructing airplanes from the runway that are standing still for a period of time.
-- * Prevent airplanes firing missiles within the airbase zone.
--
--
-- ===
--
--
-- ## Missions:
--
--
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
--
--
-- ===
--
--
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
-- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.
--
--
-- This is not a full 100% secure implementation. It is still possible that CLEANUP_AIRBASE cannot prevent (in-time) to keep the airbase clean.
-- The following situations may happen that will still stop the runway of an airbase:
--
--
-- * A damaged unit is not removed on time when above the runway, and crashes on the runway.
-- * A bomb or missile is still able to dropped on the runway.
-- * Units collide on the airbase, and could not be removed on time.
--
--
-- When a unit is within the airbase zone and needs to be monitored,
-- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
-- But as a result, there is more CPU overload.
--
--
-- So as an advise, I suggest you use the CLEANUP_AIRBASE class with care:
--
--
-- * Only monitor airbases that really need to be monitored!
-- * Try not to monitor airbases that are likely to be invaded by enemy troops.
-- For these airbases, there is little use to keep them clean, as they will be invaded anyway...
--
--
-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ### Contributions:
--
-- ===
--
--
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
@@ -60,29 +60,29 @@
-- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
--
--
-- # 1. CLEANUP_AIRBASE Constructor
--
--
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
--
--
-- -- Clean these Zones.
-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
--
-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi } )
--
-- -- or
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
--
--
-- # 2. Add or Remove airbases
--
--
-- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process.
-- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process.
--
--
-- # 3. Clean missiles and bombs within the airbase zone.
--
--
-- When missiles or bombs hit the runway, the airbase operations stop.
-- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop.
-- Note that this method will not allow anymore airbases to be attacked, so there is a trade-off here to do.
--
--
-- @field #CLEANUP_AIRBASE
CLEANUP_AIRBASE = {
ClassName = "CLEANUP_AIRBASE",
@@ -106,11 +106,11 @@ CLEANUP_AIRBASE.__.Airbases = {}
-- or
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
function CLEANUP_AIRBASE:New( AirbaseNames )
function CLEANUP_AIRBASE:New( AirbaseNames )
local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP_AIRBASE
self:F( { AirbaseNames } )
if type( AirbaseNames ) == 'table' then
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
self:AddAirbase( AirbaseName )
@@ -119,9 +119,9 @@ function CLEANUP_AIRBASE:New( AirbaseNames )
local AirbaseName = AirbaseNames
self:AddAirbase( AirbaseName )
end
self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth )
self.__.CleanUpScheduler = SCHEDULER:New( self, self.__.CleanUpSchedule, {}, 1, self.TimeInterval )
self:HandleEvent( EVENTS.EngineShutdown , self.__.EventAddForCleanUp )
@@ -130,7 +130,7 @@ function CLEANUP_AIRBASE:New( AirbaseNames )
self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash )
for UnitName, Unit in pairs( _DATABASE.UNITS ) do
local Unit = Unit -- Wrapper.Unit#UNIT
if Unit:IsAlive() ~= nil then
@@ -144,7 +144,7 @@ function CLEANUP_AIRBASE:New( AirbaseNames )
end
end
end
return self
end
@@ -155,7 +155,7 @@ end
function CLEANUP_AIRBASE:AddAirbase( AirbaseName )
self.__.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName )
self:F({"Airbase:", AirbaseName, self.__.Airbases[AirbaseName]:GetDesc()})
return self
end
@@ -197,7 +197,7 @@ function CLEANUP_AIRBASE.__:IsInAirbase( Vec2 )
break;
end
end
return InAirbase
end
@@ -233,7 +233,7 @@ end
-- @param DCS#Weapon MissileObject
function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
self:F( { MissileObject } )
if MissileObject and MissileObject:isExist() then
MissileObject:destroy()
self:T( "MissileObject Destroyed")
@@ -245,7 +245,7 @@ end
function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } )
if EventData.IniUnit:IsAlive() ~= nil then
if EventData and EventData.IniUnit and EventData.IniUnit:IsAlive() ~= nil then
if self:IsInAirbase( EventData.IniUnit:GetVec2() ) then
self.CleanUpList[EventData.IniDCSUnitName] = {}
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
@@ -267,7 +267,7 @@ function CLEANUP_AIRBASE.__:OnEventCrash( Event )
--TODO: DCS BUG - This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
-- self:T("before getGroup")
-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
-- self:T("after getGroup")
-- _grp:destroy()
-- self:T("after deactivateGroup")
@@ -280,7 +280,7 @@ function CLEANUP_AIRBASE.__:OnEventCrash( Event )
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
end
end
--- Detects if a unit shoots a missile.
@@ -334,16 +334,16 @@ function CLEANUP_AIRBASE.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
self.CleanUpList[CleanUpUnitName] = {}
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
local CleanUpGroup = CleanUpUnit:GetGroup()
self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName()
self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } )
end
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP_AIRBASE List.
@@ -369,7 +369,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
end
end
end
end
@@ -380,26 +380,26 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpCount = 0
for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do
CleanUpCount = CleanUpCount + 1
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
self:T( { "CleanUp Scheduler", CleanUpUnitName } )
if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
if CleanUpUnit:IsAboveRunway() then
if CleanUpUnit:InAir() then
local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight()
local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight
if CleanUpUnitHeight < 100 then
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
self:DestroyUnit( CleanUpUnit )
@@ -439,7 +439,6 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
end
end
self:T(CleanUpCount)
return true
end

View File

@@ -1438,27 +1438,31 @@ do -- DETECTION_BASE
function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName )
if PlayerUnit and PlayerUnit:GetCoordinate():IsInRadius( DetectedUnitCoord, self.FriendliesRange ) then
--if PlayerUnit and PlayerUnit:IsInZone(DetectionZone) then
-- Fix for issue https://github.com/FlightControl-Master/MOOSE/issues/1225
if PlayerUnit and PlayerUnit:IsAlive() then
local coord=PlayerUnit:GetCoordinate()
if coord and coord:IsInRadius( DetectedUnitCoord, self.FriendliesRange ) then
local PlayerUnitCategory = PlayerUnit:GetDesc().category
if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then
local PlayerUnitName = PlayerUnit:GetName()
local PlayerUnitCategory = PlayerUnit:GetDesc().category
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit
-- Friendlies are sorted per unit category.
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
DetectedItem.FriendliesNearBy[PlayerUnitCategory] = DetectedItem.FriendliesNearBy[PlayerUnitCategory] or {}
DetectedItem.FriendliesNearBy[PlayerUnitCategory][PlayerUnitName] = PlayerUnit
local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
DetectedItem.FriendliesDistance[Distance] = PlayerUnit
if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then
local PlayerUnitName = PlayerUnit:GetName()
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit
-- Friendlies are sorted per unit category.
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
DetectedItem.FriendliesNearBy[PlayerUnitCategory] = DetectedItem.FriendliesNearBy[PlayerUnitCategory] or {}
DetectedItem.FriendliesNearBy[PlayerUnitCategory][PlayerUnitName] = PlayerUnit
local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
DetectedItem.FriendliesDistance[Distance] = PlayerUnit
end
end
end
end

View File

@@ -198,7 +198,7 @@ FOX.MenuF10Root=nil
--- FOX class version.
-- @field #string version
FOX.version="0.6.0"
FOX.version="0.6.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -243,6 +243,7 @@ function FOX:New()
self:AddTransition("*", "MissileDestroyed", "*") -- Missile was destroyed before impact.
self:AddTransition("*", "EnterSafeZone", "*") -- Player enters a safe zone.
self:AddTransition("*", "ExitSafeZone", "*") -- Player exists a safe zone.
self:AddTransition("Running", "Stop", "Stopped") -- Stop FOX script.
------------------------
--- Pseudo Functions ---
@@ -960,7 +961,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
end
if target then
self:I(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
end
end
@@ -1065,7 +1066,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
else
-- Destroy missile.
self:I(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
return timer.getTime()+0.1
-- No target ==> terminate timer.

View File

@@ -242,7 +242,7 @@
-- * AIRBASE.TerminalType.OpenMed: Open/Shelter air airplane only.
-- * AIRBASE.TerminalType.OpenBig: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there.
-- * AIRBASE.TerminalType.OpenMedOrBig: Combines OpenMed and OpenBig spots.
-- * AIRBASE.TerminalType.HelicopterUnsable: Combines HelicopterOnly, OpenMed and OpenBig.
-- * AIRBASE.TerminalType.HelicopterUsable: Combines HelicopterOnly, OpenMed and OpenBig.
-- * AIRBASE.TerminalType.FighterAircraft: Combines Shelter, OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft.
--
-- So for example
@@ -550,7 +550,7 @@ RAT.id="RAT | "
--- RAT version.
-- @list version
RAT.version={
version = "2.3.8",
version = "2.3.9",
print = true,
}
@@ -3416,7 +3416,7 @@ function RAT:_GetAirportsOfCoalition()
for _,coalition in pairs(self.ctable) do
for _,_airport in pairs(self.airports_map) do
local airport=_airport --Wrapper.Airbase#AIRBASE
local category=airport:GetDesc().category
local category=airport:GetAirbaseCategory()
if airport:GetCoalition()==coalition then
-- Planes cannot land on FARPs.
--local condition1=self.category==RAT.cat.plane and airport:GetTypeName()=="FARP"
@@ -3847,7 +3847,7 @@ function RAT:_OnBirth(EventData)
-- Check if any unit of the group was spawned on top of another unit in the MOOSE data base.
local ontop=false
if self.checkontop and (_airbase and _airbase:GetDesc().category==Airbase.Category.AIRDROME) then
if self.checkontop and (_airbase and _airbase:GetAirbaseCategory()==Airbase.Category.AIRDROME) then
ontop=self:_CheckOnTop(SpawnGroup, self.ontopradius)
end
@@ -4457,7 +4457,7 @@ function RAT:_Waypoint(index, description, Type, Coord, Speed, Altitude, Airport
if (Airport~=nil) and (Type~=RAT.wp.air) then
local AirbaseID = Airport:GetID()
local AirbaseCategory = Airport:GetDesc().category
local AirbaseCategory = Airport:GetAirbaseCategory()
if AirbaseCategory == Airbase.Category.SHIP then
RoutePoint.linkUnit = AirbaseID
RoutePoint.helipadId = AirbaseID
@@ -5141,7 +5141,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
local spawnonrunway=false
local spawnonairport=false
if spawnonground then
local AirbaseCategory = departure:GetDesc().category
local AirbaseCategory = departure:GetAirbaseCategory()
if AirbaseCategory == Airbase.Category.SHIP then
spawnonship=true
elseif AirbaseCategory == Airbase.Category.HELIPAD then
@@ -5173,6 +5173,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
if self.uncontrolled then
-- This is used in the SPAWN:SpawnWithIndex() function. Some values are overwritten there!
self.SpawnUnControlled=true
SpawnTemplate.uncontrolled=true
end
-- Number of units in the group. With grouping this can actually differ from the template group size!

