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331 Commits

Author SHA1 Message Date
Applevangelist
33d761503d Fix for crates dropping is loosing track of troops 2021-07-25 13:26:07 +02:00
Applevangelist
b52272e18e Merge pull request #1581 from FlightControl-Master/Applevangelist-patch-1
Update ATIS.lua
2021-07-24 15:57:15 +02:00
Applevangelist
70fa1cf19f Update ATIS.lua
Correct degree output extra chars
2021-07-24 15:54:54 +02:00
Applevangelist
7ca7caea75 Updates with changes from develop 2021-07-24 15:50:10 +02:00
Applevangelist
277c26821e Updated according to develop version. Added troop extract 2021-07-18 14:54:37 +02:00
Applevangelist
22826b4cd1 Update CTLD.lua
Added correct Mi-8MT unit typename
2021-07-17 16:00:40 +02:00
Applevangelist
8cc1c24b64 Update CSAR.lua
Changes as per development version. Taking care of dead pilots correctly, added FSM event KIA
2021-07-17 15:58:11 +02:00
Applevangelist
0db35a0e9f Updated according to develop version 2021-07-16 14:00:21 +02:00
Applevangelist
b4707bb3eb Update Mantis.lua (#1568)
* Update Mantis.lua

Added state tracker so that Red/Green Events only get triggered when a state actually changes.

* Update Mantis.lua
2021-07-14 15:37:47 +02:00
Applevangelist
bbfc2e9ed7 Added beacon frequency and laser code generator functions 2021-07-14 08:44:55 +02:00
Applevangelist
2fb0ab1aed Reflect DEVELOP changes in MASTER 2021-07-14 08:41:14 +02:00
Applevangelist
6fbf050b72 Slightly updated versions as the new emissions on/off doesn't work really. 2021-07-12 18:16:00 +02:00
Applevangelist
29210f670c Added Fisher-Yeats table shuffle and Helicopter door check 2021-07-11 18:37:46 +02:00
Applevangelist
18b45c9621 Added CTLD and CSAR 2021-07-10 17:11:00 +02:00
Applevangelist
9356d67d74 Added CTLD and CSAR 2021-07-10 17:10:53 +02:00
Applevangelist
5bb2b05f71 Added CTLD and CSAR 2021-07-10 17:10:46 +02:00
Frank
89308f7d06 Update Airbase.lua
- Fixed Andersen
2021-07-06 21:49:51 +02:00
Frank
353d6dfec0 Update Airbase.lua
- Corrected Mariana Islands airbase names
- Fixed bug in Syria airbase name `["Thalah"]="Tha'lah"`
2021-07-02 08:51:51 +02:00
Celso Dantas
3f5e322948 Update Airboss debug msg with BRC/Final heading (#1559)
Including the BRC and Final Heading on the debug message is useful for squadrons relying on that msg to know what is the end heading of the carrier.

The carrier tends to turns a few times before ending up on the final heading as it adjust into its track. Thus, having the BRC/Final Heading on the last message "Starting aircraft recovery Case %d ops." is useful.
2021-06-26 13:33:51 +02:00
Frank
0e8732fd44 ATIS
- ATIS MSRS uses coalition of airbase
- update coalition if base was captured
2021-06-19 22:27:12 +02:00
Applevangelist
77a3c7369d Update Shorad.lua 2021-06-18 12:00:15 +02:00
Frank
8d8070bbd7 Update Globals.lua
Added CR at the end.
2021-06-13 10:59:46 +02:00
Frank
72df687ce7 Merge pull request #1549 from FlightControl-Master/FF/MasterDevel
Sound Update
2021-06-12 22:22:02 +02:00
Frank
246935622c Update ATIS.lua 2021-06-12 21:54:42 +02:00
Frank
078573629d SRS
- added coordinate
- added google
2021-06-11 23:41:37 +02:00
cammel tech
973b8323c9 Ratmanager documentation add :SetTspawn(dt) infite spawns - see discord func.rat discussion (#1548)
Co-authored-by: wob3155@posteo.de <wob3155@posteo.de>
2021-06-11 13:38:25 +02:00
Frank
6d61c5ee94 Update Utils.lua 2021-06-10 23:33:14 +02:00
Frank
3e8db6a1fa ATIS
Improved time TTS format
2021-06-10 23:23:16 +02:00
Applevangelist
832d6b1c08 Update Group.lua (#1546)
Added invisible and immortal commands on GROUP level.
2021-06-10 11:20:01 +02:00
Frank
e7936950f4 ATIS 2021-06-10 00:18:49 +02:00
Frank
831e986ee8 Merge branch 'master' into FF/MasterDevel 2021-06-09 13:18:46 +02:00
Frank
8a44fae3d4 Update SRS.lua
- VBS script
2021-06-09 13:01:48 +02:00
Frank
0c9390914a Update SRS.lua 2021-06-08 23:51:03 +02:00
Frank
4fa525a4ae Update Airbase.lua 2021-06-08 22:06:33 +02:00
Applevangelist
858b00336b Update Spawn.lua 2021-06-07 18:07:14 +02:00
Applevangelist
82d78c98bb Update Spawn.lua (#1544) 2021-06-07 15:16:04 +02:00
Applevangelist
06c3f7998b Added function for message duration (#1542)
... and correct flash status setting
2021-06-07 15:09:30 +02:00
Frank
e03e87f501 Sound update docs 2021-06-05 23:44:25 +02:00
Frank
cf83abfe90 Sound update docs 2021-06-05 23:40:50 +02:00
Frank
5a00f461e9 Sound update 2021-06-04 23:04:49 +02:00
Frank
bb43b08190 Sound update 2021-06-01 23:20:38 +02:00
Frank
05f95796f6 Sound update 2021-05-31 23:47:43 +02:00
Frank
cfcd7d7588 Sound update 2021-05-30 22:36:52 +02:00
Frank
4c3d44a63b Sound update 2021-05-30 01:36:22 +02:00
Frank
fcd75a34eb Merge branch 'master' into FF/MasterDevel 2021-05-28 23:00:50 +02:00
Frank
4827b73bb1 Sound update 2021-05-28 23:00:43 +02:00
Frank
2d7e7d55a9 Merge pull request #1540 from FlightControl-Master/Applevangelist-submarine
Update Controllable.lua
2021-05-28 22:29:59 +02:00
Frank
3129c8c8ea Sound update 4 2021-05-27 23:19:40 +02:00
Applevangelist
6e37300d9b Update Controllable.lua
Added function `IsSubmarine()`removed type from `OptionDisperseOnAttack()`
2021-05-26 08:44:30 +02:00
Frank
6b747e924b Sound update 3 2021-05-25 23:32:54 +02:00
Applevangelist
85fef96d00 ZONE_POLYGON_BASE:Boundary added (#1537)
* ZONE_POLYGON_BASE:Boundary added

ZONE_POLYGON_BASE:Boundary added

* Update Zone.lua

Change Radius default value
2021-05-24 10:00:16 +02:00
Frank
e55bb21401 Sound 2 2021-05-23 23:32:26 +02:00
Frank
7a3fb95851 Sound Update 1
- Moved all related files to new Moose folder "Sound/"
2021-05-22 23:26:18 +02:00
Frank
d39074bf3e Sound 2021-05-22 00:35:00 +02:00
Applevangelist
47d814e409 CONTROLLABLE:PatrolRouteRandom fix for Subs (#1536)
* CONTROLLABLE:PatrolRouteRandom fix for Subs

fixes issue #1535

* Update Controllable.lua

* Update Controllable.lua
2021-05-21 12:35:32 +02:00
Frank
41b01a508d Removed debug coordinate marks for quad zones 2021-05-14 21:57:19 +02:00
Frank
0410ae6877 Mariana Islands 2021-05-13 23:30:34 +02:00
Applevangelist
1ae41319fa Update README.md 2021-05-12 09:18:31 +02:00
Frank
0265152c12 Merge pull request #1534 from FlightControl-Master/FF/MasterDevel
ZONES and COORDINATES: New functions to draw on F10 map
2021-05-11 11:57:17 +02:00
Frank
a893d46cb9 Update Event.lua 2021-05-11 11:54:27 +02:00
Frank
b68f271fb7 Update Event.lua 2021-05-11 11:51:25 +02:00
Frank
057e231a9d Emission 2021-05-11 11:41:26 +02:00
Frank
b6fedbd97d Merge branch 'master' into FF/MasterDevel 2021-05-11 11:18:35 +02:00
Frank
7cd29501a9 Templates update 2021-05-11 00:21:50 +02:00
Frank
59e4f48726 COORDINATES and ZONES
- Quad zones defined in the ME are now registered as ZONE_POLYGON_BASE
- Added draw functions to COORDINATE (line, circle, arrow, rectangle, text)
2021-05-10 17:47:42 +02:00
Frank
20fe2ee505 Update Event.lua 2021-05-10 08:33:15 +02:00
Frank
8b4ba430fb Update Airbase.lua
- Fixed #1524
2021-05-07 21:55:56 +02:00
Frank
3b0949de72 Fixed Ground Speed Issues
COORDINATE
- Fixed issue with ground units not honoring set speed by setting `ETA_locked=false` in `COORDINATE:WaypointGround` function (used by other classes and routines in MOOSE). See #1484
- Also set `ETA_locked=false` for `COORINATE:WaypointAir` and `COORDINATE:WaypointNaval`
2021-05-07 21:46:03 +02:00
Frank
ebb4623bb5 Merge branch 'master' into FF/MasterDevel 2021-05-07 17:42:07 +02:00
Applevangelist
2309487429 Merge pull request #1531 from FlightControl-Master/AA-4
Update Shorad.lua
2021-05-03 17:32:40 +02:00
Applevangelist
a3decc33c9 Update Shorad.lua
Add option to defend a SET_STATIC - e.g. group of bunkers or other static objects.
2021-05-03 17:30:18 +02:00
Applevangelist
b2d87a8780 Update Set.lua
correct typo in function name
2021-05-03 09:27:56 +02:00
Applevangelist
5034005f6b slightly higher landing speed 2021-05-02 15:29:42 +02:00
Applevangelist
c045ba0c6d Update Sead.lua 2021-05-02 11:35:30 +02:00
Applevangelist
d0fb4d44ef Update Sead.lua
test GH Desktop
2021-05-02 11:28:50 +02:00
Frank
d1f3e3f4bb Update Templates.lua 2021-05-02 00:08:17 +02:00
Frank
45f578b5a3 Merge branch 'master' into FF/MasterDevel 2021-05-01 21:37:28 +02:00
Applevangelist
620f4b96b9 Merge pull request #1530 from FlightControl-Master/AA-4
Update Mantis.lua
2021-05-01 17:32:24 +02:00
Applevangelist
39d3f85b71 Update Mantis.lua
Adjustments for 2.7
2021-05-01 17:23:17 +02:00
Applevangelist
9a7df65faa Update Shorad.lua
Adjust to Event changes
2021-05-01 17:18:01 +02:00
Applevangelist
596eb4c7e4 Update Sead.lua
Adjust to Event changes
2021-05-01 17:13:07 +02:00
Frank
2bce305451 Merge branch 'master' into FF/MasterDevel 2021-05-01 17:07:56 +02:00
Applevangelist
2bcc531e73 Update Event.lua (#1526)
Updates for Event 33 and 6 - also makes Scoring work again
2021-05-01 14:26:03 +02:00
Frank
2e66a854b1 Events and Templates 2021-05-01 00:55:43 +02:00
Applevangelist
57f6096aa1 Update Controllable.lua (#1518)
Error line 1466
2021-04-25 20:24:41 +02:00
Frank
dc64b98c59 Update Act_Route.lua
- Fixed bug in ACT_GROUP:GetRouteText
2021-04-23 13:27:31 +02:00
Applevangelist
e6dde7335a Merge pull request #1517 from FlightControl-Master/aa
Update Controllable.lua
2021-04-23 12:02:59 +02:00
Applevangelist
bbb2174957 Update Controllable.lua
added `OptionDisperseOnAttack` for GROUND units
2021-04-23 12:00:49 +02:00
Applevangelist
b37b50a0c6 Merge pull request #1515 from FlightControl-Master/AA-3
Update Controllable.lua
2021-04-23 09:53:58 +02:00
Applevangelist
459ff8038b Update Controllable.lua
Some Docu updates
2021-04-23 09:51:58 +02:00
Applevangelist
f2da862442 Merge pull request #1514 from FlightControl-Master/aa-1
Update .gitignore
2021-04-22 12:47:37 +02:00
Applevangelist
9c6c2ec5ca Update .gitignore 2021-04-22 12:46:37 +02:00
Applevangelist
aa13583aa7 Update README.md
added badge
2021-04-22 12:39:35 +02:00
Applevangelist
002f1e09ef Merge pull request #1513 from FlightControl-Master/AA-2
Update Airboss.lua
2021-04-22 10:39:04 +02:00
Applevangelist
5091ed7d6d Update Airboss.lua 2021-04-22 10:26:02 +02:00
Applevangelist
2475f22937 Create .luacheckrc 2021-04-22 10:08:57 +02:00
Applevangelist
f4f12f786c Update Airboss.lua
Escape error
2021-04-21 18:52:44 +02:00
Applevangelist
eb659446df Merge pull request #1510 from FlightControl-Master/AA
Update DCS.lua
2021-04-21 15:50:26 +02:00
Applevangelist
62c42adebc Update DCS.lua 2021-04-21 15:48:54 +02:00
Applevangelist
0fc91595b8 Merge pull request #1508 from FlightControl-Master/Applevangelist-patch-2
Update Group.lua
2021-04-20 17:31:00 +02:00
Applevangelist
18fca6461b Update Group.lua 2021-04-20 17:27:48 +02:00
Applevangelist
869b819a4f Merge pull request #1506 from IdefixRC/master
Create Airbase.lua
2021-04-20 16:23:19 +02:00
IdefixRC
8ae6192a5f Create Airbase.lua
New Syria Airbases added to list: H4, Gaziantep, Rosh Pina, Sayqal, Shayrat, Tiyas, Tha'lah and Naqoura
2021-04-20 15:43:45 +08:00
Applevangelist
3b2af6ea07 Update appveyor.yml 2021-04-19 20:49:17 +02:00
Applevangelist
82da7a8f24 Update appveyor.yml 2021-04-19 20:47:16 +02:00
Applevangelist
3749686882 Update appveyor.yml 2021-04-19 20:46:30 +02:00
Applevangelist
b2eba4911a Update appveyor.yml 2021-04-19 20:44:50 +02:00
Applevangelist
40700a387c Update appveyor.yml 2021-04-19 20:42:24 +02:00
Applevangelist
0577940d58 Update appveyor.yml 2021-04-19 20:38:50 +02:00
Frank
1d6be07cff Update appveyor.yml 2021-04-18 22:59:20 +02:00
Frank
2d6545429a Update Unit.lua
- Appveyor test
2021-04-18 22:16:46 +02:00
Frank
9f095a1d28 Update appveyor.yml
- Token for my appveyor account.
2021-04-18 22:14:51 +02:00
Frank
91b6da70af Update Event.lua 2021-04-18 14:49:08 +02:00
Frank
235e40cb26 Merge pull request #1505 from Applevangelist/revert-1491-patch-83
Revert "Update Group.lua"
2021-04-18 14:38:07 +02:00
Frank
8ba3a30278 Update appveyor.yml 2021-04-18 14:34:36 +02:00
Applevangelist
3675ddaf04 Revert "Update Group.lua" 2021-04-18 12:09:37 +02:00
Frank
62a59e7b2a Merge pull request #1503 from FlightControl-Master/FF/MasterDevel
Update ATIS.lua
2021-04-17 23:38:25 +02:00
Frank
1f949463aa Update ATIS.lua 2021-04-17 23:36:49 +02:00
Frank
6d53a30b1f Update appveyor.yml 2021-04-17 23:36:14 +02:00
Frank
5aeb480069 Update ATIS.lua 2021-04-17 23:29:53 +02:00
Frank
4b6aa3b56f Update appveyor.yml 2021-04-17 23:29:31 +02:00
Frank
4209569f29 Merge pull request #1502 from FlightControl-Master/FF/MasterDevel
Update Unit.lua
2021-04-17 23:05:42 +02:00
Frank
7106efbc04 Update Unit.lua 2021-04-17 22:56:54 +02:00
Frank
4e878e49a7 Merge pull request #1501 from FlightControl-Master/FF/MasterDevel
Update Unit.lua
2021-04-17 22:20:32 +02:00
Frank
3e470e557d Update Unit.lua 2021-04-17 22:19:27 +02:00
Frank
5f567fcf66 Merge pull request #1500 from FlightControl-Master/FF/MasterDevel
Ff/master devel
2021-04-17 21:46:46 +02:00
Frank
2289e16d91 Update Unit.lua 2021-04-17 21:45:17 +02:00
Frank
40415ef933 Update Unit.lua 2021-04-17 21:31:55 +02:00
Frank
6519c30b3a Update Unit.lua 2021-04-17 21:26:26 +02:00
Frank
42d253a9ca Update Unit.lua 2021-04-17 21:22:09 +02:00
Frank
38b40e2931 Update Unit.lua 2021-04-17 21:16:34 +02:00
Frank
f7a7ea14a3 Merge pull request #1495 from FlightControl-Master/FF/MasterDevel
Update Unit.lua
2021-04-17 19:49:38 +02:00
Frank
41e0f92cc0 Update Unit.lua 2021-04-17 19:49:04 +02:00
Frank
2c5e9789db Merge pull request #1494 from FlightControl-Master/FF/MasterDevel
Update ATIS.lua
2021-04-17 10:29:19 +02:00
Frank
e198aae1dd Update ATIS.lua 2021-04-17 10:28:18 +02:00
Frank
d040cc0d03 DCS 2.7
- Added COORDINATE:LineToAll and COORDINATE:CircleToAll
- Added altitude parameter to CONTROLLABLE:TaskFireAtPoint
- Added emission on/off functions to UNIT
2021-04-16 23:05:02 +02:00
Pikes
f078e94a7a Merge pull request #1493 from Applevangelist/patch-86
Update DCS.lua
2021-04-16 17:57:05 +01:00
Pikes
9973099f57 Merge pull request #1492 from Applevangelist/patch-85
Update Unit.lua
2021-04-16 17:56:50 +01:00
Pikes
9ca7785a64 Merge pull request #1491 from Applevangelist/patch-83
Update Group.lua
2021-04-16 17:56:33 +01:00
Applevangelist
e7d5fd6c1b Update DCS.lua
enableEmissions
2021-04-16 12:46:45 +02:00
Applevangelist
9eed35ace7 Update Unit.lua
Added changes for EnableEmission
2021-04-16 12:40:32 +02:00
Applevangelist
c7ec1b4e5e Update Group.lua
Added code for EnableEmission
2021-04-16 12:37:35 +02:00
Frank
34ffebb46a Merge pull request #1489 from Applevangelist/patch-81
Events - Workaround for 2.7
2021-04-15 14:53:30 +02:00
Applevangelist
e8a2167934 Events - Workaround for 2.7
Same as for Event 31
2021-04-15 13:01:02 +02:00
Frank
fa342a5b6b ATIS v0.9.1
- DCS 2.7 weather presetss
2021-04-14 23:42:36 +02:00
Frank
4ebcaf913c Merge pull request #1488 from Applevangelist/patch-80
Update Shorad.lua
2021-04-07 20:52:29 +02:00
Frank
7a4c9806a4 Merge pull request #1487 from Applevangelist/patch-79
Update Mantis.lua
2021-04-07 20:52:16 +02:00
Applevangelist
bddc1d7fdc Update Shorad.lua
Added option to use AI on/off instead of changing the alert state
2021-04-07 19:32:34 +02:00
Applevangelist
cb813b70e1 Update Mantis.lua
Added option to use AI on/off instead of changing the alert state
2021-04-07 19:31:10 +02:00
Frank
f161f08fc1 Update Event.lua
- Fixed typo
2021-03-29 19:55:11 +02:00
Frank
3e22411328 Events
- Added new DCS events
2021-03-29 18:01:42 +02:00
Frank
b00778bb86 Update AI_A2A_Cap.lua
Fixes #1474
2021-03-29 09:53:30 +02:00
Frank
564f95781e Update Positionable.lua
- Added cargo bay limits for ground (by kappa) and naval units.
2021-03-28 20:29:15 +02:00
Frank
6c2f8aa6ff Merge pull request #1477 from Applevangelist/patch-73
Utils - added Convert knots to alitude corrected KIAS
2021-03-22 12:04:24 +01:00
Applevangelist
2e342e4341 Utils - added Convert knots to alitude corrected KIAS
Added - Convert knots to alitude corrected KIAS, e.g. for tankers.
2021-03-22 11:47:39 +01:00
Frank
3c6089884e Update Airboss.lua
- Added MP wire correction function.
2021-03-02 21:19:30 +01:00
Frank
884ea866e2 AIRBOSS v1.1.6
Adjusted and (hopefully improved) parameters.
- Angled deck 9.0° --> 9.1359° (from DCS config file)
USS Stennis:
- Deck height 19.00 --> 19.06 meters (from DCS config file)
Supercarriers:
- Deck height 20.0 -->20.1394 meters (from DCS config file)
- stern coordinate 1.0 meters more on starboard side (LUR calls).
2021-02-28 23:25:32 +01:00
Frank
1af1ada7dc Merge pull request #1463 from Applevangelist/patch-65
Update Mantis.lua
2021-02-24 13:46:24 +01:00
Applevangelist
c72c3fd091 Update Mantis.lua
Added a smarter switch-on distance for SHORAD, added user function to set AWACS detection range, change default SAM firing range to 95%
2021-02-24 12:55:54 +01:00
Frank
0848718313 Merge pull request #1462 from Applevangelist/patch-64
Error in NewFromLLDD - altitude isn't set if given
2021-02-23 10:37:25 +01:00
Applevangelist
832abd7860 Error in NewFromLLDD - altitude isn't set if given
Thanks to tomekldc
2021-02-23 10:34:55 +01:00
Frank
12e745af54 Merge pull request #1460 from Applevangelist/patch-62
Update AI_Cargo_Helicopter.lua
2021-02-19 14:41:37 +01:00
Applevangelist
f18c818b8e Update AI_Cargo_Helicopter.lua 2021-02-19 10:04:30 +01:00
Applevangelist
4deca4f816 Update AI_Cargo_Helicopter.lua
Helicopters don't drive, they fly... ;)
2021-02-19 09:59:12 +01:00
Frank
b023ecfb99 Merge pull request #1459 from Applevangelist/patch-61
Update AI_Cargo_Helicopter.lua
2021-02-18 17:21:28 +01:00
Applevangelist
cdb491bb5f Update AI_Cargo_Helicopter.lua
Added docu on Pseudo Function, make Home() function clear and Height useful
2021-02-18 17:05:36 +01:00
Frank
3ac47c967e Merge pull request #1458 from Applevangelist/patch-60
Update Shorad.lua
2021-02-17 15:44:47 +01:00
Frank
e577062720 Merge pull request #1457 from Applevangelist/patch-59
Update Mantis.lua
2021-02-17 15:44:34 +01:00
Applevangelist
95dc7ad2b4 Update Shorad.lua
code example added
2021-02-17 14:04:59 +01:00
Applevangelist
fccf58cd6c Update Mantis.lua
added code examples
2021-02-17 14:02:37 +01:00
Frank
6791e4d4ba Update Set.lua
- Improved docs for `:FilterPrefixes()`
2021-02-17 13:11:22 +01:00
Frank
11f8ac4820 Merge pull request #1456 from Applevangelist/patch-58
Update Mantis.lua
2021-02-17 11:00:43 +01:00
Frank
8f2672f928 Merge pull request #1455 from Applevangelist/patch-57
Update Shorad.lua
2021-02-17 11:00:33 +01:00
Frank
fb66d74ab7 ENUMS
- ENUMS: Added Phonetic and ISOLang by A101Wayz