View File

@@ -93,6 +93,8 @@
-- @field Core.RadioQueue#RADIOQUEUE instructor Instructor radio queue.
-- @field #number rangecontrolfreq Frequency on which the range control transmitts.
-- @field Core.RadioQueue#RADIOQUEUE rangecontrol Range control radio queue.
-- @field #string rangecontrolrelayname Name of relay unit.
-- @field #string instructorrelayname Name of relay unit.
-- @field #string soundpath Path inside miz file where the sound files are located. Default is "Range Soundfiles/".
-- @extends Core.Fsm#FSM
@@ -516,7 +518,7 @@ RANGE.MenuF10Root=nil
--- Range script version.
-- @field #string version
RANGE.version="2.2.0"
RANGE.version="2.2.3"
--TODO list:
--TODO: Verbosity level for messages.
@@ -754,7 +756,7 @@ function RANGE:onafterStart()
if self.rangecontrolfreq then
-- Radio queue.
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq)
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq, nil, self.rangename)
-- Init numbers.
self.rangecontrol:SetDigit(0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath)
@@ -770,6 +772,7 @@ function RANGE:onafterStart()
-- Set location where the messages are transmitted from.
self.rangecontrol:SetSenderCoordinate(self.location)
self.rangecontrol:SetSenderUnitName(self.rangecontrolrelayname)
-- Start range control radio queue.
self.rangecontrol:Start(1, 0.1)
@@ -778,7 +781,7 @@ function RANGE:onafterStart()
if self.instructorfreq then
-- Radio queue.
self.instructor=RADIOQUEUE:New(self.instructorfreq)
self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
-- Init numbers.
self.instructor:SetDigit(0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath)
@@ -794,6 +797,7 @@ function RANGE:onafterStart()
-- Set location where the messages are transmitted from.
self.instructor:SetSenderCoordinate(self.location)
self.instructor:SetSenderUnitName(self.instructorrelayname)
-- Start instructor radio queue.
self.instructor:Start(1, 0.1)
@@ -1067,18 +1071,22 @@ end
--- Enable range control and set frequency.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 256 MHz.
-- @param #string relayunitname Name of the unit used for transmission.
-- @return #RANGE self
function RANGE:SetRangeControl(frequency)
function RANGE:SetRangeControl(frequency, relayunitname)
self.rangecontrolfreq=frequency or 256
self.rangecontrolrelayname=relayunitname
return self
end
--- Enable instructor radio and set frequency.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 305 MHz.
-- @param #string relayunitname Name of the unit used for transmission.
-- @return #RANGE self
function RANGE:SetInstructorRadio(frequency)
function RANGE:SetInstructorRadio(frequency, relayunitname)
self.instructorfreq=frequency or 305
self.instructorrelayname=relayunitname
return self
end
@@ -1088,7 +1096,7 @@ end
-- @return #RANGE self
function RANGE:SetSoundfilesPath(path)
self.soundpath=tostring(path or "Range Soundfiles/")
self:I(self.lid..string.format("Setting sound files path to %s", self.soundpath))
self:I(self.id..string.format("Setting sound files path to %s", self.soundpath))
return self
end
@@ -1341,9 +1349,9 @@ function RANGE:AddBombingTargetUnit(unit, goodhitrange, randommove)
-- Debug or error output.
if _isstatic==true then
self:T(self.id..string.format("Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove)))
self:I(self.id..string.format("Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove)))
elseif _isstatic==false then
self:T(self.id..string.format("Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove)))
self:I(self.id..string.format("Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove)))
else
self:E(self.id..string.format("ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name))
end
@@ -1908,8 +1916,35 @@ end
-- @param #string To To state.
function RANGE:onafterStatus(From, Event, To)
local fsmstate=self:GetState()
local text=string.format("Range status: %s", fsmstate)
if self.instructor then
local alive="N/A"
if self.instructorrelayname then
local relay=UNIT:FindByName(self.instructorrelayname)
if relay then
alive=tostring(relay:IsAlive())
end
end
text=text..string.format(", Instructor %.3f MHz (Relay=%s alive=%s)", self.instructorfreq, tostring(self.instructorrelayname), alive)
end
if self.rangecontrol then
local alive="N/A"
if self.rangecontrolrelayname then
local relay=UNIT:FindByName(self.rangecontrolrelayname)
if relay then
alive=tostring(relay:IsAlive())
end
end
text=text..string.format(", Control %.3f MHz (Relay=%s alive=%s)", self.rangecontrolfreq, tostring(self.rangecontrolrelayname), alive)
end
-- Check range status.
self:I(self.id..string.format("Range status: %s", self:GetState()))
self:I(self.id..text)
-- Check player status.
self:_CheckPlayers()
@@ -2521,10 +2556,17 @@ function RANGE:_DisplayBombTargets(_unitname)
local coord=self:_GetBombTargetCoordinate(bombtarget)
if coord then
-- Get elevation
local elevation=coord:GetLandHeight()
local eltxt=string.format("%d m", elevation)
if _settings:IsImperial() then
elevation=UTILS.MetersToFeet(elevation)
eltxt=string.format("%d ft", elevation)
end
local ca2g=coord:ToStringA2G(_unit,_settings)
--local lldms=coord:ToStringLLDMS(_settings)
_text=_text..string.format("\n- %s:\n%s", bombtarget.name or "unknown", ca2g)
_text=_text..string.format("\n- %s:\n%s @ %s", bombtarget.name or "unknown", ca2g, eltxt)
end
end
@@ -2960,10 +3002,10 @@ function RANGE:_AddF10Commands(_unitName)
missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName)
end
else
self:T(self.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName)
self:E(self.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName)
end
else
self:T(self.id.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName)
self:E(self.id.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName)
end
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -39,7 +39,7 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **Millertime** - Concept
-- ### Contributions: **Millertime** - Concept, **funkyfranky**
--
-- ===
--
@@ -49,6 +49,15 @@
do -- ZONE_CAPTURE_COALITION
--- @type ZONE_CAPTURE_COALITION
-- @field #string ClassName Name of the class.
-- @field #number MarkBlue ID of blue F10 mark.
-- @field #number MarkRed ID of red F10 mark.
-- @field #number StartInterval Time in seconds after the status monitor is started.
-- @field #number RepeatInterval Time in seconds after which the zone status is updated.
-- @field #boolean HitsOn If true, hit events are monitored and trigger the "Attack" event when a defending unit is hit.
-- @field #number HitTimeLast Time stamp in seconds when the last unit inside the zone was hit.
-- @field #number HitTimeAttackOver Time interval in seconds before the zone goes from "Attacked" to "Guarded" state after the last hit.
-- @field #boolean MarkOn If true, create marks of zone status on F10 map.
-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
@@ -197,8 +206,7 @@ do -- ZONE_CAPTURE_COALITION
--
-- ### IMPORTANT
--
-- **Each capture zone object must have the monitoring process started specifically.
-- The monitoring process is NOT started by default!!!**
-- **Each capture zone object must have the monitoring process started specifically. The monitoring process is NOT started by default!**
--
--
-- # Full Example
@@ -338,29 +346,48 @@ do -- ZONE_CAPTURE_COALITION
--
-- @field #ZONE_CAPTURE_COALITION
ZONE_CAPTURE_COALITION = {
ClassName = "ZONE_CAPTURE_COALITION",
ClassName = "ZONE_CAPTURE_COALITION",
MarkBlue = nil,
MarkRed = nil,
StartInterval = nil,
RepeatInterval = nil,
HitsOn = nil,
HitTimeLast = nil,
HitTimeAttackOver = nil,
MarkOn = nil,
}
--- @field #table ZONE_CAPTURE_COALITION.States
ZONE_CAPTURE_COALITION.States = {}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor and Start/Stop Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_CAPTURE_COALITION
-- @usage
--
-- AttackZone = ZONE:New( "AttackZone" )
--
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED ) -- Create a new ZONE_CAPTURE_COALITION object of zone AttackZone with ownership RED coalition.
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED, {UNITS ) -- Create a new ZONE_CAPTURE_COALITION object of zone AttackZone with ownership RED coalition.
-- ZoneCaptureCoalition:__Guard( 1 ) -- Start the Guarding of the AttackZone.
--
function ZONE_CAPTURE_COALITION:New( Zone, Coalition, UnitCategories )
function ZONE_CAPTURE_COALITION:New( Zone, Coalition, UnitCategories, ObjectCategories )
local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) ) -- #ZONE_CAPTURE_COALITION
self:F( { Zone = Zone, Coalition = Coalition, UnitCategories = UnitCategories } )
self:F( { Zone = Zone, Coalition = Coalition, UnitCategories = UnitCategories, ObjectCategories = ObjectCategories } )
self:SetObjectCategories(ObjectCategories)
-- Default is no smoke.
self:SetSmokeZone(false)
-- Default is F10 marks ON.
self:SetMarkZone(true)
-- Start in state "Empty".
self:SetStartState("Empty")
do
@@ -545,184 +572,12 @@ do -- ZONE_CAPTURE_COALITION
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
-- We check if a unit within the zone is hit.
-- If it is, then we must move the zone to attack state.
self:HandleEvent( EVENTS.Hit, self.OnEventHit )
-- ZoneGoal objects are added to the _DATABASE.ZONES_GOAL and SET_ZONE_GOAL sets.
_EVENTDISPATCHER:CreateEventNewZoneGoal( self )
_EVENTDISPATCHER:CreateEventNewZoneGoal(self)
return self
end
--- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterCaptured()
self:F({"hello"})
self:GetParent( self, ZONE_CAPTURE_COALITION ).onenterCaptured( self )
self.Goal:Achieved()
end
function ZONE_CAPTURE_COALITION:IsGuarded()
local IsGuarded = self:IsAllInZoneOfCoalition( self.Coalition )
self:F( { IsGuarded = IsGuarded } )
return IsGuarded
end
function ZONE_CAPTURE_COALITION:IsEmpty()
local IsEmpty = self:IsNoneInZone()
self:F( { IsEmpty = IsEmpty } )
return IsEmpty
end
function ZONE_CAPTURE_COALITION:IsCaptured()
local IsCaptured = self:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function ZONE_CAPTURE_COALITION:IsAttacked()
local IsAttacked = self:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Mark.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:Mark()
local Coord = self:GetCoordinate()
local ZoneName = self:GetZoneName()
local State = self:GetState()
if self.MarkRed and self.MarkBlue then
self:F( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } )
Coord:RemoveMark( self.MarkRed )
Coord:RemoveMark( self.MarkBlue )
end
if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
--- Bound.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterGuarded()
--self:GetParent( self ):onenterGuarded()
if self.Coalition == coalition.side.BLUE then
--elf.ProtectZone:BoundZone( 12, country.id.USA )
else
--self.ProtectZone:BoundZone( 12, country.id.RUSSIA )
end
self:Mark()
end
function ZONE_CAPTURE_COALITION:onenterCaptured()
--self:GetParent( self ):onenterCaptured()
local NewCoalition = self:GetScannedCoalition()
self:F( { NewCoalition = NewCoalition } )
self:SetCoalition( NewCoalition )
self:Mark()
self.Goal:Achieved()
end
function ZONE_CAPTURE_COALITION:onenterEmpty()
--self:GetParent( self ):onenterEmpty()
self:Mark()
end
function ZONE_CAPTURE_COALITION:onenterAttacked()
--self:GetParent( self ):onenterAttacked()
self:Mark()
end
--- When started, check the Coalition status.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onafterGuard()
--self:F({BASE:GetParent( self )})
--BASE:GetParent( self ).onafterGuard( self )
if not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( self.StartInterval, self.RepeatInterval, 0.1, nil, self.StatusSmoke, self )
end
end
function ZONE_CAPTURE_COALITION:IsCaptured()
local IsCaptured = self:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function ZONE_CAPTURE_COALITION:IsAttacked()
local IsAttacked = self:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Check status Coalition ownership.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:StatusZone()
local State = self:GetState()
self:F( { State = self:GetState() } )
self:GetParent( self, ZONE_CAPTURE_COALITION ).StatusZone( self )
if State ~= "Guarded" and self:IsGuarded() then
self:Guard()
end
if State ~= "Empty" and self:IsEmpty() then
self:Empty()
end
if State ~= "Attacked" and self:IsAttacked() then
self:Attack()
end
if State ~= "Captured" and self:IsCaptured() then
self:Capture()
end
end
--- Starts the zone capturing monitoring process.
-- This process can be CPU intensive, ensure that you specify reasonable time intervals for the monitoring process.
@@ -733,6 +588,7 @@ do -- ZONE_CAPTURE_COALITION
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number StartInterval (optional) Specifies the start time interval in seconds when the zone state will be checked for the first time.
-- @param #number RepeatInterval (optional) Specifies the repeat time interval in seconds when the zone state will be checked repeatedly.
-- @return #ZONE_CAPTURE_COALITION self
-- @usage
--
-- -- Setup the zone.
@@ -747,13 +603,23 @@ do -- ZONE_CAPTURE_COALITION
--
function ZONE_CAPTURE_COALITION:Start( StartInterval, RepeatInterval )
self.StartInterval = StartInterval or 15
self.StartInterval = StartInterval or 1
self.RepeatInterval = RepeatInterval or 15
if self.ScheduleStatusZone then
self:ScheduleStop( self.ScheduleStatusZone )
end
self.ScheduleStatusZone = self:ScheduleRepeat( self.StartInterval, self.RepeatInterval, 1.5, nil, self.StatusZone, self )
-- Start Status scheduler.
self.ScheduleStatusZone = self:ScheduleRepeat( self.StartInterval, self.RepeatInterval, 0.1, nil, self.StatusZone, self )
-- We check if a unit within the zone is hit. If it is, then we must move the zone to attack state.
self:HandleEvent(EVENTS.Hit, self.OnEventHit)
-- Create mark on F10 map.
self:Mark()
return self
end
@@ -795,24 +661,281 @@ do -- ZONE_CAPTURE_COALITION
function ZONE_CAPTURE_COALITION:Stop()
if self.ScheduleStatusZone then
self:ScheduleStop( self.ScheduleStatusZone )
self:ScheduleStop(self.ScheduleStatusZone)
end
if self.SmokeScheduler then
self:ScheduleStop(self.SmokeScheduler)
end
self:UnHandleEvent(EVENTS.Hit)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set whether hit events of defending units are monitored and trigger "Attack" events.
-- @param #ZONE_CAPTURE_COALITION self
-- @param #boolean Switch If *true*, hit events are monitored. If *false* or *nil*, hit events are not monitored.
-- @param #number TimeAttackOver (Optional) Time in seconds after an attack is over after the last hit and the zone state goes to "Guarded". Default is 300 sec = 5 min.
-- @return #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:SetMonitorHits(Switch, TimeAttackOver)
self.HitsOn=Switch
self.HitTimeAttackOver=TimeAttackOver or 5*60
return self
end
--- Set whether marks on the F10 map are shown, which display the current zone status.
-- @param #ZONE_CAPTURE_COALITION self
-- @param #boolean Switch If *true* or *nil*, marks are shown. If *false*, marks are not displayed.
-- @return #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:SetMarkZone(Switch)
if Switch==nil or Switch==true then
self.MarkOn=true
else
self.MarkOn=false
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DCS Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- @param #ZONE_CAPTURE_COALITION self
--- Monitor hit events.
-- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Event#EVENTDATA EventData The event data.
function ZONE_CAPTURE_COALITION:OnEventHit( EventData )
local UnitHit = EventData.TgtUnit
if UnitHit then
if UnitHit:IsInZone( self ) then
self:Attack()
if self.HitsOn then
local UnitHit = EventData.TgtUnit
-- Check if unit is inside the capture zone and that it is of the defending coalition.
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Only trigger attacked event if not already in state "Attacked".
if self:GetState()~="Attacked" then
self:F2("Hit ==> Attack")
self:Attack()
end
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Guard" event.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onafterGuard()
self:F2("After Guard")
if self.SmokeZone and not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( self.StartInterval, self.RepeatInterval, 0.1, nil, self.StatusSmoke, self )
end
end
--- On enter "Guarded" state.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterGuarded()
self:F2("Enter Guarded")
self:Mark()
end
--- On enter "Captured" state.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterCaptured()
self:F2("Enter Captured")
-- Get new coalition.
local NewCoalition = self:GetScannedCoalition()
self:F( { NewCoalition = NewCoalition } )
-- Set new owner of zone.
self:SetCoalition(NewCoalition)
-- Update mark.
self:Mark()
-- Goal achieved.
self.Goal:Achieved()
end
--- On enter "Empty" state.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterEmpty()
self:F2("Enter Empty")
self:Mark()
end
--- On enter "Attacked" state.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterAttacked()
self:F2("Enter Attacked")
self:Mark()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status Check Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if zone is "Empty".
-- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsNoneInZone()
function ZONE_CAPTURE_COALITION:IsEmpty()
local IsEmpty = self:IsNoneInZone()
self:F( { IsEmpty = IsEmpty } )
return IsEmpty
end
--- Check if zone is "Guarded", i.e. only one (the defending) coaliton is present inside the zone.
-- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsGuarded()
local IsGuarded = self:IsAllInZoneOfCoalition( self.Coalition )
self:F( { IsGuarded = IsGuarded } )
return IsGuarded
end
--- Check if zone is "Captured", i.e. another coalition took control over the zone and is the only one present.
-- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsAllInZoneOfOtherCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsCaptured()
local IsCaptured = self:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
--- Check if zone is "Attacked", i.e. another coaliton entered the zone.
-- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsAttacked()
local IsAttacked = self:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Check status Coalition ownership.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:StatusZone()
-- Get FSM state.
local State = self:GetState()
-- Scan zone in parent class ZONE_GOAL_COALITION
self:GetParent( self, ZONE_CAPTURE_COALITION ).StatusZone( self )
local Tnow=timer.getTime()
-- Check if zone is guarded.
if State ~= "Guarded" and self:IsGuarded() then
-- Check that there was a sufficient amount of time after the last hit before going back to "Guarded".
if self.HitTimeLast==nil or Tnow>=self.HitTimeLast+self.HitTimeAttackOver then
self:Guard()
self.HitTimeLast=nil
end
end
-- Check if zone is empty.
if State ~= "Empty" and self:IsEmpty() then
self:Empty()
end
-- Check if zone is attacked.
if State ~= "Attacked" and self:IsAttacked() then
self:Attack()
end
-- Check if zone is captured.
if State ~= "Captured" and self:IsCaptured() then
self:Capture()
end
-- Count stuff in zone.
local unitset=self:GetScannedSetUnit()
local nRed=0
local nBlue=0
for _,object in pairs(unitset:GetSet()) do
local coal=object:GetCoalition()
if object:IsAlive() then
if coal==coalition.side.RED then
nRed=nRed+1
elseif coal==coalition.side.BLUE then
nBlue=nBlue+1
end
end
end
-- Status text.
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlue, nRed, State)
local NewState = self:GetState()
if NewState~=State then
text=text..string.format(" --> %s", NewState)
end
self:I(text)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update Mark on F10 map.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:Mark()
if self.MarkOn then
local Coord = self:GetCoordinate()
local ZoneName = self:GetZoneName()
local State = self:GetState()
-- Remove marks.
if self.MarkRed then
Coord:RemoveMark(self.MarkRed)
end
if self.MarkBlue then
Coord:RemoveMark(self.MarkBlue)
end
-- Create new marks for each coaliton.
if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
elseif self.Coalition == coalition.side.RED then
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
end
end

View File

@@ -8,6 +8,7 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -17,10 +18,16 @@
do -- Zone
--- @type ZONE_GOAL
-- @extends Core.Fsm#FSM
-- @field #string ClassName Name of the class.
-- @field Core.Goal#GOAL Goal The goal object.
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
-- @field Core.Scheduler#SCHEDULER SmokeScheduler Scheduler responsible for smoking the zone.
-- @field #number SmokeColor Color of the smoke.
-- @field #boolean SmokeZone If true, smoke zone.
-- @extends Core.Zone#ZONE_RADIUS
-- Models processes that have a Goal with a defined achievement involving a Zone.
--- Models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL constructor
@@ -39,7 +46,12 @@ do -- Zone
--
-- @field #ZONE_GOAL
ZONE_GOAL = {
ClassName = "ZONE_GOAL",
ClassName = "ZONE_GOAL",
Goal = nil,
SmokeTime = nil,
SmokeScheduler = nil,
SmokeColor = nil,
SmokeZone = nil,
}
--- ZONE_GOAL Constructor.
@@ -51,11 +63,24 @@ do -- Zone
local self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
self:F( { Zone = Zone } )
-- Goal object.
self.Goal = GOAL:New()
self.SmokeTime = nil
-- Set smoke ON.
self:SetSmokeZone(true)
self:AddTransition( "*", "DestroyedUnit", "*" )
--- DestroyedUnit event.
-- @function [parent=#ZONE_GOAL] DestroyedUnit
-- @param #ZONE_GOAL self
--- DestroyedUnit delayed event
-- @function [parent=#ZONE_GOAL] __DestroyedUnit
-- @param #ZONE_GOAL self
-- @param #number delay Delay in seconds.
--- DestroyedUnit Handler OnAfter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit
@@ -66,19 +91,18 @@ do -- Zone
-- @param Wrapper.Unit#UNIT DestroyedUnit The destroyed unit.
-- @param #string PlayerName The name of the player.
return self
end
--- Get the Zone
--- Get the Zone.
-- @param #ZONE_GOAL self
-- @return Core.Zone#ZONE_BASE
-- @return #ZONE_GOAL
function ZONE_GOAL:GetZone()
return self
end
--- Get the name of the ProtectZone
--- Get the name of the Zone.
-- @param #ZONE_GOAL self
-- @return #string
function ZONE_GOAL:GetZoneName()
@@ -86,36 +110,48 @@ do -- Zone
end
--- Smoke the center of theh zone.
--- Activate smoking of zone with the color or the current owner.
-- @param #ZONE_GOAL self
-- @param #SMOKECOLOR.Color SmokeColor
function ZONE_GOAL:Smoke( SmokeColor )
-- @param #boolean switch If *true* or *nil* activate smoke. If *false* or *nil*, no smoke.
-- @return #ZONE_GOAL
function ZONE_GOAL:SetSmokeZone(switch)
self.SmokeZone=switch
--[[
if switch==nil or switch==true then
self.SmokeZone=true
else
self.SmokeZone=false
end
]]
return self
end
--- Set the smoke color.
-- @param #ZONE_GOAL self
-- @param DCS#SMOKECOLOR.Color SmokeColor
function ZONE_GOAL:Smoke( SmokeColor )
self:F( { SmokeColor = SmokeColor} )
self.SmokeColor = SmokeColor
end
--- Flare the center of the zone.
--- Flare the zone boundary.
-- @param #ZONE_GOAL self
-- @param #SMOKECOLOR.Color FlareColor
-- @param DCS#SMOKECOLOR.Color FlareColor
function ZONE_GOAL:Flare( FlareColor )
self:FlareZone( FlareColor, math.random( 1, 360 ) )
self:FlareZone( FlareColor, 30)
end
--- When started, check the Smoke and the Zone status.
-- @param #ZONE_GOAL self
function ZONE_GOAL:onafterGuard()
--self:GetParent( self ):onafterStart()
self:F("Guard")
--self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self )
if not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self )
-- Start smoke
if self.SmokeZone and not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat(1, 1, 0.1, nil, self.StatusSmoke, self)
end
end
@@ -123,42 +159,54 @@ do -- Zone
--- Check status Smoke.
-- @param #ZONE_GOAL self
function ZONE_GOAL:StatusSmoke()
self:F({self.SmokeTime, self.SmokeColor})
local CurrentTime = timer.getTime()
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self:GetCoordinate():Smoke( self.SmokeColor )
--self.SmokeColor = nil
self.SmokeTime = CurrentTime
if self.SmokeZone then
-- Current time.
local CurrentTime = timer.getTime()
-- Restart smoke every 5 min.
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self:GetCoordinate():Smoke( self.SmokeColor )
self.SmokeTime = CurrentTime
end
end
end
end
--- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData
-- @param Core.Event#EVENTDATA EventData Event data table.
function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } )
self:F( { EventData.IniUnit } )
local Vec3 = EventData.IniDCSUnit:getPosition().p
self:F( { Vec3 = Vec3 } )
if EventData.IniDCSUnit then
if self:IsVec3InZone(Vec3) then
local Vec3 = EventData.IniDCSUnit:getPosition().p
self:F( { Vec3 = Vec3 } )
if Vec3 and self:IsVec3InZone(Vec3) then
local PlayerHits = _DATABASE.HITS[EventData.IniUnitName]
if PlayerHits then
for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do
self.Goal:AddPlayerContribution( PlayerName )
self:DestroyedUnit( EventData.IniUnitName, PlayerName )
end
end
end
end
end

View File

@@ -17,6 +17,11 @@
do -- ZoneGoal
--- @type ZONE_GOAL_COALITION
-- @field #string ClassName Name of the Class.
-- @field #number Coalition The current coalition ID of the zone owner.
-- @field #number PreviousCoalition The previous owner of the zone.
-- @field #table UnitCategories Table of unit categories that are able to capture and hold the zone. Default is only GROUND units.
-- @field #table ObjectCategories Table of object categories that are able to hold a zone. Default is UNITS and STATICS.
-- @extends Functional.ZoneGoal#ZONE_GOAL
@@ -37,7 +42,11 @@ do -- ZoneGoal
--
-- @field #ZONE_GOAL_COALITION
ZONE_GOAL_COALITION = {
ClassName = "ZONE_GOAL_COALITION",
ClassName = "ZONE_GOAL_COALITION",
Coalition = nil,
PreviousCoaliton = nil,
UnitCategories = nil,
ObjectCategories = nil,
}
--- @field #table ZONE_GOAL_COALITION.States
@@ -46,27 +55,70 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition )
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
if not Zone then
BASE:E("ERROR: No Zone specified in ZONE_GOAL_COALITON!")
return nil
end
-- Inherit ZONE_GOAL.
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION
self:F( { Zone = Zone, Coalition = Coalition } )
self:SetCoalition( Coalition )
-- Set initial owner.
self:SetCoalition( Coalition or coalition.side.NEUTRAL)
-- Set default unit and object categories for the zone scan.
self:SetUnitCategories(UnitCategories)
self:SetObjectCategories()
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition=self.Coalition or Coalition
self.Coalition = Coalition
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories )
if UnitCategories and type(UnitCategories)~="table" then
UnitCategories={UnitCategories}
end
self.UnitCategories=UnitCategories or {Unit.Category.GROUND_UNIT}
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories )
if ObjectCategories and type(ObjectCategories)~="table" then
ObjectCategories={ObjectCategories}
end
self.ObjectCategories=ObjectCategories or {Object.Category.UNIT, Object.Category.STATIC}
return self
end
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
@@ -75,37 +127,38 @@ do -- ZoneGoal
return self.Coalition
end
--- Get the previous coaliton, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition
end
--- Get the owning coalition name of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return #string Coalition name.
function ZONE_GOAL_COALITION:GetCoalitionName()
if self.Coalition == coalition.side.BLUE then
return "Blue"
end
if self.Coalition == coalition.side.RED then
return "Red"
end
if self.Coalition == coalition.side.NEUTRAL then
return "Neutral"
end
return ""
return UTILS.GetCoalitionName(self.Coalition)
end
--- Check status Coalition ownership.
-- @param #ZONE_GOAL_COALITION self
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:StatusZone()
-- Get current state.
local State = self:GetState()
self:F( { State = self:GetState() } )
self:Scan( { Object.Category.UNIT, Object.Category.STATIC } )
-- Debug text.
local text=string.format("Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName())
self:F(text)
-- Scan zone.
self:Scan( self.ObjectCategories, self.UnitCategories )
return self
end
end

View File

@@ -5,7 +5,7 @@
_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
--- Declare the timer dispatcher based on the SCHEDULEDISPATCHER class
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Core.Database#DATABASE

View File

@@ -1,6 +1,7 @@
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
@@ -24,6 +25,7 @@ __Moose.Include( 'Scripts/Moose/Core/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
@@ -37,6 +39,7 @@ __Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' )

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- **Ops** - (R2.5) - Manages aircraft CASE X recoveries for carrier operations (X=I, II, III).
--- **Ops** - Manages aircraft CASE X recoveries for carrier operations (X=I, II, III).
--
-- The AIRBOSS class manages recoveries of human pilots and AI aircraft on aircraft carriers.
--
@@ -39,6 +39,7 @@
-- * F-14A Tomcat (AI)
-- * E-2D Hawkeye (AI)
-- * S-3B Viking & tanker version (AI)
-- * [C-2A Greyhound](https://forums.eagle.ru/showthread.php?t=255641) (AI)
--
-- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier.
--
@@ -1255,6 +1256,7 @@ AIRBOSS = {
-- @field #string S3B Lockheed S-3B Viking.
-- @field #string S3BTANKER Lockheed S-3B Viking tanker.
-- @field #string E2D Grumman E-2D Hawkeye AWACS.
-- @field #string C2A Grumman C-2A Greyhound from Military Aircraft Mod.
AIRBOSS.AircraftCarrier={
AV8B="AV8BNA",
HORNET="FA-18C_hornet",
@@ -1266,15 +1268,24 @@ AIRBOSS.AircraftCarrier={
S3B="S-3B",
S3BTANKER="S-3B Tanker",
E2D="E-2C",
C2A="C2A_Greyhound",
}
--- Carrier types.
-- @type AIRBOSS.CarrierType
-- @field #string ROOSEVELT USS Theodore Roosevelt (CVN-71) [Super Carrier Module]
-- @field #string LINCOLN USS Abraham Lincoln (CVN-72) [Super Carrier Module]
-- @field #string WASHINGTON USS George Washington (CVN-73) [Super Carrier Module]
-- @field #string STENNIS USS John C. Stennis (CVN-74)
-- @field #string VINSON USS Carl Vinson (CVN-70)
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete]
-- @field #string TARAWA USS Tarawa (LHA-1)
-- @field #string KUZNETSOV Admiral Kuznetsov (CV 1143.5)
AIRBOSS.CarrierType={
ROOSEVELT="CVN_71",
LINCOLN="CVN_72",
WASHINGTON="CVN_73",
TRUMAN="CVN_75",
STENNIS="Stennis",
VINSON="VINSON",
TARAWA="LHA_Tarawa",
@@ -1688,7 +1699,7 @@ AIRBOSS.MenuF10Root=nil
--- Airboss class version.
-- @field #string version
AIRBOSS.version="1.0.9"
AIRBOSS.version="1.1.5"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -1877,6 +1888,9 @@ function AIRBOSS:New(carriername, alias)
-- Default recovery case. This sets self.defaultcase and self.case. Default Case I.
self:SetRecoveryCase()
-- Set time the turn starts before the window opens.
self:SetRecoveryTurnTime()
-- Set holding offset to 0 degrees. This set self.defaultoffset and self.holdingoffset.
self:SetHoldingOffsetAngle()
@@ -1923,6 +1937,14 @@ function AIRBOSS:New(carriername, alias)
-- Init carrier parameters.
if self.carriertype==AIRBOSS.CarrierType.STENNIS then
self:_InitStennis()
elseif self.carriertype==AIRBOSS.CarrierType.ROOSEVELT then
self:_InitNimitz()
elseif self.carriertype==AIRBOSS.CarrierType.LINCOLN then
self:_InitNimitz()
elseif self.carriertype==AIRBOSS.CarrierType.WASHINGTON then
self:_InitNimitz()
elseif self.carriertype==AIRBOSS.CarrierType.TRUMAN then
self:_InitNimitz()
elseif self.carriertype==AIRBOSS.CarrierType.VINSON then
-- TODO: Carl Vinson parameters.
self:_InitStennis()
@@ -2000,7 +2022,7 @@ function AIRBOSS:New(carriername, alias)
-- Bow
bow:FlareYellow()
-- Runway half width = 10 m.
local r1=stern:Translate(self.carrierparam.rwywidth*0.5, FB+90)
local r2=stern:Translate(self.carrierparam.rwywidth*0.5, FB-90)
@@ -2078,6 +2100,7 @@ function AIRBOSS:New(carriername, alias)
self:AddTransition("*", "RecoveryCase", "*") -- Switch to another case recovery.
self:AddTransition("*", "PassingWaypoint", "*") -- Carrier is passing a waypoint.
self:AddTransition("*", "LSOGrade", "*") -- LSO grade.
self:AddTransition("*", "Marshal", "*") -- A flight was send into the marshal stack.
self:AddTransition("*", "Save", "*") -- Save player scores to file.
self:AddTransition("*", "Stop", "Stopped") -- Stop AIRBOSS FMS.
@@ -2251,29 +2274,6 @@ function AIRBOSS:New(carriername, alias)
-- @param #string filename (Optional) File name. Default is AIRBOSS-*ALIAS*_LSOgrades.csv.
--- Triggers the FSM event "LSOgrade". Called when the LSO grades a player
-- @function [parent=#AIRBOSS] LSOgrade
-- @param #AIRBOSS self
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- Triggers the FSM event "LSOgrade". Delayed called when the LSO grades a player.
-- @function [parent=#AIRBOSS] __LSOgrade
-- @param #AIRBOSS self
-- @param #number delay Delay in seconds.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- On after "LSOgrade" user function. Called when the carrier passes a waypoint of its route.
-- @function [parent=#AIRBOSS] OnAfterLSOgrade
-- @param #AIRBOSS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- Triggers the FSM event "LSOGrade". Called when the LSO grades a player
-- @function [parent=#AIRBOSS] LSOGrade
-- @param #AIRBOSS self
@@ -2297,27 +2297,24 @@ function AIRBOSS:New(carriername, alias)
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- Triggers the FSM event "LSOGrade". Called when the LSO grades a player
-- @function [parent=#AIRBOSS] LSOGrade
--- Triggers the FSM event "Marshal". Called when a flight is send to the Marshal stack.
-- @function [parent=#AIRBOSS] Marshal
-- @param #AIRBOSS self
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
-- @param #AIRBOSS.FlightGroup flight The flight group data.
--- Triggers the FSM event "LSOGrade". Delayed called when the LSO grades a player.
-- @function [parent=#AIRBOSS] __LSOGrade
--- Triggers the FSM event "Marshal". Delayed call when a flight is send to the Marshal stack.
-- @function [parent=#AIRBOSS] __Marshal
-- @param #AIRBOSS self
-- @param #number delay Delay in seconds.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
-- @param #AIRBOSS.FlightGroup flight The flight group data.
--- On after "LSOGrade" user function. Called when the carrier passes a waypoint of its route.
-- @function [parent=#AIRBOSS] OnAfterLSOGrade
--- On after "Marshal" user function. Called when a flight is send to the Marshal stack.
-- @function [parent=#AIRBOSS] OnAfterMarshal
-- @param #AIRBOSS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
-- @param #AIRBOSS.FlightGroup flight The flight group data.
--- Triggers the FSM event "Stop" that stops the airboss. Event handlers are stopped.
@@ -2455,6 +2452,15 @@ function AIRBOSS:AddRecoveryWindow(starttime, stoptime, case, holdingoffset, tur
-- Absolute mission time in seconds.
local Tnow=timer.getAbsTime()
if starttime and type(starttime)=="number" then
starttime=UTILS.SecondsToClock(Tnow+starttime)
end
if stoptime and type(stoptime)=="number" then
stoptime=UTILS.SecondsToClock(Tnow+stoptime)
end
-- Input or now.
starttime=starttime or UTILS.SecondsToClock(Tnow)
@@ -2462,7 +2468,7 @@ function AIRBOSS:AddRecoveryWindow(starttime, stoptime, case, holdingoffset, tur
local Tstart=UTILS.ClockToSeconds(starttime)
-- Set stop time.
local Tstop=UTILS.ClockToSeconds(stoptime or Tstart+90*60)
local Tstop=stoptime and UTILS.ClockToSeconds(stoptime) or Tstart+90*60
-- Consistancy check for timing.
if Tstart>Tstop then
@@ -2620,6 +2626,15 @@ function AIRBOSS:DeleteRecoveryWindow(window, delay)
end
end
--- Set time before carrier turns and recovery window opens.
-- @param #AIRBOSS self
-- @param #number interval Time interval in seconds. Default 300 sec.
-- @return #AIRBOSS self
function AIRBOSS:SetRecoveryTurnTime(interval)
self.dTturn=interval or 300
return self
end
--- Set time interval for updating queues and other stuff.
-- @param #AIRBOSS self
-- @param #number interval Time interval in seconds. Default 30 sec.
@@ -3248,6 +3263,27 @@ function AIRBOSS:SetDebugModeOFF()
return self
end
--- Get next time the carrier will start recovering aircraft.
-- @param #AIRBOSS self
-- @param #boolean InSeconds If true, abs. mission time seconds is returned. Default is a clock #string.
-- @return #string Clock start (or start time in abs. seconds).
-- @return #string Clock stop (or stop time in abs. seconds).
function AIRBOSS:GetNextRecoveryTime(InSeconds)
if self.recoverywindow then
if InSeconds then
return self.recoverywindow.START, self.recoverywindow.STOP
else
return UTILS.SecondsToClock(self.recoverywindow.START), UTILS.SecondsToClock(self.recoverywindow.STOP)
end
else
if InSeconds then
return -1, -1
else
return "?", "?"
end
end
end
--- Check if carrier is recovering aircraft.
-- @param #AIRBOSS self
-- @return #boolean If true, time slot for recovery is open.
@@ -3804,7 +3840,7 @@ function AIRBOSS:_CheckRecoveryTimes()
self:RecoveryCase(nextwindow.CASE, nextwindow.OFFSET)
-- Check if time is less than 5 minutes.
if nextwindow.WIND and nextwindow.START-time<5*60 and not self.turnintowind then
if nextwindow.WIND and nextwindow.START-time<self.dTturn and not self.turnintowind then
-- Check that wind is blowing from a direction > 5° different from the current heading.
local hdg=self:GetHeading()
@@ -3827,7 +3863,7 @@ function AIRBOSS:_CheckRecoveryTimes()
self:T(self.lid..string.format("Heading=%03d°, Wind=%03d° %.1f kts, Delta=%03d° ==> U-turn=%s", hdg, wind,UTILS.MpsToKnots(vwind), delta, tostring(uturn)))
-- Time into the wind 1 day or if longer recovery time + the 5 min early.
local t=math.max(nextwindow.STOP-nextwindow.START+300, 60*60*24)
local t=math.max(nextwindow.STOP-nextwindow.START+self.dTturn, 60*60*24)
-- Recovery wind on deck in knots.
local v=UTILS.KnotsToMps(nextwindow.SPEED)
@@ -4062,7 +4098,7 @@ function AIRBOSS:onafterRecoveryUnpause(From, Event, To)
self:T(self.lid..string.format("Unpausing aircraft recovery."))
-- Resume recovery.
self:_MarshalCallRecoveryResume()
self:_MarshalCallResumeRecovery()
end
@@ -4260,7 +4296,36 @@ function AIRBOSS:_InitStennis()
end
--- Init parameters for USS Stennis carrier.
--- Init parameters for Nimitz class super carriers.
-- @param #AIRBOSS self
function AIRBOSS:_InitNimitz()
-- Init Stennis as default.
self:_InitStennis()
-- Carrier Parameters.
self.carrierparam.sterndist =-164
self.carrierparam.deckheight = 20
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength=332.8 -- Wiki says 332.8 meters overall length.
self.carrierparam.totwidthport=45 -- Wiki says 76.8 meters overall beam.
self.carrierparam.totwidthstarboard=35
-- Landing runway.
self.carrierparam.rwyangle = -9
self.carrierparam.rwylength = 250
self.carrierparam.rwywidth = 25
-- Wires.
self.carrierparam.wire1 = 55 -- Distance from stern to first wire.
self.carrierparam.wire2 = 67
self.carrierparam.wire3 = 79
self.carrierparam.wire4 = 92
end
--- Init parameters for LHA-1 Tarawa carrier.
-- @param #AIRBOSS self
function AIRBOSS:_InitTarawa()
@@ -5986,7 +6051,6 @@ function AIRBOSS:_ScanCarrierZone()
end
end
-- Find new flights that are inside CCA.
for groupname,_group in pairs(insideCCA) do
local group=_group --Wrapper.Group#GROUP
@@ -6092,7 +6156,6 @@ function AIRBOSS:_ScanCarrierZone()
end
-- Find flights that are not in CCA.
local remove={}
for _,_flight in pairs(self.flights) do
@@ -6184,6 +6247,9 @@ function AIRBOSS:_MarshalPlayer(playerData, stack)
-- Set stack flag.
flight.flag=stack
-- Trigger Marshal event.
self:Marshal(flight)
end
else
@@ -6440,6 +6506,9 @@ function AIRBOSS:_MarshalAI(flight, nstack, respawn)
-- Route group.
flight.group:Route(wp, 1)
-- Trigger Marshal event.
self:Marshal(flight)
end
@@ -7830,7 +7899,7 @@ end
function AIRBOSS:_RemoveUnitFromFlight(unit)
-- Check if unit exists.
if unit then
if unit and unit:IsInstanceOf("UNIT") then
-- Get group.
local group=unit:GetGroup()
@@ -10261,9 +10330,12 @@ function AIRBOSS:_GetSternCoord()
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
-- Tarawa: Translate 8 meters port.
stern=stern:Translate(self.carrierparam.sterndist, hdg):Translate(8, FB-90)
else
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing.
stern=stern:Translate(self.carrierparam.sterndist, hdg):Translate(7, FB+90)
else
-- Nimitz SC: translate 8 meters starboard wrt Final bearing.
stern=stern:Translate(self.carrierparam.sterndist, hdg):Translate(8.5, FB+90)
end
-- Set altitude.
@@ -10785,53 +10857,6 @@ function AIRBOSS:_GetZoneCorridor(case, l)
local zone=ZONE_POLYGON_BASE:New("CASE II/III Approach Corridor", p)
return zone
--[[
-- OLD
-- Angle between radial and offset in rad.
local alpha=math.rad(self.holdingoffset)
-- Some math...
local y1=d-w2
local x1=y1*math.tan(alpha)
local y2=d+w2
local x2=y2*math.tan(alpha)
local b=w2*(1/math.cos(alpha)-1)
-- This is what we need.
local P=x1+b
local Q=x2-b
-- Debug output.
self:T3(string.format("FF case %d radial = %d", case, radial))
self:T3(string.format("FF case %d offset = %d", case, offset))
self:T3(string.format("FF w = %.1f NM", w))
self:T3(string.format("FF l = %.1f NM", l))
self:T3(string.format("FF d = %.1f NM", d))
self:T3(string.format("FF y1 = %.1f NM", y1))
self:T3(string.format("FF x1 = %.1f NM", x1))
self:T3(string.format("FF y2 = %.1f NM", y2))
self:T3(string.format("FF x2 = %.1f NM", x2))
self:T3(string.format("FF b = %.1f NM", b))
self:T3(string.format("FF P = %.1f NM", P))
self:T3(string.format("FF Q = %.1f NM", Q))
-- Complicated case with an angle.
c[2]=c[1]:Translate( UTILS.NMToMeters(w2), radial-90) -- 1 Right of carrier.
c[3]=c[2]:Translate( UTILS.NMToMeters(d+dx+w2), radial) -- 13 "south" @ 1 right
c[4]=c[3]:Translate( UTILS.NMToMeters(Q), radial+90) --
c[5]=c[4]:Translate( UTILS.NMToMeters(l), offset)
c[6]=c[5]:Translate( UTILS.NMToMeters(w), offset+90) -- Back wall (angled)
c[9]=c[1]:Translate( UTILS.NMToMeters(w2), radial+90) -- 1 left of carrier.
c[8]=c[9]:Translate( UTILS.NMToMeters(d+dx-w2), radial) -- 1 left and 11 behind of carrier.
c[7]=c[8]:Translate( UTILS.NMToMeters(P), radial+90)
-- Translate these points a bit for a smoother turn.
--c[4]=c[4]:Translate(UTILS.NMToMeters(2), offset)
--c[7]=c[7]:Translate(UTILS.NMToMeters(2), offset)
]]
end
@@ -11330,20 +11355,6 @@ function AIRBOSS:_Lineup(unit, runway)
---
local lineup=math.deg(math.atan2(z, x))
--[[
-- Position of the aircraft in the new coordinate system.
local a={x=x, y=0, z=z}
-- Stern position in the new coordinate system, which is simply the origin.
local b={x=0, y=0, z=0}
-- Vector from plane to ref point on the boat.
local c=UTILS.VecSubstract(a, b)
-- Current line up and error wrt to final heading of the runway.
local lineup=math.deg(math.atan2(c.z, c.x))
]]
return lineup
end
@@ -11962,9 +11973,13 @@ function AIRBOSS:_LSOgrade(playerData)
local nS=count(G, '%(')
local nN=N-nS-nL
-- Groove time 16-18 sec for a unicorn.
local Tgroove=playerData.Tgroove
local TgrooveUnicorn=Tgroove and (Tgroove>=16.0 and Tgroove<=18.0) or false
local grade
local points
if N==0 then
if N==0 and TgrooveUnicorn then
-- No deviations, should be REALLY RARE!
grade="_OK_"
points=5.0
@@ -12035,7 +12050,7 @@ function AIRBOSS:_LSOgrade(playerData)
-----------------
grade="OWO"
points=2.0
if G=="Unicorn" then
if N==0 then
G="n/a"
end
elseif playerData.waveoff then
@@ -13527,63 +13542,6 @@ function AIRBOSS:_InitWaypoints()
return self
end
--[[
--- Patrol carrier.
-- @param #AIRBOSS self
-- @param #number n Current waypoint.
-- @return #AIRBOSS self
function AIRBOSS:_PatrolRoute(n)
-- Get carrier group.
local CarrierGroup=self.carrier:GetGroup()
-- Waypoints of group.
local Waypoints = CarrierGroup:GetTemplateRoutePoints()
-- Loop over waypoints.
for n=1,#Waypoints do
-- Passing waypoint taskfunction
local TaskPassingWP=CarrierGroup:TaskFunction("AIRBOSS._PassingWaypoint", self, n, #Waypoints)
-- Call task function when carrier arrives at waypoint.
CarrierGroup:SetTaskWaypoint(Waypoints[n], TaskPassingWP)
end
-- Init array.
self.waypoints={}
-- Set waypoint table.
for i,point in ipairs(Waypoints) do
-- Coordinate of the waypoint
local coord=COORDINATE:New(point.x, point.alt, point.y)
-- Set velocity of the coordinate.
coord:SetVelocity(point.speed)
-- Add to table.
table.insert(self.waypoints, coord)
-- Debug info.
if self.Debug then
coord:MarkToAll(string.format("Carrier Waypoint %d, Speed=%.1f knots", i, UTILS.MpsToKnots(point.speed)))
end
end
-- Current waypoint is 1.
self.currentwp=n or 1
-- Route carrier group.
CarrierGroup:Route(Waypoints)
return self
end
]]
--- Patrol carrier.
-- @param #AIRBOSS self
-- @param #number n Next waypoint number.
@@ -14094,10 +14052,10 @@ function AIRBOSS:_GetOnboardNumbers(group, playeronly)
-- Onboard number and unit name.
local n=tostring(unit.onboard_num)
local name=unit.name
local skill=unit.skill
local skill=unit.skill or "Unknown"
-- Debug text.
text=text..string.format("\n- unit %s: onboard #=%s skill=%s", name, n, skill)
text=text..string.format("\n- unit %s: onboard #=%s skill=%s", name, n, tostring(skill))
if playeronly and skill=="Client" or skill=="Player" then
-- There can be only one player in the group, so we skip everything else.
@@ -15544,7 +15502,7 @@ end
function AIRBOSS:_MarshalCallRecoveryStart(case)
-- Marshal radial.
local radial=self:GetRadial(case, true, true, true)
local radial=self:GetRadial(case, true, true, false)
-- Debug output.
local text=string.format("Starting aircraft recovery Case %d ops.", case)
@@ -17013,7 +16971,7 @@ function AIRBOSS:_DisplayCarrierInfo(_unitname)
if self.case==1 then
text=text..string.format("Case %d recovery ops\n", self.case)
else
local radial=self:GetRadial(self.case, true, true, true)
local radial=self:GetRadial(self.case, true, true, false)
text=text..string.format("Case %d recovery ops\nMarshal radial %03d°\n", self.case, radial)
end
text=text..string.format("BRC %03d° - FB %03d°\n", self:GetBRC(), self:GetFinalBearing(true))
@@ -17687,7 +17645,8 @@ function AIRBOSS:_SaveTrapSheet(playerData, grade)
if self.trapprefix then
filename=string.format("%s_%s-%04d.csv", self.trapprefix, playerData.actype, i)
else
filename=string.format("AIRBOSS-%s_Trapsheet-%s_%s-%04d.csv", self.alias, playerData.name, playerData.actype, i)
local name=UTILS.ReplaceIllegalCharacters(playerData.name, "_")
filename=string.format("AIRBOSS-%s_Trapsheet-%s_%s-%04d.csv", self.alias, name, playerData.actype, i)
end
-- Set path.