- Fixed CALLSIGN.JTAC.Warrior (was CALLSIGN.JTAC.Warrier)
2021-02-17 10:26:13 +01:00
Applevangelist
37c061bcbd Update Mantis.lua
Nicefy doc output, Shorad link doc
2021-02-17 09:14:56 +01:00
Applevangelist
9491b18ff4 Update Shorad.lua
Own picture and quote, cleanup docs, link missions, less overhead by avoiding checks on friendly fire.
2021-02-17 09:13:35 +01:00
Frank
8cff2eaac0 Merge pull request #1454 from Applevangelist/patch-56
Update Moose.files
2021-02-16 17:56:30 +01:00
Frank
f64550f7c8 Merge pull request #1453 from Applevangelist/patch-55
Include Shorad.lua
2021-02-16 17:56:18 +01:00
Frank
0addafa627 Merge pull request #1452 from Applevangelist/patch-54
Shorad.lua - Initial release
2021-02-16 17:56:06 +01:00
Frank
b643d73f7f Merge pull request #1451 from Applevangelist/patch-53
Update Sead.lua
2021-02-16 17:55:53 +01:00
Applevangelist
798c5b292a Update Moose.files 2021-02-16 16:30:46 +01:00
Applevangelist
688c57d91d Update Moose.files 2021-02-16 16:29:13 +01:00
Applevangelist
d4c8d5d91b Include Shorad.lua 2021-02-16 16:26:25 +01:00
Applevangelist
154cc9fbeb Shorad.lua - Initial release
:)
2021-02-16 16:25:22 +01:00
Frank
327bac3058 Merge pull request #1450 from Applevangelist/patch-52
Integrate option for Shorad in Mantis
2021-02-16 16:23:14 +01:00
Applevangelist
c0e58e9c92 Update Sead.lua
Handle new shortened weapon names in DCS, make handling more graceful
2021-02-16 16:14:53 +01:00
Applevangelist
e8bfab515c Integrate option for Shorad in Mantis
Also, correct some documentation errors
2021-02-16 16:13:10 +01:00
Frank
695f204493 Merge pull request #1442 from Applevangelist/patch-49
Update Task_A2G_Dispatcher.lua
2021-01-28 15:47:22 +01:00
Frank
a7202ccd0d Merge pull request #1443 from Applevangelist/patch-50
Update Designate.lua
2021-01-28 12:24:46 +01:00
Applevangelist
c71c6c5178 Update Designate.lua
Use of added injection of Task Name into DetectedItem; useful when using also Designate with same Detection Object to ensure menu entries are harmonized.
2021-01-28 10:10:39 +01:00
Applevangelist
155b06edc8 Update Task_A2G_Dispatcher.lua
Added injection of Task Name into DetectedItem; useful when using also Designate with same Detection Object to ensure menu entries are harmonized.
2021-01-28 10:04:00 +01:00
Frank
64b8f2fb46 Merge pull request #1441 from Applevangelist/patch-48
Update Mantis.lua
2021-01-26 12:39:14 +01:00
Applevangelist
7a07e15032 Update Mantis.lua 2021-01-26 11:06:08 +01:00
Frank
3d74312d43 Merge pull request #1440 from Applevangelist/patch-47
Update Mantis.lua
2021-01-26 09:27:42 +01:00
Applevangelist
6baf85d429 Update Mantis.lua
Some Doc corrections
2021-01-26 09:26:39 +01:00
Frank
311ab19389 Merge pull request #1438 from Applevangelist/patch-46
Update Set.lua
2021-01-22 23:29:38 +01:00
Applevangelist
e9f92d2250 Update Set.lua
Break loop after x tries
2021-01-22 18:34:05 +01:00
Frank
d469374ed5 Merge pull request #1436 from Applevangelist/patch-44
ATIS.lua update time calculation over midnight (logic error)
2021-01-21 17:11:07 +01:00
Applevangelist
a6ff84c09a ATIS.lua update time calculation over midnight (logic error)
Actually line 1322 + time here, sind it's negative ... :)
2021-01-21 15:34:50 +01:00
Frank
3ed8ca63a8 Merge pull request #1435 from Applevangelist/patch-43
Update ATIS.lua
2021-01-20 11:16:54 +01:00
Applevangelist
89aa08829e Update ATIS.lua
Fix time to be negative if early AM when using time to ZULU or time to GMT difference
2021-01-20 11:05:14 +01:00
Frank
5146106885 Update Controllable.lua 2021-01-19 16:56:26 +01:00
Frank
f05fc956db Merge pull request #1434 from Applevangelist/patch-42
Update AI_A2G_Dispatcher.lua
2021-01-16 15:12:46 +01:00
Applevangelist
d10adb5de8 Update AI_A2G_Dispatcher.lua
Corrected Docu line 434
2021-01-16 14:50:36 +01:00
Frank
45aac21b63 Merge pull request #1430 from Applevangelist/patch-40
Update AI_A2A_Dispatcher.lua
2021-01-13 10:20:22 +01:00
Frank
b52643bb36 Merge pull request #1431 from Applevangelist/patch-41
Update Controllable.lua
2021-01-13 10:20:05 +01:00
Frank
036010c39d Merge pull request #1429 from Applevangelist/patch-39
MANTIS 0.3.6
2021-01-13 10:19:17 +01:00
Applevangelist
9440d2b2c3 Update Controllable.lua
missing # in docu
2021-01-13 08:47:20 +01:00
Applevangelist
29727ec9a6 Update AI_A2A_Dispatcher.lua
Closed gap in Docu
2021-01-13 08:44:10 +01:00
Applevangelist
eb0b43cea8 MANTIS 0.3.6
-- clean up docs
-- added a function to set a new SAM range whilst running
2021-01-13 08:32:45 +01:00
Frank
a6e16fb7ad Update Airbase.lua
Fixed bug in white list
2021-01-12 17:40:21 +01:00
Frank
616b80710a Merge pull request #1428 from FlightControl-Master/FF/MasterDevel
AIRBASE
2021-01-12 13:50:27 +01:00
Frank
94f206af68 AIRBASE
- Added black and white parking spot lists.
2021-01-12 13:49:35 +01:00
Frank
ae6613fae1 CARGO 2021-01-12 00:42:00 +01:00
Frank
b61cfc7390 Update Set.lua 2021-01-09 23:47:45 +01:00
Frank
e2c5688670 Merge pull request #1425 from Applevangelist/patch-37
Update AI_Cargo.lua
2021-01-05 21:18:38 +01:00
Frank
1d016d9fce Merge pull request #1424 from Applevangelist/patch-36
Update AI_Cargo_Helicopter.lua
2021-01-05 21:18:18 +01:00
Applevangelist
cbc5b5bb89 Update AI_Cargo.lua
Fix for another dead end
2021-01-05 11:27:37 +01:00
Applevangelist
218c7736e0 Update AI_Cargo_Helicopter.lua 2021-01-05 11:25:03 +01:00
Applevangelist
8e46e41b34 Update AI_Cargo_Helicopter.lua
Fix for missed FSM call
2021-01-05 09:54:10 +01:00
Frank
bcf639d076 Merge pull request #1423 from Applevangelist/patch-35
Update AI_A2A_Dispatcher.lua
2021-01-03 16:50:07 +01:00
Applevangelist
697d12aefc Update AI_A2A_Dispatcher.lua
#1422
2021-01-03 16:31:07 +01:00
Frank
89afd2b4c0 Merge pull request #1421 from FlightControl-Master/FF/MasterDevel
Events and Database
2021-01-03 00:10:00 +01:00
Frank
3358f98bc4 Some stuff 2021-01-02 23:53:36 +01:00
Frank
417af6a93c Client 2021-01-02 21:45:19 +01:00
Frank
9a2f6c7faa Merge pull request #1420 from Applevangelist/patch-34
Update AI_Cargo_Helicopter.lua
2021-01-02 19:47:06 +01:00
Frank
e52b0edc4e Merge pull request #1419 from Applevangelist/patch-33
Update AI_Cargo.lua
2021-01-02 19:46:10 +01:00
Applevangelist
c51a65f058 Update AI_Cargo_Helicopter.lua
Removed unnecessary FSM transitions, added height to Waypoints to avoid (blue) Helis to creep over the ground
2021-01-02 18:56:27 +01:00
Applevangelist
5b2e67df19 Update AI_Cargo.lua
Some small additions from learnings from AI CARGO HELI
2021-01-02 18:53:58 +01:00
Frank
7b7605e501 Client 2021-01-02 01:21:45 +01:00
Frank
49d7d9ee2e Merge pull request #1417 from Applevangelist/patch-32
Update AI_Cargo_Helicopter.lua
2021-01-01 17:27:28 +01:00
Applevangelist
774c8971c8 Update AI_Cargo_Helicopter.lua
Fixed FSM dead ends
2021-01-01 17:24:00 +01:00
Frank
545c0886fa Merge pull request #1416 from Applevangelist/patch-31
Update AI_Cargo_Helicopter.lua - MI-26 > 5m
2021-01-01 16:39:31 +01:00
Applevangelist
721d027fb3 Update AI_Cargo_Helicopter.lua
MI-26 is slightly over 5m blocking boarding of Cargo
2021-01-01 16:37:55 +01:00
Frank
5185ea35fe Merge pull request #1415 from acrojason/naval-cargo
Multiple ship types, set default cargobay limit, fixed doc bug
2021-01-01 02:21:41 +01:00
acrojason
ec039f2999 Multiple ship types, set default cargobay limit, fixed doc bug 2020-12-31 17:04:21 -08:00
Frank
c0fc649f8b Client 2021-01-01 01:46:14 +01:00
Frank
c49497e68c Merge branch 'master' into FF/MasterDevel 2020-12-31 21:39:37 +01:00
Frank
57bc6de12b Merge pull request #1414 from acrojason/naval-cargo
Naval cargo
2020-12-31 20:38:30 +01:00
acrojason
1b80d68f50 Add support for naval logistics 2020-12-31 10:15:32 -08:00
Frank
787151597c Client 2020-12-31 17:17:15 +01:00
Frank
f725039da5 Client and Event updates 2020-12-31 00:51:54 +01:00
Frank
a4f15a0830 Merge branch 'master' into FF/MasterDevel 2020-12-30 12:43:31 +01:00
Frank
084f00afad Update SpawnStatic.lua
- fixed static spawns
2020-12-29 23:38:27 +01:00
Frank
87f4ebee64 Clients 2020-12-29 01:10:40 +01:00
Frank
a0276821d9 Merge pull request #1412 from FlightControl-Master/FF/MasterDevel
Arty v1.20
2020-12-27 22:39:56 +01:00
Frank
01a5b523da Arty v1.2.0
- fixed cargo issue
2020-12-27 17:59:39 +01:00
Frank
13477e17ec Merge pull request #1411 from Applevangelist/patch-30
Mantis.lua 0.3.5
2020-12-27 17:54:59 +01:00
Applevangelist
c32cec4c5b Mantis.lua 0.3.5
Added option to use Awacs separate from EWR network with own detection range
Extended documentation
Added refresher for SAM table
2020-12-27 16:24:13 +01:00
Frank
e08df3f9ce Update Timer.lua 2020-12-23 16:09:49 +01:00
Frank
f958130b92 Merge pull request #1408 from Applevangelist/patch-28
Mantis 0.3.0 - added advanced mode options
2020-12-23 10:53:27 +01:00
Applevangelist
9a19dd254e Mantis 0.3.0 - added advanced mode options
Mantis 0.3.0 - added advanced mode options
2020-12-22 15:19:29 +01:00
Frank
4869ae4baa cargo 2020-12-21 22:52:51 +01:00
Frank
1fd41eaa55 Merge pull request #1405 from Applevangelist/patch-25
Update Sead.lua to 0.2.2
2020-12-21 15:13:40 +01:00
Frank
25a7260d7f Merge pull request #1404 from Applevangelist/patch-24
Update to 0.2.6
2020-12-21 15:13:13 +01:00
Applevangelist
478934ddd1 Update Sead.lua to 0.2.2
-- corrected error when a single string instead of a table is given to SEAD:New()
-- added a function to extend the watched set of SAMs
2020-12-21 10:31:06 +01:00
Applevangelist
3d7234de19 Update to 0.2.6
Corrected error in dupe function naming, added doc about default values
2020-12-21 10:02:41 +01:00
Frank
fed1fb2839 Update Artillery.lua
- fixed bug in :NewFromCargo
2020-12-20 23:48:13 +01:00
Frank
08ba001b45 Update AI_Air_Engage.lua
Issue #1403
2020-12-19 01:18:01 +01:00
Frank
ce5aaf0b48 Update Airbase.lua
- Changed Persion Gulf Airbase Names
2020-12-18 13:52:08 +01:00
Frank
ee6954a4b9 Update AI_Air_Engage.lua
- Changed :Count to :CountAlive for AttackSetUnit. Issue #1393
2020-12-17 13:54:59 +01:00
Frank
6b6e845a18 Merge pull request #1402 from Applevangelist/patch-23
Update to Mantis 0.2.5
2020-12-17 12:20:07 +01:00
Applevangelist
c01b94518f Update to Mantis 0.2.5
Changelog
-- changed HQ to be a GROUP object instead of creating a CommandCenter. Allows user to use their own CC.
-- added functionality to autorelocate HQ and EWR group(s) at random intervals between 30 and 60 mins
-- added verbosity option for logging
-- tidied up documentation
2020-12-17 11:16:30 +01:00
Frank
9cf5f74e5e Merge pull request #1401 from Applevangelist/patch-22
Add new Routing Function to Controllable.lua
2020-12-16 11:31:14 +01:00
Applevangelist
4fda0414a0 Add new Routing Function to Controllable.lua
--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
-- @param #CONTROLLABLE self
-- @param  #number speed Speed of the controllable, default 20
-- @param  #number radius Radius of the relocation zone, default 500
-- @param  #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param  #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
2020-12-16 10:10:46 +01:00
Frank
effa4af3a1 Merge pull request #1400 from Applevangelist/patch-21
Update Mantis.lua
2020-12-15 13:00:50 +01:00
Applevangelist
80b7e49eed Update Mantis.lua
Added picture link, cleaned up unnecessary globals
2020-12-15 11:59:10 +01:00
Frank
63748c3841 Merge pull request #1397 from Applevangelist/patch-19
Update Modules.lua
2020-12-14 13:01:38 +01:00
Frank
1c68b66047 Merge pull request #1396 from Applevangelist/patch-18
Create Mantis.lua
2020-12-14 12:51:04 +01:00
Frank
6c9dce70e7 SPAWNSTATIC
- Added new way to spawn FARPs
- Added FARP callsign enum.
2020-12-14 12:36:02 +01:00
Applevangelist
5515aa43d6 Update Modules.lua
added Mantis.lua to Functional
2020-12-14 10:42:11 +01:00
Frank
47c461e504 SPAWNSTATIC
- Attempt to SPAWN FARPS. Does not work yet.
2020-12-14 00:08:30 +01:00
Applevangelist
65174ceaae Create Mantis.lua
New Mantis extended Air-Defense Class
2020-12-13 16:06:57 +01:00
Frank
2500cfb3c7 RANGE v2.3.0
- Performance optimizations
2020-12-03 23:17:40 +01:00
Frank
7e673271ee Merge pull request #1391 from Applevangelist/patch-16
Issue ##1383 never ending flash messages
2020-12-02 21:26:31 +01:00
Applevangelist
e165cb156c Update Task.lua
-- stop message flashing, if any #1383 & #1312
2020-12-02 17:25:57 +01:00
Applevangelist
82bfb0cc55 Issue ##1383 never ending flash messages
Messages appears once and then goes away.
2020-12-01 19:47:29 +01:00
Frank
b0fe0663f1 Merge pull request #1389 from Applevangelist/patch-14
Taskinfo.lua - Issue #1388 - don't just assume this is a string
2020-12-01 18:07:40 +01:00
Applevangelist
1bd5193786 Taskinfo.lua - Issue #1388 - don't just assume this is a string
fixes the catchall at the end in case a task is unassigned - sometimes it's not a string. #1388
2020-12-01 16:10:55 +01:00
Frank
64c3fb985a Merge pull request #1386 from Applevangelist/patch-12
Update Task_A2G_Dispatcher.lua
2020-11-26 17:21:19 +01:00
Frank
1536c94319 Merge pull request #1387 from Applevangelist/patch-13
Update Task_A2A_Dispatcher.lua
2020-11-26 17:20:57 +01:00
Applevangelist
e7efd89d7a Update Task_A2A_Dispatcher.lua
Added user function to change flash message behaviour
2020-11-26 10:30:07 +01:00
Applevangelist
c486167b01 Update Task_A2G_Dispatcher.lua
Option to suppress flashing messages
2020-11-26 10:28:51 +01:00
Frank
e5201f3363 Merge pull request #1384 from Applevangelist/patch-11
Update AI_Air.lua
2020-11-25 22:56:39 +01:00
Applevangelist
ff4927dbb7 Update AI_Air.lua 2020-11-25 12:38:31 +01:00
Applevangelist
5842562ce1 Update AI_Air.lua
Resolves AI reeping low back to base, and possible also issue #1305
2020-11-24 16:23:22 +01:00
Frank
5f545fd3c5 Merge pull request #1382 from Applevangelist/patch-10
Update Sead.lua
2020-11-23 13:37:05 +01:00
Applevangelist
aab2f20280 Update Sead.lua
Feature Request #1355
Added a couple of new missiles, SD-10 and AGM84
Cleaned up the logic
2020-11-23 12:32:00 +01:00
Frank
76ac68ce51 Merge pull request #1381 from Applevangelist/patch-9
Update Controllable.lua
2020-11-22 20:55:59 +01:00
Applevangelist
f034e3680c Update Controllable.lua 2020-11-22 17:39:56 +01:00
Applevangelist
e5c57269bb Update Controllable.lua
Added option OptionAAAttackRange and OptionEngageRange
2020-11-22 17:24:56 +01:00
Frank
ab5167717d Update Airboss.lua
- Added F-14A-135-GR by Heatblur to the list of supported aircraft.
2020-11-20 10:17:45 +01:00
Frank
176abf74a1 Merge pull request #1371 from Applevangelist/patch-2
Update Task_A2A_Dispatcher.lua
2020-11-20 09:49:17 +01:00
Frank
da4f13d0d7 Merge pull request #1374 from Applevangelist/patch-5
Update Task_Capture_Dispatcher.lua
2020-11-20 09:15:30 +01:00
Applevangelist
7ddec7609a Update Task_Capture_Dispatcher.lua
Last annoying flash gordon
2020-11-19 15:59:35 +01:00
Applevangelist
53c3996aef Update Task_A2A_Dispatcher.lua
Add boolean in new to suppress "... has new tasks..." flashes
2020-11-19 15:51:09 +01:00
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
acrojason
4b8b13dd68 Initial changes to support Naval Cargo 2020-09-23 09:40:42 -07:00
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
acrojason
18fd9cdc3d Initial AI_Cargo_Dispatcher_Ship 2020-06-04 21:09:35 -07:00
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
acrojason
fdcdf52d9a Initial creation of AI_Cargo_Ship 2020-06-04 08:46:30 -07:00
acrojason
5dcefff28d Updated Warehouse to accommodate Naval transport 2020-06-04 08:29:01 -07:00
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
79 changed files with 20724 additions and 5044 deletions

View File

@@ -26,24 +26,25 @@ init:
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
- cmd:
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
# - call choco install 7zip.commandline
# - call choco install lua51
# - call choco install luarocks
# - call refreshenv
# - call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
# - cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
# - cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
# - cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
# - call luarocks install luasrcdiet
# - call luarocks install checks
# - call luarocks install luadocumentor
# - call luarocks install luacheck
call choco install 7zip.commandline
call choco install lua51
call choco install luarocks
call refreshenv
call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
call luarocks install luasrcdiet
call luarocks install checks
call luarocks install luadocumentor
call luarocks install luacheck
#cache:
# - C:\ProgramData\chocolatey\lib
# - C:\ProgramData\chocolatey\bin
cache:
C:\ProgramData\chocolatey\lib
C:\ProgramData\chocolatey\bin
@@ -51,8 +52,9 @@ build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
echo "Hello World!"
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
@@ -65,7 +67,7 @@ build_script:
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"

2
.gitignore vendored
View File

@@ -18,6 +18,8 @@ local.properties
# External tool builders
.externalToolBuilders/
# AppVeyor
.appveyor/
# CDT-specific
.cproject

54
.luacheckrc Normal file
View File

@@ -0,0 +1,54 @@
ignore = {
"011", -- A syntax error.
"021", -- An invalid inline option.
"022", -- An unpaired inline push directive.
"023", -- An unpaired inline pop directive.
"111", -- Setting an undefined global variable.
"112", -- Mutating an undefined global variable.
"113", -- Accessing an undefined global variable.
"121", -- Setting a read-only global variable.
"122", -- Setting a read-only field of a global variable.
"131", -- Unused implicitly defined global variable.
"142", -- Setting an undefined field of a global variable.
"143", -- Accessing an undefined field of a global variable.
"211", -- Unused local variable.
"212", -- Unused argument.
"213", -- Unused loop variable.
"221", -- Local variable is accessed but never set.
"231", -- Local variable is set but never accessed.
"232", -- An argument is set but never accessed.
"233", -- Loop variable is set but never accessed.
"241", -- Local variable is mutated but never accessed.
"311", -- Value assigned to a local variable is unused.
"312", -- Value of an argument is unused.
"313", -- Value of a loop variable is unused.
"314", -- Value of a field in a table literal is unused.
"321", -- Accessing uninitialized local variable.
"331", -- Value assigned to a local variable is mutated but never accessed.
"341", -- Mutating uninitialized local variable.
"411", -- Redefining a local variable.
"412", -- Redefining an argument.
"413", -- Redefining a loop variable.
"421", -- Shadowing a local variable.
"422", -- Shadowing an argument.
"423", -- Shadowing a loop variable.
"431", -- Shadowing an upvalue.
"432", -- Shadowing an upvalue argument.
"433", -- Shadowing an upvalue loop variable.
"511", -- Unreachable code.
"512", -- Loop can be executed at most once.
"521", -- Unused label.
"531", -- Left-hand side of an assignment is too short.
"532", -- Left-hand side of an assignment is too long.
"541", -- An empty do end block.
"542", -- An empty if branch.
"551", -- An empty statement.
"561", -- Cyclomatic complexity of a function is too high.
"571", -- A numeric for loop goes from #(expr) down to 1 or less without negative step.
"611", -- A line consists of nothing but whitespace.
"612", -- A line contains trailing whitespace.
"613", -- Trailing whitespace in a string.
"614", -- Trailing whitespace in a comment.
"621", -- Inconsistent indentation (SPACE followed by TAB).
"631", -- Line is too long.
}

View File

@@ -143,7 +143,7 @@ end
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
end

View File

@@ -658,7 +658,9 @@ do -- AI_A2A_DISPATCHER
-- of the race track will randomly selected between 90 (West to East) and 180 (North to South) degrees.
-- After a random duration between 10 and 20 minutes, the flight will get a new random orbit location.
--
-- Note that all parameters except the squadron name are optional. If not specified, default values are taken. Speed and altitude are taken from the
-- Note that all parameters except the squadron name are optional. If not specified, default values are taken. Speed and altitude are taken from the CAP command used earlier on, e.g.
--
-- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
--
-- Also note that the center of the race track pattern is chosen randomly within the patrol zone and can be close the the boarder of the zone. Hence, it cannot be guaranteed that the
-- whole pattern lies within the patrol zone.
@@ -2774,7 +2776,7 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- A2ADispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_A2A_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
@@ -2817,7 +2819,7 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the squadron fuel treshold.
-- A2ADispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the squadron tanker.
-- A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
@@ -2919,9 +2921,13 @@ do -- AI_A2A_DISPATCHER
-- @return #AI_A2A_DISPATCHER.Squadron Squadron The squadron.
function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
self:F( { DefenderName = DefenderName } )
return self.Defenders[ DefenderName ]
if Defender ~= nil then
local DefenderName = Defender:GetName()
self:F( { DefenderName = DefenderName } )
return self.Defenders[ DefenderName ]
else
return nil
end
end

View File

@@ -431,7 +431,7 @@ do -- AI_A2G_DISPATCHER
--
-- ### 2.2. The **Defense Reactivity**.
--
-- There are 5 levels that can be configured to tweak the defense reactivity. As explained above, the threat to a defense coordinate is
-- There are three levels that can be configured to tweak the defense reactivity. As explained above, the threat to a defense coordinate is
-- also determined by the distance of the enemy ground target to the defense coordinate.
-- If you want to have a **low** defense reactivity, that is, the probability that an A2G defense will engage to the enemy ground target, then
-- use the @{#AI_A2G_DISPATCHER.SetDefenseReactivityLow}() method. For medium and high reactivity, use the methods
@@ -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

@@ -595,19 +595,24 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate()
if not self.RTBMinSpeed and not self.RTBMaxSpeed then
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+1000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax()
self:SetRTBSpeed( RTBSpeedMax * 0.25, RTBSpeedMax * 0.25 )
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 )
end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord ) )
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
local Distance = FromCoord:Get2DDistance( ToTargetCoord )
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:I( "RTB and near the airbase!" )
self:Home()

View File

@@ -418,6 +418,7 @@ end
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
@@ -425,7 +426,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:Count()
local AttackCount = AttackSetUnit:CountAlive()
if AttackCount > 0 then
@@ -510,6 +511,7 @@ end
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Set of units to be attacked.
function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
@@ -517,8 +519,8 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:Count()
self:I({AttackCount = AttackCount})
local AttackCount = AttackSetUnit:CountAlive()
self:T({AttackCount = AttackCount})
if AttackCount > 0 then

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
@@ -35,10 +35,9 @@ AI_CARGO = {
--- Creates a new AI_CARGO object.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param Core.Set#SET_CARGO CargoSet
-- @param #number CombatRadius
-- @return #AI_CARGO
-- @param Wrapper.Group#GROUP Carrier Cargo carrier group.
-- @param Core.Set#SET_CARGO CargoSet Set of cargo(s) to transport.
-- @return #AI_CARGO self
function AI_CARGO:New( Carrier, CargoSet )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
@@ -52,7 +51,8 @@ function AI_CARGO:New( Carrier, CargoSet )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Loaded", "Board", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
@@ -393,7 +393,7 @@ end
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
if Carrier and Carrier:IsAlive() then
if Carrier and Carrier:IsAlive() and From == "Boarding" then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
@@ -509,7 +509,7 @@ end
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
if Carrier and Carrier:IsAlive() then
if Carrier and Carrier:IsAlive() and From == "Unboarding" then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of cargo using ground vehicles.
--
-- ===
--
@@ -157,6 +157,45 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
return self
end
--- Set whether or not the carrier will use roads to *pickup* and *deploy* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads. If `nil` or `false` the carrier will use roads when available.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetOffRoad(Offroad, Formation)
self:SetPickupOffRoad(Offroad, Formation)
self:SetDeployOffRoad(Offroad, Formation)
return self
end
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetPickupOffRoad(Offroad, Formation)
self.pickupOffroad=Offroad
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetDeployOffRoad(Offroad, Formation)
self.deployOffroad=Offroad
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Find a free Carrier within a radius.
-- @param #AI_CARGO_APC self
@@ -350,10 +389,13 @@ function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
end
--- @param #AI_CARGO_APC
-- @param Wrapper.Group#GROUP APC
function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
--- Pickup task function. Triggers Load event.
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
-- @param #AI_CARGO_APC sel `AI_CARGO_APC` class.
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
-- @param #number Speed Speed (not used).
-- @param Core.Zone#ZONE PickupZone Pickup zone.
function AI_CARGO_APC._Pickup(APC, self, Coordinate, Speed, PickupZone)
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
@@ -362,8 +404,12 @@ function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
end
end
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
--- Deploy task function. Triggers Unload event.
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
-- @param #AI_CARGO_APC self `AI_CARGO_APC` class.
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
-- @param Core.Zone#ZONE DeployZone Deploy zone.
function AI_CARGO_APC._Deploy(APC, self, Coordinate, DeployZone)
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
@@ -392,12 +438,20 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, He
self.RoutePickup = true
local _speed=Speed or APC:GetSpeedMax()*0.5
-- Route on road.
local Waypoints = {}
if self.pickupOffroad then
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.pickupFormation)
Waypoints[2]=Coordinate:WaypointGround(_speed, self.pickupFormation, DCSTasks)
else
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
end
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
@@ -428,18 +482,34 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, He
self.RouteDeploy = true
local _speed=Speed or APC:GetSpeedMax()*0.5
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
-- Set speed in km/h.
local speedmax=APC:GetSpeedMax()
local _speed=Speed or speedmax*0.5
_speed=math.min(_speed, speedmax)
-- Route on road.
local Waypoints = {}
if self.deployOffroad then
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.deployFormation)
Waypoints[2]=Coordinate:WaypointGround(_speed, self.deployFormation, DCSTasks)
else
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
end
-- Task function
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
self:F({Waypoints = Waypoints})
-- Last waypoint
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
-- Set task function
APC:SetTaskWaypoint(Waypoint, TaskFunction) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
-- Route group
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
-- Call parent function.
self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
--- **AI** - Models the intelligent transportation of cargo using airplanes.
--
-- ===
--
@@ -408,9 +408,6 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone
end
--- Route the airplane from one airport or it's current position to another airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
@@ -438,14 +435,10 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
Speed or Airplane:GetSpeedMax()*0.8
)
ToWaypoint["airdromeId"] = Airbase:GetID()
ToWaypoint["speed_locked"] = true
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ## Features:
--
@@ -1104,7 +1104,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
-- The Pickup sequence ...
-- Check if this Carrier need to go and Pickup something...
-- So, if the cargo bay is not full yet with cargo to be loaded ...
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
self:T( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
-- ok, so there is a free Carrier
-- now find the first cargo that is Unloaded