View File

@@ -1,4 +1,4 @@
--- **Ops** - (R2.5) - Recovery tanker for carrier operations.
--- **Ops** - Recovery tanker for carrier operations.
--
-- Tanker aircraft flying a racetrack pattern overhead an aircraft carrier.
--
@@ -62,6 +62,7 @@
-- @field #string modex Tail number of the tanker.
-- @field #boolean eplrs If true, enable data link, e.g. if used as AWACS.
-- @field #boolean recovery If true, tanker will recover using the AIRBOSS marshal pattern.
-- @field #number terminaltype Terminal type of used parking spots on airbases.
-- @extends Core.Fsm#FSM
--- Recovery Tanker.
@@ -298,6 +299,7 @@ RECOVERYTANKER = {
modex = nil,
eplrs = nil,
recovery = nil,
terminaltype = nil,
}
--- Unique ID (global).
@@ -306,7 +308,7 @@ _RECOVERYTANKERID=0
--- Class version.
-- @field #string version
RECOVERYTANKER.version="1.0.8"
RECOVERYTANKER.version="1.0.9"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -381,6 +383,7 @@ function RECOVERYTANKER:New(carrierunit, tankergroupname)
self:SetPatternUpdateInterval()
self:SetAWACS(false)
self:SetRecoveryAirboss(false)
self.terminaltype=AIRBASE.TerminalType.OpenMedOrBig
-- Debug trace.
if false then
@@ -615,8 +618,9 @@ end
--- Set home airbase of the tanker. This is the airbase where the tanker will go when it is out of fuel.
-- @param #RECOVERYTANKER self
-- @param Wrapper.Airbase#AIRBASE airbase The home airbase. Can be the airbase name or a Moose AIRBASE object.
-- @param #number terminaltype (Optional) The terminal type of parking spots used for spawning at airbases. Default AIRBASE.TerminalType.OpenMedOrBig.
-- @return #RECOVERYTANKER self
function RECOVERYTANKER:SetHomeBase(airbase)
function RECOVERYTANKER:SetHomeBase(airbase, terminaltype)
if type(airbase)=="string" then
self.airbase=AIRBASE:FindByName(airbase)
else
@@ -625,6 +629,9 @@ function RECOVERYTANKER:SetHomeBase(airbase)
if not self.airbase then
self:E(self.lid.."ERROR: Airbase is nil!")
end
if terminaltype then
self.terminaltype=terminaltype
end
return self
end
@@ -937,7 +944,7 @@ function RECOVERYTANKER:onafterStart(From, Event, To)
else
-- Spawn tanker at airbase.
self.tanker=Spawn:SpawnAtAirbase(self.airbase, self.takeoff, nil, AIRBASE.TerminalType.OpenMedOrBig)
self.tanker=Spawn:SpawnAtAirbase(self.airbase, self.takeoff, nil, self.terminaltype)
end
@@ -1338,7 +1345,6 @@ function RECOVERYTANKER:OnEventEngineShutdown(EventData)
group:InitModex(self.modex)
-- Respawn tanker. Delaying respawn due to DCS bug https://github.com/FlightControl-Master/MOOSE/issues/1076
--SCHEDULER:New(nil , group.RespawnAtCurrentAirbase, {group}, 1)
self:ScheduleOnce(1, GROUP.RespawnAtCurrentAirbase, group)
-- Create tanker beacon and activate TACAN.
@@ -1357,7 +1363,6 @@ function RECOVERYTANKER:OnEventEngineShutdown(EventData)
end
-- Initial route.
--SCHEDULER:New(nil, self._InitRoute, {self, -self.distStern+UTILS.NMToMeters(3)}, 2)
self:ScheduleOnce(2, RECOVERYTANKER._InitRoute, self, -self.distStern+UTILS.NMToMeters(3))
end

View File

@@ -1,4 +1,4 @@
--- **Ops** - (R2.5) - Rescue helicopter for carrier operations.
--- **Ops** - Rescue helicopter for carrier operations.
--
-- Recue helicopter for carrier operations.
--
@@ -237,7 +237,7 @@ _RESCUEHELOID=0
--- Class version.
-- @field #string version
RESCUEHELO.version="1.0.9"
RESCUEHELO.version="1.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -876,8 +876,8 @@ function RESCUEHELO:onafterStart(From, Event, To)
local Spawn=SPAWN:NewWithAlias(self.helogroupname, self.alias)
-- Set modex for spawn.
Spawn:InitModex(self.modex)
Spawn:InitModex(self.modex)
-- Spawn in air or at airbase.
if self.takeoff==SPAWN.Takeoff.Air then
@@ -902,7 +902,7 @@ function RESCUEHELO:onafterStart(From, Event, To)
else
-- Check if an uncontrolled helo group was requested.
if self.useuncontrolled then
if self.uncontrolledac then
-- Use an uncontrolled aircraft group.
self.helo=GROUP:FindByName(self.helogroupname)

View File

@@ -292,7 +292,9 @@ do -- TASK_A2A
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2A self
function TASK_A2A:ReportOrder( ReportGroup )
function TASK_A2A:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )

View File

@@ -295,6 +295,8 @@ do -- TASK_A2G
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2G self
function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )

View File

@@ -55,7 +55,7 @@
-- ===
--
-- @module Tasking.Task_Zone_Capture_Dispatcher
-- @image Task_Zone_Capture_Dispatcher.JPG
-- @image MOOSE.JPG
do -- TASK_CAPTURE_DISPATCHER

View File

@@ -1,15 +1,313 @@
--- **Utilities** Enumerators.
--
-- An enumerator is a variable that holds a constant value. Enumerators are very useful because they make the code easier to read and to change in general.
--
-- For example, instead of using the same value at multiple different places in your code, you should use a variable set to that value.
-- If, for whatever reason, the value needs to be changed, you only have to change the variable once and do not have to search through you code and reset
-- every value by hand.
--
-- Another big advantage is that the LDT intellisense "knows" the enumerators. So you can use the autocompletion feature and do not have to keep all the
-- values in your head or look them up in the docs.
--
-- DCS itself provides a lot of enumerators for various things. See [Enumerators](https://wiki.hoggitworld.com/view/Category:Enumerators) on Hoggit.
--
-- Other Moose classe also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
--
-- @module ENUMS
-- @image MOOSE.JPG
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type ENUMS
--- Because ENUMS are just better practice.
--
-- The ENUMS class adds some handy variables, which help you to make your code better and more general.
--
-- @field #ENUMS
ENUMS = {}
--- Rules of Engagement.
-- @type ENUMS.ROE
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
-- @field #number OpenFire AI will engage only targets specified in its taskings.
-- @field #number ReturnFire AI will only engage threats that shoot first.
-- @field #number WeaponHold AI will hold fire under all circumstances.
ENUMS.ROE = {
HoldFire = 1,
ReturnFire = 2,
OpenFire = 3,
WeaponFree = 4
WeaponFree=0,
OpenFireWeaponFree=1,
OpenFire=2,
ReturnFire=3,
WeaponHold=4,
}
--- Reaction On Threat.
-- @type ENUMS.ROT
-- @field #number NoReaction No defensive actions will take place to counter threats.
-- @field #number PassiveDefense AI will use jammers and other countermeasures in an attempt to defeat the threat. AI will not attempt a maneuver to defeat a threat.
-- @field #number EvadeFire AI will react by performing defensive maneuvers against incoming threats. AI will also use passive defense.
-- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats.
-- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base.
ENUMS.ROT = {
NoReaction = 1,
PassiveDefense = 2,
EvadeFire = 3,
Vertical = 4
}
NoReaction=0,
PassiveDefense=1,
EvadeFire=2,
BypassAndEscape=3,
AllowAbortMission=4,
}
--- Alarm state.
-- @type ENUMS.AlarmState
-- @field #number Auto AI will automatically switch alarm states based on the presence of threats. The AI kind of cheats in this regard.
-- @field #number Green Group is not combat ready. Sensors are stowed if possible.
-- @field #number Red Group is combat ready and actively searching for targets. Some groups like infantry will not move in this state.
ENUMS.AlarmState = {
Auto=0,
Green=1,
Red=2,
}
--- Weapon types. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerotor on hoggit wiki.
-- @type ENUMS.WeaponFlag
ENUMS.WeaponFlag={
-- Bombs
LGB = 2,
TvGB = 4,
SNSGB = 8,
HEBomb = 16,
Penetrator = 32,
NapalmBomb = 64,
FAEBomb = 128,
ClusterBomb = 256,
Dispencer = 512,
CandleBomb = 1024,
ParachuteBomb = 2147483648,
-- Rockets
LightRocket = 2048,
MarkerRocket = 4096,
CandleRocket = 8192,
HeavyRocket = 16384,
-- Air-To-Surface Missiles
AntiRadarMissile = 32768,
AntiShipMissile = 65536,
AntiTankMissile = 131072,
FireAndForgetASM = 262144,
LaserASM = 524288,
TeleASM = 1048576,
CruiseMissile = 2097152,
AntiRadarMissile2 = 1073741824,
-- Air-To-Air Missiles
SRAM = 4194304,
MRAAM = 8388608,
LRAAM = 16777216,
IR_AAM = 33554432,
SAR_AAM = 67108864,
AR_AAM = 134217728,
--- Guns
GunPod = 268435456,
BuiltInCannon = 536870912,
---
-- Combinations
--
-- Bombs
GuidedBomb = 14, -- (LGB + TvGB + SNSGB)
AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb)
--- Rockets
AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
--- Air-To-Surface Missiles
GuidedASM = 1572864, -- (LaserASM + TeleASM)
TacticalASM = 1835008, -- (GuidedASM + FireAndForgetASM)
AnyASM = 4161536, -- (AntiRadarMissile + AntiShipMissile + AntiTankMissile + FireAndForgetASM + GuidedASM + CruiseMissile)
AnyASM2 = 1077903360, -- 4161536+1073741824,
--- Air-To-Air Missiles
AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
AnyMissile = 268402688, -- AnyASM + AnyAAM
--- Guns
Cannons = 805306368, -- GUN_POD + BuiltInCannon
---
-- Even More Genral
Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
AutoDCS = 1073741822, -- Something if often see
AnyAG = 2956984318, -- Any Air-To-Ground Weapon
AnyAA = 264241152, -- Any Air-To-Air Weapon
AnyUnguided = 2952822768, -- Any Unguided Weapon
AnyGuided = 268402702, -- Any Guided Weapon
}
--- Mission tasks.
-- @type ENUMS.MissionTask
-- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics.
-- @field #string AFAC Forward Air Controller Air. Can perform the tasks: Attack Group, Attack Unit, FAC assign group, Bombing, Attack Map Object.
-- @field #string ANTISHIPSTRIKE Naval ops. Can perform the tasks: Attack Group, Attack Unit.
-- @field #string AWACS AWACS.
-- @field #string CAP Combat Air Patrol.
-- @field #string CAS Close Air Support.
-- @field #string ESCORT Escort another group.
-- @field #string FIGHTERSWEEP Fighter sweep.
-- @field #string GROUNDATTACK Ground attack.
-- @field #string INTERCEPT Intercept.
-- @field #string PINPOINTSTRIKE Pinpoint strike.
-- @field #string RECONNAISSANCE Reconnaissance mission.
-- @field #string REFUELING Refueling mission.
-- @field #string RUNWAYATTACK Attack the runway of an airdrome.
-- @field #string SEAD Suppression of Enemy Air Defenses.
-- @field #string TRANSPORT Troop transport.
ENUMS.MissionTask={
NOTHING="Nothing",
AFAC="AFAC",
ANTISHIPSTRIKE="Antiship Strike",
AWACS="AWACS",
CAP="CAP",
CAS="CAS",
ESCORT="Escort",
FIGHTERSWEEP="Fighter Sweep",
GROUNDATTACK="Ground Attack",
INTERCEPT="Intercept",
PINPOINTSTRIKE="Pinpoint Strike",
RECONNAISSANCE="Reconnaissance",
REFUELING="Refueling",
RUNWAYATTACK="Runway Attack",
SEAD="SEAD",
TRANSPORT="Transport",
}
--- Formations (new). See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on hoggit wiki.
-- @type ENUMS.Formation
ENUMS.Formation={}
ENUMS.Formation.FixedWing={}
ENUMS.Formation.FixedWing.LineAbreast={}
ENUMS.Formation.FixedWing.LineAbreast.Close = 65537
ENUMS.Formation.FixedWing.LineAbreast.Open = 65538
ENUMS.Formation.FixedWing.LineAbreast.Group = 65539
ENUMS.Formation.FixedWing.Trail={}
ENUMS.Formation.FixedWing.Trail.Close = 131073
ENUMS.Formation.FixedWing.Trail.Open = 131074
ENUMS.Formation.FixedWing.Trail.Group = 131075
ENUMS.Formation.FixedWing.Wedge={}
ENUMS.Formation.FixedWing.Wedge.Close = 196609
ENUMS.Formation.FixedWing.Wedge.Open = 196610
ENUMS.Formation.FixedWing.Wedge.Group = 196611
ENUMS.Formation.FixedWing.EchelonRight={}
ENUMS.Formation.FixedWing.EchelonRight.Close = 262145
ENUMS.Formation.FixedWing.EchelonRight.Open = 262146
ENUMS.Formation.FixedWing.EchelonRight.Group = 262147
ENUMS.Formation.FixedWing.EchelonLeft={}
ENUMS.Formation.FixedWing.EchelonLeft.Close = 327681
ENUMS.Formation.FixedWing.EchelonLeft.Open = 327682
ENUMS.Formation.FixedWing.EchelonLeft.Group = 327683
ENUMS.Formation.FixedWing.FingerFour={}
ENUMS.Formation.FixedWing.FingerFour.Close = 393217
ENUMS.Formation.FixedWing.FingerFour.Open = 393218
ENUMS.Formation.FixedWing.FingerFour.Group = 393219
ENUMS.Formation.FixedWing.Spread={}
ENUMS.Formation.FixedWing.Spread.Close = 458753
ENUMS.Formation.FixedWing.Spread.Open = 458754
ENUMS.Formation.FixedWing.Spread.Group = 458755
ENUMS.Formation.FixedWing.BomberElement={}
ENUMS.Formation.FixedWing.BomberElement.Close = 786433
ENUMS.Formation.FixedWing.BomberElement.Open = 786434
ENUMS.Formation.FixedWing.BomberElement.Group = 786435
ENUMS.Formation.FixedWing.BomberElementHeight={}
ENUMS.Formation.FixedWing.BomberElementHeight.Close = 851968
ENUMS.Formation.FixedWing.FighterVic={}
ENUMS.Formation.FixedWing.FighterVic.Close = 917505
ENUMS.Formation.FixedWing.FighterVic.Open = 917506
ENUMS.Formation.RotaryWing={}
ENUMS.Formation.RotaryWing.Column={}
ENUMS.Formation.RotaryWing.Column.D70=720896
ENUMS.Formation.RotaryWing.Wedge={}
ENUMS.Formation.RotaryWing.Wedge.D70=8
ENUMS.Formation.RotaryWing.FrontRight={}
ENUMS.Formation.RotaryWing.FrontRight.D300=655361
ENUMS.Formation.RotaryWing.FrontRight.D600=655362
ENUMS.Formation.RotaryWing.FrontLeft={}
ENUMS.Formation.RotaryWing.FrontLeft.D300=655617
ENUMS.Formation.RotaryWing.FrontLeft.D600=655618
ENUMS.Formation.RotaryWing.EchelonRight={}
ENUMS.Formation.RotaryWing.EchelonRight.D70 =589825
ENUMS.Formation.RotaryWing.EchelonRight.D300=589826
ENUMS.Formation.RotaryWing.EchelonRight.D600=589827
ENUMS.Formation.RotaryWing.EchelonLeft={}
ENUMS.Formation.RotaryWing.EchelonLeft.D70 =590081
ENUMS.Formation.RotaryWing.EchelonLeft.D300=590082
ENUMS.Formation.RotaryWing.EchelonLeft.D600=590083
ENUMS.Formation.Vehicle={}
ENUMS.Formation.Vehicle.Vee="Vee"
ENUMS.Formation.Vehicle.EchelonRight="EchelonR"
ENUMS.Formation.Vehicle.OffRoad="Off Road"
ENUMS.Formation.Vehicle.Rank="Rank"
ENUMS.Formation.Vehicle.EchelonLeft="EchelonL"
ENUMS.Formation.Vehicle.OnRoad="On Road"
ENUMS.Formation.Vehicle.Cone="Cone"
ENUMS.Formation.Vehicle.Diamond="Diamond"
--- Formations (old). The old format is a simplified version of the new formation enums, which allow more sophisticated settings.
-- See the [Formations](https://wiki.hoggitworld.com/view/DCS_enum_formation) on hoggit wiki.
-- @type ENUMS.FormationOld
ENUMS.FormationOld={}
ENUMS.FormationOld.FixedWing={}
ENUMS.FormationOld.FixedWing.LineAbreast=1
ENUMS.FormationOld.FixedWing.Trail=2
ENUMS.FormationOld.FixedWing.Wedge=3
ENUMS.FormationOld.FixedWing.EchelonRight=4
ENUMS.FormationOld.FixedWing.EchelonLeft=5
ENUMS.FormationOld.FixedWing.FingerFour=6
ENUMS.FormationOld.FixedWing.SpreadFour=7
ENUMS.FormationOld.FixedWing.BomberElement=12
ENUMS.FormationOld.FixedWing.BomberElementHeight=13
ENUMS.FormationOld.FixedWing.FighterVic=14
ENUMS.FormationOld.RotaryWing={}
ENUMS.FormationOld.RotaryWing.Wedge=8
ENUMS.FormationOld.RotaryWing.Echelon=9
ENUMS.FormationOld.RotaryWing.Front=10
ENUMS.FormationOld.RotaryWing.Column=11
--- Morse Code. See the [Wikipedia](https://en.wikipedia.org/wiki/Morse_code).
--
-- * Short pulse "*"
-- * Long pulse "-"
--
-- Pulses are separated by a blank character " ".
--
-- @type ENUMS.Morse
ENUMS.Morse={}
ENUMS.Morse.A="* -"
ENUMS.Morse.B="- * * *"
ENUMS.Morse.C="- * - *"
ENUMS.Morse.D="- * *"
ENUMS.Morse.E="*"
ENUMS.Morse.F="* * - *"
ENUMS.Morse.G="- - *"
ENUMS.Morse.H="* * * *"
ENUMS.Morse.I="* *"
ENUMS.Morse.J="* - - -"
ENUMS.Morse.K="- * -"
ENUMS.Morse.L="* - * *"
ENUMS.Morse.M="- -"
ENUMS.Morse.N="- *"
ENUMS.Morse.O="- - -"
ENUMS.Morse.P="* - - *"
ENUMS.Morse.Q="- - * -"
ENUMS.Morse.R="* - *"
ENUMS.Morse.S="* * *"
ENUMS.Morse.T="-"
ENUMS.Morse.U="* * -"
ENUMS.Morse.V="* * * -"
ENUMS.Morse.W="* - -"
ENUMS.Morse.X="- * * -"
ENUMS.Morse.Y="- * - -"
ENUMS.Morse.Z="- - * *"
ENUMS.Morse.N1="* - - - -"
ENUMS.Morse.N2="* * - - -"
ENUMS.Morse.N3="* * * - -"
ENUMS.Morse.N4="* * * * -"
ENUMS.Morse.N5="* * * * *"
ENUMS.Morse.N6="- * * * *"
ENUMS.Morse.N7="- - * * *"
ENUMS.Morse.N8="- - - * *"
ENUMS.Morse.N9="- - - - *"
ENUMS.Morse.N0="- - - - -"
ENUMS.Morse[" "]=" "

View File

@@ -0,0 +1,539 @@
--- **Utils** - Lua Profiler.
--
-- Find out how many times functions are called and how much real time it costs.
--
-- ===
--
-- ### Author: **TAW CougarNL**, *funkyfranky*
--
-- @module Utilities.PROFILER
-- @image MOOSE.JPG
--- PROFILER class.
-- @type PROFILER
-- @field #string ClassName Name of the class.
-- @field #table Counters Function counters.
-- @field #table dInfo Info.
-- @field #table fTime Function time.
-- @field #table fTimeTotal Total function time.
-- @field #table eventhandler Event handler to get mission end event.
-- @field #number TstartGame Game start time timer.getTime().
-- @field #number TstartOS OS real start time os.clock.
-- @field #boolean logUnknown Log unknown functions. Default is off.
-- @field #number ThreshCPS Low calls per second threshold. Only write output if function has more calls per second than this value.
-- @field #number ThreshTtot Total time threshold. Only write output if total function CPU time is more than this value.
-- @field #string fileNamePrefix Output file name prefix, e.g. "MooseProfiler".
-- @field #string fileNameSuffix Output file name prefix, e.g. "txt"
--- *The emperor counsels simplicity. First principles. Of each particular thing, ask: What is it in itself, in its own constitution? What is its causal nature? *
--
-- ===
--
-- ![Banner Image](..\Presentations\Utilities\PROFILER_Main.jpg)
--
-- # The PROFILER Concept
--
-- Profile your lua code. This tells you, which functions are called very often and which consume most real time.
-- With this information you can optimize the perfomance of your code.
--
-- # Prerequisites
--
-- The modules **os** and **lfs** need to be desanizied.
--
--
-- # Start
--
-- The profiler can simply be started with the @{#PROFILER.Start}(*Delay, Duration*) function
--
-- PROFILER.Start()
--
-- The optional parameter *Delay* can be used to delay the start by a certain amount of seconds and the optional parameter *Duration* can be used to
-- stop the profiler after a certain amount of seconds.
--
-- # Stop
--
-- The profiler automatically stops when the mission ends. But it can be stopped any time with the @{#PROFILER.Stop}(*Delay*) function
--
-- PROFILER.Stop()
--
-- The optional parameter *Delay* can be used to specify a delay after which the profiler is stopped.
--
-- When the profiler is stopped, the output is written to a file.
--
-- # Output
--
-- The profiler output is written to a file in your DCS home folder
--
-- X:\User\<Your User Name>\Saved Games\DCS OpenBeta\Logs
--
-- The default file name is "MooseProfiler.txt". If that file exists, the file name is "MooseProfiler-001.txt" etc.
--
-- ## Data
--
-- The data in the output file provides information on the functions that were called in the mission.
--
-- It will tell you how many times a function was called in total, how many times per second, how much time in total and the percentage of time.
--
-- If you only want output for functions that are called more than *X* times per second, you can set
--
-- PROFILER.ThreshCPS=1.5
--
-- With this setting, only functions which are called more than 1.5 times per second are displayed. The default setting is PROFILER.ThreshCPS=0.0 (no threshold).
--
-- Furthermore, you can limit the output for functions that consumed a certain amount of CPU time in total by
--
-- PROFILER.ThreshTtot=0.005
--
-- With this setting, which is also the default, only functions which in total used more than 5 milliseconds CPU time.
--
-- @field #PROFILER
PROFILER = {
ClassName = "PROFILER",
Counters = {},
dInfo = {},
fTime = {},
fTimeTotal = {},
eventHandler = {},
logUnknown = false,
ThreshCPS = 0.0,
ThreshTtot = 0.005,
fileNamePrefix = "MooseProfiler",
fileNameSuffix = "txt"
}
--- Waypoint data.
-- @type PROFILER.Data
-- @field #string func The function name.
-- @field #string src The source file.
-- @field #number line The line number
-- @field #number count Number of function calls.
-- @field #number tm Total time in seconds.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start/Stop Profiler
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start profiler.
-- @param #number Delay Delay in seconds before profiler is stated. Default is immediately.
-- @param #number Duration Duration in (game) seconds before the profiler is stopped. Default is when mission ends.
function PROFILER.Start(Delay, Duration)
-- Check if os, io and lfs are available.
local go=true
if not os then
env.error("ERROR: Profiler needs os to be desanitized!")
go=false
end
if not io then
env.error("ERROR: Profiler needs io to be desanitized!")
go=false
end
if not lfs then
env.error("ERROR: Profiler needs lfs to be desanitized!")
go=false
end
if not go then
return
end
if Delay and Delay>0 then
BASE:ScheduleOnce(Delay, PROFILER.Start, 0, Duration)
else
-- Set start time.
PROFILER.TstartGame=timer.getTime()
PROFILER.TstartOS=os.clock()
-- Add event handler.
world.addEventHandler(PROFILER.eventHandler)
-- Info in log.
env.info('############################ Profiler Started ############################')
if Duration then
env.info(string.format("- Will be running for %d seconds", Duration))
else
env.info(string.format("- Will be stopped when mission ends"))
end
env.info(string.format("- Calls per second threshold %.3f/sec", PROFILER.ThreshCPS))
env.info(string.format("- Total function time threshold %.3f sec", PROFILER.ThreshTtot))
env.info(string.format("- Output file \"%s\" in your DCS log file folder", PROFILER.getfilename(PROFILER.fileNameSuffix)))
env.info(string.format("- Output file \"%s\" in CSV format", PROFILER.getfilename("csv")))
env.info('###############################################################################')
-- Message on screen
local duration=Duration or 600
trigger.action.outText("### Profiler running ###", duration)
-- Set hook.
debug.sethook(PROFILER.hook, "cr")
-- Auto stop profiler.
if Duration then
PROFILER.Stop(Duration)
end
end
end
--- Stop profiler.
-- @param #number Delay Delay before stop in seconds.
function PROFILER.Stop(Delay)
if Delay and Delay>0 then
BASE:ScheduleOnce(Delay, PROFILER.Stop)
else
-- Remove hook.
debug.sethook()
-- Run time game.
local runTimeGame=timer.getTime()-PROFILER.TstartGame
-- Run time real OS.
local runTimeOS=os.clock()-PROFILER.TstartOS
-- Show info.
PROFILER.showInfo(runTimeGame, runTimeOS)
end
end
--- Event handler.
function PROFILER.eventHandler:onEvent(event)
if event.id==world.event.S_EVENT_MISSION_END then
PROFILER.Stop()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Hook
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Debug hook.
-- @param #table event Event.
function PROFILER.hook(event)
local f=debug.getinfo(2, "f").func
if event=='call' then
if PROFILER.Counters[f]==nil then
PROFILER.Counters[f]=1
PROFILER.dInfo[f]=debug.getinfo(2,"Sn")
if PROFILER.fTimeTotal[f]==nil then
PROFILER.fTimeTotal[f]=0
end
else
PROFILER.Counters[f]=PROFILER.Counters[f]+1
end
if PROFILER.fTime[f]==nil then
PROFILER.fTime[f]=os.clock()
end
elseif (event=='return') then
if PROFILER.fTime[f]~=nil then
PROFILER.fTimeTotal[f]=PROFILER.fTimeTotal[f]+(os.clock()-PROFILER.fTime[f])
PROFILER.fTime[f]=nil
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Data
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get data.
-- @param #function func Function.
-- @return #string Function name.
-- @return #string Source file name.
-- @return #string Line number.
-- @return #number Function time in seconds.
function PROFILER.getData(func)
local n=PROFILER.dInfo[func]
if n.what=="C" then
return n.name, "?", "?", PROFILER.fTimeTotal[func]
end
return n.name, n.short_src, n.linedefined, PROFILER.fTimeTotal[func]
end
--- Write text to log file.
-- @param #function f The file.
-- @param #string txt The text.
function PROFILER._flog(f, txt)
f:write(txt.."\r\n")
end
--- Show table.
-- @param #table data Data table.
-- @param #function f The file.
-- @param #number runTimeGame Game run time in seconds.
function PROFILER.showTable(data, f, runTimeGame)
-- Loop over data.
for i=1, #data do
local t=data[i] --#PROFILER.Data
-- Calls per second.
local cps=t.count/runTimeGame
local threshCPS=cps>=PROFILER.ThreshCPS
local threshTot=t.tm>=PROFILER.ThreshTtot
if threshCPS and threshTot then
-- Output
local text=string.format("%30s: %8d calls %8.1f/sec - Time Total %8.3f sec (%.3f %%) %5.3f sec/call %s line %s", t.func, t.count, cps, t.tm, t.tm/runTimeGame*100, t.tm/t.count, tostring(t.src), tostring(t.line))
PROFILER._flog(f, text)
end
end
end
--- Print csv file.
-- @param #table data Data table.
-- @param #number runTimeGame Game run time in seconds.
function PROFILER.printCSV(data, runTimeGame)
-- Output file.
local file=PROFILER.getfilename("csv")
local g=io.open(file, 'w')
-- Header.
local text="Function,Total Calls,Calls per Sec,Total Time,Total in %,Sec per Call,Source File;Line Number,"
g:write(text.."\r\n")
-- Loop over data.
for i=1, #data do
local t=data[i] --#PROFILER.Data
-- Calls per second.
local cps=t.count/runTimeGame
-- Output
local txt=string.format("%s,%d,%.1f,%.3f,%.3f,%.3f,%s,%s,", t.func, t.count, cps, t.tm, t.tm/runTimeGame*100, t.tm/t.count, tostring(t.src), tostring(t.line))
g:write(txt.."\r\n")
end
-- Close file.
g:close()
end
--- Write info to output file.
-- @param #string ext Extension.
-- @return #string File name.
function PROFILER.getfilename(ext)
local dir=lfs.writedir()..[[Logs\]]
ext=ext or PROFILER.fileNameSuffix
local file=dir..PROFILER.fileNamePrefix.."."..ext
if not UTILS.FileExists(file) then
return file
end
for i=1,999 do
local file=string.format("%s%s-%03d.%s", dir,PROFILER.fileNamePrefix, i, ext)
if not UTILS.FileExists(file) then
return file
end
end
end
--- Write info to output file.
-- @param #number runTimeGame Game time in seconds.
-- @param #number runTimeOS OS time in seconds.
function PROFILER.showInfo(runTimeGame, runTimeOS)
-- Output file.
local file=PROFILER.getfilename(PROFILER.fileNameSuffix)
local f=io.open(file, 'w')
-- Gather data.
local Ttot=0
local Calls=0
local t={}
local tcopy=nil --#PROFILER.Data
local tserialize=nil --#PROFILER.Data
local tforgen=nil --#PROFILER.Data
local tpairs=nil --#PROFILER.Data
for func, count in pairs(PROFILER.Counters) do
local s,src,line,tm=PROFILER.getData(func)
if PROFILER.logUnknown==true then
if s==nil then s="<Unknown>" end
end
if s~=nil then
-- Profile data.
local T=
{ func=s,
src=src,
line=line,
count=count,
tm=tm,
} --#PROFILER.Data
-- Collect special cases. Somehow, e.g. "_copy" appears multiple times so we try to gather all data.
if s=="_copy" then
if tcopy==nil then
tcopy=T
else
tcopy.count=tcopy.count+T.count
tcopy.tm=tcopy.tm+T.tm
end
elseif s=="_Serialize" then
if tserialize==nil then
tserialize=T
else
tserialize.count=tserialize.count+T.count
tserialize.tm=tserialize.tm+T.tm
end
elseif s=="(for generator)" then
if tforgen==nil then
tforgen=T
else
tforgen.count=tforgen.count+T.count
tforgen.tm=tforgen.tm+T.tm
end
elseif s=="pairs" then
if tpairs==nil then
tpairs=T
else
tpairs.count=tpairs.count+T.count
tpairs.tm=tpairs.tm+T.tm
end
else
table.insert(t, T)
end
-- Total function time.
Ttot=Ttot+tm
-- Total number of calls.
Calls=Calls+count
end
end
-- Add special cases.
if tcopy then
table.insert(t, tcopy)
end
if tserialize then
table.insert(t, tserialize)
end
if tforgen then
table.insert(t, tforgen)
end
if tpairs then
table.insert(t, tpairs)
end
env.info('############################ Profiler Stopped ############################')
env.info(string.format("* Runtime Game : %s = %d sec", UTILS.SecondsToClock(runTimeGame, true), runTimeGame))
env.info(string.format("* Runtime Real : %s = %d sec", UTILS.SecondsToClock(runTimeOS, true), runTimeOS))
env.info(string.format("* Function time : %s = %.1f sec (%.1f percent of runtime game)", UTILS.SecondsToClock(Ttot, true), Ttot, Ttot/runTimeGame*100))
env.info(string.format("* Total functions : %d", #t))
env.info(string.format("* Total func calls : %d", Calls))
env.info(string.format("* Writing to file : \"%s\"", file))
env.info(string.format("* Writing to file : \"%s\"", PROFILER.getfilename("csv")))
env.info("##############################################################################")
-- Sort by total time.
table.sort(t, function(a,b) return a.tm>b.tm end)
-- Write data.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"")
PROFILER._flog(f,"-------------------------")
PROFILER._flog(f,"---- Profiler Report ----")
PROFILER._flog(f,"-------------------------")
PROFILER._flog(f,"")
PROFILER._flog(f,string.format("* Runtime Game : %s = %.1f sec", UTILS.SecondsToClock(runTimeGame, true), runTimeGame))
PROFILER._flog(f,string.format("* Runtime Real : %s = %.1f sec", UTILS.SecondsToClock(runTimeOS, true), runTimeOS))
PROFILER._flog(f,string.format("* Function time : %s = %.1f sec (%.1f %% of runtime game)", UTILS.SecondsToClock(Ttot, true), Ttot, Ttot/runTimeGame*100))
PROFILER._flog(f,"")
PROFILER._flog(f,string.format("* Total functions = %d", #t))
PROFILER._flog(f,string.format("* Total func calls = %d", Calls))
PROFILER._flog(f,"")
PROFILER._flog(f,string.format("* Calls per second threshold = %.3f/sec", PROFILER.ThreshCPS))
PROFILER._flog(f,string.format("* Total func time threshold = %.3f sec", PROFILER.ThreshTtot))
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"")
PROFILER.showTable(t, f, runTimeGame)
-- Sort by number of calls.
table.sort(t, function(a,b) return a.tm/a.count>b.tm/b.count end)
-- Detailed data.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"")
PROFILER._flog(f,"--------------------------------------")
PROFILER._flog(f,"---- Data Sorted by Time per Call ----")
PROFILER._flog(f,"--------------------------------------")
PROFILER._flog(f,"")
PROFILER.showTable(t, f, runTimeGame)
-- Sort by number of calls.
table.sort(t, function(a,b) return a.count>b.count end)
-- Detailed data.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"")
PROFILER._flog(f,"------------------------------------")
PROFILER._flog(f,"---- Data Sorted by Total Calls ----")
PROFILER._flog(f,"------------------------------------")
PROFILER._flog(f,"")
PROFILER.showTable(t, f, runTimeGame)
-- Closing.
PROFILER._flog(f,"")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"************************************************************************************************************************")
PROFILER._flog(f,"************************************************************************************************************************")
-- Close file.
f:close()
-- Print csv file.
PROFILER.printCSV(t, runTimeGame)
end

View File

@@ -1631,6 +1631,11 @@ function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints bu
for point_num, point in pairs(group_data.route.points) do
local routeData = {}
if env.mission.version > 7 then
routeData.name = env.getValueDictByKey(point.name)
else
routeData.name = point.name
end
if not point.point then
routeData.x = point.x
routeData.y = point.y