View File

@@ -1,4 +1,4 @@
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
--- **AI** - Models the intelligent transportation of infantry and other cargo using APCs.
--
-- ## Features:
--
@@ -181,25 +181,36 @@ function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZon
return self
end
--- AI cargo
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Wrapper.Group#GROUP APC The APC carrier.
-- @param Core.Set#SET_CARGO CargoSet Cargo set.
-- @return AI.AI_Cargo_APC#AI_CARGO_DISPATCHER_APC AI cargo APC object.
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
local aicargoapc=AI_CARGO_APC:New(APC, CargoSet, self.CombatRadius)
aicargoapc:SetDeployOffRoad(self.deployOffroad, self.deployFormation)
aicargoapc:SetPickupOffRoad(self.pickupOffroad, self.pickupFormation)
return aicargoapc
end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is 0 (default), no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( true )
-- AICargoDispatcher:SetCombatRadius( 500 )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( false )
-- AICargoDispatcher:SetCombatRadius( 0 )
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
@@ -207,3 +218,41 @@ function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
return self
end
--- Set whether the carrier will *not* use roads to *pickup* and *deploy* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetOffRoad(Offroad, Formation)
self:SetPickupOffRoad(Offroad, Formation)
self:SetDeployOffRoad(Offroad, Formation)
return self
end
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetPickupOffRoad(Offroad, Formation)
self.pickupOffroad=Offroad
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetDeployOffRoad(Offroad, Formation)
self.deployOffroad=Offroad
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end

View File

@@ -0,0 +1,193 @@
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
--
-- ## Features:
--
-- * Transport cargo to various deploy zones using naval vehicles.
-- * Various @{Cargo.Cargo#CARGO} types can be transported, including infantry, vehicles, and crates.
-- * Define a deploy zone of various types to determine the destination of the cargo.
-- * Ships will follow shipping lanes as defined in the Mission Editor.
-- * Multiple ships can transport multiple cargo as a single group.
--
-- ===
--
-- ## Test Missions:
--
-- NEED TO DO
--
-- ===
--
-- ### Author: **acrojason** (derived from AI_Cargo_Dispatcher_APC by FlightControl)
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatching_For_Ship.JPG
--- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo transportation capability for AI groups.
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_SHIP class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
--
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
--
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
--
--
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
--
-- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_SHIP is a Finite State Machine.
--
-- This section must be read as follows... Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupRadius}(): Sets or randomizes the pickup location for the Ship around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeployRadius}(): Sets or randomizes the deploy location for the Ship around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- # 5) Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Ship will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_SHIP
AI_CARGO_DISPATCHER_SHIP = {
ClassName = "AI_CARGO_DISPATCHER_SHIP"
}
--- Creates a new AI_CARGO_DISPATCHER_SHIP object.
-- @param #AI_CARGO_DISPATCHER_SHIP self
-- @param Core.Set#SET_GROUP ShipSet The set of @{Wrapper.Group#GROUP} objects of Ships that will transport the cargo
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, or CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet The set of pickup zones which are used to determine from where the cargo can be picked up by the Ship.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones which determine where the cargo will be deployed by the Ship.
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
-- @return #AI_CARGO_DISPATCHER_SHIP
-- @usage
--
-- -- An AI dispatcher object for a naval group, moving cargo from pickup zones to deploy zones via a predetermined Shipping Lane
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetShip = SET_GROUP:New():FilterPrefixes( "Ship" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
-- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
--
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start()
--
function AI_CARGO_DISPATCHER_SHIP:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet, ShippingLane )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet ) )
self:SetPickupSpeed( 60, 10 )
self:SetDeploySpeed( 60, 10 )
self:SetPickupRadius( 500, 6000 )
self:SetDeployRadius( 500, 6000 )
self:SetPickupHeight( 0, 0 )
self:SetDeployHeight( 0, 0 )
self:SetShippingLane( ShippingLane )
self:SetMonitorTimeInterval( 600 )
return self
end
function AI_CARGO_DISPATCHER_SHIP:SetShippingLane( ShippingLane )
self.ShippingLane = ShippingLane
return self
end
function AI_CARGO_DISPATCHER_SHIP:AICargo( Ship, CargoSet )
return AI_CARGO_SHIP:New( Ship, CargoSet, 0, self.ShippingLane )
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
--- **AI** - Models the intelligent transportation of cargo using helicopters.
--
-- ===
--
@@ -33,7 +33,7 @@
--
-- ## Infantry health.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- When infantry is unboarded from the helicopters, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
@@ -67,16 +67,11 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Unboarding", "Pickup", "Unloaded" )
self:AddTransition( "Unloaded", "Unboard", "Unloaded" )
self:AddTransition( "Unloaded", "Unloaded", "Unloaded" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
@@ -100,13 +95,31 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- PickedUp Handler OnAfter for AI_CARGO_HELICOPTER - Cargo set has been picked up, ready to deploy
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickedUp
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter The helicopter #GROUP object
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Unloaded Handler OnAfter for AI_CARGO_HELICOPTER - Cargo unloaded, carrier is empty
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterUnloaded
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo The #CARGO_GROUP object.
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Pickup Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
@@ -122,7 +135,7 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
@@ -132,21 +145,42 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deployed Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeployed
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Deploy Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Home Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Home
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
--- Home Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Home
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
@@ -228,7 +262,7 @@ end
-- @param Event
-- @param To
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F({From, Event, To})
Helicopter:F( { Name = Helicopter:GetName() } )
if Helicopter and Helicopter:IsAlive() then
@@ -243,7 +277,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
@@ -251,7 +285,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end
@@ -269,7 +303,7 @@ end
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
self:F({From, Event, To, Coordinate, Speed, DeployZone})
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() == true then
@@ -308,7 +342,11 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
@@ -348,28 +386,17 @@ end
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
self:F({From, Event, To, Coordinate})
if Helicopter and Helicopter:IsAlive() then
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
@@ -379,7 +406,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
Helicopter:Route(Route, 0)
end
end
@@ -395,7 +422,7 @@ end
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
self:F( { From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
@@ -408,7 +435,6 @@ function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, Deplo
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
end
--- On after Pickup event.
@@ -418,11 +444,12 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
self:F({Coordinate, Speed, Height, PickupZone })
if Helicopter and Helicopter:IsAlive() ~= nil then
Helicopter:Activate()
@@ -436,25 +463,16 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
--- Calculate the target route point.
local CoordinateFrom = Helicopter:GetCoordinate()
local CoordinateTo = Coordinate
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
@@ -495,10 +513,10 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
self:F({From, Event, To, Coordinate, Speed, Height, DeployZone})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteDeploy = true
@@ -514,25 +532,17 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
@@ -542,7 +552,9 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local Tasks = {}
-- The _Deploy function does not exist.
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
@@ -566,11 +578,12 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
self:F({From, Event, To, Coordinate, Speed, Height})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteHome = true
@@ -579,30 +592,23 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Calculate the target route point.
Coordinate.y = Height
--Coordinate.y = Height
Height = Height or 50
Speed = Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
Speed ,
true
)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
Speed ,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo
@@ -613,12 +619,11 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
Helicopter:Route(Route, 0)
end
end

View File

@@ -0,0 +1,397 @@
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **acrojason** (derived from AI_Cargo_APC by FlightControl)
--
-- ===
--
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatching_For_Ship.JPG
--- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo loading.
--
-- The module will automatically load cargo when the Ship is within boarding or loading radius.
-- The boarding or loading radius is specified when the cargo is created in the simulation and depends on the type of
-- cargo and the specified boarding radius.
--
-- ## Defending the Ship when enemies are nearby
-- This is not supported for naval cargo because most tanks don't float. Protect your transports...
--
-- ## Infantry or cargo **health**.
-- When cargo is unboarded from the Ship, the cargo is actually respawned into the battlefield.
-- As a result, the unboarding cargo is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of newly spawned units as a parameter.
-- However, cargo that was destroyed when unboarded and following the Ship won't be respawned again (this is likely not a thing for
-- naval cargo due to the lack of support for defending the Ship mentioned above). Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance
-- this has marginal impact on the overall battlefield simulation. Given the relatively short duration of DCS missions and the somewhat
-- lengthy naval transport times, most units entering the Ship as cargo will be freshly en route to an amphibious landing or transporting
-- between warehouses.
--
-- ## Control the Ships on the map.
--
-- Currently, naval transports can only be controlled via scripts due to their reliance upon predefined Shipping Lanes created in the Mission
-- Editor. An interesting future enhancement could leverage new pathfinding functionality for ships in the Ops module.
--
-- ## Cargo deployment.
--
-- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
-- ## Cargo pickup.
--
-- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
--
-- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",
Coordinate = nil -- Core.Point#COORDINATE
}
--- Creates a new AI_CARGO_SHIP object.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP Ship The carrier Ship group
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When CombatRadius is 0, no defense will occur.
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane )
local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:AddTransition( "*", "Home", "*" )
self:SetCombatRadius( 0 ) -- Don't want to deploy cargo in middle of water to defend Ship, so set CombatRadius to 0
self:SetShippingLane ( ShippingLane )
self:SetCarrier( Ship )
return self
end
--- Set the Carrier
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- Better hope they can swim!
AICargoTroops:Destroyed()
end
end
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
return self
end
--- FInd a free Carrier within a radius
-- @param #AI_CARGO_SHIP self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_SHIP:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone", Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_SHIP" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttributes( "Trucks" ) then
return NearUnit:GetGroup()
end
end
end
return nil
end
function AI_CARGO_SHIP:SetShippingLane( ShippingLane )
self.ShippingLane = ShippingLane
return self
end
function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
return self
end
--- Follow Infantry to the Carrier
-- @param #AI_CARGO_SHIP self
-- @param #AI_CARGO_SHIP Me
-- @param Wrapper.Unit#UNIT ShipUnit
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
if ShipUnit:IsAlive() then
-- Check if the Cargo is near the CargoCarrier
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
-- Cargo does not need to navigate to Carrier
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate new route
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
self:F({Waypoints=Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
end
end
end
end
function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } )
if self.CombatRadius > 0 then
-- We really shouldn't find ourselves in here for Ships since the CombatRadius should always be 0.
-- This is to avoid Unloading the Ship in the middle of the sea.
if Ship and Ship:IsAlive() then
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = Ship:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( ShipUnit, 40 ) then
ShipUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( ShipUnit, 25 ) then
ShipUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = Ship:GetCoordinate()
end
self:__Monitor( -5 )
end
end
--- Check if cargo ship is alive and trigger Load event
-- @param Wrapper.Group#Group Ship
-- @param #AI_CARGO_SHIP self
function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
if Ship:IsAlive() then
self:Load( PickupZone )
end
end
--- Check if cargo ship is alive and trigger Unload event. Good time to remind people that Lua is case sensitive and Unload != UnLoad
-- @param Wrapper.Group#GROUP Ship
-- @param #AI_CARGO_SHIP self
function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } )
if Ship:IsAlive() then
self:Unload( DeployZone )
end
end
--- on after Pickup event.
-- @param AI_CARGO_SHIP Ship
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point
-- @param #number Speed Speed in km/h to sail to the pickup coordinate. Default is 50% of max speed for the unit
-- @param #number Height Altitude in meters to move to the pickup coordinate. This parameter is ignored for Ships
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil if there was no PickupZoneSet provided
function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Ship and Ship:IsAlive() then
AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- On after Deploy event.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP SHIP
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Coordinate of the deploy point
-- @param #number Speed Speed in km/h to sail to the deploy coordinate. Default is 50% of max speed for the unit
-- @param #number Height Altitude in meters to move to the deploy coordinate. This parameter is ignored for Ships
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO_SHIP:onafterDeploy( Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Ship and Ship:IsAlive() then
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
for i=1, #lane do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local TaskFunction = Ship:TaskFunction( "AI_CARGO_SHIP._Deploy", self, Coordinate, DeployZone )
local Waypoint = Waypoints[#Waypoints]
Ship:SetTaskWaypoint( Waypoint, TaskFunction )
Ship:Route(Waypoints, 1)
self:GetParent( self, AI_CARGO_SHIP ).onafterDeploy( self, Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
else
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
end
end
end
--- On after Unload event.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP Ship
-- @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.
function AI_CARGO_SHIP:onafterUnload( Ship, From, Event, To, DeployZone, Defend )
self:F( { Ship, From, Event, To, DeployZone, Defend = Defend } )
local UnboardInterval = 5
local UnboardDelay = 5
if Ship and Ship:IsAlive() then
for _, ShipUnit in pairs( Ship:GetUnits() ) do
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
Ship:RouteStop()
for _, Cargo in pairs( ShipUnit:GetCargo() ) do
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
if Cargo:IsLoaded() then
local unboardCoord = DeployZone:GetRandomPointVec2()
Cargo:__UnBoard( UnboardDelay, unboardCoord, 1000)
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
self:__Unboard( UnboardDelay, Cargo, ShipUnit, DeployZone, Defend )
if not Defend == true then
Cargo:SetDeployed( true )
end
end
end
end
end
end
function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Ship and Ship:IsAlive() then
self.RouteHome = true
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
-- Need to find a more generalized way to do this instead of reversing the shipping lane.
-- This only works if the Source/Dest route waypoints are numbered 1..n and not n..1
for i=#lane, 1, -1 do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local Waypoint = Waypoints[#Waypoints]
Ship:Route(Waypoints, 1)
else
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
end
end
end

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

@@ -190,7 +190,7 @@ do -- ACT_ROUTE
self:F( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
self:F( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance

View File

@@ -1,4 +1,4 @@
--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
--- **Cargo** - Management of CARGO logistics, that can be transported from and to transportation carriers.
--
-- ===
--
@@ -1066,18 +1066,26 @@ do -- CARGO_REPRESENTABLE
--- CARGO_REPRESENTABLE Constructor.
-- @param #CARGO_REPRESENTABLE self
-- @param #string Type
-- @param #string Name
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @param Wrapper.Positionable#POSITIONABLE CargoObject The cargo object.
-- @param #string Type Type name
-- @param #string Name Name.
-- @param #number LoadRadius (optional) Radius in meters.
-- @param #number NearRadius (optional) Radius in meters when the cargo is loaded into the carrier.
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius )
-- Inherit CARGO.
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
self:F( { Type, Name, LoadRadius, NearRadius } )
local Desc = CargoObject:GetDesc()
self:I( { Desc = Desc } )
-- Descriptors.
local Desc=CargoObject:GetDesc()
self:T({Desc=Desc})
-- Weight.
local Weight = math.random( 80, 120 )
-- Adjust weight..
if Desc then
if Desc.typeName == "2B11 mortar" then
Weight = 210
@@ -1086,13 +1094,8 @@ do -- CARGO_REPRESENTABLE
end
end
-- Set weight.
self:SetWeight( Weight )
-- local Box = CargoUnit:GetBoundingBox()
-- local VolumeUnit = ( Box.max.x - Box.min.x ) * ( Box.max.y - Box.min.y ) * ( Box.max.z - Box.min.z )
-- self:I( { VolumeUnit = VolumeUnit, WeightUnit = WeightUnit } )
--self:SetVolume( VolumeUnit )
return self
end

View File

@@ -1,4 +1,4 @@
--- **Cargo** -- Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
--- **Cargo** - Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
--
-- ===
--
@@ -56,6 +56,8 @@ do -- CARGO_GROUP
-- @param #number NearRadius (optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene.
-- @return #CARGO_GROUP Cargo group object.
function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
-- Inherit CAROG_REPORTABLE
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, LoadRadius } )
@@ -76,6 +78,9 @@ do -- CARGO_GROUP
local GroupName = CargoGroup:GetName()
self.CargoName = Name
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
-- Deactivate late activation.
self.CargoTemplate.lateActivation=false
self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
self.GroupTemplate.name = self.CargoName .. "#CARGO"
@@ -481,7 +486,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:F( { From, Event, To, ToPointVec2 } )
@@ -491,7 +496,10 @@ do -- CARGO_GROUP
self.CargoSet:ForEach(
function( Cargo )
--Cargo:UnLoad( ToPointVec2 )
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
local RandomVec2=nil
if ToPointVec2 then
RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
end
Cargo:UnBoard( RandomVec2 )
end
)

View File

@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
--- **Cargo** - Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
--
-- ===
--
@@ -46,14 +46,17 @@ do -- CARGO_UNIT
-- @param #number NearRadius (optional)
-- @return #CARGO_UNIT
function CARGO_UNIT:New( CargoUnit, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
self:I( { Type, Name, LoadRadius, NearRadius } )
self:T( CargoUnit )
-- Inherit CARGO_REPRESENTABLE.
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
-- Debug info.
self:T({Type=Type, Name=Name, LoadRadius=LoadRadius, NearRadius=NearRadius})
-- Set cargo object.
self.CargoObject = CargoUnit
self:T( self.ClassName )
-- Set event prio.
self:SetEventPriority( 5 )
return self
@@ -100,7 +103,12 @@ do -- CARGO_UNIT
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
if CargoCarrier:IsShip() then
-- If CargoCarrier is a ship, we don't want to spawn the units in the water next to the boat. Use destination coord instead.
self.CargoObject:ReSpawnAt( ToPointVec2, CargoDeployHeading )
else
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
end
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self.CargoCarrier = nil

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@@ -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
@@ -433,7 +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
@@ -450,23 +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
@@ -675,6 +676,44 @@ do -- Event Handling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Paratrooper landing.
-- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Discard chair after ejection.
-- @function [parent=#BASE] OnEventDiscardChairAfterEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Weapon add. Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
-- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Trigger zone.
-- @function [parent=#BASE] OnEventTriggerZone
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Landing quality mark.
-- @function [parent=#BASE] OnEventLandingQualityMark
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- BDA.
-- @function [parent=#BASE] OnEventBDA
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player enters a slot and takes control of an aircraft.
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
-- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterAircraft
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end
@@ -764,31 +803,48 @@ function BASE:CreateEventTakeoff( EventTime, Initiator )
world.onEvent( Event )
end
--- Creation of a `S_EVENT_PLAYER_ENTER_AIRCRAFT` event.
-- @param #BASE self
-- @param Wrapper.Unit#UNIT PlayerUnit The aircraft unit the player entered.
function BASE:CreateEventPlayerEnterAircraft( PlayerUnit )
self:F( { PlayerUnit } )
local Event = {
id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject()
}
world.onEvent(Event)
end
-- TODO: Complete DCS#Event structure.
--- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self
-- @param DCS#Event event
function BASE:onEvent(event)
--self:F( { BaseEventCodes[event.id], event } )
if self then
for EventID, EventObject in pairs( self.Events ) do
for EventID, EventObject in pairs(self.Events) do
if EventObject.EventEnabled then
--env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) )
--env.info( 'onEvent event.id = ' .. tostring(event.id) )
--env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) )
if event.id == EventObject.Event then
if self == EventObject.Self then
if event.initiator and event.initiator:isExist() then
event.IniUnitName = event.initiator:getName()
end
if event.target and event.target:isExist() then
event.TgtUnitName = event.target:getName()
end
--self:T( { BaseEventCodes[event.id], event } )
--EventObject.EventFunction( self, event )
end
end
end
end
end

View File

@@ -0,0 +1,442 @@
--- **Core** - TACAN and other beacons.
--
-- ===
--
-- ## Features:
--
-- * Provide beacon functionality to assist pilots.
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Beacon
-- @image Core_Radio.JPG
--- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon
--
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name = nil,
}
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN TACtical Air Navigation system.
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @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
BEACON.Type={
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 = 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 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_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.
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F(Positionable)
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
self.name=Positionable:GetName()
self:I(string.format("New BEACON %s", tostring(self.name)))
return self
end
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- Beacon type.
local Type=BEACON.Type.TACAN
-- Beacon system.
local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode~="Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
end
end
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug.
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
-- @param #boolean Bearing Can the BEACON be homed on ?
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
local IsValid = true
if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false
end
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false
end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing
-- or 14 (TACAN_AA_MODE_Y) if it does not
local System
if Bearing then
System = 5
else
System = 14
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = 4,
system = System,
callsign = Message,
frequency = Frequency,
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- Activates a general pupose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
-- They can home in on these specific frequencies :
-- * **Mi8**
-- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
-- * ARK9 -> 150-1300KHz
-- * **Huey**
-- * AN/ARC-131 -> 30-76 Mhz FM
-- @param #BEACON self
-- @param #string FileName The name of the audio file
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a beacon for a unit in distress.
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- -- The beacon they use is battery-powered, and only lasts for 5 min
-- local UnitInDistress = UNIT:FindByName("Unit1")
-- local UnitBeacon = UnitInDistress:GetBeacon()
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end
-- Check the Frequency
if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency})
IsValid = false
end
Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false
end
-- Check the Power
if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power})
IsValid = false
end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
function()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end

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File diff suppressed because it is too large Load Diff

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@@ -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
-- @return #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 .. " --> ? " )
@@ -719,37 +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
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
@@ -759,9 +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
@@ -778,9 +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
@@ -788,33 +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

@@ -164,6 +164,7 @@ do -- COORDINATE
--
-- * @{#COORDINATE.WaypointAir}(): Build an air route point.
-- * @{#COORDINATE.WaypointGround}(): Build a ground route point.
-- * @{#COORDINATE.WaypointNaval}(): Build a naval route point.
--
-- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class.
--
@@ -175,10 +176,6 @@ 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.
@@ -187,10 +184,18 @@ do -- COORDINATE
--
-- ## 9) Coordinate text generation
--
--
-- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutude & Longutude text.
--
-- ## 10) Drawings on F10 map
--
-- * @{#COORDINATE.CircleToAll}(): Draw a circle on the F10 map.
-- * @{#COORDINATE.LineToAll}(): Draw a line on the F10 map.
-- * @{#COORDINATE.RectToAll}(): Draw a rectangle on the F10 map.
-- * @{#COORDINATE.QuadToAll}(): Draw a shape with four points on the F10 map.
-- * @{#COORDINATE.TextToAll}(): Write some text on the F10 map.
-- * @{#COORDINATE.ArrowToAll}(): Draw an arrow on the F10 map.
--
-- @field #COORDINATE
COORDINATE = {
ClassName = "COORDINATE",
@@ -204,23 +209,23 @@ 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 +237,7 @@ 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 +309,45 @@ 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.
@@ -319,9 +364,9 @@ do -- COORDINATE
-- Adjust height
if altitude==nil then
_coord.y=altitude
else
_coord.y=self:GetLandHeight()
else
_coord.y=altitude
end
return _coord
@@ -506,19 +551,29 @@ 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.
@@ -579,9 +634,9 @@ do -- COORDINATE
--- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #COORDINATE
-- @param DCS#Distance OuterRadius Outer radius in meters.
-- @param DCS#Distance InnerRadius Inner radius in meters.
-- @return #COORDINATE self
function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
@@ -716,17 +771,22 @@ do -- COORDINATE
-- Move the vector to start at the end of A.
vec=UTILS.VecAdd(self, vec)
return self:New(vec.x,vec.y,vec.z)
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
function COORDINATE:Get2DDistance(TargetCoordinate)
local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z}
local d=UTILS.VecNorm(a)
return d
end
--- Returns the temperature in Degrees Celsius.
@@ -1086,23 +1146,6 @@ 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.
@@ -1150,7 +1193,7 @@ do -- COORDINATE
-- ETA.
RoutePoint.ETA=0
RoutePoint.ETA_locked=true
RoutePoint.ETA_locked=false
-- Waypoint description.
RoutePoint.name=description
@@ -1290,14 +1333,16 @@ do -- COORDINATE
RoutePoint.x = self.x
RoutePoint.y = self.z
RoutePoint.alt = self:GetLandHeight()+1 -- self.y
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.ETA_locked=false
RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true
@@ -1332,7 +1377,7 @@ do -- COORDINATE
RoutePoint.formation_template = ""
RoutePoint.ETA=0
RoutePoint.ETA_locked=true
RoutePoint.ETA_locked=false
RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true
@@ -1351,7 +1396,7 @@ 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)
@@ -1384,6 +1429,36 @@ 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
@@ -1526,27 +1601,8 @@ 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
@@ -1557,6 +1613,23 @@ 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
@@ -1564,7 +1637,7 @@ 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
@@ -1914,22 +1987,259 @@ do -- COORDINATE
function COORDINATE:RemoveMark( MarkID )
trigger.action.removeMark( MarkID )
end
--- Line to all.
-- Creates a line on the F10 map from one point to another.
-- @param #COORDINATE self
-- @param #COORDINATE Endpoint COORDIANTE to where the line is drawn.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:LineToAll(Endpoint, Coalition, Color, Alpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
trigger.action.lineToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, LineType, ReadOnly, Text or "")
return MarkID
end
--- Circle to all.
-- Creates a circle on the map with a given radius, color, fill color, and outline.
-- @param #COORDINATE self
-- @param #numberr Radius Radius in meters. Default 1000 m.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local vec3=self:GetVec3()
Radius=Radius or 1000
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
end -- Markings
--- Rectangle to all. Creates a rectangle on the map from the COORDINATE in one corner to the end COORDINATE in the opposite corner.
-- Creates a line on the F10 map from one point to another.
-- @param #COORDINATE self
-- @param #COORDINATE Endpoint COORDIANTE in the opposite corner.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:RectToAll(Endpoint, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
trigger.action.rectToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
--- Creates a shape defined by 4 points on the F10 map. The first point is the current COORDINATE. The remaining three points need to be specified.
-- @param #COORDINATE self
-- @param #COORDINATE Coord2 Second COORDIANTE of the quad shape.
-- @param #COORDINATE Coord3 Third COORDIANTE of the quad shape.
-- @param #COORDINATE Coord4 Fourth COORDIANTE of the quad shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local point1=self:GetVec3()
local point2=Coord2:GetVec3()
local point3=Coord3:GetVec3()
local point4=Coord4:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
trigger.action.quadToAll(Coalition, MarkID, self:GetVec3(), point2, point3, point4, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
--- Creates a free form shape on the F10 map. The first point is the current COORDINATE. The remaining points need to be specified.
-- **NOTE**: A free form polygon must have **at least three points** in total and currently only **up to 10 points** in total are supported.
-- @param #COORDINATE self
-- @param #table Coordinates Table of coordinates of the remaining points of the shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15
local vecs={}
vecs[1]=self:GetVec3()
for i,coord in ipairs(Coordinates) do
vecs[i+1]=coord:GetVec3()
end
if #vecs<3 then
self:E("ERROR: A free form polygon needs at least three points!")
elseif #vecs==3 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==4 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==5 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==6 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], Color, FillColor, LineType, Text or "")
elseif #vecs==7 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==8 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==9 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==10 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10], Color, FillColor, LineType, ReadOnly, Text or "")
else
self:E("ERROR: Currently a free form polygon can only have 10 points in total!")
-- Unfortunately, unpack(vecs) does not work! So no idea how to generalize this :(
trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
end
return MarkID
end
--- Text to all. Creates a text imposed on the map at the COORDINATE. Text scales with the map.
-- @param #COORDINATE self
-- @param #string Text Text displayed on the F10 map.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.3.
-- @param #number FontSize Font size. Default 14.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:TextToAll(Text, Coalition, Color, Alpha, FillColor, FillAlpha, FontSize, ReadOnly)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.3
FontSize=FontSize or 14
trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
return MarkID
end
--- Arrow to all. Creates an arrow from the COORDINATE to the endpoint COORDINATE on the F10 map. There is no control over other dimensions of the arrow.
-- @param #COORDINATE self
-- @param #COORDINATE Endpoint COORDINATE where the tip of the arrow is pointing at.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:ArrowToAll(Endpoint, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
--trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
trigger.action.arrowToAll(Coalition, MarkID, vec3, self:GetVec3(), Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
--- 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 )
@@ -1969,6 +2279,296 @@ 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
@@ -2036,6 +2636,14 @@ 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.