View File

@@ -1,5 +1,4 @@
--- This module contains derived utilities taken from the MIST framework,
-- which are excellent tools to be reused in an OO environment!.
--- This module contains derived utilities taken from the MIST framework, which are excellent tools to be reused in an OO environment.
--
-- ### Authors:
--
@@ -33,14 +32,14 @@ FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Big smoke preset enum.
-- @type BIGSMOKEPRESET
BIGSMOKEPRESET = {
SmallSmokeAndFire=0,
MediumSmokeAndFire=1,
LargeSmokeAndFire=2,
HugeSmokeAndFire=3,
SmallSmoke=4,
MediumSmoke=5,
LargeSmoke=6,
HugeSmoke=7,
SmallSmokeAndFire=1,
MediumSmokeAndFire=2,
LargeSmokeAndFire=3,
HugeSmokeAndFire=4,
SmallSmoke=5,
MediumSmoke=6,
LargeSmoke=7,
HugeSmoke=8,
}
--- DCS map as returned by env.mission.theatre.
@@ -49,11 +48,15 @@ BIGSMOKEPRESET = {
-- @field #string Normandy Normandy map.
-- @field #string NTTR Nevada Test and Training Range map.
-- @field #string PersianGulf Persian Gulf map.
-- @field #string TheChannel The Channel map.
-- @field #string Syria Syria map.
DCSMAP = {
Caucasus="Caucasus",
NTTR="Nevada",
Normandy="Normandy",
PersianGulf="PersianGulf"
PersianGulf="PersianGulf",
TheChannel="TheChannel",
Syria="Syria",
}
@@ -65,7 +68,7 @@ CALLSIGN={
Enfield=1,
Springfield=2,
Uzi=3,
Cold=4,
Colt=4,
Dodge=5,
Ford=6,
Chevy=7,
@@ -78,7 +81,7 @@ CALLSIGN={
},
-- AWACS
AWACS={
Overloard=1,
Overlord=1,
Magic=2,
Wizard=3,
Focus=4,
@@ -116,6 +119,7 @@ CALLSIGN={
--- Utilities static class.
-- @type UTILS
-- @field #number _MarkID Marker index counter. Running number when marker is added.
UTILS = {
_MarkID = 1
}
@@ -183,28 +187,40 @@ UTILS.IsInstanceOf = function( object, className )
end
--from http://lua-users.org/wiki/CopyTable
--- Deep copy a table. See http://lua-users.org/wiki/CopyTable
-- @param #table object The input table.
-- @return #table Copy of the input table.
UTILS.DeepCopy = function(object)
local lookup_table = {}
-- Copy function.
local function _copy(object)
if type(object) ~= "table" then
return object
elseif lookup_table[object] then
return lookup_table[object]
end
local new_table = {}
lookup_table[object] = new_table
for index, value in pairs(object) do
new_table[_copy(index)] = _copy(value)
end
return setmetatable(new_table, getmetatable(object))
end
local objectreturn = _copy(object)
return objectreturn
end
-- porting in Slmod's serialize_slmod2
--- Porting in Slmod's serialize_slmod2.
-- @param #table tbl Input table.
UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
lookup_table = {}
@@ -308,6 +324,10 @@ UTILS.MetersToNM = function(meters)
return meters/1852
end
UTILS.MetersToSM = function(meters)
return meters/1609.34
end
UTILS.MetersToFeet = function(meters)
return meters/0.3048
end
@@ -340,18 +360,30 @@ UTILS.MiphToMps = function( miph )
return miph * 0.44704
end
--- Convert meters per second to miles per hour.
-- @param #number mps Speed in m/s.
-- @return #number Speed in miles per hour.
UTILS.MpsToMiph = function( mps )
return mps / 0.44704
end
--- Convert meters per second to knots.
-- @param #number mps Speed in m/s.
-- @return #number Speed in knots.
UTILS.MpsToKnots = function( mps )
return mps * 1.94384 --3600 / 1852
end
--- Convert knots to meters per second.
-- @param #number knots Speed in knots.
-- @return #number Speed in m/s.
UTILS.KnotsToMps = function( knots )
return knots / 1.94384 --* 1852 / 3600
end
--- Convert temperature from Celsius to Farenheit.
-- @param #number Celcius Temperature in degrees Celsius.
-- @return #number Temperature in degrees Farenheit.
UTILS.CelciusToFarenheit = function( Celcius )
return Celcius * 9/5 + 32
end
@@ -436,9 +468,9 @@ UTILS.tostringLL = function( lat, lon, acc, DMS)
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
-- 024° 23' 12"N or 024° 23' 12.03"N
return string.format('%03d°', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' '
.. string.format('%03d°', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi
-- 024<EFBFBD> 23' 12"N or 024<EFBFBD> 23' 12.03"N
return string.format('%03d°', latDeg)..string.format('%02d', latMin)..'\''..string.format(secFrmtStr, latSec)..'"'..latHemi..' '
.. string.format('%03d°', lonDeg)..string.format('%02d', lonMin)..'\''..string.format(secFrmtStr, lonSec)..'"'..lonHemi
else -- degrees, decimal minutes.
latMin = UTILS.Round(latMin, acc)
@@ -471,12 +503,31 @@ 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))
-- Test if Easting/Northing have less than 4 digits.
--MGRS.Easting=123 -- should be 00123
--MGRS.Northing=5432 -- should be 05432
-- Truncate rather than round MGRS grid!
local Easting=tostring(MGRS.Easting)
local Northing=tostring(MGRS.Northing)
-- Count number of missing digits. Easting/Northing should have 5 digits. However, it is passed as a number. Therefore, any leading zeros would not be displayed by lua.
local nE=5-string.len(Easting)
local nN=5-string.len(Northing)
-- Get leading zeros (if any).
for i=1,nE do Easting="0"..Easting end
for i=1,nN do Northing="0"..Northing end
-- Return MGRS string.
return string.format("%s %s %s %s", MGRS.UTMZone, MGRS.MGRSDigraph, string.sub(Easting, 1, acc), string.sub(Northing, 1, acc))
end
end
@@ -684,7 +735,8 @@ function UTILS.SecondsToClock(seconds, short)
local clock=hours..":"..mins..":"..secs.."+"..days
if short then
if hours=="00" then
clock=mins..":"..secs
--clock=mins..":"..secs
clock=hours..":"..mins..":"..secs
else
clock=hours..":"..mins..":"..secs
end
@@ -693,6 +745,26 @@ function UTILS.SecondsToClock(seconds, short)
end
end
--- Seconds of today.
-- @return #number Seconds passed since last midnight.
function UTILS.SecondsOfToday()
-- Time in seconds.
local time=timer.getAbsTime()
-- Short format without days since mission start.
local clock=UTILS.SecondsToClock(time, true)
-- Time is now the seconds passed since last midnight.
return UTILS.ClockToSeconds(clock)
end
--- Cound seconds until next midnight.
-- @return #number Seconds to midnight.
function UTILS.SecondsToMidnight()
return 24*60*60-UTILS.SecondsOfToday()
end
--- Convert clock time from hours, minutes and seconds to seconds.
-- @param #string clock String of clock time. E.g., "06:12:35" or "5:1:30+1". Format is (H)H:(M)M:((S)S)(+D) H=Hours, M=Minutes, S=Seconds, D=Days.
-- @return #number Seconds. Corresponds to what you cet from timer.getAbsTime() function.
@@ -749,6 +821,15 @@ function UTILS.DisplayMissionTime(duration)
MESSAGE:New(text, duration):ToAll()
end
--- Replace illegal characters [<>|/?*:\\] in a string.
-- @param #string Text Input text.
-- @param #string ReplaceBy Replace illegal characters by this character or string. Default underscore "_".
-- @return #string The input text with illegal chars replaced.
function UTILS.ReplaceIllegalCharacters(Text, ReplaceBy)
ReplaceBy=ReplaceBy or "_"
local text=Text:gsub("[<>|/?*:\\]", ReplaceBy)
return text
end
--- Generate a Gaussian pseudo-random number.
-- @param #number x0 Expectation value of distribution.
@@ -903,6 +984,22 @@ function UTILS.HdgDiff(h1, h2)
end
--- Translate 3D vector in the 2D (x,z) plane. y-component (usually altitude) unchanged.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param #number distance The distance to translate.
-- @param #number angle Rotation angle in degrees.
-- @return DCS#Vec3 Vector rotated in the (x,z) plane.
function UTILS.VecTranslate(a, distance, angle)
local SX = a.x
local SY = a.z
local Radians=math.rad(angle or 0)
local TX=distance*math.cos(Radians)+SX
local TY=distance*math.sin(Radians)+SY
return {x=TX, y=a.y, z=TY}
end
--- Rotate 3D vector in the 2D (x,z) plane. y-component (usually altitude) unchanged.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param #number angle Rotation angle in degrees.
@@ -924,7 +1021,6 @@ function UTILS.Rotate2D(a, angle)
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz.
-- @param #number TACANChannel The TACAN channel, i.e. the 10 in "10X".
-- @param #string TACANMode The TACAN mode, i.e. the "X" in "10X".
@@ -963,20 +1059,69 @@ end
--- Returns the DCS map/theatre as optained by env.mission.theatre
-- @return #string DCS map name .
-- @return #string DCS map name.
function UTILS.GetDCSMap()
return env.mission.theatre
end
--- Returns the mission date. This is the date the mission started.
--- Returns the mission date. This is the date the mission **started**.
-- @return #string Mission date in yyyy/mm/dd format.
-- @return #number The year anno domini.
-- @return #number The month.
-- @return #number The day.
function UTILS.GetDCSMissionDate()
local year=tostring(env.mission.date.Year)
local month=tostring(env.mission.date.Month)
local day=tostring(env.mission.date.Day)
return string.format("%s/%s/%s", year, month, day)
return string.format("%s/%s/%s", year, month, day), tonumber(year), tonumber(month), tonumber(day)
end
--- Returns the day of the mission.
-- @param #number Time (Optional) Abs. time in seconds. Default now, i.e. the value return from timer.getAbsTime().
-- @return #number Day of the mission. Mission starts on day 0.
function UTILS.GetMissionDay(Time)
Time=Time or timer.getAbsTime()
local clock=UTILS.SecondsToClock(Time, false)
local x=tonumber(UTILS.Split(clock, "+")[2])
return x
end
--- Returns the current day of the year of the mission.
-- @param #number Time (Optional) Abs. time in seconds. Default now, i.e. the value return from timer.getAbsTime().
-- @return #number Current day of year of the mission. For example, January 1st returns 0, January 2nd returns 1 etc.
function UTILS.GetMissionDayOfYear(Time)
local Date, Year, Month, Day=UTILS.GetDCSMissionDate()
local d=UTILS.GetMissionDay(Time)
return UTILS.GetDayOfYear(Year, Month, Day)+d
end
--- Returns the current date.
-- @return #string Mission date in yyyy/mm/dd format.
-- @return #number The year anno domini.
-- @return #number The month.
-- @return #number The day.
function UTILS.GetDate()
-- Mission start date
local date, year, month, day=UTILS.GetDCSMissionDate()
local time=timer.getAbsTime()
local clock=UTILS.SecondsToClock(time, false)
local x=tonumber(UTILS.Split(clock, "+")[2])
local day=day+x
end
--- Returns the magnetic declination of the map.
-- Returned values for the current maps are:
@@ -1001,6 +1146,10 @@ function UTILS.GetMagneticDeclination(map)
declination=-10
elseif map==DCSMAP.PersianGulf then
declination=2
elseif map==DCSMAP.TheChannel then
declination=-10
elseif map==DCSMAP.Syria then
declination=5
else
declination=0
end
@@ -1037,3 +1186,262 @@ function UTILS.CheckMemory(output)
end
return mem
end
--- Get the coalition name from its numerical ID, e.g. coaliton.side.RED.
-- @param #number Coalition The coalition ID.
-- @return #string The coalition name, i.e. "Neutral", "Red" or "Blue" (or "Unknown").
function UTILS.GetCoalitionName(Coalition)
if Coalition then
if Coalition==coalition.side.BLUE then
return "Blue"
elseif Coalition==coalition.side.RED then
return "Red"
elseif Coalition==coalition.side.NEUTRAL then
return "Neutral"
else
return "Unknown"
end
else
return "Unknown"
end
end
--- Get the modulation name from its numerical value.
-- @param #number Modulation The modulation enumerator number. Can be either 0 or 1.
-- @return #string The modulation name, i.e. "AM"=0 or "FM"=1. Anything else will return "Unknown".
function UTILS.GetModulationName(Modulation)
if Modulation then
if Modulation==0 then
return "AM"
elseif Modulation==1 then
return "FM"
else
return "Unknown"
end
else
return "Unknown"
end
end
--- Get the callsign name from its enumerator value
-- @param #number Callsign The enumerator callsign.
-- @return #string The callsign name or "Ghostrider".
function UTILS.GetCallsignName(Callsign)
for name, value in pairs(CALLSIGN.Aircraft) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.AWACS) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.JTAC) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.Tanker) do
if value==Callsign then
return name
end
end
return "Ghostrider"
end
--- Get the time difference between GMT and local time.
-- @return #number Local time difference in hours compared to GMT. E.g. Dubai is GMT+4 ==> +4 is returned.
function UTILS.GMTToLocalTimeDifference()
local theatre=UTILS.GetDCSMap()
if theatre==DCSMAP.Caucasus then
return 4 -- Caucasus UTC+4 hours
elseif theatre==DCSMAP.PersianGulf then
return 4 -- Abu Dhabi UTC+4 hours
elseif theatre==DCSMAP.NTTR then
return -8 -- Las Vegas UTC-8 hours
elseif theatre==DCSMAP.Normandy then
return 0 -- Calais UTC+1 hour
elseif theatre==DCSMAP.TheChannel then
return 2 -- This map currently needs +2
elseif theatre==DCSMAP.Syria then
return 3 -- Damascus is UTC+3 hours
else
BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre)))
return 0
end
end
--- Get the day of the year. Counting starts on 1st of January.
-- @param #number Year The year.
-- @param #number Month The month.
-- @param #number Day The day.
-- @return #number The day of the year.
function UTILS.GetDayOfYear(Year, Month, Day)
local floor = math.floor
local n1 = floor(275 * Month / 9)
local n2 = floor((Month + 9) / 12)
local n3 = (1 + floor((Year - 4 * floor(Year / 4) + 2) / 3))
return n1 - (n2 * n3) + Day - 30
end
--- Get sunrise or sun set of a specific day of the year at a specific location.
-- @param #number DayOfYear The day of the year.
-- @param #number Latitude Latitude.
-- @param #number Longitude Longitude.
-- @param #boolean Rising If true, calc sun rise, or sun set otherwise.
-- @param #number Tlocal Local time offset in hours. E.g. +4 for a location which has GMT+4.
-- @return #number Sun rise/set in seconds of the day.
function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
-- Defaults
local zenith=90.83
local latitude=Latitude
local longitude=Longitude
local rising=Rising
local n=DayOfYear
Tlocal=Tlocal or 0
-- Short cuts.
local rad = math.rad
local deg = math.deg
local floor = math.floor
local frac = function(n) return n - floor(n) end
local cos = function(d) return math.cos(rad(d)) end
local acos = function(d) return deg(math.acos(d)) end
local sin = function(d) return math.sin(rad(d)) end
local asin = function(d) return deg(math.asin(d)) end
local tan = function(d) return math.tan(rad(d)) end
local atan = function(d) return deg(math.atan(d)) end
local function fit_into_range(val, min, max)
local range = max - min
local count
if val < min then
count = floor((min - val) / range) + 1
return val + count * range
elseif val >= max then
count = floor((val - max) / range) + 1
return val - count * range
else
return val
end
end
-- Convert the longitude to hour value and calculate an approximate time
local lng_hour = longitude / 15
local t
if rising then -- Rising time is desired
t = n + ((6 - lng_hour) / 24)
else -- Setting time is desired
t = n + ((18 - lng_hour) / 24)
end
-- Calculate the Sun's mean anomaly
local M = (0.9856 * t) - 3.289
-- Calculate the Sun's true longitude
local L = fit_into_range(M + (1.916 * sin(M)) + (0.020 * sin(2 * M)) + 282.634, 0, 360)
-- Calculate the Sun's right ascension
local RA = fit_into_range(atan(0.91764 * tan(L)), 0, 360)
-- Right ascension value needs to be in the same quadrant as L
local Lquadrant = floor(L / 90) * 90
local RAquadrant = floor(RA / 90) * 90
RA = RA + Lquadrant - RAquadrant
-- Right ascension value needs to be converted into hours
RA = RA / 15
-- Calculate the Sun's declination
local sinDec = 0.39782 * sin(L)
local cosDec = cos(asin(sinDec))
-- Calculate the Sun's local hour angle
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then
return "N/R" -- The sun never rises on this location on the specified date
elseif cosH < -1 then
return "N/S" -- The sun never sets on this location on the specified date
end
-- Finish calculating H and convert into hours
local H
if rising then
H = 360 - acos(cosH)
else
H = acos(cosH)
end
H = H / 15
-- Calculate local mean time of rising/setting
local T = H + RA - (0.06571 * t) - 6.622
-- Adjust back to UTC
local UT = fit_into_range(T - lng_hour +Tlocal, 0, 24)
return floor(UT)*60*60+frac(UT)*60*60--+Tlocal*60*60
end
--- Get sun rise of a specific day of the year at a specific location.
-- @param #number Day Day of the year.
-- @param #number Month Month of the year.
-- @param #number Year Year.
-- @param #number Latitude Latitude.
-- @param #number Longitude Longitude.
-- @param #boolean Rising If true, calc sun rise, or sun set otherwise.
-- @param #number Tlocal Local time offset in hours. E.g. +4 for a location which has GMT+4. Default 0.
-- @return #number Sun rise in seconds of the day.
function UTILS.GetSunrise(Day, Month, Year, Latitude, Longitude, Tlocal)
local DayOfYear=UTILS.GetDayOfYear(Year, Month, Day)
return UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tlocal)
end
--- Get sun set of a specific day of the year at a specific location.
-- @param #number Day Day of the year.
-- @param #number Month Month of the year.
-- @param #number Year Year.
-- @param #number Latitude Latitude.
-- @param #number Longitude Longitude.
-- @param #boolean Rising If true, calc sun rise, or sun set otherwise.
-- @param #number Tlocal Local time offset in hours. E.g. +4 for a location which has GMT+4. Default 0.
-- @return #number Sun rise in seconds of the day.
function UTILS.GetSunset(Day, Month, Year, Latitude, Longitude, Tlocal)
local DayOfYear=UTILS.GetDayOfYear(Year, Month, Day)
return UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tlocal)
end
--- Get OS time. Needs os to be desanitized!
-- @return #number Os time in seconds.
function UTILS.GetOSTime()
if os then
return os.clock()
end
return nil
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -173,6 +173,62 @@ GROUPTEMPLATE.Takeoff = {
[GROUP.Takeoff.Cold] = { "TakeOffParking", "From Parking Area" }
}
--- Generalized group attributes. See [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes) on hoggit.
-- @type GROUP.Attribute
-- @field #string AIR_TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
-- @field #string AIR_AWACS Airborne Early Warning and Control System.
-- @field #string AIR_FIGHTER Fighter, interceptor, ... airplane.
-- @field #string AIR_BOMBER Aircraft which can be used for strategic bombing.
-- @field #string AIR_TANKER Airplane which can refuel other aircraft.
-- @field #string AIR_TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
-- @field #string AIR_ATTACKHELO Attack helicopter.
-- @field #string AIR_UAV Unpiloted Aerial Vehicle, e.g. drones.
-- @field #string AIR_OTHER Any airborne unit that does not fall into any other airborne category.
-- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
-- @field #string GROUND_TRUCK Unarmed ground vehicles, which has the DCS "Truck" attribute.
-- @field #string GROUND_INFANTRY Ground infantry assets.
-- @field #string GROUND_ARTILLERY Artillery assets.
-- @field #string GROUND_TANK Tanks (modern or old).
-- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently.
-- @field #string GROUND_EWR Early Warning Radar.
-- @field #string GROUND_AAA Anti-Aircraft Artillery.
-- @field #string GROUND_SAM Surface-to-Air Missile system or components.
-- @field #string GROUND_OTHER Any ground unit that does not fall into any other ground category.
-- @field #string NAVAL_AIRCRAFTCARRIER Aircraft carrier.
-- @field #string NAVAL_WARSHIP War ship, i.e. cruisers, destroyers, firgates and corvettes.
-- @field #string NAVAL_ARMEDSHIP Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette.
-- @field #string NAVAL_UNARMEDSHIP Any unarmed naval vessel.
-- @field #string NAVAL_OTHER Any naval unit that does not fall into any other naval category.
-- @field #string OTHER_UNKNOWN Anything that does not fall into any other category.
GROUP.Attribute = {
AIR_TRANSPORTPLANE="Air_TransportPlane",
AIR_AWACS="Air_AWACS",
AIR_FIGHTER="Air_Fighter",
AIR_BOMBER="Air_Bomber",
AIR_TANKER="Air_Tanker",
AIR_TRANSPORTHELO="Air_TransportHelo",
AIR_ATTACKHELO="Air_AttackHelo",
AIR_UAV="Air_UAV",
AIR_OTHER="Air_OtherAir",
GROUND_APC="Ground_APC",
GROUND_TRUCK="Ground_Truck",
GROUND_INFANTRY="Ground_Infantry",
GROUND_ARTILLERY="Ground_Artillery",
GROUND_TANK="Ground_Tank",
GROUND_TRAIN="Ground_Train",
GROUND_EWR="Ground_EWR",
GROUND_AAA="Ground_AAA",
GROUND_SAM="Ground_SAM",
GROUND_OTHER="Ground_OtherGround",
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
NAVAL_WARSHIP="Naval_WarShip",
NAVAL_ARMEDSHIP="Naval_ArmedShip",
NAVAL_UNARMEDSHIP="Naval_UnarmedShip",
NAVAL_OTHER="Naval_OtherNaval",
OTHER_UNKNOWN="Other_Unknown",
}
--- Create a new GROUP from a given GroupTemplate as a parameter.
-- Note that the GroupTemplate is NOT spawned into the mission.
-- It is merely added to the @{Core.Database}.
@@ -205,7 +261,9 @@ end
-- @param #string GroupName The Group name
-- @return #GROUP self
function GROUP:Register( GroupName )
local self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) ) -- #GROUP
self.GroupName = GroupName
self:SetEventPriority( 4 )
@@ -260,9 +318,12 @@ function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local PositionablePosition = DCSPositionable:getUnits()[1]:getPosition().p
local unit = DCSPositionable:getUnits()[1]
if unit then
local PositionablePosition = unit:getPosition().p
self:T3( PositionablePosition )
return PositionablePosition
end
end
return nil
@@ -310,9 +371,11 @@ function GROUP:IsActive()
local DCSGroup = self:GetDCSObject() -- DCS#Group
if DCSGroup then
local GroupIsActive = DCSGroup:getUnit(1):isActive()
local unit = DCSGroup:getUnit(1)
if unit then
local GroupIsActive = unit:isActive()
return GroupIsActive
end
end
return nil
@@ -379,9 +442,16 @@ function GROUP:Destroy( GenerateEvent, delay )
end
--- Returns category of the DCS Group.
--- Returns category of the DCS Group. Returns one of
--
-- * Group.Category.AIRPLANE
-- * Group.Category.HELICOPTER
-- * Group.Category.GROUND
-- * Group.Category.SHIP
-- * Group.Category.TRAIN
--
-- @param #GROUP self
-- @return DCS#Group.Category The category ID
-- @return DCS#Group.Category The category ID.
function GROUP:GetCategory()
self:F2( self.GroupName )
@@ -397,7 +467,7 @@ end
--- Returns the category name of the #GROUP.
-- @param #GROUP self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship, Train.
function GROUP:GetCategoryName()
self:F2( self.GroupName )
@@ -408,6 +478,7 @@ function GROUP:GetCategoryName()
[Group.Category.HELICOPTER] = "Helicopter",
[Group.Category.GROUND] = "Ground Unit",
[Group.Category.SHIP] = "Ship",
[Group.Category.TRAIN] = "Train",
}
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
@@ -599,14 +670,15 @@ end
-- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
-- @return Wrapper.Unit#UNIT The UNIT wrapper class.
function GROUP:GetUnit( UnitNumber )
self:F3( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnit = DCSGroup:getUnit( UnitNumber )
local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) )
self:T2( UnitFound )
local UnitFound = UNIT:Find(DCSUnit)
return UnitFound
end
@@ -619,13 +691,11 @@ end
-- @param #number UnitNumber The number of the DCS Unit to be returned.
-- @return DCS#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
self:F3( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject()
local DCSGroup=self:GetDCSObject()
if DCSGroup then
local DCSUnitFound = DCSGroup:getUnit( UnitNumber )
self:T3( DCSUnitFound )
local DCSUnitFound=DCSGroup:getUnit( UnitNumber )
return DCSUnitFound
end
@@ -637,14 +707,14 @@ end
-- @param #GROUP self
-- @return #number The DCS Group size.
function GROUP:GetSize()
self:F3( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupSize = DCSGroup:getSize()
if GroupSize then
self:T3( GroupSize )
return GroupSize
else
return 0
@@ -806,11 +876,16 @@ end
--- Activates a late activated GROUP.
-- @param #GROUP self
-- @param #number delay Delay in seconds, before the group is activated.
-- @return #GROUP self
function GROUP:Activate()
function GROUP:Activate(delay)
self:F2( { self.GroupName } )
trigger.action.activateGroup( self:GetDCSObject() )
return self:GetDCSObject()
if delay and delay>0 then
self:ScheduleOnce(delay, GROUP.Activate, self)
else
trigger.action.activateGroup( self:GetDCSObject() )
end
return self
end
@@ -872,24 +947,31 @@ end
-- @param #GROUP self
-- @return DCS#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
function GROUP:GetVec2()
self:F2( self.GroupName )
local UnitPoint = self:GetUnit(1)
UnitPoint:GetVec2()
local GroupPointVec2 = UnitPoint:GetVec2()
self:T3( GroupPointVec2 )
return GroupPointVec2
local Unit=self:GetUnit(1)
if Unit then
local vec2=Unit:GetVec2()
return vec2
end
end
--- Returns the current Vec3 vector of the first DCS Unit in the GROUP.
-- @param #GROUP self
-- @return DCS#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
function GROUP:GetVec3()
self:F2( self.GroupName )
local GroupVec3 = self:GetUnit(1):GetVec3()
self:T3( GroupVec3 )
return GroupVec3
-- Get first unit.
local unit=self:GetUnit(1)
if unit then
local vec3=unit:GetVec3()
return vec3
end
self:E("ERROR: Cannot get Vec3 of group "..tostring(self.GroupName))
return nil
end
--- Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
@@ -916,13 +998,11 @@ end
-- @param Wrapper.Group#GROUP self
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate()
self:F2( self.PositionableName )
local FirstUnit = self:GetUnit(1)
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
self:T3(FirstUnitCoordinate)
return FirstUnitCoordinate
end
@@ -965,11 +1045,16 @@ function GROUP:GetHeading()
local GroupSize = self:GetSize()
local HeadingAccumulator = 0
local n=0
if GroupSize then
for i = 1, GroupSize do
HeadingAccumulator = HeadingAccumulator + self:GetUnit(i):GetHeading()
local unit=self:GetUnit(i)
if unit and unit:IsAlive() then
HeadingAccumulator = HeadingAccumulator + unit:GetHeading()
n=n+1
end
end
return math.floor(HeadingAccumulator / GroupSize)
return math.floor(HeadingAccumulator / n)
end
BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } )
@@ -1046,8 +1131,76 @@ function GROUP:GetFuel()
end
--- Get the number of shells, rockets, bombs and missiles the whole group currently has.
-- @param #GROUP self
-- @return #number Total amount of ammo the group has left. This is the sum of shells, rockets, bombs and missiles of all units.
-- @return #number Number of shells left.
-- @return #number Number of rockets left.
-- @return #number Number of bombs left.
-- @return #number Number of missiles left.
function GROUP:GetAmmunition()
self:F( self.ControllableName )
local DCSControllable = self:GetDCSObject()
local Ntot=0
local Nshells=0
local Nrockets=0
local Nmissiles=0
if DCSControllable then
-- Loop over units.
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get ammo of the unit
local ntot, nshells, nrockets, nmissiles = Unit:GetAmmunition()
Ntot=Ntot+ntot
Nshells=Nshells+nshells
Nrockets=Nrockets+nrockets
Nmissiles=Nmissiles+nmissiles
end
end
return Ntot, Nshells, Nrockets, Nmissiles
end
do -- Is Zone methods
--- Check if any unit of a group is inside a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns `true` if *at least one unit* is inside the zone or `false` if *no* unit is inside.
function GROUP:IsInZone( Zone )
if self:IsAlive() then
for UnitID, UnitData in pairs(self:GetUnits()) do
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get 2D vector. That's all we need for the zone check.
local vec2=Unit:GetVec2()
if Zone:IsVec2InZone(vec2) then
return true -- At least one unit is in the zone. That is enough.
else
-- This one is not but another could be.
end
end
return false
end
return nil
end
--- Returns true if all units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
@@ -1639,7 +1792,7 @@ function GROUP:Respawn( Template, Reset )
self:F(GroupUnit:GetName())
if GroupUnit:IsAlive() then
self:F("Alive")
self:I("FF Alive")
-- Get unit position vector.
local GroupUnitVec3 = GroupUnit:GetVec3()
@@ -1683,7 +1836,7 @@ function GROUP:Respawn( Template, Reset )
end
end
else -- Reset=false or nil
elseif Reset==false then -- Reset=false or nil
-- Loop over template units.
for UnitID, TemplateUnitData in pairs( Template.units ) do
@@ -1725,7 +1878,30 @@ function GROUP:Respawn( Template, Reset )
self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
else
local units=self:GetUnits()
-- Loop over template units.
for UnitID, Unit in pairs(Template.units) do
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit:GetName()==Unit.name then
local coord=unit:GetCoordinate()
local heading=unit:GetHeading()
Unit.x=coord.x
Unit.y=coord.z
Unit.alt=coord.y
Unit.heading=math.rad(heading)
Unit.psi=-Unit.heading
end
end
end
end
end
@@ -1804,7 +1980,7 @@ function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) --
-- Aibase id and category.
local AirbaseID = airbase:GetID()
local AirbaseCategory = airbase:GetDesc().category
local AirbaseCategory = airbase:GetAirbaseCategory()
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
SpawnPoint.linkUnit = AirbaseID
@@ -1959,6 +2135,7 @@ end
--- Calculate the maxium A2G threat level of the Group.
-- @param #GROUP self
-- @return #number Number between 0 and 10.
function GROUP:CalculateThreatLevelA2G()
local MaxThreatLevelA2G = 0
@@ -1974,6 +2151,25 @@ function GROUP:CalculateThreatLevelA2G()
return MaxThreatLevelA2G
end
--- Get threat level of the group.
-- @param #GROUP self
-- @return #number Max threat level (a number between 0 and 10).
function GROUP:GetThreatLevel()
local threatlevelMax = 0
for UnitName, UnitData in pairs(self:GetUnits()) do
local ThreatUnit = UnitData -- Wrapper.Unit#UNIT
local threatlevel = ThreatUnit:GetThreatLevel()
if threatlevel > threatlevelMax then
threatlevelMax=threatlevel
end
end
return threatlevelMax
end
--- Returns true if the first unit of the GROUP is in the air.
-- @param Wrapper.Group#GROUP self
-- @return #boolean true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive.
@@ -2006,27 +2202,52 @@ function GROUP:IsAirborne(AllUnits)
if units then
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit then
-- Unit in air or not.
local inair=unit:InAir()
if AllUnits then
--- We want to know if ALL units are airborne.
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
-- Unit is not in air and we wanted to know whether ALL units are ==> return false
if inair==false and AllUnits==true then
return false
end
if unit then
-- At least one unit is in are and we did not care which one.
if inair==true and not AllUnits then
return true
-- Unit in air or not.
local inair=unit:InAir()
-- At least one unit is not in air.
if not inair then
return false
end
end
end
-- At least one unit is in the air.
return true
-- All units are in air.
return true
else
--- We want to know if ANY unit is airborne.
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit then
-- Unit in air or not.
local inair=unit:InAir()
if inair then
-- At least one unit is in air.
return true
end
end
-- No unit is in air.
return false
end
end
end
@@ -2052,6 +2273,117 @@ function GROUP:GetDCSDesc(n)
return nil
end
--- Get the generalized attribute of a self.
-- Note that for a heterogenious self, the attribute is determined from the attribute of the first unit!
-- @param #GROUP self
-- @return #string Generalized attribute of the self.
function GROUP:GetAttribute()
-- Default
local attribute=GROUP.Attribute.OTHER_UNKNOWN --#GROUP.Attribute
if self then
-----------
--- Air ---
-----------
-- Planes
local transportplane=self:HasAttribute("Transports") and self:HasAttribute("Planes")
local awacs=self:HasAttribute("AWACS")
local fighter=self:HasAttribute("Fighters") or self:HasAttribute("Interceptors") or self:HasAttribute("Multirole fighters") or (self:HasAttribute("Bombers") and not self:HasAttribute("Strategic bombers"))
local bomber=self:HasAttribute("Strategic bombers")
local tanker=self:HasAttribute("Tankers")
local uav=self:HasAttribute("UAVs")
-- Helicopters
local transporthelo=self:HasAttribute("Transport helicopters")
local attackhelicopter=self:HasAttribute("Attack helicopters")
--------------
--- Ground ---
--------------
-- Ground
local apc=self:HasAttribute("Infantry carriers")
local truck=self:HasAttribute("Trucks") and self:GetCategory()==Group.Category.GROUND
local infantry=self:HasAttribute("Infantry")
local artillery=self:HasAttribute("Artillery")
local tank=self:HasAttribute("Old Tanks") or self:HasAttribute("Modern Tanks")
local aaa=self:HasAttribute("AAA")
local ewr=self:HasAttribute("EWR")
local sam=self:HasAttribute("SAM elements") and (not self:HasAttribute("AAA"))
-- Train
local train=self:GetCategory()==Group.Category.TRAIN
-------------
--- Naval ---
-------------
-- Ships
local aircraftcarrier=self:HasAttribute("Aircraft Carriers")
local warship=self:HasAttribute("Heavy armed ships")
local armedship=self:HasAttribute("Armed ships")
local unarmedship=self:HasAttribute("Unarmed ships")
-- Define attribute. Order is important.
if transportplane then
attribute=GROUP.Attribute.AIR_TRANSPORTPLANE
elseif awacs then
attribute=GROUP.Attribute.AIR_AWACS
elseif fighter then
attribute=GROUP.Attribute.AIR_FIGHTER
elseif bomber then
attribute=GROUP.Attribute.AIR_BOMBER
elseif tanker then
attribute=GROUP.Attribute.AIR_TANKER
elseif transporthelo then
attribute=GROUP.Attribute.AIR_TRANSPORTHELO
elseif attackhelicopter then
attribute=GROUP.Attribute.AIR_ATTACKHELO
elseif uav then
attribute=GROUP.Attribute.AIR_UAV
elseif apc then
attribute=GROUP.Attribute.GROUND_APC
elseif infantry then
attribute=GROUP.Attribute.GROUND_INFANTRY
elseif artillery then
attribute=GROUP.Attribute.GROUND_ARTILLERY
elseif tank then
attribute=GROUP.Attribute.GROUND_TANK
elseif aaa then
attribute=GROUP.Attribute.GROUND_AAA
elseif ewr then
attribute=GROUP.Attribute.GROUND_EWR
elseif sam then
attribute=GROUP.Attribute.GROUND_SAM
elseif truck then
attribute=GROUP.Attribute.GROUND_TRUCK
elseif train then
attribute=GROUP.Attribute.GROUND_TRAIN
elseif aircraftcarrier then
attribute=GROUP.Attribute.NAVAL_AIRCRAFTCARRIER
elseif warship then
attribute=GROUP.Attribute.NAVAL_WARSHIP
elseif armedship then
attribute=GROUP.Attribute.NAVAL_ARMEDSHIP
elseif unarmedship then
attribute=GROUP.Attribute.NAVAL_UNARMEDSHIP
else
if self:IsGround() then
attribute=GROUP.Attribute.GROUND_OTHER
elseif self:IsShip() then
attribute=GROUP.Attribute.NAVAL_OTHER
elseif self:IsAir() then
attribute=GROUP.Attribute.AIR_OTHER
else
attribute=GROUP.Attribute.OTHER_UNKNOWN
end
end
end
return attribute
end
do -- Route methods
--- (AIR) Return the Group to an @{Wrapper.Airbase#AIRBASE}.