File diff suppressed because it is too large Load Diff

View File

@@ -236,6 +236,7 @@ do -- SETTINGS
--- SETTINGS constructor.
-- @param #SETTINGS self
-- @param #string PlayerName (Optional) Set settings for this player.
-- @return #SETTINGS
function SETTINGS:Set( PlayerName )

View File

@@ -1718,27 +1718,29 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true)
spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true)
--[[
elseif Parkingdata~=nil then
-- Parking data explicitly set by user as input parameter.
nfree=#Parkingdata
spots=Parkingdata
]]
else
if ishelo then
if termtype==nil then
-- Helo is spawned. Try exclusive helo spots first.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Not enough helo ports. Let's try also other terminal types.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- No terminal type specified. We try all spots except shelters.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
@@ -1747,29 +1749,30 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if isbomber or istransport or istanker or isawacs then
-- First we fill the potentially bigger spots.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Now we try the smaller ones.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
self:T(string.format("Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- Terminal type explicitly given.
self:T(string.format("Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring(termtype)))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
end
end
-- Get parking data.
-- Debug: Get parking data.
--[[
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
self:T(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
for _,_spot in pairs(parkingdata) do
@@ -1777,6 +1780,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
end
self:T(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
]]
-- Set this to true if not enough spots are available for emergency air start.
local _notenough=false
@@ -2144,27 +2148,29 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true)
spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true)
--[[
elseif Parkingdata~=nil then
-- Parking data explicitly set by user as input parameter.
nfree=#Parkingdata
spots=Parkingdata
]]
else
if ishelo then
if termtype==nil then
-- Helo is spawned. Try exclusive helo spots first.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Not enough helo ports. Let's try also other terminal types.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- No terminal type specified. We try all spots except shelters.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
@@ -2176,29 +2182,30 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
if isbomber or istransport then
-- First we fill the potentially bigger spots.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Now we try the smaller ones.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
self:T(string.format("Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- Terminal type explicitly given.
self:T(string.format("Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring(termtype)))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
end
end
-- Get parking data.
-- Debug: Get parking data.
--[[
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
self:T2(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
for _,_spot in pairs(parkingdata) do
@@ -2206,6 +2213,7 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
end
self:T(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
]]
-- Set this to true if not enough spots are available for emergency air start.
local _notenough=false
@@ -3400,8 +3408,8 @@ function SPAWN:_SpawnCleanUpScheduler()
if Stamp.Vec2 then
if SpawnUnit:InAir() == false and SpawnUnit:GetVelocityKMH() < 1 then
local NewVec2 = SpawnUnit:GetVec2()
if Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y then
-- If the plane is not moving, and is on the ground, assign it with a timestamp...
if (Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y) or (SpawnUnit:GetLife() <= 1) then
-- If the plane is not moving or dead , and is on the ground, assign it with a timestamp...
if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then
self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } )
self:ReSpawn( SpawnCursor )
@@ -3419,7 +3427,7 @@ function SPAWN:_SpawnCleanUpScheduler()
else
if SpawnUnit:InAir() == false then
Stamp.Vec2 = SpawnUnit:GetVec2()
if SpawnUnit:GetVelocityKMH() < 1 then
if (SpawnUnit:GetVelocityKMH() < 1) then
Stamp.Time = timer.getTime()
end
else

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 )
@@ -106,206 +158,325 @@ 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 parameters for spawning FARPs.
-- @param #SPAWNSTATIC self
-- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0
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
-- @param #number delay Delay before respawn in seconds.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawn(delay)
if delay and delay>0 then
self:ScheduleOnce(delay, SPAWNSTATIC.ReSpawn, self)
else
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())
end
return nil
if NewName then
self.InitStaticName=NewName
end
return self
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
if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil
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)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=nil
if self.InitFarp then
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.visible=true
TemplateGroup.hidden=false
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
self:T("Spawning FARP")
self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
else
Static=coalition.addStaticObject(CountryID, Template)
end
return mystatic
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 +1,292 @@
--- **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_Scheduler.JPG
--- 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 #number uid Unique ID of the timer.
-- @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.
-- @field #boolean isrunning If `true`, timer is running. Else it was not started yet or was 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 @{Core.Scheduler#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, i.e. after one millisecond.
-- * 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 eternity.
-- 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.Stop}(*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="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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
-- Not running yet.
self.isrunning=false
-- 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)
-- Is now running.
self.isrunning=true
-- 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)
-- Not running any more.
self.isrunning=false
-- 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
--- Check if the timer has been started and was not stopped.
-- @param #TIMER self
-- @return #boolean If `true`, the timer is running.
function TIMER:IsRunning()
return self.isrunning
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

@@ -69,7 +69,8 @@ do -- UserFlag
if Delay and Delay>0 then
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
else
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

File diff suppressed because it is too large Load Diff

View File

@@ -95,6 +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
@@ -290,6 +295,17 @@ do -- country
-- @field QATAR
-- @field OMAN
-- @field UNITED_ARAB_EMIRATES
-- @field SOUTH_AFRICA
-- @field CUBA
-- @field PORTUGAL
-- @field GDR
-- @field LEBANON
-- @field CJTF_BLUE
-- @field CJTF_RED
-- @field UN_PEACEKEEPERS
-- @field Argentinia
-- @field Cyprus
-- @field Slovenia
country = {} --#country
@@ -360,7 +376,7 @@ 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
@@ -368,20 +384,20 @@ 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
@@ -401,15 +417,15 @@ 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
@@ -514,7 +530,7 @@ 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
@@ -524,7 +540,7 @@ 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
@@ -731,7 +747,66 @@ do -- Airbase
end -- Airbase
do -- Spot
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
-- Represents a spot from laser or IR-pointer.
-- @type Spot
-- @field #Spot.Category Category enum that stores spot categories.
--- Enum that stores spot categories.
-- @type Spot.Category
-- @field #string INFRA_RED
-- @field #string LASER
--- Creates a laser ray emanating from the given object to a point in 3d space.
-- @function [parent=#Spot] createLaser
-- @param DCS#Object Source The source object of the laser.
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
-- @param #number LaserCode Any 4 digit number between 1111 and 1788.
-- @return #Spot
--- Creates an infrared ray emanating from the given object to a point in 3d space. Can be seen with night vision goggles.
-- @function [parent=#Spot] createInfraRed
-- @param DCS#Object Source Source position of the IR ray.
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
-- @return #Spot
--- Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin.
-- @function [parent=#Spot] getPoint
-- @param #Spot self
-- @return DCS#Vec3 Point in 3D, where the beam is pointing at.
--- Sets the destination point from which the source of the spot is drawn toward.
-- @function [parent=#Spot] setPoint
-- @param #Spot self
-- @param DCS#Vec3 Vec3 Point in 3D, where the beam is pointing at.
--- Returns the number that is used to define the laser code for which laser designation can track.
-- @function [parent=#Spot] getCode
-- @param #Spot self
-- @return #number Code The laser code used.
--- Sets the number that is used to define the laser code for which laser designation can track.
-- @function [parent=#Spot] setCode
-- @param #Spot self
-- @param #number Code The laser code. Default value is 1688.
--- Destroys the spot.
-- @function [parent=#Spot] destroy
-- @param #Spot self
--- Gets the category of the spot (laser or IR).
-- @function [parent=#Spot] getCategory
-- @param #Spot self
-- @return #string Category.
Spot = {} --#Spot
end -- Spot
do -- Controller
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
@@ -1088,6 +1163,10 @@ do -- Unit
-- @param #Unit self
-- @return #Unit.Desc
--- GROUND - Switch on/off radar emissions
-- @function [parent=#Unit] enableEmission
-- @param #Unit self
-- @param #boolean switch
Unit = {} --#Unit
@@ -1158,7 +1237,7 @@ do -- Group
-- @param #Group self
-- @return #number
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed; Initial size limits the unitNumber parameter for Group.getUnit() function.
-- @function [parent=#Group] getInitialSize
-- @param #Group self
-- @return #number
@@ -1173,6 +1252,11 @@ do -- Group
-- @param #Group self
-- @return #Controller
--- GROUND - Switch on/off radar emissions
-- @function [parent=#Group] enableEmission
-- @param #Group self
-- @param #boolean switch
Group = {} --#Group
end -- Group
@@ -1388,4 +1472,4 @@ do -- AI
AI = {} --#AI
end -- AI
end -- AI

View File

@@ -693,7 +693,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.1.7"
ARTY.version="1.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1146,12 +1146,11 @@ end
-- @param alias (Optional) Alias name the group will be calling itself when sending messages. Default is the group name.
-- @return #ARTY ARTY object or nil if group does not exist or is not a ground or naval group.
function ARTY:NewFromCargoGroup(cargogroup, alias)
BASE:F2({cargogroup=cargogroup, alias=alias})
if cargogroup then
BASE:T(self.lid..string.format("ARTY script version %s. Added CARGO group %s.", ARTY.version, cargogroup:GetName()))
BASE:T(string.format("ARTY script version %s. Added CARGO group %s.", ARTY.version, cargogroup:GetName()))
else
BASE:E(self.lid.."ERROR: Requested ARTY CARGO GROUP does not exist! (Has to be a MOOSE CARGO(!) group.)")
BASE:E("ERROR: Requested ARTY CARGO GROUP does not exist! (Has to be a MOOSE CARGO(!) group.)")
return nil
end
@@ -2766,38 +2765,32 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo.
local ntot, nshells, nrockets, nmissiles=self:GetAmmo()
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then
if self.cargogroup:IsLoaded() and not self:is("InTransit") then
-- Group is now InTransit state. Current target is canceled.
self:T(self.lid..string.format("Group %s has been loaded into a carrier and is now transported.", self.alias))
self:Loaded()
elseif self.cargogroup:IsUnLoaded() then
-- Group has been unloaded and is combat ready again.
self:T(self.lid..string.format("Group %s has been unloaded from the carrier.", self.alias))
self:UnLoaded()
end
end
-- 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, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.cargogroup then
if self.cargogroup:IsLoaded() and not self:is("InTransit") then
-- Group is now InTransit state. Current target is canceled.
self:T(self.lid..string.format("Group %s has been loaded into a carrier and is now transported.", self.alias))
self:Loaded()
elseif self.cargogroup:IsUnLoaded() then
-- Group has been unloaded and is combat ready again.
self:T(self.lid..string.format("Group %s has been unloaded from the carrier.", self.alias))
self:UnLoaded()
end
end
-- Debug current status info.
if self.Debug then
self:_StatusReport()
end
-- Group is being transported as cargo ==> skip everything and check again in 5 seconds.
if self:is("InTransit") then
self:__Status(-5)
return
end
-- Group on the move.
if self:is("Moving") then
self:T2(self.lid..string.format("%s: Moving", Controllable:GetName()))
@@ -2884,7 +2877,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
end
-- Get ammo.
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- Check if we have a target in the queue for which weapons are still available.
local gotsome=false
@@ -2914,9 +2907,23 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- Call status again in ~10 sec.
self:__Status(self.StatusInterval)
elseif self.iscargo then
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.cargogroup and self.cargogroup:IsAlive() then
-- Group is being transported as cargo ==> skip everything and check again in 5 seconds.
if self:is("InTransit") then
self:__Status(-5)
end
end
else
self:E(self.lid..string.format("Arty group %s is not alive!", self.groupname))
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -4814,7 +4821,8 @@ 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

@@ -1001,7 +1001,13 @@ do -- DESIGNATE
local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
MenuText = string.format( "(%3s) %s", Designating, MenuText )
-- Use injected MenuName from TaskA2GDispatcher if using same Detection Object
if DetectedItem.DesignateMenuName then
MenuText = string.format( "(%3s) %s", Designating, DetectedItem.DesignateMenuName )
else
MenuText = string.format( "(%3s) %s", Designating, MenuText )
end
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
-- Build the Lasing menu.

File diff suppressed because it is too large Load Diff

View File

@@ -5786,6 +5786,8 @@ end
-- If desired, the @{#RATMANAGER} can be stopped by the @{#RATMANAGER.Stop}(stoptime) function. The parameter "stoptime" specifies the time delay in seconds after which the manager stops.
-- When this happens, no new aircraft will be spawned and the population will eventually decrease to zero.
--
-- When you are using a time intervall like @{#RATMANAGER.dTspawn}(delay), @{#RATMANAGER} will ignore the amount set with @{#RATMANAGER.New}(). @{#RATMANAGER.dTspawn}(delay) will spawn infinite groups.
--
-- ## Example
-- In this example, three different @{#RAT} objects are created (but not spawned manually). The @{#RATMANAGER} takes care that at least five aircraft of each type are alive and that the total number of aircraft
-- spawned is 25. The @{#RATMANAGER} is started after 30 seconds and stopped after two hours.

View File

@@ -36,7 +36,7 @@
--
-- ===
--
-- ## Sound files: Check out the pinned messages in the Moose discord *#func-range* channel.
-- ## Sound files: [MOOSE Sound Files](https://github.com/FlightControl-Master/MOOSE_SOUND/releases)
--
-- ===
--
@@ -53,6 +53,7 @@
-- @type RANGE
-- @field #string ClassName Name of the Class.
-- @field #boolean Debug If true, debug info is send as messages on the screen.
-- @field #boolean verbose Verbosity level. Higher means more output to DCS log file.
-- @field #string id String id of range for output in DCS log.
-- @field #string rangename Name of the range.
-- @field Core.Point#COORDINATE location Coordinate of the range location.
@@ -90,9 +91,11 @@
-- @field #boolean defaultsmokebomb If true, initialize player settings to smoke bomb.
-- @field #boolean autosave If true, automatically save results every X seconds.
-- @field #number instructorfreq Frequency on which the range control transmitts.
-- @field Core.RadioQueue#RADIOQUEUE instructor Instructor radio queue.
-- @field Sound.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 Sound.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
@@ -287,6 +290,7 @@
RANGE={
ClassName = "RANGE",
Debug = false,
verbose = 0,
id = nil,
rangename = nil,
location = nil,
@@ -516,7 +520,7 @@ RANGE.MenuF10Root=nil
--- Range script version.
-- @field #string version
RANGE.version="2.2.2"
RANGE.version="2.3.0"
--TODO list:
--TODO: Verbosity level for messages.
@@ -554,7 +558,6 @@ function RANGE:New(rangename)
-- Debug info.
local text=string.format("Script version %s - creating new RANGE object %s.", RANGE.version, self.rangename)
self:I(self.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Defaults
self:SetDefaultPlayerSmokeBomb()
@@ -721,7 +724,6 @@ function RANGE:onafterStart()
-- Starting range.
local text=string.format("Starting RANGE %s. Number of strafe targets = %d. Number of bomb targets = %d.", self.rangename, self.nstrafetargets, self.nbombtargets)
self:I(self.id..text)
MESSAGE:New(text,10):ToAllIf(self.Debug)
-- Event handling.
if self.eventmoose then
@@ -755,6 +757,7 @@ function RANGE:onafterStart()
-- Radio queue.
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq, nil, self.rangename)
self.rangecontrol.schedonce=true
-- Init numbers.
self.rangecontrol:SetDigit(0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath)
@@ -770,6 +773,7 @@ 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 +782,8 @@ function RANGE:onafterStart()
if self.instructorfreq then
-- Radio queue.
self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
self.instructor.schedonce=true
-- Init numbers.
self.instructor:SetDigit(0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath)
@@ -794,6 +799,7 @@ 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 +1073,22 @@ 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
@@ -1140,7 +1150,6 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
-- Neither unit nor static object with this name could be found.
local text=string.format("ERROR! Could not find ANY strafe target object with name %s.", _name)
self:E(self.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
end
@@ -1160,7 +1169,6 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
if ntargets==0 then
local text=string.format("ERROR! No strafe target could be found when calling RANGE:AddStrafePit() for range %s", self.rangename)
self:E(self.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
return
end
@@ -1230,7 +1238,6 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
-- Debug info
local text=string.format("Adding new strafe target %s with %d targets: heading = %03d, box_L = %.1f, box_W = %.1f, goodpass = %d, foul line = %.1f", _name, ntargets, heading, l, w, goodpass, foulline)
self:T(self.id..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
return self
end
@@ -1559,13 +1566,13 @@ function RANGE:OnEventBirth(EventData)
-- Debug output.
local text=string.format("Player %s, callsign %s entered unit %s (UID %d) of group %s (GID %d)", _playername, _callsign, _unitName, _uid, _group:GetName(), _gid)
self:T(self.id..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Reset current strafe status.
self.strafeStatus[_uid] = nil
-- Add Menu commands after a delay of 0.1 seconds.
SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
--SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
self:ScheduleOnce(0.1, self._AddF10Commands, self, _unitName)
-- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername]={} --#RANGE.PlayerData
@@ -1583,7 +1590,8 @@ function RANGE:OnEventBirth(EventData)
-- Start check in zone timer.
if self.planes[_uid] ~= true then
SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
--SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
self.timerCheckZone=TIMER:New(self._CheckInZone, self, EventData.IniUnitName):Start(1, 1)
self.planes[_uid] = true
end
@@ -1666,15 +1674,12 @@ function RANGE:OnEventHit(EventData)
if _unit and _playername then
-- Position of target.
local targetPos = _target:GetCoordinate()
-- Message to player.
--local text=string.format("%s, direct hit on target %s.", self:_myname(_unitName), targetname)
--self:DisplayMessageToGroup(_unit, text, 10, true)
-- Flare target.
if self.PlayerSettings[_playername].flaredirecthits then
-- Position of target.
local targetPos = _target:GetCoordinate()
targetPos:Flare(self.PlayerSettings[_playername].flarecolor)
end
@@ -1716,9 +1721,6 @@ function RANGE:OnEventShot(EventData)
self:T(self.id.."EVENT SHOT: Weapon name = ".._weaponName)
self:T(self.id.."EVENT SHOT: Weapon cate = "..weaponcategory)
-- Special cases:
--local _viggen=string.match(_weapon, "ROBOT") or string.match(_weapon, "RB75") or string.match(_weapon, "BK90") or string.match(_weapon, "RB15") or string.match(_weapon, "RB04")
-- Tracking conditions for bombs, rockets and missiles.
local _bombs = weaponcategory==Weapon.Category.BOMB --string.match(_weapon, "weapons.bombs")
local _rockets = weaponcategory==Weapon.Category.ROCKET --string.match(_weapon, "weapons.nurs")
@@ -1752,7 +1754,7 @@ function RANGE:OnEventShot(EventData)
self:T(self.id..string.format("RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName()))
-- Init bomb position.
local _lastBombPos = {x=0,y=0,z=0}
local _lastBombPos = {x=0,y=0,z=0} --DCS#Vec3
-- Function monitoring the position of a bomb until impact.
local function trackBomb(_ordnance)
@@ -1908,8 +1910,39 @@ end
-- @param #string To To state.
function RANGE:onafterStatus(From, Event, To)
-- Check range status.
self:I(self.id..string.format("Range status: %s", self:GetState()))
if self.verbose>0 then
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..text)
end
-- Check player status.
self:_CheckPlayers()
@@ -2701,6 +2734,32 @@ function RANGE:_CheckInZone(_unitName)
if _unit and _playername then
--- Function to check if unit is in zone and facing in the right direction and is below the max alt.
local function checkme(targetheading, _zone)
local zone=_zone --Core.Zone#ZONE
-- Heading check.
local unitheading = _unit:GetHeading()
local pitheading = targetheading-180
local deltaheading = unitheading-pitheading
local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90
if towardspit then
local vec3=_unit:GetVec3()
local vec2={x=vec3.x, y=vec3.z} --DCS#Vec2
local landheight=land.getHeight(vec2)
local unitalt=vec3.y-landheight
if unitalt<=self.strafemaxalt then
local unitinzone=zone:IsVec2InZone(vec2)
return unitinzone
end
end
return false
end
-- Current position of player unit.
local _unitID = _unit:GetID()
@@ -2712,18 +2771,8 @@ function RANGE:_CheckInZone(_unitName)
-- Get the current approach zone and check if player is inside.
local zone=_currentStrafeRun.zone.polygon --Core.Zone#ZONE_POLYGON_BASE
local unitheading = _unit:GetHeading()
local pitheading = _currentStrafeRun.zone.heading - 180
local deltaheading = unitheading-pitheading
local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90
local unitalt=_unit:GetHeight()-_unit:GetCoordinate():GetLandHeight()
-- Check if unit is inside zone and below max height AGL.
local unitinzone=_unit:IsInZone(zone) and unitalt <= self.strafemaxalt and towardspit
-- Debug output
local text=string.format("Checking still in zone. Unit = %s, player = %s in zone = %s. alt = %d, delta heading = %d", _unitName, _playername, tostring(unitinzone), unitalt, deltaheading)
self:T2(self.id..text)
-- Check if unit in zone and facing the right direction.
local unitinzone=checkme(_currentStrafeRun.zone.heading, zone)
-- Check if player is in strafe zone and below max alt.
if unitinzone then
@@ -2823,22 +2872,10 @@ function RANGE:_CheckInZone(_unitName)
for _,_targetZone in pairs(self.strafeTargets) do
-- Get the current approach zone and check if player is inside.
local zonenname=_targetZone.name
local zone=_targetZone.polygon --Core.Zone#ZONE_POLYGON_BASE
-- Check if player is in zone and below max alt and flying towards the target.
local unitheading = _unit:GetHeading()
local pitheading = _targetZone.heading - 180
local deltaheading = unitheading-pitheading
local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90
local unitalt =_unit:GetHeight()-_unit:GetCoordinate():GetLandHeight()
-- Check if unit is inside zone and below max height AGL.
local unitinzone=_unit:IsInZone(zone) and unitalt <= self.strafemaxalt and towardspit
-- Debug info.
local text=string.format("Checking zone %s. Unit = %s, player = %s in zone = %s. alt = %d, delta heading = %d", _targetZone.name, _unitName, _playername, tostring(unitinzone), unitalt, deltaheading)
self:T2(self.id..text)
-- Check if unit in zone and facing the right direction.
local unitinzone=checkme(_targetZone.heading, zone)
-- Player is inside zone.
if unitinzone then
@@ -2847,7 +2884,7 @@ function RANGE:_CheckInZone(_unitName)
local _ammo=self:_GetAmmo(_unitName)
-- Init strafe status for this player.
self.strafeStatus[_unitID] = {hits = 0, zone = _targetZone, time = 1, ammo=_ammo, pastfoulline=false }
self.strafeStatus[_unitID] = {hits = 0, zone = _targetZone, time = 1, ammo=_ammo, pastfoulline=false}
-- Rolling in!
local _msg=string.format("%s, rolling in on strafe pit %s.", self:_myname(_unitName), _targetZone.name)
@@ -3054,11 +3091,9 @@ function RANGE:_GetAmmo(unitname)
local text=string.format("Player %s has %d rounds ammo of type %s", playername, Nammo, Tammo)
self:T(self.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
else
local text=string.format("Player %s has %d ammo of type %s", playername, Nammo, Tammo)
self:T(self.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
end
end
end

View File

@@ -15,7 +15,9 @@
--
-- ===
--
-- ### Authors: **FlightControl**
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: July 2021
--
-- ===
--
@@ -37,20 +39,40 @@
--
-- @field #SEAD
SEAD = {
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } ,
Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } ,
High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } ,
Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } }
},
SEADGroupPrefixes = {}
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75 -- default 75% engagement range Feature Request #1355
}
--- Missile enumerators
-- @field Harms
SEAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARN"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
}
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
-- Chances are big that the missile will miss.
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken.
-- @param #SEAD self
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @return SEAD
-- @usage
-- -- CCCP SEAD Defenses
@@ -58,144 +80,150 @@ SEAD = {
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
function SEAD:New( SEADGroupPrefixes )
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
end
self:HandleEvent( EVENTS.Shot )
return self
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
self:I("*** SEAD - Started Version 0.2.8")
return self
end
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
--- Update the active SEAD Set
-- @param #SEAD self
-- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string
-- @return #SEAD self
function SEAD:UpdateSet( SEADGroupPrefixes )
self:F( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
return self
end
--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
-- @param #SEAD self
-- @param #number range Set the engagement range in percent, e.g. 50
-- @return self
function SEAD:SetEngagementRange(range)
self:F( { range } )
range = range or 75
if range < 0 or range > 100 then
range = 75
end
self.EngagementRange = range
self:T(string.format("*** SEAD - Engagement range set to %s",range))
return self
end
--- Check if a known HARM was fired
-- @param #SEAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
function SEAD:_CheckHarms(WeaponName)
self:F( { WeaponName } )
local hit = false
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1) then hit = true end
end
return hit
end
--- Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see SEAD
-- @param #SEAD
-- @param Core.Event#EVENTDATA EventData
function SEAD:OnEventShot( EventData )
self:F( { EventData } )
function SEAD:HandleEventShot( EventData )
self:T( { EventData } )
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
-- Start of the 2nd loop
self:T( "Missile Launched = " .. SEADWeaponName )
--if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
if SEADWeaponName == "weapons.missiles.X_58" --Kh-58U anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_25MP" --Kh-25MPU anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_28" --Kh-28 anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_31P" --Kh-31P anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_45A" --AGM-45A anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_45" --AGM-45B anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_88" --AGM-88C anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired
then
local _evade = math.random (1,100) -- random number for chance of evading action
local _targetMim = EventData.Weapon:getTarget() -- Identify target
local _targetMimname = Unit.getName(_targetMim)
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimgroupName = _targetMimgroup:getName()
local _targetMimcont= _targetMimgroup:getController()
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
SEADGroupFound = true
self:T( 'Group Found' )
break
end
end
if SEADGroupFound == true then
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
self:T( _targetskill )
if self.TargetSkill[_targetskill] then
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T( string.format("Evading, target skill " ..string.format(_targetskill)) )
local _targetMim = Weapon.getTarget(SEADWeapon)
local _targetMimname = Unit.getName(_targetMim)
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimcont= _targetMimgroup:getController()
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
local SuppressedGroups1 = {} -- unit suppressed radar off for a random time
local function SuppressionEnd1(id)
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
SuppressedGroups1[id.groupName] = nil
end
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2])
if SuppressedGroups1[id.groupName] == nil then
SuppressedGroups1[id.groupName] = {
SuppressionEndTime1 = timer.getTime() + delay1,
SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function
}
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function
--trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20)
end
local SuppressedGroups = {}
local function SuppressionEnd(id)
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
SuppressedGroups[id.groupName] = nil
end
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if SuppressedGroups[id.groupName] == nil then
SuppressedGroups[id.groupName] = {
SuppressionEndTime = timer.getTime() + delay,
SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function
}
timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function
--trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20)
end
end
end
end
end
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
local _targetskill = "Random"
local _targetMimgroupName = "none"
local _evade = math.random (1,100) -- random number for chance of evading action
local _targetMim = EventData.Weapon:getTarget() -- Identify target
local _targetUnit = UNIT:Find(_targetMim) -- Unit name by DCS Object
if _targetUnit and _targetUnit:IsAlive() then
local _targetMimgroup = _targetUnit:GetGroup()
local _targetMimgroupName = _targetMimgroup:GetName() -- group name
--local _targetskill = _DATABASE.Templates.Units[_targetUnit].Template.skill
self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Found' )
break
end
end
if SEADGroupFound == true then -- yes we are being attacked
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
self:T( _targetskill )
if self.TargetSkill[_targetskill] then
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimcont= _targetMimgroup:getController()
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
--tracker ID table to switch groups off and on again
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local function SuppressionEnd(id) --switch group back on
local range = self.EngagementRange -- Feature Request #1355
self:T(string.format("*** SEAD - Engagement Range is %d", range))
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
--id.groupName:enableEmission(true)
id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
local SuppressionEndTime = timer.getTime() + delay
--create entry
if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
self.SuppressedGroups[id.groupName] = {
SuppressionEndTime = delay
}
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
--_targetMimgroup:enableEmission(false)
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
end
end
end
end
end
end