View File

@@ -90,7 +90,6 @@ end
--- Returns the type name of the DCS Identifiable.
-- @param #IDENTIFIABLE self
-- @return #string The type name of the DCS Identifiable.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:GetTypeName()
self:F2( self.IdentifiableName )
@@ -107,9 +106,17 @@ function IDENTIFIABLE:GetTypeName()
end
--- Returns category of the DCS Identifiable.
--- Returns object category of the DCS Identifiable. One of
--
-- * Object.Category.UNIT = 1
-- * Object.Category.WEAPON = 2
-- * Object.Category.STATIC = 3
-- * Object.Category.BASE = 4
-- * Object.Category.SCENERY = 5
-- * Object.Category.Cargo = 6
--
-- @param #IDENTIFIABLE self
-- @return DCS#Object.Category The category ID
-- @return DCS#Object.Category The category ID, i.e. a number.
function IDENTIFIABLE:GetCategory()
self:F2( self.ObjectName )
@@ -168,20 +175,13 @@ function IDENTIFIABLE:GetCoalitionName()
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
-- Get coaliton ID.
local IdentifiableCoalition = DCSIdentifiable:getCoalition()
self:T3( IdentifiableCoalition )
if IdentifiableCoalition == coalition.side.BLUE then
return "Blue"
end
return UTILS.GetCoalitionName(IdentifiableCoalition)
if IdentifiableCoalition == coalition.side.RED then
return "Red"
end
if IdentifiableCoalition == coalition.side.NEUTRAL then
return "Neutral"
end
end
self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )

View File

@@ -0,0 +1,776 @@
--- **Wrapper** - Markers On the F10 map.
--
-- **Main Features:**
--
-- * Convenient handling of markers via multiple user API functions.
-- * Update text and position of marker easily via scripting.
-- * Delay creation and removal of markers via (optional) parameters.
-- * Retrieve data such as text and coordinate.
-- * Marker specific FSM events when a marker is added, removed or changed.
-- * Additional FSM events when marker text or position is changed.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Wrapper.Marker
-- @image Wrapper_Marker.png
--- Marker class.
-- @type MARKER
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number mid Marker ID.
-- @field Core.Point#COORDINATE coordinate Coordinate of the mark.
-- @field #string text Text displayed in the mark panel.
-- @field #string message Message dispayed when the mark is added.
-- @field #boolean readonly Marker is read-only.
-- @field #number coalition Coalition to which the marker is displayed.
-- @extends Core.Fsm#FSM
--- Just because...
--
-- ===
--
-- ![Banner Image](..\Presentations\MARKER\Marker_Main.jpg)
--
-- # The MARKER Class Idea
--
-- The MARKER class simplifies creating, updating and removing of markers on the F10 map.
--
-- # Create a Marker
--
-- -- Create a MARKER object at Batumi with a trivial text.
-- local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate()
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield")
--
-- Now this does **not** show the marker yet. We still need to specifiy to whom it is shown. There are several options, i.e.
-- show the marker to everyone, to a speficic coaliton only, or only to a specific group.
--
-- ## For Everyone
--
-- If the marker should be visible to everyone, you can use the :ToAll() function.
--
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToAll()
--
-- ## For a Coaliton
--
-- If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.
--
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToCoaliton(coaliton.side.BLUE)
--
-- ### To Blue Coaliton
--
-- ### To Red Coalition
--
-- This would show the marker only to the Blue coaliton.
--
-- ## For a Group
--
--
-- # Removing a Marker
--
--
-- # Updating a Marker
--
-- The marker text and coordinate can be updated easily as shown below.
--
-- However, note that **updateing involves to remove and recreate the marker if either text or its coordinate is changed**.
-- *This is a DCS scripting engine limitation.*
--
-- ## Update Text
--
-- If you created a marker "mymarker" as shown above, you can update the dispayed test by
--
-- mymarker:UpdateText("I am the new text at Batumi")
--
-- The update can also be delayed by, e.g. 90 seconds, using
--
-- mymarker:UpdateText("I am the new text at Batumi", 90)
--
-- ## Update Coordinate
--
-- If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by
--
-- mymarker:UpdateCoordinate(NewCoordinate)
--
-- The update can also be delayed by, e.g. 60 seconds, using
--
-- mymarker:UpdateCoordinate(NewCoordinate, 60)
--
-- # Retrieve Data
--
-- The important data as the displayed text and the coordinate of the marker can be retrieved easily.
--
-- ## Text
--
-- local text=mymarker:GetText()
-- env.info("Marker Text = " .. text)
--
-- ## Coordinate
--
-- local Coordinate=mymarker:GetCoordinate()
-- env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
--
--
-- # FSM Events
--
-- Moose creates addditonal events, so called FSM event, when markers are added, changed, removed, and text or the coordianteis updated.
--
-- These events can be captured and used for processing via OnAfter functions as shown below.
--
-- ## Added
--
-- ## Changed
--
-- ## Removed
--
-- ## TextUpdate
--
-- ## CoordUpdate
--
--
-- # Examples
--
--
-- @field #MARKER
MARKER = {
ClassName = "MARKER",
Debug = false,
lid = nil,
mid = nil,
coordinate = nil,
text = nil,
message = nil,
readonly = nil,
coalition = nil,
}
--- Marker ID. Running number.
_MARKERID=0
--- Marker class version.
-- @field #string version
MARKER.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: User "Get" functions. E.g., :GetCoordinate()
-- DONE: Add delay to user functions.
-- DONE: Handle events.
-- DONE: Create FSM events.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new MARKER class object.
-- @param #MARKER self
-- @param Core.Point#COORDINATE Coordinate Coordinate where to place the marker.
-- @param #string Text Text displayed on the mark panel.
-- @return #MARKER self
function MARKER:New(Coordinate, Text)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #MARKER
self.coordinate=Coordinate
self.text=Text
-- Defaults
self.readonly=false
self.message=""
-- New marker ID. This is not the one of the actual marker.
_MARKERID=_MARKERID+1
self.myid=_MARKERID
-- Log ID.
self.lid=string.format("Marker #%d | ", self.myid)
-- Start State.
self:SetStartState("Invisible")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Invisible", "Added", "Visible") -- Marker was added.
self:AddTransition("Visible", "Removed", "Invisible") -- Marker was removed.
self:AddTransition("*", "Changed", "*") -- Marker was changed.
self:AddTransition("*", "TextUpdate", "*") -- Text updated.
self:AddTransition("*", "CoordUpdate", "*") -- Coordinates updated.
--- Triggers the FSM event "Added".
-- @function [parent=#MARKER] Added
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the delayed FSM event "Added".
-- @function [parent=#MARKER] __Added
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData Event data table.
--- On after "Added" event user function.
-- @function [parent=#MARKER] OnAfterAdded
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Removed".
-- @function [parent=#MARKER] Removed
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the delayed FSM event "Removed".
-- @function [parent=#MARKER] __Removed
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData Event data table.
--- On after "Removed" event user function.
-- @function [parent=#MARKER] OnAfterRemoved
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Changed".
-- @function [parent=#MARKER] Changed
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the delayed FSM event "Changed".
-- @function [parent=#MARKER] __Changed
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData Event data table.
--- On after "Changed" event user function.
-- @function [parent=#MARKER] OnAfterChanged
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "TextUpdate".
-- @function [parent=#MARKER] TextUpdate
-- @param #MARKER self
-- @param #string Text The new text.
--- Triggers the delayed FSM event "TextUpdate".
-- @function [parent=#MARKER] __TextUpdate
-- @param #MARKER self
-- @param #string Text The new text.
--- On after "TextUpdate" event user function.
-- @function [parent=#MARKER] OnAfterTextUpdate
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Text The new text.
--- Triggers the FSM event "CoordUpdate".
-- @function [parent=#MARKER] CoordUpdate
-- @param #MARKER self
-- @param Core.Point#COORDINATE Coordinate The new Coordinate.
--- Triggers the delayed FSM event "CoordUpdate".
-- @function [parent=#MARKER] __CoordUpdate
-- @param #MARKER self
-- @param Core.Point#COORDINATE Coordinate The updated Coordinate.
--- On after "CoordUpdate" event user function.
-- @function [parent=#MARKER] OnAfterCoordUpdate
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated Coordinate.
-- Handle events.
self:HandleEvent(EVENTS.MarkAdded)
self:HandleEvent(EVENTS.MarkRemoved)
self:HandleEvent(EVENTS.MarkChange)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Marker is readonly. Text cannot be changed and marker cannot be removed.
-- @param #MARKER self
-- @return #MARKER self
function MARKER:ReadOnly()
self.readonly=true
return self
end
--- Set message that is displayed on screen if the marker is added.
-- @param #MARKER self
-- @param #string Text Message displayed when the marker is added.
-- @return #MARKER self
function MARKER:Message(Text)
self.message=Text or ""
return self
end
--- Place marker visible for everyone.
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToAll(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.ToAll, self)
else
self.toall=true
self.tocoaliton=nil
self.coalition=nil
self.togroup=nil
self.groupname=nil
self.groupid=nil
-- First remove an existing mark.
if self.shown then
self:Remove()
end
self.mid=UTILS.GetMarkID()
-- Call DCS function.
trigger.action.markToAll(self.mid, self.text, self.coordinate:GetVec3(), self.readonly, self.message)
end
return self
end
--- Place marker visible for a specific coalition only.
-- @param #MARKER self
-- @param #number Coalition Coalition 1=Red, 2=Blue, 0=Neutral. See `coaliton.side.RED`.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToCoalition(Coalition, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.ToCoalition, self, Coalition)
else
self.coalition=Coalition
self.tocoaliton=true
self.toall=false
self.togroup=false
self.groupname=nil
self.groupid=nil
-- First remove an existing mark.
if self.shown then
self:Remove()
end
self.mid=UTILS.GetMarkID()
-- Call DCS function.
trigger.action.markToCoalition(self.mid, self.text, self.coordinate:GetVec3(), self.coalition, self.readonly, self.message)
end
return self
end
--- Place marker visible for the blue coalition only.
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToBlue(Delay)
self:ToCoalition(coalition.side.BLUE, Delay)
return self
end
--- Place marker visible for the blue coalition only.
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToRed(Delay)
self:ToCoalition(coalition.side.RED, Delay)
return self
end
--- Place marker visible for the neutral coalition only.
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToNeutral(Delay)
self:ToCoalition(coalition.side.NEUTRAL, Delay)
return self
end
--- Place marker visible for a specific group only.
-- @param #MARKER self
-- @param Wrapper.Group#GROUP Group The group to which the marker is displayed.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:ToGroup(Group, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.ToGroup, self, Group)
else
-- Check if group exists.
if Group and Group:IsAlive()~=nil then
self.groupid=Group:GetID()
if self.groupid then
self.groupname=Group:GetName()
self.togroup=true
self.tocoaliton=nil
self.coalition=nil
self.toall=nil
-- First remove an existing mark.
if self.shown then
self:Remove()
end
self.mid=UTILS.GetMarkID()
-- Call DCS function.
trigger.action.markToGroup(self.mid, self.text, self.coordinate:GetVec3(), self.groupid, self.readonly, self.message)
end
else
--TODO: Warning!
end
end
return self
end
--- Update the text displayed on the mark panel.
-- @param #MARKER self
-- @param #string Text Updated text.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:UpdateText(Text, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.UpdateText, self, Text)
else
self.text=tostring(Text)
self:Refresh()
self:TextUpdate(tostring(Text))
end
return self
end
--- Update the coordinate where the marker is displayed.
-- @param #MARKER self
-- @param Core.Point#COORDINATE Coordinate The new coordinate.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:UpdateCoordinate(Coordinate, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.UpdateCoordinate, self, Coordinate)
else
self.coordinate=Coordinate
self:Refresh()
self:CoordUpdate(Coordinate)
end
return self
end
--- Refresh the marker.
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self
function MARKER:Refresh(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.Refresh, self)
else
if self.toall then
self:ToAll()
elseif self.tocoaliton then
self:ToCoalition(self.coalition)
elseif self.togroup then
local group=GROUP:FindByName(self.groupname)
self:ToGroup(group)
else
self:E(self.lid.."ERROR: unknown To in :Refresh()!")
end
end
return self
end
--- Remove a marker.
-- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is removed.
-- @return #MARKER self
function MARKER:Remove(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MARKER.Remove, self)
else
if self.shown then
-- Call DCS function.
trigger.action.removeMark(self.mid)
end
end
return self
end
--- Get position of the marker.
-- @param #MARKER self
-- @return Core.Point#COORDINATE The coordinate of the marker.
function MARKER:GetCoordinate()
return self.coordinate
end
--- Get text that is displayed in the marker panel.
-- @param #MARKER self
-- @return #string Marker text.
function MARKER:GetText()
return self.text
end
--- Set text that is displayed in the marker panel. Note this does not show the marker.
-- @param #MARKER self
-- @param #string Text Marker text. Default is an empty sting "".
-- @return #MARKER self
function MARKER:SetText(Text)
self.text=Text and tostring(Text) or ""
return self
end
--- Check if marker is currently visible on the F10 map.
-- @param #MARKER self
-- @return #boolean True if the marker is currently visible.
function MARKER:IsVisible()
return self:Is("Visible")
end
--- Check if marker is currently invisible on the F10 map.
-- @param #MARKER self
-- @return
function MARKER:IsInvisible()
return self:Is("Invisible")
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Event function when a MARKER is added.
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkAdded(EventData)
if EventData and EventData.MarkID then
local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkAdded for Mark ID=%s", tostring(MarkID)))
if MarkID==self.mid then
self.shown=true
self:Added(EventData)
end
end
end
--- Event function when a MARKER is removed.
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkRemoved(EventData)
if EventData and EventData.MarkID then
local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkAdded for Mark ID=%s", tostring(MarkID)))
if MarkID==self.mid then
self.shown=false
self:Removed(EventData)
end
end
end
--- Event function when a MARKER changed.
-- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkChange(EventData)
if EventData and EventData.MarkID then
local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkChange for Mark ID=%s", tostring(MarkID)))
if MarkID==self.mid then
self:Changed(EventData)
self:TextChanged(tostring(EventData.MarkText))
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Added" event.
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterAdded(From, Event, To, EventData)
-- Debug info.
local text=string.format("Captured event MarkAdded for myself:\n")
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID))
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition))
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID))
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody")
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere")
text=text..string.format("Text: \n%s", tostring(EventData.MarkText))
self:T2(self.lid..text)
end
--- On after "Removed" event.
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterRemoved(From, Event, To, EventData)
-- Debug info.
local text=string.format("Captured event MarkRemoved for myself:\n")
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID))
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition))
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID))
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody")
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere")
text=text..string.format("Text: \n%s", tostring(EventData.MarkText))
self:T2(self.lid..text)
end
--- On after "Changed" event.
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterChanged(From, Event, To, EventData)
-- Debug info.
local text=string.format("Captured event MarkChange for myself:\n")
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID))
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition))
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID))
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody")
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere")
text=text..string.format("Text: \n%s", tostring(EventData.MarkText))
self:T2(self.lid..text)
end
--- On after "TextUpdate" event.
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Text The updated text, displayed in the mark panel.
function MARKER:onafterTextUpdate(From, Event, To, Text)
self:T(self.lid..string.format("New Marker Text:\n%s", Text))
end
--- On after "CoordUpdate" event.
-- @param #MARKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated coordinates.
function MARKER:onafterCoordUpdate(From, Event, To, Coordinate)
self:T(self.lid..string.format("New Marker Coordinate in LL DMS: %s", Coordinate:ToStringLLDMS()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -31,6 +31,11 @@ SCENERY = {
}
--- Register scenery object as POSITIONABLE.
--@param #SCENERY self
--@param #string SceneryName Scenery name.
--@param #DCS.Object SceneryObject DCS scenery object.
--@return #SCENERY Scenery object.
function SCENERY:Register( SceneryName, SceneryObject )
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
self.SceneryName = SceneryName
@@ -38,11 +43,17 @@ function SCENERY:Register( SceneryName, SceneryObject )
return self
end
--- Register scenery object as POSITIONABLE.
--@param #SCENERY self
--@return #DCS.Object DCS scenery object.
function SCENERY:GetDCSObject()
return self.SceneryObject
end
--- Register scenery object as POSITIONABLE.
--@param #SCENERY self
--@return #number Threat level 0.
--@return #string "Scenery".
function SCENERY:GetThreatLevel()
return 0, "Scenery"
end