View File

@@ -0,0 +1,548 @@
--- **Functional** -- Short Range Air Defense System
--
-- ===
--
-- **SHORAD** - Short Range Air Defense System
-- Controls a network of short range air/missile defense groups.
--
-- ===
--
-- ## Missions:
--
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SRD%20-%20SHORAD%20Defense)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Shorad
-- @image Functional.Shorad.jpg
--
-- Date: July 2021
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
-- @type SHORAD
-- @field #string ClassName
-- @field #string name Name of this Shorad
-- @field #boolean debug Set the debug state
-- @field #string Prefixes String to be used to build the @{#Core.Set#SET_GROUP}
-- @field #number Radius Shorad defense radius in meters
-- @field Core.Set#SET_GROUP Groupset The set of Shorad groups
-- @field Core.Set#SET_GROUP Samset The set of SAM groups to defend
-- @field #string Coalition The coalition of this Shorad
-- @field #number ActiveTimer How long a Shorad stays active after wake-up in seconds
-- @field #table ActiveGroups Table for the timer function
-- @field #string lid The log ID for the dcs.log
-- @field #boolean DefendHarms Default true, intercept incoming HARMS
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximim detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @extends Core.Base#BASE
--- *Good friends are worth defending.* Mr Tushman, Wonder (the Movie)
--
-- Simple Class for a more intelligent Short Range Air Defense System
--
-- #SHORAD
-- Moose derived missile intercepting short range defense system.
-- Protects a network of SAM sites. Uses events to switch on the defense groups closest to the enemy.
-- Easily integrated with @{Functional.Mantis#MANTIS} to complete the defensive system setup.
--
-- ## Usage
--
-- Set up a #SET_GROUP for the SAM sites to be protected:
--
-- `local SamSet = SET_GROUP:New():FilterPrefixes("Red SAM"):FilterCoalitions("red"):FilterStart()`
--
-- By default, SHORAD will defense against both HARMs and AG-Missiles with short to medium range. The default defense probability is 70-90%.
-- When a missile is detected, SHORAD will activate defense groups in the given radius around the target for 10 minutes. It will *not* react to friendly fire.
--
-- ### Start a new SHORAD system, parameters are:
--
-- * Name: Name of this SHORAD.
-- * ShoradPrefix: Filter for the Shorad #SET_GROUP.
-- * Samset: The #SET_GROUP of SAM sites to defend.
-- * Radius: Defense radius in meters.
-- * ActiveTimer: Determines how many seconds the systems stay on red alert after wake-up call.
-- * Coalition: Coalition, i.e. "blue", "red", or "neutral".*
--
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
--
-- ## Customize options
--
-- * SHORAD:SwitchDebug(debug)
-- * SHORAD:SwitchHARMDefense(onoff)
-- * SHORAD:SwitchAGMDefense(onoff)
-- * SHORAD:SetDefenseLimits(low,high)
-- * SHORAD:SetActiveTimer(seconds)
-- * SHORAD:SetDefenseRadius(meters)
--
-- @field #SHORAD
SHORAD = {
ClassName = "SHORAD",
name = "MyShorad",
debug = false,
Prefixes = "",
Radius = 20000,
Groupset = nil,
Samset = nil,
Coalition = nil,
ActiveTimer = 600, --stay on 10 mins
ActiveGroups = {},
lid = "",
DefendHarms = true,
DefendMavs = true,
DefenseLowProb = 70,
DefenseHighProb = 90,
UseEmOnOff = false,
}
-----------------------------------------------------------------------
-- SHORAD System
-----------------------------------------------------------------------
do
-- TODO Complete list?
--- Missile enumerators
-- @field Harms
SHORAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARN"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
}
--- TODO complete list?
-- @field Mavs
SHORAD.Mavs = {
["AGM"] = "AGM",
["C-701"] = "C-701",
["Kh25"] = "Kh25",
["Kh29"] = "Kh29",
["Kh31"] = "Kh31",
["Kh66"] = "Kh66",
}
--- Instantiates a new SHORAD object
-- @param #SHORAD self
-- @param #string Name Name of this SHORAD
-- @param #string ShoradPrefix Filter for the Shorad #SET_GROUP
-- @param Core.Set#SET_GROUP Samset The #SET_GROUP of SAM sites to defend
-- @param #number Radius Defense radius in meters, used to switch on groups
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @retunr #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, BASE:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
local GroupSet = SET_GROUP:New():FilterPrefixes(ShoradPrefix):FilterCoalitions(Coalition):FilterCategoryGround():FilterStart()
self.name = Name or "MyShorad"
self.Prefixes = ShoradPrefix or "SAM SHORAD"
self.Radius = Radius or 20000
self.Coalition = Coalition or "blue"
self.Samset = Samset or GroupSet
self.ActiveTimer = ActiveTimer or 600
self.ActiveGroups = {}
self.Groupset = GroupSet
self.DefendHarms = true
self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.2.8")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
self:HandleEvent(EVENTS.Shot, self.HandleEventShot)
return self
end
--- Initially set all groups to alarm state GREEN
-- @param #SHORAD self
function SHORAD:_InitState()
self:T(self.lid .. " _InitState")
local table = {}
local set = self.Groupset
self:T({set = set})
local aliveset = set:GetAliveSet() --#table
for _,_group in pairs (aliveset) do
if self.UseEmOnOff then
--_group:SetAIOff()
_group:EnableEmission(false)
_group:OptionAlarmStateRed() --Wrapper.Group#GROUP
else
_group:OptionAlarmStateGreen() --Wrapper.Group#GROUP
end
_group:OptionDisperseOnAttack(30)
end
-- gather entropy
for i=1,100 do
math.random()
end
return self
end
--- Switch debug state on
-- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false)
function SHORAD:SwitchDebug(onoff)
self:T( { onoff } )
if onoff then
self:SwitchDebugOn()
else
self.SwitchDebugOff()
end
return self
end
--- Switch debug state on
-- @param #SHORAD self
function SHORAD:SwitchDebugOn()
self.debug = true
--tracing
BASE:TraceOn()
BASE:TraceClass("SHORAD")
return self
end
--- Switch debug state off
-- @param #SHORAD self
function SHORAD:SwitchDebugOff()
self.debug = false
BASE:TraceOff()
return self
end
--- Switch defense for HARMs
-- @param #SHORAD self
-- @param #boolean onoff
function SHORAD:SwitchHARMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
self.DefendHarms = onoff
return self
end
--- Switch defense for AGMs
-- @param #SHORAD self
-- @param #boolean onoff
function SHORAD:SwitchAGMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
self.DefendMavs = onoff
return self
end
--- Set defense probability limits
-- @param #SHORAD self
-- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100
function SHORAD:SetDefenseLimits(low,high)
self:T( { low, high } )
local low = low or 70
local high = high or 90
if (low < 0) or (low > 100) or (low > high) then
low = 70
end
if (high < 0) or (high > 100) or (high < low ) then
high = 90
end
self.DefenseLowProb = low
self.DefenseHighProb = high
return self
end
--- Set the number of seconds a SHORAD site will stay active
-- @param #SHORAD self
-- @param #number seconds Number of seconds systems stay active
function SHORAD:SetActiveTimer(seconds)
self:T(self.lid .. " SetActiveTimer")
local timer = seconds or 600
if timer < 0 then
timer = 600
end
self.ActiveTimer = timer
return self
end
--- Set the number of meters for the SHORAD defense zone
-- @param #SHORAD self
-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
function SHORAD:SetDefenseRadius(meters)
self:T(self.lid .. " SetDefenseRadius")
local radius = meters or 20000
if radius < 0 then
radius = 20000
end
self.Radius = radius
return self
end
--- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state
function SHORAD:SetUsingEmOnOff(switch)
self:T(self.lid .. " SetUsingEmOnOff")
self.UseEmOnOff = switch or false
return self
end
--- Check if a HARM was fired
-- @param #SHORAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
function SHORAD:_CheckHarms(WeaponName)
self:T(self.lid .. " _CheckHarms")
self:T( { WeaponName } )
local hit = false
if self.DefendHarms then
for _,_name in pairs (SHORAD.Harms) do
if string.find(WeaponName,_name,1) then hit = true end
end
end
return hit
end
--- Check if an AGM was fired
-- @param #SHORAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
function SHORAD:_CheckMavs(WeaponName)
self:T(self.lid .. " _CheckMavs")
self:T( { WeaponName } )
local hit = false
if self.DefendMavs then
for _,_name in pairs (SHORAD.Mavs) do
if string.find(WeaponName,_name,1) then hit = true end
end
end
return hit
end
--- Check the coalition of the attacker
-- @param #SHORAD self
-- @param #string Coalition name
-- @return #boolean Returns false for a match
function SHORAD:_CheckCoalition(Coalition)
self:T(self.lid .. " _CheckCoalition")
local owncoalition = self.Coalition
local othercoalition = ""
if Coalition == 0 then
othercoalition = "neutral"
elseif Coalition == 1 then
othercoalition = "red"
else
othercoalition = "blue"
end
self:T({owncoalition = owncoalition, othercoalition = othercoalition})
if owncoalition ~= othercoalition then
return true
else
return false
end
end
--- Check if the missile is aimed at a SHORAD
-- @param #SHORAD self
-- @param #string TargetGroupName Name of the target group
-- @return #boolean Returns true for a match, else false
function SHORAD:_CheckShotAtShorad(TargetGroupName)
self:T(self.lid .. " _CheckShotAtShorad")
local tgtgrp = TargetGroupName
local shorad = self.Groupset
local shoradset = shorad:GetAliveSet() --#table
local returnname = false
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1) then
returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end
end
return returnname
end
--- Check if the missile is aimed at a SAM site
-- @param #SHORAD self
-- @param #string TargetGroupName Name of the target group
-- @return #boolean Returns true for a match, else false
function SHORAD:_CheckShotAtSams(TargetGroupName)
self:T(self.lid .. " _CheckShotAtSams")
local tgtgrp = TargetGroupName
local shorad = self.Samset
--local shoradset = shorad:GetAliveSet() --#table
local shoradset = shorad:GetSet() --#table
local returnname = false
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1) then
returnname = true
end
end
return returnname
end
--- Calculate if the missile shot is detected
-- @param #SHORAD self
-- @return #boolean Returns true for a detection, else false
function SHORAD:_ShotIsDetected()
self:T(self.lid .. " _ShotIsDetected")
local IsDetected = false
local DetectionProb = math.random(self.DefenseLowProb, self.DefenseHighProb) -- reference value
local ActualDetection = math.random(1,100) -- value for this shot
if ActualDetection <= DetectionProb then
IsDetected = true
end
return IsDetected
end
--- Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds
-- @param #SHORAD self
-- @param #string TargetGroup Name of the target group used to build the #ZONE
-- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @usage Use this function to integrate with other systems, example
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- myshorad:SwitchDebug(true)
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
function SHORAD:WakeUpShorad(TargetGroup, Radius, ActiveTimer, TargetCat)
self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT
local targetgroup = TargetGroup
local targetvec2 = nil
if targetcat == Object.Category.UNIT then
targetvec2 = GROUP:FindByName(targetgroup):GetVec2()
elseif targetcat == Object.Category.STATIC then
targetvec2 = STATIC:FindByName(targetgroup,false):GetVec2()
else
local samset = self.Samset
local sam = samset:GetRandom()
targetvec2 = sam:GetVec2()
end
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again
local function SleepShorad(group)
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
--group:SetAIOff()
else
group:OptionAlarmStateGreen()
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
end
-- go through set and find the one(s) to activate
for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then
--_group:SetAIOn()
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
local groupname = _group:GetName()
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
timer.scheduleFunction(SleepShorad, _group, endtime)
end
end
end
return self
end
--- Main function - work on the EventData
-- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set
function SHORAD:HandleEventShot( EventData )
self:T( { EventData } )
self:T(self.lid .. " HandleEventShot")
--local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition
local weaponcoalition = EventData.IniGroup:GetCoalition()
-- get detection probability
if self:_CheckCoalition(weaponcoalition) then --avoid overhead on friendly fire
local IsDetected = self:_ShotIsDetected()
-- convert to text
local DetectedText = "false"
if IsDetected then
DetectedText = "true"
end
local text = string.format("%s Missile Launched = %s | Detected probability state is %s", self.lid, ShootingWeaponName, DetectedText)
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
--
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
-- get target data
local targetdata = EventData.Weapon:getTarget() -- Identify target
local targetcat = targetdata:getCategory() -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC
targetunit = STATIC:Find(targetdata)
end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then
local targetunitname = targetunit:GetName()
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil
local targetgroupname = "none"
if targetcat == Object.Category.UNIT then
targetgroup = targetunit:GetGroup()
targetgroupname = targetgroup:GetName() -- group name
elseif targetcat == Object.Category.STATIC then
targetgroup = targetunit
targetgroupname = targetunitname
end
local text = string.format("%s Missile Target = %s", self.lid, tostring(targetgroupname))
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
end
end
end
end
end
--
end
-----------------------------------------------------------------------
-- SHORAD end
-----------------------------------------------------------------------

View File

@@ -193,7 +193,13 @@
-- warehouseBatumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO)
--
-- This becomes important when assets are requested from other warehouses as described below. In this case, the five Hueys are now marked as transport helicopters and
-- not attack helicopters.
-- not attack helicopters. This is also particularly useful when adding assets to a warehouse with the intention of using them to transport other units that are part of
-- a subsequent request (see below). Setting the attribute will help to ensure that warehouse module can find the correct unit when attempting to service a request in its
-- queue. For example, if we want to add an Amphibious Landing Ship, even though most are indeed armed, it's recommended to do the following:
--
-- warehouseBatumi:AddAsset("Landing Ship", 1, WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP)
--
-- Then when adding the request, you can simply specify WAREHOUSE.TransportType.SHIP (which corresponds to NAVAL_UNARMEDSHIP) as the TransportType.
--
-- ### Setting the Cargo Bay Weight Limit
-- You can ajust the cargo bay weight limit, in case it is not calculated correctly automatically. For example, the cargo bay of a C-17A is much smaller in DCS than that of a C-130, which is
@@ -1569,6 +1575,7 @@ WAREHOUSE = {
delivered = {},
defending = {},
portzone = nil,
harborzone = nil,
shippinglanes = {},
offroadpaths = {},
autodefence = false,
@@ -1726,12 +1733,15 @@ WAREHOUSE.Attribute = {
-- @field #string TRAIN Transports are conducted by trains. Not implemented yet. Also trains are buggy in DCS.
-- @field #string SELFPROPELLED Assets go to their destination by themselves. No transport carrier needed.
WAREHOUSE.TransportType = {
AIRPLANE = "Air_TransportPlane",
HELICOPTER = "Air_TransportHelo",
APC = "Ground_APC",
TRAIN = "Ground_Train",
SHIP = "Naval_UnarmedShip",
SELFPROPELLED = "Selfpropelled",
AIRPLANE = "Air_TransportPlane",
HELICOPTER = "Air_TransportHelo",
APC = "Ground_APC",
TRAIN = "Ground_Train",
SHIP = "Naval_UnarmedShip",
AIRCRAFTCARRIER = "Naval_AircraftCarrier",
WARSHIP = "Naval_WarShip",
ARMEDSHIP = "Naval_ArmedShip",
SELFPROPELLED = "Selfpropelled",
}
--- Warehouse quantity enumerator for selecting number of assets, e.g. all, half etc. of what is in stock rather than an absolute number.
@@ -1776,7 +1786,7 @@ WAREHOUSE.version="1.0.2"
-- TODO: Make more examples: ARTY, CAP, ...
-- TODO: Check also general requests like all ground. Is this a problem for self propelled if immobile units are among the assets? Check if transport.
-- TODO: Handle the case when units of a group die during the transfer.
-- TODO: Added habours as interface for transport to from warehouses? Could make a rudimentary shipping dispatcher.
-- DONE: Added harbours as interface for transport to/from warehouses. Simplifies process of spawning units near the ship, especially if cargo not self-propelled.
-- DONE: Test capturing a neutral warehouse.
-- DONE: Add save/load capability of warehouse <==> persistance after mission restart. Difficult in lua!
-- DONE: Get cargo bay and weight from CARGO_GROUP and GROUP. No necessary any more!
@@ -1829,7 +1839,6 @@ WAREHOUSE.version="1.0.2"
-- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static
-- @return #WAREHOUSE self
function WAREHOUSE:New(warehouse, alias)
BASE:T({warehouse=warehouse})
-- Check if just a string was given and convert to static.
if type(warehouse)=="string" then
@@ -2602,8 +2611,10 @@ end
--- Check parking ID.
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE.ParkingSpot spot Parking spot.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase.
-- @return #boolean If true, parking is valid.
function WAREHOUSE:_CheckParkingValid(spot)
function WAREHOUSE:_CheckParkingValid(spot, airbase)
if self.parkingIDs==nil then
return true
end
@@ -2709,6 +2720,18 @@ function WAREHOUSE:SetPortZone(zone)
return self
end
--- Add a Harbor Zone for this warehouse where naval cargo units will spawn and be received.
-- Both warehouses must have the harbor zone defined for units to properly spawn on both the
-- sending and receiving side. The harbor zone should be within 3km of the port zone used for
-- warehouse in order to facilitate the boarding process.
-- @param #WAREHOUSE self
-- @param Core.Zone#ZONE zone The zone defining the naval embarcation/debarcation point for cargo units
-- @return #WAREHOUSE self
function WAREHOUSE:SetHarborZone(zone)
self.harborzone=zone
return self
end
--- Add a shipping lane from this warehouse to another remote warehouse.
-- Note that both warehouses must have a port zone defined before a shipping lane can be added!
-- Shipping lane is taken from the waypoints of a (late activated) template group. So set up a group, e.g. a ship or a helicopter, and place its
@@ -4340,10 +4363,10 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
self:_ErrorMessage("ERROR: Cargo transport by train not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER then
self:_ErrorMessage("ERROR: Cargo transport by ship not supported yet!")
return
-- Spawn Ship in port zone
spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
@@ -4471,6 +4494,9 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
--_boardradius=nil
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
--_boardradius=nil
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
_boardradius=6000
end
-- Empty cargo group set.
@@ -4481,7 +4507,6 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Find asset belonging to this group.
local asset=self:FindAssetInDB(_group)
-- New cargo group object.
local cargogroup=CARGO_GROUP:New(_group, _cargotype,_group:GetName(),_boardradius, asset.loadradius)
@@ -4490,6 +4515,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Add group to group set.
CargoGroups:AddCargo(cargogroup)
end
------------------------
@@ -4535,23 +4561,54 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Set home zone.
CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
-- Pickup and deploy zones.
local PickupZoneSet = SET_ZONE:New():AddZone(self.portzone)
PickupZoneSet:AddZone(self.harborzone)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.harborzone)
-- Get the shipping lane to use and pass it to the Dispatcher
local remotename = Request.warehouse.warehouse:GetName()
local ShippingLane = self.shippinglanes[remotename][math.random(#self.shippinglanes[remotename])]
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_SHIP:New(TransportGroupSet, CargoGroups, PickupZoneSet, DeployZoneSet, ShippingLane)
-- Set home zone
CargoTransport:SetHomeZone(self.portzone)
else
self:E(self.lid.."ERROR: Unknown transporttype!")
end
-- Set pickup and deploy radii.
-- The 20 m inner radius are to ensure that the helo does not land on the warehouse itself in the middle of the default spawn zone.
local pickupouter=200
local pickupinner=0
if self.spawnzone.Radius~=nil then
pickupouter=self.spawnzone.Radius
local pickupouter = 200
local pickupinner = 0
local deployouter = 200
local deployinner = 0
if Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
pickupouter=1000
pickupinner=20
end
local deployouter=200
local deployinner=0
if self.spawnzone.Radius~=nil then
deployouter=Request.warehouse.spawnzone.Radius
deployinner=20
deployouter=1000
deployinner=0
else
pickupouter=200
pickupinner=0
if self.spawnzone.Radius~=nil then
pickupouter=self.spawnzone.Radius
pickupinner=20
end
deployouter=200
deployinner=0
if self.spawnzone.Radius~=nil then
deployouter=Request.warehouse.spawnzone.Radius
deployinner=20
end
end
CargoTransport:SetPickupRadius(pickupouter, pickupinner)
CargoTransport:SetDeployRadius(deployouter, deployinner)
@@ -4630,7 +4687,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Get cargo group object.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
-- Get request.
-- Get request.
local request=warehouse:_GetRequestOfGroup(group, warehouse.pending)
-- Add cargo group to this carrier.
@@ -6925,11 +6982,16 @@ function WAREHOUSE:_CheckRequestValid(request)
valid=false
end
elseif request.transporttype==WAREHOUSE.TransportType.SHIP then
elseif request.transporttype==WAREHOUSE.TransportType.SHIP or request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or request.transporttype==WAREHOUSE.TransportType.WARSHIP then
-- Transport by ship.
self:E("ERROR: Incorrect request. Transport by SHIP not implemented yet!")
valid=false
local shippinglane=self:HasConnectionNaval(request.warehouse)
if not shippinglane then
self:E("ERROR: Incorrect request. No shipping lane has been defined between warehouses!")
valid=false
end
elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then
@@ -7025,7 +7087,7 @@ function WAREHOUSE:_CheckRequestNow(request)
-- If no transport is requested, assets need to be mobile unless it is a self request.
local onlymobile=false
if type(request.transport)=="number" and request.ntransport==0 and not request.toself then
if type(request.ntransport)=="number" and request.ntransport==0 and not request.toself then
onlymobile=true
end
@@ -7607,7 +7669,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot) then
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot, airbase) and airbase:_CheckParkingLists(parkingspot.TerminalID) then
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
@@ -8052,10 +8114,9 @@ function WAREHOUSE:_GetAttribute(group)
-- Ships
local aircraftcarrier=group:HasAttribute("Aircraft Carriers")
local warship=group:HasAttribute("Heavy armed ships")
local armedship=group:HasAttribute("Armed ships")
local armedship=group:HasAttribute("Armed ships") or group:HasAttribute("Armed Ship")
local unarmedship=group:HasAttribute("Unarmed ships")
-- Define attribute. Order is important.
if transportplane then
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTPLANE

View File

@@ -1,5 +1,4 @@
-- The order of the declarations is important here. Don't touch it.
--- GLOBALS: The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class
_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
@@ -10,9 +9,37 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDU
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Core.Database#DATABASE
--- Settings
_SETTINGS = SETTINGS:Set()
_SETTINGS:SetPlayerMenuOn()
--- Register cargos.
_DATABASE:_RegisterCargos()
--- Register zones.
_DATABASE:_RegisterZones()
--- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:")
local __na=false
if os then
BASE:I("- os available")
else
BASE:I("- os NOT available! Some functions may not work.")
__na=true
end
if io then
BASE:I("- io available")
else
BASE:I("- io NOT available! Some functions may not work.")
__na=true
end
if lfs then
BASE:I("- lfs available")
else
BASE:I("- lfs NOT available! Some functions may not work.")
__na=true
end
if __na then
BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)")
end

View File

@@ -1,10 +1,13 @@
__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/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
@@ -19,11 +22,9 @@ __Moose.Include( 'Scripts/Moose/Core/Point.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Radio.lua' )
__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 +38,7 @@ __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' )
@@ -64,11 +66,15 @@ __Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
@@ -95,16 +101,25 @@ __Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Ship.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assign.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' )
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
__Moose.Include( 'Scripts/Moose/Sound/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SRS.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task.lua' )

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View File

@@ -1345,7 +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.
@@ -1364,7 +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

@@ -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

View File

@@ -1,13 +1,10 @@
--- **Core** - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.
--- **Sound** - Radio transmissions.
--
-- ===
--
-- ## Features:
--
-- * Provide radio functionality to broadcast radio transmissions.
-- * Provide beacon functionality to assist pilots.
--
-- The Radio contains 2 classes : RADIO and BEACON
--
-- What are radio communications in DCS?
--
@@ -35,13 +32,13 @@
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Radio
-- @module Sound.Radio
-- @image Core_Radio.JPG
--- Models the radio capability.
--- *It's not true I had nothing on, I had the radio on.* -- Marilyn Monroe
--
-- ## RADIO usage
-- # RADIO usage
--
-- There are 3 steps to a successful radio transmission.
--
@@ -87,15 +84,15 @@
-- @field #string alias Name of the radio transmitter.
-- @extends Core.Base#BASE
RADIO = {
ClassName = "RADIO",
FileName = "",
Frequency = 0,
Modulation = radio.modulation.AM,
Subtitle = "",
ClassName = "RADIO",
FileName = "",
Frequency = 0,
Modulation = radio.modulation.AM,
Subtitle = "",
SubtitleDuration = 0,
Power = 100,
Loop = false,
alias=nil,
Power = 100,
Loop = false,
alias = nil,
}
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
@@ -395,409 +392,3 @@ function RADIO:StopBroadcast()
end
return self
end
--- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name=nil,
}
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_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,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16456,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
NAUTICAL_HOMER = 32776,
ICLS = 131584,
}
--- 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
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER = 4,
ILS_LOCALIZER = 5,
ILS_GLIDESLOPE = 6,
BROADCAST_STATION = 7,
}
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F(Positionable)
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
self.name=Positionable:GetName()
self:I(string.format("New BEACON %s", tostring(self.name)))
return self
end
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- Beacon type.
local Type=BEACON.Type.TACAN
-- Beacon system.
local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode~="Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
end
end
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug.
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
-- @param #boolean Bearing Can the BEACON be homed on ?
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
local IsValid = true
if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false
end
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false
end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing
-- or 14 (TACAN_AA_MODE_Y) if it does not
local System
if Bearing then
System = 5
else
System = 14
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = 4,
system = System,
callsign = Message,
frequency = Frequency,
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- Activates a general pupose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
-- They can home in on these specific frequencies :
-- * **Mi8**
-- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
-- * ARK9 -> 150-1300KHz
-- * **Huey**
-- * AN/ARC-131 -> 30-76 Mhz FM
-- @param #BEACON self
-- @param #string FileName The name of the audio file
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a beacon for a unit in distress.
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- -- The beacon they use is battery-powered, and only lasts for 5 min
-- local UnitInDistress = UNIT:FindByName("Unit1")
-- local UnitBeacon = UnitInDistress:GetBeacon()
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end
-- Check the Frequency
if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency})
IsValid = false
end
Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false
end
-- Check the Power
if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power})
IsValid = false
end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
function()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end

View File

@@ -1,23 +1,27 @@
--- **Core** - Queues Radio Transmissions.
--- **Sound** - Queues Radio Transmissions.
--
-- ===
--
-- ## Features:
--
-- * Managed Radio Transmissions.
-- * Manage Radio Transmissions
--
-- ===
--
-- ### Authors: funkyfranky
--
-- @module Core.RadioQueue
-- @module Sound.RadioQueue
-- @image Core_Radio.JPG
--- Manages radio transmissions.
--
-- The main goal of the RADIOQUEUE class is to string together multiple sound files to play a complete sentence.
-- The underlying problem is that radio transmissions in DCS are not queued but played "on top" of each other.
-- Therefore, to achive the goal, it is vital to know the precise duration how long it takes to play the sound file.
--
-- @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.
@@ -35,10 +39,11 @@
-- @field #table numbers Table of number transmission parameters.
-- @field #boolean checking Scheduler is checking the radio queue.
-- @field #boolean schedonce Call ScheduleOnce instead of normal scheduler.
-- @field Sound.SRS#MSRS msrs Moose SRS class.
-- @extends Core.Base#BASE
RADIOQUEUE = {
ClassName = "RADIOQUEUE",
Debug = nil,
Debugmode = nil,
lid = nil,
frequency = nil,
modulation = nil,
@@ -55,7 +60,7 @@ RADIOQUEUE = {
power = nil,
numbers = {},
checking = nil,
schedonce = nil,
schedonce = false,
}
--- Radio queue transmission data.
@@ -69,12 +74,14 @@ RADIOQUEUE = {
-- @field #boolean isplaying If true, transmission is currently playing.
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
-- @field #number interval Interval in seconds before next transmission.
-- @field Sound.SoundOutput#SOUNDFILE soundfile Sound file object to play via SRS.
-- @field Sound.SoundOutput#SOUNDTEXT soundtext Sound TTS object to play via SRS.
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
-- @param #RADIOQUEUE self
-- @param #number frequency The radio frequency in MHz.
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
-- @param #number modulation (Optional) The radio modulation. Default `radio.modulation.AM` (=0).
-- @param #string alias (Optional) Name of the radio queue.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:New(frequency, modulation, alias)
@@ -125,9 +132,9 @@ function RADIOQUEUE:Start(delay, dt)
-- Start Scheduler.
if self.schedonce then
self:_CheckRadioQueueDelayed(delay)
self:_CheckRadioQueueDelayed(self.delay)
else
self.RQid=self.scheduler:Schedule(nil, RADIOQUEUE._CheckRadioQueue, {self}, delay, dt)
self.RQid=self.scheduler:Schedule(nil, RADIOQUEUE._CheckRadioQueue, {self}, self.delay, self.dt)
end
return self
@@ -170,6 +177,17 @@ function RADIOQUEUE:SetRadioPower(power)
return self
end
--- Set SRS.
-- @param #RADIOQUEUE self
-- @param #string PathToSRS Path to SRS.
-- @param #number Port SRS port. Default 5002.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSRS(PathToSRS, Port)
self.msrs=MSRS:New(PathToSRS, self.frequency/1000000, self.modulation)
self.msrs:SetPort(Port)
return self
end
--- Set parameters of a digit.
-- @param #RADIOQUEUE self
-- @param #number digit The digit 0-9.
@@ -202,7 +220,7 @@ end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
-- @return #RADIOQUEUE self
function RADIOQUEUE:AddTransmission(transmission)
self:F({transmission=transmission})
@@ -221,7 +239,7 @@ function RADIOQUEUE:AddTransmission(transmission)
return self
end
--- Add a transmission to the radio queue.
--- Create a new transmission and add it to the radio queue.
-- @param #RADIOQUEUE self
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
-- @param #number duration Duration in seconds the file lasts.
@@ -230,7 +248,7 @@ end
-- @param #number interval Interval in seconds after the last transmission finished.
-- @param #string subtitle Subtitle of the transmission.
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
-- @return #RADIOQUEUE.Transmission Radio transmission table.
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval, subtitle, subduration)
-- Sanity checks.
@@ -269,9 +287,36 @@ function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval,
-- Add transmission to queue.
self:AddTransmission(transmission)
return transmission
end
--- Add a SOUNDFILE to the radio queue.
-- @param #RADIOQUEUE self
-- @param Sound.SoundOutput#SOUNDFILE soundfile Sound file object to be added.
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @return #RADIOQUEUE self
function RADIOQUEUE:AddSoundFile(soundfile, tstart, interval)
--env.info(string.format("FF add soundfile: name=%s%s", soundfile:GetPath(), soundfile:GetFileName()))
local transmission=self:NewTransmission(soundfile:GetFileName(), soundfile.duration, soundfile:GetPath(), tstart, interval, soundfile.subtitle, soundfile.subduration)
transmission.soundfile=soundfile
return self
end
--- Add a SOUNDTEXT to the radio queue.
-- @param #RADIOQUEUE self
-- @param Sound.SoundOutput#SOUNDTEXT soundtext Text-to-speech text.
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @return #RADIOQUEUE self
function RADIOQUEUE:AddSoundText(soundtext, tstart, interval)
local transmission=self:NewTransmission("SoundText.ogg", soundtext.duration, nil, tstart, interval, soundtext.subtitle, soundtext.subduration)
transmission.soundtext=soundtext
return self
end
--- Convert a number (as string) into a radio transmission.
-- E.g. for board number or headings.
-- @param #RADIOQUEUE self
@@ -280,19 +325,9 @@ end
-- @param #number interval Interval between the next call.
-- @return #number Duration of the call in seconds.
function RADIOQUEUE:Number2Transmission(number, delay, interval)
--- Split string into characters.
local function _split(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
-- Split string into characters.
local numbers=_split(number)
local numbers=UTILS.GetCharacters(number)
local wait=0
for i=1,#numbers do
@@ -325,6 +360,11 @@ end
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:Broadcast(transmission)
if ((transmission.soundfile and transmission.soundfile.useSRS) or transmission.soundtext) and self.msrs then
self:_BroadcastSRS(transmission)
return
end
-- Get unit sending the transmission.
local sender=self:_GetRadioSender()
@@ -375,8 +415,10 @@ 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
@@ -388,10 +430,7 @@ 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.
@@ -408,13 +447,28 @@ 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
end
--- Broadcast radio message.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:_BroadcastSRS(transmission)
if transmission.soundfile and transmission.soundfile.useSRS then
self.msrs:PlaySoundFile(transmission.soundfile)
elseif transmission.soundtext then
self.msrs:PlaySoundText(transmission.soundtext)
end
end
--- Start checking the radio queue.
-- @param #RADIOQUEUE self
-- @param #number delay Delay in seconds before checking.
@@ -524,7 +578,7 @@ 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.
@@ -532,11 +586,12 @@ 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
@@ -545,9 +600,9 @@ function RADIOQUEUE:_GetRadioSender()
return nil
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
--- Get unit from which we want to transmit a radio message. This has to be an aircraft or ground unit 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
@@ -560,7 +615,7 @@ 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.
@@ -568,7 +623,7 @@ function RADIOQUEUE:_GetRadioSenderCoord()
-- Check that sender is alive and an aircraft.
if sender then
return sender:GetCoordinate()
return sender:GetVec3()
end
end

View File

@@ -11,7 +11,7 @@
--
-- ### Authors: FlightControl
--
-- @module Core.RadioSpeech
-- @module Sound.RadioSpeech
-- @image Core_Radio.JPG
--- Makes the radio speak.
@@ -162,31 +162,31 @@ RADIOSPEECH.Vocabulary.RU = {
["8000"] = { "8000", 0.92 },
["9000"] = { "9000", 0.87 },
["степени"] = { "degrees", 0.5 },
["километров"] = { "kilometers", 0.65 },
["Ñ<EFBFBD>Ñепени"] = { "degrees", 0.5 },
["километров"] = { "kilometers", 0.65 },
["km"] = { "kilometers", 0.65 },
["миль"] = { "miles", 0.45 },
["миль"] = { "miles", 0.45 },
["mi"] = { "miles", 0.45 },
["метры"] = { "meters", 0.41 },
["метры"] = { "meters", 0.41 },
["m"] = { "meters", 0.41 },
["ноги"] = { "feet", 0.37 },
["ноги"] = { "feet", 0.37 },
["br"] = { "br", 1.1 },
["bra"] = { "bra", 0.3 },
["возвращаясь на базу"] = { "returning_to_base", 1.40 },
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
["перехват самолетов"] = { "intercepting_bogeys", 1.22 },
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
["захватывающие самолеты"] = { "engaging_bogeys", 1.68 },
["колеса вверх"] = { "wheels_up", 0.92 },
["посадка на базу"] = { "landing at base", 1.04 },
["патрулирующий"] = { "patrolling", 0.96 },
["возвращаÑ<EFBFBD>Ñ<EFBFBD>ÑŒ на базу"] = { "returning_to_base", 1.40 },
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
["перехват Ñ<>амолеÑов"] = { "intercepting_bogeys", 1.22 },
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
["захватывающие Ñ<>амолеÑÑ"] = { "engaging_bogeys", 1.68 },
["колеÑ<EFBFBD>а вверх"] = { "wheels_up", 0.92 },
["поÑ<EFBFBD>адка на базу"] = { "landing at base", 1.04 },
["патрулирующий"] = { "patrolling", 0.96 },
["за"] = { "for", 0.27 },
["и"] = { "and", 0.17 },
["в"] = { "at", 0.19 },
["за"] = { "for", 0.27 },
["и"] = { "and", 0.17 },
["в"] = { "at", 0.19 },
["dot"] = { "dot", 0.51 },
["defender"] = { "defender", 0.45 },
}

View File

@@ -0,0 +1,692 @@
--- **Sound** - Simple Radio Standalone (SRS) Integration.
--
-- ===
--
-- **Main Features:**
--
-- * Play sound files via SRS
-- * Play text-to-speach via SRS
--
-- ===
--
-- ## Youtube Videos: None yet
--
-- ===
--
-- ## Missions: None yet
--
-- ===
--
-- ## Sound files: [MOOSE Sound Files](https://github.com/FlightControl-Master/MOOSE_SOUND/releases)
--
-- ===
--
-- The goal of the [SRS](https://github.com/ciribob/DCS-SimpleRadioStandalone) project is to bring VoIP communication into DCS and to make communication as frictionless as possible.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Sound.MSRS
-- @image Sound_MSRS.png
--- MSRS class.
-- @type MSRS
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table frequencies Frequencies used in the transmissions.
-- @field #table modulations Modulations used in the transmissions.
-- @field #number coalition Coalition of the transmission.
-- @field #number port Port. Default 5002.
-- @field #string name Name. Default "DCS-STTS".
-- @field #number volume Volume between 0 (min) and 1 (max). Default 1.
-- @field #string culture Culture. Default "en-GB".
-- @field #string gender Gender. Default "female".
-- @field #string voice Specifc voce.
-- @field Core.Point#COORDINATE coordinate Coordinate from where the transmission is send.
-- @field #string path Path to the SRS exe. This includes the final slash "/".
-- @field #string google Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
-- @extends Core.Base#BASE
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
--
-- ===
--
-- ![Banner Image](..\Presentations\ATIS\ATIS_Main.png)
--
-- # The MSRS Concept
--
-- This class allows to broadcast sound files or text via Simple Radio Standalone (SRS).
--
-- ## Prerequisites
--
-- This script needs SRS version >= 1.9.6.
--
-- # Play Sound Files
--
-- local soundfile=SOUNDFILE:New("My Soundfile.ogg", "D:\\Sounds For DCS")
-- local msrs=MSRS:New("C:\\Path To SRS", 251, radio.modulation.AM)
-- msrs:PlaySoundFile(soundfile)
--
-- # Play Text-To-Speech
--
-- Basic example:
--
-- -- Create a SOUNDTEXT object.
-- local text=SOUNDTEXT:New("All Enemies destroyed")
--
-- -- MOOSE SRS
-- local msrs=MSRS:New("D:\\DCS\\_SRS\\", 305, radio.modulation.AM)
--
-- -- Text-to speech with default voice after 2 seconds.
-- msrs:PlaySoundText(text, 2)
--
-- ## Set Gender
--
-- Use a specific gender with the @{#MSRS.SetGender} function, e.g. `SetGender("male")` or `:SetGender("female")`.
--
-- ## Set Culture
--
-- Use a specific "culture" with the @{#MSRS.SetCulture} function, e.g. `:SetCulture("en-US")` or `:SetCulture("de-DE")`.
--
-- ## Set Voice
--
-- Use a specifc voice with the @{#MSRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`.
-- Note that this must be installed on your windows system.
--
-- ## Set Coordinate
--
-- Use @{#MSRS.SetCoordinate} to define the origin from where the transmission is broadcasted.
--
-- @field #MSRS
MSRS = {
ClassName = "MSRS",
lid = nil,
port = 5002,
name = "MSRS",
frequencies = {},
modulations = {},
coalition = 0,
gender = "female",
culture = nil,
voice = nil,
volume = 1,
speed = 1,
coordinate = nil,
}
--- MSRS class version.
-- @field #string version
MSRS.version="0.0.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add functions to add/remove freqs and modulations.
-- DONE: Add coordinate.
-- DONE: Add google.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new MSRS object.
-- @param #MSRS self
-- @param #string PathToSRS Path to the directory, where SRS is located.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @return #MSRS self
function MSRS:New(PathToSRS, Frequency, Modulation)
-- Defaults.
Frequency =Frequency or 143
Modulation= Modulation or radio.modulation.AM
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #MSRS
self:SetPath(PathToSRS)
self:SetPort()
self:SetFrequencies(Frequency)
self:SetModulations(Modulation)
self:SetGender()
self:SetCoalition()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set path to SRS install directory. More precisely, path to where the DCS-
-- @param #MSRS self
-- @param #string Path Path to the directory, where the sound file is located. This does **not** contain a final backslash or slash.
-- @return #MSRS self
function MSRS:SetPath(Path)
if Path==nil then
self:E("ERROR: No path to SRS directory specified!")
return nil
end
-- Set path.
self.path=Path
-- Remove (back)slashes.
local n=1 ; local nmax=1000
while (self.path:sub(-1)=="/" or self.path:sub(-1)==[[\]]) and n<=nmax do
self.path=self.path:sub(1,#self.path-1)
n=n+1
end
-- Debug output.
self:T(string.format("SRS path=%s", self:GetPath()))
return self
end
--- Get path to SRS directory.
-- @param #MSRS self
-- @return #string Path to the directory. This includes the final slash "/".
function MSRS:GetPath()
return self.path
end
--- Set port.
-- @param #MSRS self
-- @param #number Port Port. Default 5002.
-- @return #MSRS self
function MSRS:SetPort(Port)
self.port=Port or 5002
end
--- Get port.
-- @param #MSRS self
-- @return #number Port.
function MSRS:GetPort()
return self.port
end
--- Set coalition.
-- @param #MSRS self
-- @param #number Coalition Coalition. Default 0.
-- @return #MSRS self
function MSRS:SetCoalition(Coalition)
self.coalition=Coalition or 0
end
--- Get coalition.
-- @param #MSRS self
-- @return #number Coalition.
function MSRS:GetCoalition()
return self.coalition
end
--- Set frequencies.
-- @param #MSRS self
-- @param #table Frequencies Frequencies in MHz. Can also be given as a #number if only one frequency should be used.
-- @return #MSRS self
function MSRS:SetFrequencies(Frequencies)
-- Ensure table.
if type(Frequencies)~="table" then
Frequencies={Frequencies}
end
self.frequencies=Frequencies
return self
end
--- Get frequencies.
-- @param #MSRS self
-- @param #table Frequencies in MHz.
function MSRS:GetFrequencies()
return self.frequencies
end
--- Set modulations.
-- @param #MSRS self
-- @param #table Modulations Modulations. Can also be given as a #number if only one modulation should be used.
-- @return #MSRS self
function MSRS:SetModulations(Modulations)
-- Ensure table.
if type(Modulations)~="table" then
Modulations={Modulations}
end
self.modulations=Modulations
return self
end
--- Get modulations.
-- @param #MSRS self
-- @param #table Modulations.
function MSRS:GetModulations()
return self.modulations
end
--- Set gender.
-- @param #MSRS self
-- @param #string Gender Gender: "male" or "female" (default).
-- @return #MSRS self
function MSRS:SetGender(Gender)
Gender=Gender or "female"
self.gender=Gender:lower()
-- Debug output.
self:T("Setting gender to "..tostring(self.gender))
return self
end
--- Set culture.
-- @param #MSRS self
-- @param #string Culture Culture, e.g. "en-GB" (default).
-- @return #MSRS self
function MSRS:SetCulture(Culture)
self.culture=Culture
return self
end
--- Set to use a specific voice. Will override gender and culture settings.
-- @param #MSRS self
-- @param #string Voice Voice.
-- @return #MSRS self
function MSRS:SetVoice(Voice)
self.voice=Voice
return self
end
--- Set the coordinate from which the transmissions will be broadcasted.
-- @param #MSRS self
-- @param Core.Point#COORDINATE Coordinate Origin of the transmission.
-- @return #MSRS self
function MSRS:SetCoordinate(Coordinate)
self.coordinate=Coordinate
return self
end
--- Use google text-to-speech.
-- @param #MSRS self
-- @param PathToCredentials Full path to the google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
-- @return #MSRS self
function MSRS:SetGoogle(PathToCredentials)
self.google=PathToCredentials
return self
end
--- Print SRS STTS help to DCS log file.
-- @param #MSRS self
-- @return #MSRS self
function MSRS:Help()
-- Path and exe.
local path=self:GetPath() or STTS.DIRECTORY
local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe"
-- Text file for output.
local filename = os.getenv('TMP') .. "\\MSRS-help-"..STTS.uuid()..".txt"
-- Print help.
local command=string.format("%s/%s --help > %s", path, exe, filename)
os.execute(command)
local f=assert(io.open(filename, "rb"))
local data=f:read("*all")
f:close()
-- Print to log file.
env.info("SRS STTS help output:")
env.info("======================================================================")
env.info(data)
env.info("======================================================================")
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Transmission Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Play sound file (ogg or mp3) via SRS.
-- @param #MSRS self
-- @param Sound.SoundFile#SOUNDFILE Soundfile Sound file to play.
-- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self
function MSRS:PlaySoundFile(Soundfile, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlaySoundFile, self, Soundfile, 0)
else
-- Sound file name.
local soundfile=Soundfile:GetName()
-- Get command.
local command=self:_GetCommand()
-- Append file.
command=command.." --file="..tostring(soundfile)
self:_ExecCommand(command)
--[[
command=command.." > bla.txt"
-- Debug output.
self:I(string.format("MSRS PlaySoundfile command=%s", command))
-- Execute SRS command.
local x=os.execute(command)
]]
end
return self
end
--- Play a SOUNDTEXT text-to-speech object.
-- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self
function MSRS:PlaySoundText(SoundText, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlaySoundText, self, SoundText, 0)
else
-- Get command.
local command=self:_GetCommand(nil, nil, nil, SoundText.gender, SoundText.voice, SoundText.culture, SoundText.volume, SoundText.speed)
-- Append text.
command=command..string.format(" --text=\"%s\"", tostring(SoundText.text))
-- Execute command.
self:_ExecCommand(command)
--[[
command=command.." > bla.txt"
-- Debug putput.
self:I(string.format("MSRS PlaySoundfile command=%s", command))
-- Execute SRS command.
local x=os.execute(command)
]]
end
return self
end
--- Play text message via STTS.
-- @param #MSRS self
-- @param #string Text Text message.
-- @param #number Delay Delay in seconds, before the message is played.
-- @return #MSRS self
function MSRS:PlayText(Text, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlayText, self, Text, 0)
else
-- Get command line.
local command=self:_GetCommand()
-- Append text.
command=command..string.format(" --text=\"%s\"", tostring(Text))
-- Execute command.
self:_ExecCommand(command)
--[[
-- Check that length of command is max 255 chars or os.execute() will not work!
if string.len(command)>255 then
-- Create a tmp file.
local filename = os.getenv('TMP') .. "\\MSRS-"..STTS.uuid()..".bat"
local script = io.open(filename, "w+")
script:write(command.." && exit")
script:close()
-- Play command.
command=string.format("\"%s\"", filename)
-- Play file in 0.05 seconds
timer.scheduleFunction(os.execute, command, timer.getTime()+0.05)
-- Remove file in 1 second.
timer.scheduleFunction(os.remove, filename, timer.getTime()+1)
else
-- Debug output.
self:I(string.format("MSRS Text command=%s", command))
-- Execute SRS command.
local x=os.execute(command)
end
]]
end
return self
end
--- Play text file via STTS.
-- @param #MSRS self
-- @param #string TextFile Full path to the file.
-- @param #number Delay Delay in seconds, before the message is played.
-- @return #MSRS self
function MSRS:PlayTextFile(TextFile, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlayTextFile, self, TextFile, 0)
else
-- First check if text file exists!
local exists=UTILS.FileExists(TextFile)
if not exists then
self:E("ERROR: MSRS Text file does not exist! File="..tostring(TextFile))
return self
end
-- Get command line.
local command=self:_GetCommand()
-- Append text file.
command=command..string.format(" --textFile=\"%s\"", tostring(TextFile))
-- Debug output.
self:T(string.format("MSRS TextFile command=%s", command))
-- Count length of command.
local l=string.len(command)
-- Execute command.
self:_ExecCommand(command)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Execute SRS command to play sound using the `DCS-SR-ExternalAudio.exe`.
-- @param #MSRS self
-- @param #string command Command to executer
-- @return #number Return value of os.execute() command.
function MSRS:_ExecCommand(command)
-- Create a tmp file.
local filename=os.getenv('TMP').."\\MSRS-"..STTS.uuid()..".bat"
local script=io.open(filename, "w+")
script:write(command.." && exit")
script:close()
-- Play command.
command=string.format('start /b "" "%s"', filename)
local res=nil
if true then
-- Create a tmp file.
local filenvbs = os.getenv('TMP') .. "\\MSRS-"..STTS.uuid()..".vbs"
-- VBS script
local script = io.open(filenvbs, "w+")
script:write(string.format('Dim WinScriptHost\n'))
script:write(string.format('Set WinScriptHost = CreateObject("WScript.Shell")\n'))
script:write(string.format('WinScriptHost.Run Chr(34) & "%s" & Chr(34), 0\n', filename))
script:write(string.format('Set WinScriptHost = Nothing'))
script:close()
-- Run visual basic script. This still pops up a window but very briefly and does not put the DCS window out of focus.
local runvbs=string.format('cscript.exe //Nologo //B "%s"', filenvbs)
-- Debug output.
self:T("MSRS execute command="..command)
self:T("MSRS execute VBS command="..runvbs)
-- Play file in 0.01 seconds
res=os.execute(runvbs)
-- Remove file in 1 second.
timer.scheduleFunction(os.remove, filename, timer.getTime()+1)
timer.scheduleFunction(os.remove, filenvbs, timer.getTime()+1)
else
-- Debug output.
self:T("MSRS execute command="..command)
-- Execute command
res=os.execute(command)
-- Remove file in 1 second.
timer.scheduleFunction(os.remove, filename, timer.getTime()+1)
end
return res
end
--- Get lat, long and alt from coordinate.
-- @param #MSRS self
-- @param Core.Point#Coordinate Coordinate Coordinate. Can also be a DCS#Vec3.
-- @return #number Latitude.
-- @return #number Longitude.
-- @return #number Altitude.
function MSRS:_GetLatLongAlt(Coordinate)
local lat, lon, alt=coord.LOtoLL(Coordinate)
return lat, lon, math.floor(alt)
end
--- Get SRS command to play sound using the `DCS-SR-ExternalAudio.exe`.
-- @param #MSRS self
-- @param #table freqs Frequencies in MHz.
-- @param #table modus Modulations.
-- @param #number coal Coalition.
-- @param #string gender Gender.
-- @param #string voice Voice.
-- @param #string culture Culture.
-- @param #number volume Volume.
-- @param #number speed Speed.
-- @param #number port Port.
-- @return #string Command.
function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port)
local path=self:GetPath() or STTS.DIRECTORY
local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe"
freqs=table.concat(freqs or self.frequencies, ",")
modus=table.concat(modus or self.modulations, ",")
coal=coal or self.coalition
gender=gender or self.gender
voice=voice or self.voice
culture=culture or self.culture
volume=volume or self.volume
speed=speed or self.speed
port=port or self.port
-- Replace modulation
modus=modus:gsub("0", "AM")
modus=modus:gsub("1", "FM")
-- This did not work well. Stopped if the transmission was a bit longer with no apparent error.
--local command=string.format("%s --freqs=%s --modulations=%s --coalition=%d --port=%d --volume=%.2f --speed=%d", exe, freqs, modus, coal, port, volume, speed)
-- Command from orig STTS script. Works better for some unknown reason!
local command=string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", path, exe, freqs, modus, coal, port, "ROBOT")
--local command=string.format('start /b "" /d "%s" "%s" -f %s -m %s -c %s -p %s -n "%s" > bla.txt', path, exe, freqs, modus, coal, port, "ROBOT")
-- Command.
local command=string.format('%s/%s -f %s -m %s -c %s -p %s -n "%s"', path, exe, freqs, modus, coal, port, "ROBOT")
-- Set voice or gender/culture.
if voice then
-- Use a specific voice (no need for gender and/or culture.
command=command..string.format(" --voice=\"%s\"", tostring(voice))
else
-- Add gender.
if gender and gender~="female" then
command=command..string.format(" --gender=%s", tostring(gender))
end
-- Add culture.
if culture and culture~="en-GB" then
command=command..string.format(" -l %s", tostring(culture))
end
end
-- Set coordinate.
if self.coordinate then
local lat,lon,alt=self:_GetLatLongAlt(self.coordinate)
command=command..string.format(" -L %.4f -O %.4f -A %d", lat, lon, alt)
end
-- Set google.
if self.google then
command=command..string.format(' -G "%s"', self.google)
end
-- Debug output.
self:T("MSRS command="..command)
return command
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,408 @@
--- **Sound** - Sound output classes.
--
-- ===
--
-- ## Features:
--
-- * Create a SOUNDFILE object (mp3 or ogg) to be played via DCS or SRS transmissions
-- * Create a SOUNDTEXT object for text-to-speech output vis SRS Simple-Text-To-Speech (STTS)
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
--
-- There are two classes, SOUNDFILE and SOUNDTEXT, defined in this section that deal with playing
-- sound files or arbitrary text (via SRS Simple-Text-To-Speech), respectively.
--
-- The SOUNDFILE and SOUNDTEXT objects can be defined and used in other MOOSE classes.
--
--
-- @module Sound.SoundOutput
-- @image Sound_SoundOutput.png
do -- Sound Base
--- @type SOUNDBASE
-- @field #string ClassName Name of the class.
-- @extends Core.Base#BASE
--- Basic sound output inherited by other classes suche as SOUNDFILE and SOUNDTEXT.
--
-- This class is **not** meant to be used by "ordinary" users.
--
-- @field #SOUNDBASE
SOUNDBASE={
ClassName = "SOUNDBASE",
}
--- Constructor to create a new SOUNDBASE object.
-- @param #SOUNDBASE self
-- @return #SOUNDBASE self
function SOUNDBASE:New()
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) -- #SOUNDBASE
return self
end
--- Function returns estimated speech time in seconds.
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word so
--
-- * 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
--
-- So lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
--
-- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
--
-- @param #string Text The text string to analyze.
-- @param #number Speed Speed factor. Default 1.
-- @param #boolean isGoogle If true, google text-to-speech is used.
function SOUNDBASE:GetSpeechTime(length,speed,isGoogle)
local maxRateRatio = 3
speed = speed or 1.0
isGoogle = isGoogle or false
local speedFactor = 1.0
if isGoogle then
speedFactor = speed
else
if speed ~= 0 then
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1
end
if speed < 0 then
speedFactor = 1/speedFactor
end
end
-- Words per minute.
local wpm = math.ceil(100 * speedFactor)
-- Characters per second.
local cps = math.floor((wpm * 5)/60)
if type(length) == "string" then
length = string.len(length)
end
return math.ceil(length/cps)
end
end
do -- Sound File
--- @type SOUNDFILE
-- @field #string ClassName Name of the class
-- @field #string filename Name of the flag.
-- @field #string path Directory path, where the sound file is located. This includes the final slash "/".
-- @field #string duration Duration of the sound file in seconds.
-- @field #string subtitle Subtitle of the transmission.
-- @field #number subduration Duration in seconds how long the subtitle is displayed.
-- @field #boolean useSRS If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file!
-- @extends Core.Base#BASE
--- Sound files used by other classes.
--
-- # The SOUNDFILE Concept
--
-- A SOUNDFILE object hold the important properties that are necessary to play the sound file, e.g. its file name, path, duration.
--
-- It can be created with the @{#SOUNDFILE.New}(*FileName*, *Path*, *Duration*) function:
--
-- local soundfile=SOUNDFILE:New("My Soundfile.ogg", "Sound File/", 3.5)
--
-- ## SRS
--
-- If sound files are supposed to be played via SRS, you need to use the @{#SOUNDFILE.SetPlayWithSRS}() function.
--
-- # Location/Path
--
-- ## DCS
--
-- DCS can only play sound files that are located inside the mission (.miz) file. In particular, DCS cannot make use of files that are stored on
-- your hard drive.
--
-- The default location where sound files are stored in DCS is the directory "l10n/DEFAULT/". This is where sound files are placed, if they are
-- added via the mission editor (TRIGGERS-->ACTIONS-->SOUND TO ALL). Note however, that sound files which are not added with a trigger command,
-- will be deleted each time the mission is saved! Therefore, this directory is not ideal to be used especially if many sound files are to
-- be included since for each file a trigger action needs to be created. Which is cumbersome, to say the least.
--
-- The recommended way is to create a new folder inside the mission (.miz) file (a miz file is essentially zip file and can be opened, e.g., with 7-Zip)
-- and to place the sound files in there. Sound files in these folders are not wiped out by DCS on the next save.
--
-- ## SRS
--
-- SRS sound files need to be located on your local drive (not inside the miz). Therefore, you need to specify the full path.
--
-- @field #SOUNDFILE
SOUNDFILE={
ClassName = "SOUNDFILE",
filename = nil,
path = "l10n/DEFAULT/",
duration = 3,
subtitle = nil,
subduration = 0,
useSRS = false,
}
--- Constructor to create a new SOUNDFILE object.
-- @param #SOUNDFILE self
-- @param #string FileName The name of the sound file, e.g. "Hello World.ogg".
-- @param #string Path The path of the directory, where the sound file is located. Default is "l10n/DEFAULT/" within the miz file.
-- @param #number Duration Duration in seconds, how long it takes to play the sound file. Default is 3 seconds.
-- @return #SOUNDFILE self
function SOUNDFILE:New(FileName, Path, Duration)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) -- #SOUNDFILE
-- Set file name.
self:SetFileName(FileName)
-- Set path.
self:SetPath(Path)
-- Set duration.
self:SetDuration(Duration)
-- Debug info:
self:T(string.format("New SOUNDFILE: file name=%s, path=%s", self.filename, self.path))
return self
end
--- Set path, where the sound file is located.
-- @param #SOUNDFILE self
-- @param #string Path Path to the directory, where the sound file is located.
-- @return #SOUNDFILE self
function SOUNDFILE:SetPath(Path)
-- Init path.
self.path=Path or "l10n/DEFAULT/"
-- Remove (back)slashes.
local nmax=1000 ; local n=1
while (self.path:sub(-1)=="/" or self.path:sub(-1)==[[\]]) and n<=nmax do
self.path=self.path:sub(1,#self.path-1)
n=n+1
end
-- Append slash.
self.path=self.path.."/"
return self
end
--- Get path of the directory, where the sound file is located.
-- @param #SOUNDFILE self
-- @return #string Path.
function SOUNDFILE:GetPath()
local path=self.path or "l10n/DEFAULT/"
return path
end
--- Set sound file name. This must be a .ogg or .mp3 file!
-- @param #SOUNDFILE self
-- @param #string FileName Name of the file. Default is "Hello World.mp3".
-- @return #SOUNDFILE self
function SOUNDFILE:SetFileName(FileName)
--TODO: check that sound file is really .ogg or .mp3
self.filename=FileName or "Hello World.mp3"
return self
end
--- Get the sound file name.
-- @param #SOUNDFILE self
-- @return #string Name of the soud file. This does *not* include its path.
function SOUNDFILE:GetFileName()
return self.filename
end
--- Set duration how long it takes to play the sound file.
-- @param #SOUNDFILE self
-- @param #string Duration Duration in seconds. Default 3 seconds.
-- @return #SOUNDFILE self
function SOUNDFILE:SetDuration(Duration)
self.duration=Duration or 3
return self
end
--- Get duration how long the sound file takes to play.
-- @param #SOUNDFILE self
-- @return #number Duration in seconds.
function SOUNDFILE:GetDuration()
return self.duration or 3
end
--- Get the complete sound file name inlcuding its path.
-- @param #SOUNDFILE self
-- @return #string Name of the sound file.
function SOUNDFILE:GetName()
local path=self:GetPath()
local filename=self:GetFileName()
local name=string.format("%s%s", path, filename)
return name
end
--- Set whether sound files should be played via SRS.
-- @param #SOUNDFILE self
-- @param #boolean Switch If true or nil, use SRS. If false, use DCS transmission.
-- @return #SOUNDFILE self
function SOUNDFILE:SetPlayWithSRS(Switch)
if Switch==true or Switch==nil then
self.useSRS=true
else
self.useSRS=false
end
return self
end
end
do -- Text-To-Speech
--- @type SOUNDTEXT
-- @field #string ClassName Name of the class
-- @field #string text Text to speak.
-- @field #number duration Duration in seconds.
-- @field #string gender Gender: "male", "female".
-- @field #string culture Culture, e.g. "en-GB".
-- @field #string voice Specific voice to use. Overrules `gender` and `culture` settings.
-- @extends Core.Base#BASE
--- Text-to-speech objects for other classes.
--
-- # The SOUNDTEXT Concept
--
-- A SOUNDTEXT object holds all necessary information to play a general text via SRS Simple-Text-To-Speech.
--
-- It can be created with the @{#SOUNDTEXT.New}(*Text*, *Duration*) function.
--
-- * @{#SOUNDTEXT.New}(*Text, Duration*): Creates a new SOUNDTEXT object.
--
-- # Options
--
-- ## Gender
--
-- You can choose a gender ("male" or "femal") with the @{#SOUNDTEXT.SetGender}(*Gender*) function.
-- Note that the gender voice needs to be installed on your windows machine for the used culture (see below).
--
-- ## Culture
--
-- You can choose a "culture" (accent) with the @{#SOUNDTEXT.SetCulture}(*Culture*) function, where the default (SRS) culture is "en-GB".
--
-- Other examples for culture are: "en-US" (US accent), "de-DE" (German), "it-IT" (Italian), "ru-RU" (Russian), "zh-CN" (Chinese).
--
-- Note that the chosen culture needs to be installed on your windows machine.
--
-- ## Specific Voice
--
-- You can use a specific voice for the transmission with the @{SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples
--
-- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain)
-- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States)
-- * Name: Microsoft Zira Desktop, Culture: en-US, Gender: Female, Age: Adult, Desc: Microsoft Zira Desktop - English (United States)
-- * Name: Microsoft Hedda Desktop, Culture: de-DE, Gender: Female, Age: Adult, Desc: Microsoft Hedda Desktop - German
-- * Name: Microsoft Helena Desktop, Culture: es-ES, Gender: Female, Age: Adult, Desc: Microsoft Helena Desktop - Spanish (Spain)
-- * Name: Microsoft Hortense Desktop, Culture: fr-FR, Gender: Female, Age: Adult, Desc: Microsoft Hortense Desktop - French
-- * Name: Microsoft Elsa Desktop, Culture: it-IT, Gender: Female, Age: Adult, Desc: Microsoft Elsa Desktop - Italian (Italy)
-- * Name: Microsoft Irina Desktop, Culture: ru-RU, Gender: Female, Age: Adult, Desc: Microsoft Irina Desktop - Russian
-- * Name: Microsoft Huihui Desktop, Culture: zh-CN, Gender: Female, Age: Adult, Desc: Microsoft Huihui Desktop - Chinese (Simplified)
--
-- Note that this must be installed on your windos machine. Also note that this overrides any culture and gender settings.
--
-- @field #SOUNDTEXT
SOUNDTEXT={
ClassName = "SOUNDTEXT",
}
--- Constructor to create a new SOUNDTEXT object.
-- @param #SOUNDTEXT self
-- @param #string Text The text to speak.
-- @param #number Duration Duration in seconds, how long it takes to play the text. Default is 3 seconds.
-- @return #SOUNDTEXT self
function SOUNDTEXT:New(Text, Duration)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) -- #SOUNDTEXT
self:SetText(Text)
self:SetDuration(Duration or STTS.getSpeechTime(Text))
--self:SetGender()
--self:SetCulture()
-- Debug info:
self:T(string.format("New SOUNDTEXT: text=%s, duration=%.1f sec", self.text, self.duration))
return self
end
--- Set text.
-- @param #SOUNDTEXT self
-- @param #string Text Text to speak. Default "Hello World!".
-- @return #SOUNDTEXT self
function SOUNDTEXT:SetText(Text)
self.text=Text or "Hello World!"
return self
end
--- Set duration, how long it takes to speak the text.
-- @param #SOUNDTEXT self
-- @param #number Duration Duration in seconds. Default 3 seconds.
-- @return #SOUNDTEXT self
function SOUNDTEXT:SetDuration(Duration)
self.duration=Duration or 3
return self
end
--- Set gender.
-- @param #SOUNDTEXT self
-- @param #string Gender Gender: "male" or "female" (default).
-- @return #SOUNDTEXT self
function SOUNDTEXT:SetGender(Gender)
self.gender=Gender or "female"
return self
end
--- Set TTS culture - local for the voice.
-- @param #SOUNDTEXT self
-- @param #string Culture TTS culture. Default "en-GB".
-- @return #SOUNDTEXT self
function SOUNDTEXT:SetCulture(Culture)
self.culture=Culture or "en-GB"
return self
end
--- Set to use a specific voice name.
-- See the list from `DCS-SR-ExternalAudio.exe --help` or if using google see [google voices](https://cloud.google.com/text-to-speech/docs/voices).
-- @param #SOUNDTEXT self
-- @param #string VoiceName Voice name. Note that this will overrule `Gender` and `Culture`.
-- @return #SOUNDTEXT self
function SOUNDTEXT:SetVoice(VoiceName)
self.voice=VoiceName
return self
end
end