View File

@@ -4,7 +4,7 @@
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -48,6 +48,10 @@ STATIC = {
}
--- Register a static object.
-- @param #STATIC self
-- @param #string StaticName Name of the static object.
-- @return #STATIC self
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
@@ -71,19 +75,21 @@ end
-- @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
-- @return #STATIC self or *nil*
function STATIC:FindByName( StaticName, RaiseError )
-- Find static in DB.
local StaticFound = _DATABASE:FindStatic( StaticName )
-- Set static name.
self.StaticName = StaticName
if StaticFound then
StaticFound:F3( { StaticName } )
return StaticFound
end
if RaiseError == nil or RaiseError == true then
error( "STATIC not found for: " .. StaticName )
if RaiseError == nil or RaiseError == true then
error( "STATIC not found for: " .. StaticName )
end
return nil
@@ -188,7 +194,7 @@ end
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
-- @param #number Delay Delay in seconds before the static is spawned.
function STATIC:SpawnAt( Coordinate, Heading, Delay )
function STATIC:SpawnAt(Coordinate, Heading, Delay)
Heading=Heading or 0
@@ -196,51 +202,58 @@ function STATIC:SpawnAt( Coordinate, Heading, Delay )
SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
end
return self
end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self
-- @param DCS#country.id countryid The country ID used for spawning the new static. Default is same as currently.
-- @param #number Delay Delay in seconds before static is respawned.
function STATIC:ReSpawn(countryid, Delay)
countryid=countryid or self:GetCountry()
-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
function STATIC:ReSpawn(CountryID, Delay)
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawn, {self, countryid}, Delay)
SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, countryid )
SpawnStatic:ReSpawn()
CountryID=CountryID or self:GetCountry()
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
SpawnStatic:Spawn(nil, self.StaticName)
end
return self
end
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
-- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
-- @param #number Delay Delay in seconds before static is respawned.
function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
Heading=Heading or 0
--Heading=Heading or 0
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
SpawnStatic:ReSpawnAt( Coordinate, Heading )
end
return self
end

View File

@@ -258,8 +258,7 @@ end
--- Returns if the unit is activated.
-- @param #UNIT self
-- @return #boolean true if Unit is activated.
-- @return #nil The DCS Unit is not existing or alive.
-- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive.
function UNIT:IsActive()
self:F2( self.UnitName )
@@ -279,9 +278,7 @@ end
-- 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.
-- @return #boolean `true` if Unit is alive and active. `false` if Unit is alive but not active. `nil` if the Unit is not existing or is not alive.
function UNIT:IsAlive()
self:F3( self.UnitName )
@@ -300,7 +297,6 @@ end
--- Returns the Unit's callsign - the localized string.
-- @param #UNIT self
-- @return #string The Callsign of the Unit.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetCallsign()
self:F2( self.UnitName )
@@ -424,9 +420,9 @@ function UNIT:GetRange()
local Desc = self:GetDesc()
if Desc then
local Range = Desc.range --This is in nautical miles for some reason. But should check again!
local Range = Desc.range --This is in kilometers (not meters) for some reason. But should check again!
if Range then
Range=UTILS.NMToMeters(Range)
Range=Range*1000 -- convert to meters.
else
Range=10000000 --10.000 km if no range
end
@@ -436,6 +432,64 @@ function UNIT:GetRange()
return nil
end
--- Check if the unit is refuelable. Also retrieves the refuelling system (boom or probe) if applicable.
-- @param #UNIT self
-- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable").
-- @return #number Refueling system (if any): 0=boom, 1=probe.
function UNIT:IsRefuelable()
self:F2( self.UnitName )
local refuelable=self:HasAttribute("Refuelable")
local system=nil
local Desc=self:GetDesc()
if Desc and Desc.tankerType then
system=Desc.tankerType
end
return refuelable, system
end
--- Check if the unit is a tanker. Also retrieves the refuelling system (boom or probe) if applicable.
-- @param #UNIT self
-- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable").
-- @return #number Refueling system (if any): 0=boom, 1=probe.
function UNIT:IsTanker()
self:F2( self.UnitName )
local tanker=self:HasAttribute("Tankers")
local system=nil
if tanker then
local Desc=self:GetDesc()
if Desc and Desc.tankerType then
system=Desc.tankerType
end
local typename=self:GetTypeName()
-- Some hard coded data as this is not in the descriptors...
if typename=="IL-78M" then
system=1 --probe
elseif typename=="KC130" then
system=1 --probe
elseif typename=="KC135BDA" then
system=1 --probe
elseif typename=="KC135MPRS" then
system=1 --probe
elseif typename=="S-3B Tanker" then
system=1 --probe
end
end
return tanker, system
end
--- Returns the unit's group if it exist and nil otherwise.
-- @param Wrapper.Unit#UNIT self
-- @return Wrapper.Group#GROUP The Group of the Unit.
@@ -478,8 +532,7 @@ end
--- Returns the Unit's ammunition.
-- @param #UNIT self
-- @return DCS#Unit.Ammo
-- @return #nil The DCS Unit is not existing or alive.
-- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
function UNIT:GetAmmo()
self:F2( self.UnitName )
@@ -493,10 +546,97 @@ function UNIT:GetAmmo()
return nil
end
--- Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has.
-- @param #UNIT self
-- @return #number Total amount of ammo the unit has left. This is the sum of shells, rockets, bombs and missiles.
-- @return #number Number of shells left.
-- @return #number Number of rockets left.
-- @return #number Number of bombs left.
-- @return #number Number of missiles left.
function UNIT:GetAmmunition()
-- Init counter.
local nammo=0
local nshells=0
local nrockets=0
local nmissiles=0
local nbombs=0
local unit=self
-- Get ammo table.
local ammotable=unit:GetAmmo()
if ammotable then
local weapons=#ammotable
-- Loop over all weapons.
for w=1,weapons do
-- Number of current weapon.
local Nammo=ammotable[w]["count"]
-- Type name of current weapon.
local Tammo=ammotable[w]["desc"]["typeName"]
local _weaponString = UTILS.Split(Tammo,"%.")
local _weaponName = _weaponString[#_weaponString]
-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3
local Category=ammotable[w].desc.category
-- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6
local MissileCategory=nil
if Category==Weapon.Category.MISSILE then
MissileCategory=ammotable[w].desc.missileCategory
end
-- We are specifically looking for shells or rockets here.
if Category==Weapon.Category.SHELL then
-- Add up all shells.
nshells=nshells+Nammo
elseif Category==Weapon.Category.ROCKET then
-- Add up all rockets.
nrockets=nrockets+Nammo
elseif Category==Weapon.Category.BOMB then
-- Add up all rockets.
nbombs=nbombs+Nammo
elseif Category==Weapon.Category.MISSILE then
-- Add up all cruise missiles (category 5)
if MissileCategory==Weapon.MissileCategory.AAM then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.BM then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.OTHER then
nmissiles=nmissiles+Nammo
end
end
end
end
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles+nbombs
return nammo, nshells, nrockets, nbombs, nmissiles
end
--- Returns the unit sensors.
-- @param #UNIT self
-- @return DCS#Unit.Sensors
-- @return #nil The DCS Unit is not existing or alive.
-- @return DCS#Unit.Sensors Table of sensors.
function UNIT:GetSensors()
self:F2( self.UnitName )
@@ -516,7 +656,6 @@ end
--- Returns if the unit has sensors of a certain type.
-- @param #UNIT self
-- @return #boolean returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:HasSensors( ... )
self:F2( arg )
@@ -533,7 +672,6 @@ end
--- Returns if the unit is SEADable.
-- @param #UNIT self
-- @return #boolean returns true if the unit is SEADable.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:HasSEAD()
self:F2()
@@ -560,7 +698,6 @@ end
-- @param #UNIT self
-- @return #boolean Indicates if at least one of the unit's radar(s) is on.
-- @return DCS#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetRadar()
self:F2( self.UnitName )
@@ -576,8 +713,7 @@ end
--- Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
-- @param #UNIT self
-- @return #number The relative amount of fuel (from 0.0 to 1.0).
-- @return #nil The DCS Unit is not existing or alive.
-- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive.
function UNIT:GetFuel()
self:F3( self.UnitName )
@@ -670,6 +806,27 @@ function UNIT:GetDamageRelative()
return 1
end
--- Returns the category of the #UNIT from descriptor. Returns one of
--
-- * Unit.Category.AIRPLANE
-- * Unit.Category.HELICOPTER
-- * Unit.Category.GROUND_UNIT
-- * Unit.Category.SHIP
-- * Unit.Category.STRUCTURE
--
-- @param #UNIT self
-- @return #number Unit category from `getDesc().category`.
function UNIT:GetUnitCategory()
self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
return DCSUnit:getDesc().category
end
return nil
end
--- Returns the category name of the #UNIT.
-- @param #UNIT self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
@@ -747,7 +904,9 @@ end
-- * Threat level 10: Unit is AAA.
--
--
-- @param #UNIT self
-- @param #UNIT self
-- @return #number Number between 0 (low threat level) and 10 (high threat level).
-- @return #string Some text.
function UNIT:GetThreatLevel()
@@ -1021,23 +1180,26 @@ do -- Event Handling
--- Subscribe to a DCS Event.
-- @param #UNIT self
-- @param Core.Event#EVENTS Event
-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
-- @return #UNIT
function UNIT:HandleEvent( Event, EventFunction )
-- @param Core.Event#EVENTS EventID Event ID.
-- @param #function EventFunction (Optional) The function to be called when the event occurs for the unit.
-- @return #UNIT self
function UNIT:HandleEvent(EventID, EventFunction)
self:EventDispatcher():OnEventForUnit( self:GetName(), EventFunction, self, Event )
self:EventDispatcher():OnEventForUnit(self:GetName(), EventFunction, self, EventID)
return self
end
--- UnSubscribe to a DCS event.
-- @param #UNIT self
-- @param Core.Event#EVENTS Event
-- @return #UNIT
function UNIT:UnHandleEvent( Event )
-- @param Core.Event#EVENTS EventID Event ID.
-- @return #UNIT self
function UNIT:UnHandleEvent(EventID)
self:EventDispatcher():RemoveForUnit( self:GetName(), self, Event )
--self:EventDispatcher():RemoveForUnit( self:GetName(), self, EventID )
-- Fixes issue #1365 https://github.com/FlightControl-Master/MOOSE/issues/1365
self:EventDispatcher():RemoveEvent(self, EventID)
return self
end
@@ -1077,6 +1239,122 @@ do -- Detection
return IsLOS
end
end
--- Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself.
-- Applies only to a Unit Controller. Cannot be used at the group level.
-- @param #UNIT self
-- @param #UNIT TargetUnit The unit to be known.
-- @param #boolean TypeKnown The target type is known. If *false*, the type is not known.
-- @param #boolean DistanceKnown The distance to the target is known. If *false*, distance is unknown.
function UNIT:KnowUnit(TargetUnit, TypeKnown, DistanceKnown)
-- Defaults.
if TypeKnown~=false then
TypeKnown=true
end
if DistanceKnown~=false then
DistanceKnown=true
end
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = DCSControllable:getController() --self:_GetController()
if Controller then
local object=TargetUnit:GetDCSObject()
if object then
self:I(string.format("Unit %s now knows target unit %s. Type known=%s, distance known=%s", self:GetName(), TargetUnit:GetName(), tostring(TypeKnown), tostring(DistanceKnown)))
Controller:knowTarget(object, TypeKnown, DistanceKnown)
end
end
end
end
end
--- Get the unit table from a unit's template.
-- @param #UNIT self
-- @return #table Table of the unit template (deep copy) or #nil.
function UNIT:GetTemplate()
local group=self:GetGroup()
local name=self:GetName()
if group then
local template=group:GetTemplate()
if template then
for _,unit in pairs(template.units) do
if unit.name==name then
return UTILS.DeepCopy(unit)
end
end
end
end
return nil
end
--- Get the payload table from a unit's template.
-- The payload table has elements:
--
-- * pylons
-- * fuel
-- * chaff
-- * gun
--
-- @param #UNIT self
-- @return #table Payload table (deep copy) or #nil.
function UNIT:GetTemplatePayload()
local unit=self:GetTemplate()
if unit then
return unit.payload
end
return nil
end
--- Get the pylons table from a unit's template. This can be a complex table depending on the weapons the unit is carrying.
-- @param #UNIT self
-- @return #table Table of pylons (deepcopy) or #nil.
function UNIT:GetTemplatePylons()
local payload=self:GetTemplatePayload()
if payload then
return payload.pylons
end
return nil
end
--- Get the fuel of the unit from its template.
-- @param #UNIT self
-- @return #number Fuel of unit in kg.
function UNIT:GetTemplateFuel()
local payload=self:GetTemplatePayload()
if payload then
return payload.fuel
end
return nil
end

View File

@@ -1,5 +1,7 @@
Utilities/Routines.lua
Utilities/Utils.lua
Utilities/Enums.lua
Utilities/Profiler.lua
Core/Base.lua
Core/UserFlag.lua
@@ -20,6 +22,7 @@ Core/Fsm.lua
Core/Radio.lua
Core/Spawn.lua
Core/SpawnStatic.lua
Core/Timer.lua
Core/Goal.lua
Core/Spot.lua
@@ -33,6 +36,7 @@ Wrapper/Client.lua
Wrapper/Static.lua
Wrapper/Airbase.lua
Wrapper/Scenery.lua
Wrapper/Marker.lua
Cargo/Cargo.lua
Cargo/CargoUnit.lua

View File

@@ -73,19 +73,7 @@ MOOSE has a living (chat and video) community of users, beta testers and contrib
# [Please DONATE ...](https://donorbox.org/fund-github-subscriptionfor-moose)
If you appreciate this development, please support to extend the framework. The development of this framework takes a lot of time.
A small gift would help me to buy a new small laptop that I can use to extend this framework while commuting to and from work ...
Also, your donations will be saved and spent wisely to the advantage of the community!
If everyone helps with a small amount, it would be really great!
<a class="dbox-donation-button" href="https://donorbox.org/fund-github-subscriptionfor-moose" style="background:#2d81c5 url(https://raw.githubusercontent.com/FlightControl-Master/MOOSE_DOCS/master/Configuration/Donate.png) no-repeat 37px center; color: #fff;text-decoration: none;font-family: Verdana,sans-serif;display: inline-block;font-size: 16px;padding: 15px 38px 15px 75px; -webkit-border-radius: 2px; -moz-border-radius: 2px; border-radius: 2px; box-shadow: 0 1px 0 0 #1f5a89; text-shadow: 0 1px rgba(0, 0, 0, 0.3);" >Donate</a>
Kind regards,
FlightControl (FC)