View File

@@ -1,4 +1,4 @@
--- **Core** - Manage user sound.
--- **Sound** - Manage user sound.
--
-- ===
--
@@ -16,7 +16,7 @@
--
-- ===
--
-- @module Core.UserSound
-- @module Sound.UserSound
-- @image Core_Usersound.JPG
do -- UserSound

View File

@@ -202,6 +202,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
self:SetAutoAcceptTasks( true )
self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Distance )
self:SetFlashStatus( false )
self:SetMessageDuration(10)
self:HandleEvent( EVENTS.Birth,
--- @param #COMMANDCENTER self
@@ -682,7 +683,7 @@ end
-- @param #string Message The message text.
function COMMANDCENTER:MessageToAll( Message )
self:GetPositionable():MessageToAll( Message, 20, self:GetName() )
self:GetPositionable():MessageToAll( Message, self.MessageDuration, self:GetName() )
end
@@ -692,7 +693,7 @@ end
-- @param Wrapper.Group#GROUP MessageGroup The group to receive the message.
function COMMANDCENTER:MessageToGroup( Message, MessageGroup )
self:GetPositionable():MessageToGroup( Message, 15, MessageGroup, self:GetShortText() )
self:GetPositionable():MessageToGroup( Message, self.MessageDuration, MessageGroup, self:GetShortText() )
end
@@ -715,7 +716,7 @@ function COMMANDCENTER:MessageToCoalition( Message )
local CCCoalition = self:GetPositionable():GetCoalition()
--TODO: Fix coalition bug!
self:GetPositionable():MessageToCoalition( Message, 15, CCCoalition, self:GetShortText() )
self:GetPositionable():MessageToCoalition( Message, self.MessageDuration, CCCoalition, self:GetShortText() )
end
@@ -795,9 +796,18 @@ end
--- Let the command center flash a report of the status of the subscribed task to a group.
-- @param #COMMANDCENTER self
-- @param Flash #boolean
function COMMANDCENTER:SetFlashStatus( Flash )
self:F()
self.FlashStatus = Flash or true
self.FlashStatus = Flash and true
end
--- Duration a command center message is shown.
-- @param #COMMANDCENTER self
-- @param seconds #number
function COMMANDCENTER:SetMessageDuration(seconds)
self:F()
self.MessageDuration = 10 or seconds
end

View File

@@ -881,6 +881,9 @@ do -- Group Assignment
local Mission = self:GetMission()
local CommandCenter = Mission:GetCommandCenter()
CommandCenter:SetMenu()
self:MenuFlashTaskStatus( TaskGroup, false ) -- stop message flashing, if any #1383 & #1312
end
end
@@ -1252,7 +1255,7 @@ function TASK:MenuFlashTaskStatus( TaskGroup, Flash )
self.FlashTaskStatus = Flash
if self.FlashTaskStatus then
self.FlashTaskScheduler, self.FlashTaskScheduleID = SCHEDULER:New( self, self.MenuTaskStatus, { TaskGroup }, 0, 60 )
self.FlashTaskScheduler, self.FlashTaskScheduleID = SCHEDULER:New( self, self.MenuTaskStatus, { TaskGroup }, 0, 60) --Issue #1383 never ending flash messages
else
if self.FlashTaskScheduler then
self.FlashTaskScheduler:Stop( self.FlashTaskScheduleID )

View File

@@ -344,7 +344,9 @@ function TASKINFO:Report( Report, Detail, ReportGroup, Task )
Text = DataText
else
local DataText = Data.Data -- #string
Text = DataText
if type(DataText) == "string" then --Issue #1388 - don't just assume this is a string
Text = DataText
end
end
if Line < math.floor( Data.Order / 10 ) then

View File

@@ -199,7 +199,7 @@ do -- TASK_A2A_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = false
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
@@ -253,7 +253,12 @@ do -- TASK_A2A_DISPATCHER
return self
end
--- Set flashing player messages on or off
-- @param #TASK_A2A_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
@@ -610,7 +615,7 @@ do -- TASK_A2A_DISPATCHER
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and (self.FlashNewTask) then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end

View File

@@ -451,6 +451,7 @@ do -- TASK_A2G_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = true --set to false to suppress flash messages
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
@@ -471,6 +472,12 @@ do -- TASK_A2G_DISPATCHER
return self
end
--- Set flashing player messages on or off
-- @param #TASK_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
end
--- Creates a SEAD task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
@@ -616,7 +623,9 @@ do -- TASK_A2G_DISPATCHER
if not DetectedItem then
local TaskText = Task:GetName()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
if self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
end
end
Task = self:RemoveTask( TaskIndex )
end
@@ -686,7 +695,7 @@ do -- TASK_A2G_DISPATCHER
-- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text(", ")
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" then
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end
end
@@ -744,6 +753,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
@@ -752,6 +762,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
@@ -760,6 +771,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
end
@@ -805,7 +817,7 @@ do -- TASK_A2G_DISPATCHER
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end
@@ -815,4 +827,4 @@ do -- TASK_A2G_DISPATCHER
return true
end
end
end

View File

@@ -83,7 +83,7 @@ do -- TASK_CAPTURE_DISPATCHER
-- ## 1.1. Create a command center.
--
-- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor.
-- The command assumes that you´ve setup a group in the mission editor with the name HQ.
-- The command assumes that you´ve setup a group in the mission editor with the name HQ.
-- This group will act as the command center object.
-- It is a good practice to mark this group as invisible and invulnerable.
--
@@ -184,6 +184,7 @@ do -- TASK_CAPTURE_DISPATCHER
local self = BASE:Inherit( self, TASK_MANAGER:New( SetGroup ) ) -- #TASK_CAPTURE_DISPATCHER
self.Mission = Mission
self.FlashNewTask = false
self:AddTransition( "Started", "Assign", "Started" )
self:AddTransition( "Started", "ZoneCaptured", "Started" )
@@ -383,7 +384,7 @@ do -- TASK_CAPTURE_DISPATCHER
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and ( not self.FlashNewTask ) then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end

View File

@@ -56,6 +56,17 @@ ENUMS.ROT = {
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={
@@ -222,6 +233,15 @@ 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.
@@ -242,4 +262,101 @@ ENUMS.FormationOld.RotaryWing={}
ENUMS.FormationOld.RotaryWing.Wedge=8
ENUMS.FormationOld.RotaryWing.Echelon=9
ENUMS.FormationOld.RotaryWing.Front=10
ENUMS.FormationOld.RotaryWing.Column=11
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[" "]=" "
--- ISO (639-1) 2-letter Language Codes. See the [Wikipedia](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
--
-- @type ENUMS.ISOLang
ENUMS.ISOLang =
{
Arabic = 'AR',
Chinese = 'ZH',
English = 'EN',
French = 'FR',
German = 'DE',
Russian = 'RU',
Spanish = 'ES',
Japanese = 'JA',
Italian = 'IT',
}
--- Phonetic Alphabet (NATO). See the [Wikipedia](https://en.wikipedia.org/wiki/NATO_phonetic_alphabet).
--
-- @type ENUMS.Phonetic
ENUMS.Phonetic =
{
A = 'Alpha',
B = 'Bravo',
C = 'Charlie',
D = 'Delta',
E = 'Echo',
F = 'Foxtrot',
G = 'Golf',
H = 'Hotel',
I = 'India',
J = 'Juliett',
K = 'Kilo',
L = 'Lima',
M = 'Mike',
N = 'November',
O = 'Oscar',
P = 'Papa',
Q = 'Quebec',
R = 'Romeo',
S = 'Sierra',
T = 'Tango',
U = 'Uniform',
V = 'Victor',
W = 'Whiskey',
X = 'Xray',
Y = 'Yankee',
Z = 'Zulu',
}

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

@@ -0,0 +1,256 @@
--- **Utilities** DCS Simple Text-To-Speech (STTS).
--
--
--
-- @module Utils.STTS
-- @image MOOSE.JPG
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type STTS
-- @field #string DIRECTORY Path of the SRS directory.
--- Simple Text-To-Speech
--
-- Version 0.4 - Compatible with SRS version 1.9.6.0+
--
-- # DCS Modification Required
--
-- You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitisation.
-- To do this remove all the code below the comment - the line starts "local function sanitizeModule(name)"
-- Do this without DCS running to allow mission scripts to use os functions.
--
-- *You WILL HAVE TO REAPPLY AFTER EVERY DCS UPDATE*
--
-- # USAGE:
--
-- Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialise it
-- Make sure to edit the STTS.SRS_PORT and STTS.DIRECTORY to the correct values before adding to the mission.
-- Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts.
--
-- Example calls:
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2)
--
-- Arguments in order are:
--
-- * Message to say, make sure not to use a newline (\n) !
-- * Frequency in MHz
-- * Modulation - AM/FM
-- * Volume - 1.0 max, 0.5 half
-- * Name of the transmitter - ATC, RockFM etc
-- * Coalition - 0 spectator, 1 red 2 blue
-- * OPTIONAL - Vec3 Point i.e Unit.getByName("A UNIT"):getPoint() - needs Vec3 for Height! OR null if not needed
-- * OPTIONAL - Speed -10 to +10
-- * OPTIONAL - Gender male, female or neuter
-- * OPTIONAL - Culture - en-US, en-GB etc
-- * OPTIONAL - Voice - a specfic voice by name. Run DCS-SR-ExternalAudio.exe with --help to get the ones you can use on the command line
-- * OPTIONAL - Google TTS - Switch to Google Text To Speech - Requires STTS.GOOGLE_CREDENTIALS path and Google project setup correctly
--
--
-- ## Example
--
-- This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,null,-5,"male","en-GB")
--
-- ## Example
--
--This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT"
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB")
--
-- Arguments in order are:
--
-- * FULL path to the MP3 OR OGG to play
-- * Frequency in MHz - to use multiple separate with a comma - Number of frequencies MUST match number of Modulations
-- * Modulation - AM/FM - to use multiple
-- * Volume - 1.0 max, 0.5 half
-- * Name of the transmitter - ATC, RockFM etc
-- * Coalition - 0 spectator, 1 red 2 blue
--
-- ## Example
--
-- This will play that MP3 on 255MHz AM & 31 FM at half volume with a client called "Multiple" and to Spectators only
--
-- STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0)
--
-- @field #STTS
STTS={
ClassName="STTS",
DIRECTORY="",
SRS_PORT=5002,
GOOGLE_CREDENTIALS="C:\\Users\\Ciaran\\Downloads\\googletts.json",
EXECUTABLE="DCS-SR-ExternalAudio.exe",
}
--- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
STTS.DIRECTORY = "D:/DCS/_SRS"
--- LOCAL SRS PORT - DEFAULT IS 5002
STTS.SRS_PORT = 5002
--- Google credentials file
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
--- DONT CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
--- Function for UUID.
function STTS.uuid()
local random = math.random
local template ='yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c)
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
return string.format('%x', v)
end)
end
--- Round a number.
-- @param #number x Number.
-- @param #number n Precision.
function STTS.round(x, n)
n = math.pow(10, n or 0)
x = x * n
if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end
return x / n
end
--- Function returns estimated speech time in seconds.
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word so
--
-- * 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
--
-- So lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
--
-- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
--
function STTS.getSpeechTime(length,speed,isGoogle)
local maxRateRatio = 3
speed = speed or 1.0
isGoogle = isGoogle or false
local speedFactor = 1.0
if isGoogle then
speedFactor = speed
else
if speed ~= 0 then
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1
end
if speed < 0 then
speedFactor = 1/speedFactor
end
end
local wpm = math.ceil(100 * speedFactor)
local cps = math.floor((wpm * 5)/60)
if type(length) == "string" then
length = string.len(length)
end
return math.ceil(length/cps)
end
--- Text to speech function.
function STTS.TextToSpeech(message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS)
if os == nil or io == nil then
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ")
return
end
speed = speed or 1
gender = gender or "female"
culture = culture or ""
voice = voice or ""
coalition=coalition or "0"
name=name or "ROBOT"
volume=1
speed=1
message = message:gsub("\"","\\\"")
local cmd = string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs or "305", modulations or "AM", coalition, STTS.SRS_PORT, name)
if voice ~= "" then
cmd = cmd .. string.format(" -V \"%s\"",voice)
else
if culture ~= "" then
cmd = cmd .. string.format(" -l %s",culture)
end
if gender ~= "" then
cmd = cmd .. string.format(" -g %s",gender)
end
end
if googleTTS == true then
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS)
end
if speed ~= 1 then
cmd = cmd .. string.format(" -s %s",speed)
end
if volume ~= 1.0 then
cmd = cmd .. string.format(" -v %s",volume)
end
if point and type(point) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point)
lat = STTS.round(lat,4)
lon = STTS.round(lon,4)
alt = math.floor(alt)
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
end
cmd = cmd ..string.format(" -t \"%s\"",message)
if string.len(cmd) > 255 then
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open(filename,"w+")
script:write(cmd .. " && exit" )
script:close()
cmd = string.format("\"%s\"",filename)
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1)
end
if string.len(cmd) > 255 then
env.info("[DCS-STTS] - cmd string too long")
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n")
end
os.execute(cmd)
return STTS.getSpeechTime(message,speed,googleTTS)
end
--- Play mp3 function.
-- @param #string pathToMP3 Path to the sound file.
-- @param #string freqs Frequencies, e.g. "305, 256".
-- @param #string modulations Modulations, e.g. "AM, FM".
-- @param #string volume Volume, e.g. "0.5".
function STTS.PlayMP3(pathToMP3, freqs, modulations, volume, name, coalition, point)
local cmd = string.format("start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h",
STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs or "305", modulations or "AM", coalition or "0", STTS.SRS_PORT, name or "ROBOT", volume or "1")
if point and type(point) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point)
lat = STTS.round(lat,4)
lon = STTS.round(lon,4)
alt = math.floor(alt)
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
end
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n")
os.execute(cmd)
end

View File

@@ -0,0 +1,612 @@
--- **Utils** Templates
--
-- DCS unit templates
--
-- @module Utilities.Templates
-- @image MOOSE.JPG
--- TEMPLATE class.
-- @type TEMPLATE
-- @field #string ClassName Name of the class.
--- *Templates*
--
-- ===
--
-- ![Banner Image](..\Presentations\Utilities\PROFILER_Main.jpg)
--
-- Get DCS templates from thin air.
--
-- # Ground Units
--
-- Ground units.
--
-- # Naval Units
--
-- Ships are not implemented yet.
--
-- # Aircraft
--
-- ## Airplanes
--
-- Airplanes are not implemented yet.
--
-- ## Helicopters
--
-- Helicopters are not implemented yet.
--
-- @field #TEMPLATE
TEMPLATE = {
ClassName = "TEMPLATE",
Ground = {},
Naval = {},
Airplane = {},
Helicopter = {},
}
--- Ground unit type names.
-- @type TEMPLATE.TypeGround
-- @param #string InfantryAK
TEMPLATE.TypeGround={
InfantryAK="Infantry AK",
ParatrooperAKS74="Paratrooper AKS-74",
ParatrooperRPG16="Paratrooper RPG-16",
SoldierWWIIUS="soldier_wwii_us",
InfantryM248="Infantry M249",
SoldierM4="Soldier M4",
}
--- Naval unit type names.
-- @type TEMPLATE.TypeNaval
-- @param #string Ticonderoga
TEMPLATE.TypeNaval={
Ticonderoga="TICONDEROG",
}
--- Rotary wing unit type names.
-- @type TEMPLATE.TypeAirplane
-- @param #string A10C
TEMPLATE.TypeAirplane={
A10C="A-10C",
}
--- Rotary wing unit type names.
-- @type TEMPLATE.TypeHelicopter
-- @param #string AH1W
TEMPLATE.TypeHelicopter={
AH1W="AH-1W",
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Ground Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get template for ground units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 50 m.
-- @return #table Template Template table.
function TEMPLATE.GetGround(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeGround.SoldierM4
GroupName=GroupName or "Ground-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=0, z=0}
Nunits=Nunits or 1
Radius=Radius or 50
-- Get generic template.
local template=UTILS.DeepCopy(TEMPLATE.GenericGround)
-- Set group name.
template.name=GroupName
-- These are additional entries required by the MOOSE _DATABASE:Spawn() function.
template.CountryID=CountryID
template.CoalitionID=coalition.getCountryCoalition(template.CountryID)
template.CategoryID=Unit.Category.GROUND_UNIT
-- Set first unit.
template.units[1].type=TypeName
template.units[1].name=GroupName.."-1"
if Vec3 then
TEMPLATE.SetPositionFromVec3(template, Vec3)
end
TEMPLATE.SetUnits(template, Nunits, COORDINATE:NewFromVec3(Vec3), Radius)
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Naval Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get template for ground units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE.GetNaval(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeNaval.Ticonderoga
GroupName=GroupName or "Naval-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=0, z=0}
Nunits=Nunits or 1
Radius=Radius or 500
-- Get generic template.
local template=UTILS.DeepCopy(TEMPLATE.GenericNaval)
-- Set group name.
template.name=GroupName
-- These are additional entries required by the MOOSE _DATABASE:Spawn() function.
template.CountryID=CountryID
template.CoalitionID=coalition.getCountryCoalition(template.CountryID)
template.CategoryID=Unit.Category.SHIP
-- Set first unit.
template.units[1].type=TypeName
template.units[1].name=GroupName.."-1"
if Vec3 then
TEMPLATE.SetPositionFromVec3(template, Vec3)
end
TEMPLATE.SetUnits(template, Nunits, COORDINATE:NewFromVec3(Vec3), Radius)
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Aircraft Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get template for fixed wing units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE.GetAirplane(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeAirplane.A10C
GroupName=GroupName or "Airplane-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=1000, z=0}
Nunits=Nunits or 1
Radius=Radius or 100
local template=TEMPLATE._GetAircraft(true, TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
return template
end
--- Get template for fixed wing units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE.GetHelicopter(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeHelicopter.AH1W
GroupName=GroupName or "Helicopter-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=500, z=0}
Nunits=Nunits or 1
Radius=Radius or 100
-- Limit unis to 4.
Nunits=math.min(Nunits, 4)
local template=TEMPLATE._GetAircraft(false, TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
return template
end
--- Get template for aircraft units.
-- @param #boolean Airplane If true, this is a fixed wing. Else, rotary wing.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE._GetAircraft(Airplane, TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName
GroupName=GroupName or "Aircraft-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=0, z=0}
Nunits=Nunits or 1
Radius=Radius or 100
-- Get generic template.
local template=UTILS.DeepCopy(TEMPLATE.GenericAircraft)
-- Set group name.
template.name=GroupName
-- These are additional entries required by the MOOSE _DATABASE:Spawn() function.
template.CountryID=CountryID
template.CoalitionID=coalition.getCountryCoalition(template.CountryID)
if Airplane then
template.CategoryID=Unit.Category.AIRPLANE
else
template.CategoryID=Unit.Category.HELICOPTER
end
-- Set first unit.
template.units[1].type=TypeName
template.units[1].name=GroupName.."-1"
-- Set position.
if Vec3 then
TEMPLATE.SetPositionFromVec3(template, Vec3)
end
-- Set number of units.
TEMPLATE.SetUnits(template, Nunits, COORDINATE:NewFromVec3(Vec3), Radius)
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param DCS#Vec2 Vec2 2D Position vector with x and y components of the group.
function TEMPLATE.SetPositionFromVec2(Template, Vec2)
Template.x=Vec2.x
Template.y=Vec2.y
for _,unit in pairs(Template.units) do
unit.x=Vec2.x
unit.y=Vec2.y
end
Template.route.points[1].x=Vec2.x
Template.route.points[1].y=Vec2.y
Template.route.points[1].alt=0 --TODO: Use land height.
end
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param DCS#Vec3 Vec3 Position vector of the group.
function TEMPLATE.SetPositionFromVec3(Template, Vec3)
local Vec2={x=Vec3.x, y=Vec3.z}
TEMPLATE.SetPositionFromVec2(Template, Vec2)
end
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param #number N Total number of units in the group.
-- @param Core.Point#COORDINATE Coordinate Position of the first unit.
-- @param #number Radius Radius in meters to randomly place the additional units.
function TEMPLATE.SetUnits(Template, N, Coordinate, Radius)
local units=Template.units
local unit1=units[1]
local Vec3=Coordinate:GetVec3()
unit1.x=Vec3.x
unit1.y=Vec3.z
unit1.alt=Vec3.y
for i=2,N do
units[i]=UTILS.DeepCopy(unit1)
end
for i=1,N do
local unit=units[i]
unit.name=string.format("%s-%d", Template.name, i)
if i>1 then
local vec2=Coordinate:GetRandomCoordinateInRadius(Radius, 5):GetVec2()
unit.x=vec2.x
unit.y=vec2.y
unit.alt=unit1.alt
end
end
end
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param Wrapper.Airbase#AIRBASE AirBase The airbase where the aircraft are spawned.
-- @param #table ParkingSpots List of parking spot IDs. Every unit needs one!
-- @param #boolean EngineOn If true, aircraft are spawned hot.
function TEMPLATE.SetAirbase(Template, AirBase, ParkingSpots, EngineOn)
-- Airbase ID.
local AirbaseID=AirBase:GetID()
-- Spawn point.
local point=Template.route.points[1]
-- Set ID.
if AirBase:IsAirdrome() then
point.airdromeId=AirbaseID
else
point.helipadId=AirbaseID
point.linkUnit=AirbaseID
end
if EngineOn then
point.action=COORDINATE.WaypointAction.FromParkingAreaHot
point.type=COORDINATE.WaypointType.TakeOffParkingHot
else
point.action=COORDINATE.WaypointAction.FromParkingArea
point.type=COORDINATE.WaypointType.TakeOffParking
end
for i,unit in ipairs(Template.units) do
unit.parking_id=ParkingSpots[i]
end
end
--- Add a waypoint.
-- @param #table Template The template to be modified.
-- @param #table Waypoint Waypoint table.
function TEMPLATE.AddWaypoint(Template, Waypoint)
table.insert(Template.route.points, Waypoint)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Generic Ground Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TEMPLATE.GenericGround=
{
["visible"] = false,
["tasks"] = {}, -- end of ["tasks"]
["uncontrollable"] = false,
["task"] = "Ground Nothing",
["route"] =
{
["spans"] = {}, -- end of ["spans"]
["points"] =
{
[1] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = 0,
["x"] = 0,
["ETA_locked"] = true,
["speed"] = 0,
["action"] = "Off Road",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [1]
}, -- end of ["points"]
}, -- end of ["route"]
["groupId"] = nil,
["hidden"] = false,
["units"] =
{
[1] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Average",
["type"] = "Infantry AK",
["unitId"] = nil,
["y"] = 0,
["x"] = 0,
["name"] = "Infantry AK-47 Rus",
["heading"] = 0,
["playerCanDrive"] = false,
}, -- end of [1]
}, -- end of ["units"]
["y"] = 0,
["x"] = 0,
["name"] = "Infantry AK-47 Rus",
["start_time"] = 0,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Generic Ship Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TEMPLATE.GenericNaval=
{
["visible"] = false,
["tasks"] = {}, -- end of ["tasks"]
["uncontrollable"] = false,
["route"] =
{
["points"] =
{
[1] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = 0,
["x"] = 0,
["ETA_locked"] = true,
["speed"] = 0,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [1]
}, -- end of ["points"]
}, -- end of ["route"]
["groupId"] = nil,
["hidden"] = false,
["units"] =
{
[1] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Average",
["type"] = "TICONDEROG",
["unitId"] = nil,
["y"] = 0,
["x"] = 0,
["name"] = "Naval-1-1",
["heading"] = 0,
["modulation"] = 0,
["frequency"] = 127500000,
}, -- end of [1]
}, -- end of ["units"]
["y"] = 0,
["x"] = 0,
["name"] = "Naval-1",
["start_time"] = 0,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Generic Aircraft Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TEMPLATE.GenericAircraft=
{
["groupId"] = nil,
["name"] = "Rotary-1",
["uncontrolled"] = false,
["hidden"] = false,
["task"] = "Nothing",
["y"] = 0,
["x"] = 0,
["start_time"] = 0,
["communication"] = true,
["radioSet"] = false,
["frequency"] = 127.5,
["modulation"] = 0,
["taskSelected"] = true,
["tasks"] = {}, -- end of ["tasks"]
["route"] =
{
["points"] =
{
[1] =
{
["y"] = 0,
["x"] = 0,
["alt"] = 1000,
["alt_type"] = "BARO",
["action"] = "Turning Point",
["type"] = "Turning Point",
["airdromeId"] = nil,
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] = {}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["ETA"] = 0,
["ETA_locked"] = true,
["speed"] = 100,
["speed_locked"] = true,
["formation_template"] = "",
}, -- end of [1]
}, -- end of ["points"]
}, -- end of ["route"]
["units"] =
{
[1] =
{
["name"] = "Rotary-1-1",
["unitId"] = nil,
["type"] = "AH-1W",
["onboard_num"] = "050",
["livery_id"] = "USA X Black",
["skill"] = "High",
["ropeLength"] = 15,
["speed"] = 0,
["x"] = 0,
["y"] = 0,
["alt"] = 10,
["alt_type"] = "BARO",
["heading"] = 0,
["psi"] = 0,
["parking"] = nil,
["parking_id"] = nil,
["payload"] =
{
["pylons"] = {}, -- end of ["pylons"]
["fuel"] = "1250.0",
["flare"] = 30,
["chaff"] = 30,
["gun"] = 100,
}, -- end of ["payload"]
["callsign"] =
{
[1] = 2,
[2] = 1,
[3] = 1,
["name"] = "Springfield11",
}, -- end of ["callsign"]
}, -- end of [1]
}, -- end of ["units"]
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -48,11 +48,17 @@ 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.
-- @field #string MarianaIslands Mariana Islands map.
DCSMAP = {
Caucasus="Caucasus",
NTTR="Nevada",
Normandy="Normandy",
PersianGulf="PersianGulf"
PersianGulf="PersianGulf",
TheChannel="TheChannel",
Syria="Syria",
MarianaIslands="MarianaIslands"
}
@@ -93,7 +99,7 @@ CALLSIGN={
JTAC={
Axeman=1,
Darknight=2,
Warrier=3,
Warrior=3,
Pointer=4,
Eyeball=5,
Moonbeam=6,
@@ -111,6 +117,19 @@ CALLSIGN={
Mantis=18,
Badger=19,
},
-- FARP
FARP={
London=1,
Dallas=2,
Paris=3,
Moscow=4,
Berlin=5,
Rome=6,
Madrid=7,
Warsaw=8,
Dublin=9,
Perth=10,
},
} --#CALLSIGN
--- Utilities static class.
@@ -187,21 +206,30 @@ end
-- @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
@@ -311,6 +339,10 @@ 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
@@ -351,7 +383,7 @@ UTILS.MpsToMiph = function( mps )
end
--- Convert meters per second to knots.
-- @param #number knots Speed in m/s.
-- @param #number mps Speed in m/s.
-- @return #number Speed in knots.
UTILS.MpsToKnots = function( mps )
return mps * 1.94384 --3600 / 1852
@@ -378,6 +410,14 @@ UTILS.hPa2inHg = function( hPa )
return hPa * 0.0295299830714
end
--- Convert knots to alitude corrected KIAS, e.g. for tankers.
-- @param #number knots Speed in knots.
-- @param #number altitude Altitude in feet
-- @return #number Corrected KIAS
UTILS.KnotsToAltKIAS = function( knots, altitude )
return (knots * 0.018 * (altitude / 1000)) + knots
end
--- Convert pressure from hecto Pascal (hPa) to millimeters of mercury (mmHg).
-- @param #number hPa Pressure in hPa.
-- @return #number Pressure in mmHg.
@@ -614,6 +654,17 @@ function UTILS.GetMarkID()
end
--- Remove an object (marker, circle, arrow, text, quad, ...) on the F10 map.
-- @param #number MarkID Unique ID of the object.
-- @param #number Delay (Optional) Delay in seconds before the mark is removed.
function UTILS.RemoveMark(MarkID, Delay)
if Delay and Delay>0 then
TIMER:New(UTILS.RemoveMark, MarkID):Start(Delay)
else
trigger.action.removeMark(MarkID)
end
end
-- Test if a Vec2 is in a radius of another Vec2
function UTILS.IsInRadius( InVec2, Vec2, Radius )
@@ -631,7 +682,10 @@ function UTILS.IsInSphere( InVec3, Vec3, Radius )
return InSphere
end
-- Beaufort scale: returns Beaufort number and wind description as a function of wind speed in m/s.
--- Beaufort scale: returns Beaufort number and wind description as a function of wind speed in m/s.
-- @param #number speed Wind speed in m/s.
-- @return #number Beaufort number.
-- @return #string Beauford wind description.
function UTILS.BeaufortScale(speed)
local bn=nil
local bd=nil
@@ -691,6 +745,21 @@ function UTILS.Split(str, sep)
return result
end
--- Get a table of all characters in a string.
-- @param #string str Sting.
-- @return #table Individual characters.
function UTILS.GetCharacters(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
--- Convert time in seconds to hours, minutes and seconds.
-- @param #number seconds Time in seconds, e.g. from timer.getAbsTime() function.
-- @param #boolean short (Optional) If true, use short output, i.e. (HH:)MM:SS without day.
@@ -718,7 +787,8 @@ 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
@@ -727,6 +797,26 @@ 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.
@@ -783,6 +873,15 @@ 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.
@@ -937,6 +1036,22 @@ 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.
@@ -958,7 +1073,6 @@ 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".
@@ -1002,15 +1116,64 @@ 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:
@@ -1019,6 +1182,9 @@ end
-- * NTTR +12 (East), year ~ 2011
-- * Normandy -10 (West), year ~ 1944
-- * Persian Gulf +2 (East), year ~ 2011
-- * The Cannel Map -10 (West)
-- * Syria +5 (East)
-- * Mariana Islands +2 (East)
-- @param #string map (Optional) Map for which the declination is returned. Default is from env.mission.theatre
-- @return #number Declination in degrees.
function UTILS.GetMagneticDeclination(map)
@@ -1035,6 +1201,12 @@ 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
elseif map==DCSMAP.MarianaIslands then
declination=2
else
declination=0
end
@@ -1144,3 +1316,396 @@ function UTILS.GetCallsignName(Callsign)
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
elseif theatre==DCSMAP.MarianaIslands then
return 10 -- Guam is UTC+10 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
--- Shuffle a table accoring to Fisher Yeates algorithm
--@param #table table to be shuffled
--@return #table
function UTILS.ShuffleTable(t)
if t == nil or type(t) ~= "table" then
BASE:I("Error in ShuffleTable: Missing or wrong tyåe of Argument")
return
end
math.random()
math.random()
math.random()
local TempTable = {}
for i = 1, #t do
local r = math.random(1,#t)
TempTable[i] = t[r]
table.remove(t,r)
end
return TempTable
end
--- (Helicopter) Check if one loading door is open.
--@param #string unit_name Unit name to be checked
--@return #boolean Outcome - true if a (loading door) is open, false if not, nil if none exists.
function UTILS.IsLoadingDoorOpen( unit_name )
local ret_val = false
local unit = Unit.getByName(unit_name)
if unit ~= nil then
local type_name = unit:getTypeName()
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then
BASE:T(unit_name .. " Cargo doors are open or cargo door not present")
ret_val = true
end
if type_name == "Mi-24P" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 then
BASE:T(unit_name .. " a side door is open")
ret_val = true
end
if type_name == "UH-1H" and unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1 then
BASE:T(unit_name .. " a side door is open ")
ret_val = true
end
if string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then
BASE:T(unit_name .. " front door(s) are open")
ret_val = true
end
if ret_val == false then
BASE:T(unit_name .. " all doors are closed")
end
return ret_val
end -- nil
return nil
end
--- Function to generate valid FM frequencies in mHz for radio beacons (FM).
-- @return #table Table of frequencies.
function UTILS.GenerateFMFrequencies()
local FreeFMFrequencies = {}
for _first = 3, 7 do
for _second = 0, 5 do
for _third = 0, 9 do
local _frequency = ((100 * _first) + (10 * _second) + _third) * 100000 --extra 0 because we didnt bother with 4th digit
table.insert(FreeFMFrequencies, _frequency)
end
end
end
return FreeFMFrequencies
end
--- Function to generate valid VHF frequencies in kHz for radio beacons (FM).
-- @return #table VHFrequencies
function UTILS.GenerateVHFrequencies()
-- known and sorted map-wise NDBs in kHz
local _skipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,307,309.5,311,312,312.5,316,
320,324,328,329,330,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
380,381,384,389,395,396,
414,420,430,432,435,440,450,455,462,470,485,
507,515,520,525,528,540,550,560,570,577,580,
602,625,641,662,670,680,682,690,
705,720,722,730,735,740,745,750,770,795,
822,830,862,866,
905,907,920,935,942,950,995,
1000,1025,1030,1050,1065,1116,1175,1182,1210
}
local FreeVHFFrequencies = {}
-- first range
local _start = 200000
while _start < 400000 do
-- skip existing NDB frequencies#
local _found = false
for _, value in pairs(_skipFrequencies) do
if value * 1000 == _start then
_found = true
break
end
end
if _found == false then
table.insert(FreeVHFFrequencies, _start)
end
_start = _start + 10000
end
-- second range
_start = 400000
while _start < 850000 do
-- skip existing NDB frequencies
local _found = false
for _, value in pairs(_skipFrequencies) do
if value * 1000 == _start then
_found = true
break
end
end
if _found == false then
table.insert(FreeVHFFrequencies, _start)
end
_start = _start + 10000
end
-- third range
_start = 850000
while _start <= 999000 do -- adjusted for Gazelle
-- skip existing NDB frequencies
local _found = false
for _, value in pairs(_skipFrequencies) do
if value * 1000 == _start then
_found = true
break
end
end
if _found == false then
table.insert(FreeVHFFrequencies, _start)
end
_start = _start + 50000
end
return FreeVHFFrequencies
end
--- Function to generate valid UHF Frequencies in mHz (AM).
-- @return #table UHF Frequencies
function UTILS.GenerateUHFrequencies()
local FreeUHFFrequencies = {}
local _start = 220000000
while _start < 399000000 do
table.insert(FreeUHFFrequencies, _start)
_start = _start + 500000
end
return FreeUHFFrequencies
end
--- Function to generate valid laser codes for JTAC.
-- @return #table Laser Codes.
function UTILS.GenerateLaserCodes()
local jtacGeneratedLaserCodes = {}
-- helper function
local function ContainsDigit(_number, _numberToFind)
local _thisNumber = _number
local _thisDigit = 0
while _thisNumber ~= 0 do
_thisDigit = _thisNumber % 10
_thisNumber = math.floor(_thisNumber / 10)
if _thisDigit == _numberToFind then
return true
end
end
return false
end
-- generate list of laser codes
local _code = 1111
local _count = 1
while _code < 1777 and _count < 30 do
while true do
_code = _code + 1
if not self:_ContainsDigit(_code, 8)
and not ContainsDigit(_code, 9)
and not ContainsDigit(_code, 0) then
table.insert(jtacGeneratedLaserCodes, _code)
break
end
end
_count = _count + 1
end
return jtacGeneratedLaserCodes
end

File diff suppressed because it is too large Load Diff

View File

@@ -3,8 +3,7 @@
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -52,13 +51,6 @@
--
-- @field #CLIENT
CLIENT = {
ONBOARDSIDE = {
NONE = 0,
LEFT = 1,
RIGHT = 2,
BACK = 3,
FRONT = 4
},
ClassName = "CLIENT",
ClientName = nil,
ClientAlive = false,
@@ -66,27 +58,20 @@ CLIENT = {
ClientBriefingShown = false,
_Menus = {},
_Tasks = {},
Messages = {
}
Messages = {},
Players = {},
}
--- Finds a CLIENT from the _DATABASE using the relevant DCS Unit.
-- @param #CLIENT self
-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
-- @return #CLIENT
-- @usage
-- -- Create new Clients.
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
-- Mission:AddGoal( DeploySA6TroopsGoal )
--
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
function CLIENT:Find( DCSUnit, Error )
-- @param DCS#Unit DCSUnit The DCS unit of the client.
-- @param #boolean Error Throw an error message.
-- @return #CLIENT The CLIENT found in the _DATABASE.
function CLIENT:Find(DCSUnit, Error)
local ClientName = DCSUnit:getName()
local ClientFound = _DATABASE:FindClient( ClientName )
if ClientFound then
@@ -117,11 +102,15 @@ end
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
function CLIENT:FindByName( ClientName, ClientBriefing, Error )
-- Client
local ClientFound = _DATABASE:FindClient( ClientName )
if ClientFound then
ClientFound:F( { ClientName, ClientBriefing } )
ClientFound:AddBriefing( ClientBriefing )
ClientFound:AddBriefing(ClientBriefing)
ClientFound.MessageSwitch = true
return ClientFound
@@ -132,51 +121,105 @@ function CLIENT:FindByName( ClientName, ClientBriefing, Error )
end
end
function CLIENT:Register( ClientName )
--- Transport defines that the Client is a Transport. Transports show cargo.
-- @param #CLIENT self
-- @param #string ClientName Name of the client unit.
-- @return #CLIENT self
function CLIENT:Register(ClientName)
local self = BASE:Inherit( self, UNIT:Register( ClientName ) ) -- #CLIENT
self:F( ClientName )
self.ClientName = ClientName
self.MessageSwitch = true
self.ClientAlive2 = false
-- Inherit unit.
local self = BASE:Inherit( self, UNIT:Register(ClientName )) -- #CLIENT
--self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. ClientName }, 1, 5, 0.5 )
self.AliveCheckScheduler:NoTrace()
-- Set client name.
self.ClientName = ClientName
-- Message switch.
self.MessageSwitch = true
-- Alive2.
self.ClientAlive2 = false
self:F( self )
return self
end
--- Transport defines that the Client is a Transport. Transports show cargo.
-- @param #CLIENT self
-- @return #CLIENT
-- @return #CLIENT self
function CLIENT:Transport()
self:F()
self.ClientTransport = true
return self
end
--- AddBriefing adds a briefing to a CLIENT when a player joins a mission.
--- Adds a briefing to a CLIENT when a player joins a mission.
-- @param #CLIENT self
-- @param #string ClientBriefing is the text defining the Mission briefing.
-- @return #CLIENT self
function CLIENT:AddBriefing( ClientBriefing )
self:F( ClientBriefing )
self.ClientBriefing = ClientBriefing
self.ClientBriefingShown = false
return self
end
--- Add player name.
-- @param #CLIENT self
-- @param #string PlayerName Name of the player.
-- @return #CLIENT self
function CLIENT:AddPlayer(PlayerName)
table.insert(self.Players, PlayerName)
return self
end
--- Get player name(s).
-- @param #CLIENT self
-- @return #table List of player names or an empty table `{}`.
function CLIENT:GetPlayers()
return self.Players
end
--- Get name of player.
-- @param #CLIENT self
-- @return #string Player name or `nil`.
function CLIENT:GetPlayer()
if #self.Players>0 then
return self.Players[1]
end
return nil
end
--- Remove player.
-- @param #CLIENT self
-- @param #string PlayerName Name of the player.
-- @return #CLIENT self
function CLIENT:RemovePlayer(PlayerName)
for i,playername in pairs(self.Players) do
if PlayerName==playername then
table.remove(self.Players, i)
break
end
end
return self
end
--- Remove all players.
-- @param #CLIENT self
-- @return #CLIENT self
function CLIENT:RemovePlayers()
self.Players={}
return self
end
--- Show the briefing of a CLIENT.
-- @param #CLIENT self
-- @return #CLIENT self
function CLIENT:ShowBriefing()
self:F( { self.ClientName, self.ClientBriefingShown } )
if not self.ClientBriefingShown then
self.ClientBriefingShown = true
@@ -204,8 +247,6 @@ function CLIENT:ShowMissionBriefing( MissionBriefing )
return self
end
--- Resets a CLIENT.
-- @param #CLIENT self
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
@@ -241,6 +282,7 @@ end
--- Checks for a client alive event and calls a function on a continuous basis.
-- @param #CLIENT self
-- @param #function CallBackFunction Create a function that will be called when a player joins the slot.
-- @param ... (Optional) Arguments for callback function as comma separated list.
-- @return #CLIENT
function CLIENT:Alive( CallBackFunction, ... )
self:F()
@@ -248,6 +290,9 @@ function CLIENT:Alive( CallBackFunction, ... )
self.ClientCallBack = CallBackFunction
self.ClientParameters = arg
self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. self.ClientName }, 0.1, 5, 0.5 )
self.AliveCheckScheduler:NoTrace()
return self
end
@@ -255,19 +300,29 @@ end
function CLIENT:_AliveCheckScheduler( SchedulerName )
self:F3( { SchedulerName, self.ClientName, self.ClientAlive2, self.ClientBriefingShown, self.ClientCallBack } )
if self:IsAlive() then
if self:IsAlive() then
if self.ClientAlive2 == false then
-- Show briefing.
self:ShowBriefing()
-- Callback function.
if self.ClientCallBack then
self:T("Calling Callback function")
self.ClientCallBack( self, unpack( self.ClientParameters ) )
end
-- Alive.
self.ClientAlive2 = true
end
else
if self.ClientAlive2 == true then
self.ClientAlive2 = false
end
end
return true
@@ -291,6 +346,7 @@ function CLIENT:GetDCSGroup()
local ClientUnit = Unit.getByName( self.ClientName )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
self:T3( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
@@ -299,10 +355,14 @@ function CLIENT:GetDCSGroup()
--self:F(self.ClientName)
if ClientUnit then
local ClientGroup = ClientUnit:getGroup()
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() and UnitData:getGroup():isExist() then
if ClientGroup:isExist() and UnitData:getGroup():isExist() then
if ClientGroup:getID() == UnitData:getGroup():getID() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
@@ -310,15 +370,22 @@ function CLIENT:GetDCSGroup()
self.ClientGroupName = ClientGroup:getName()
return ClientGroup
end
else
-- Now we need to resolve the bugs in DCS 1.5 ...
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
self:T3( "Bug 1.5 logic" )
local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
self.ClientGroupID = ClientGroupTemplate.groupId
self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
return ClientGroup
end
-- else
-- error( "Client " .. self.ClientName .. " not found!" )
@@ -343,22 +410,22 @@ function CLIENT:GetDCSGroup()
end
end
-- Nothing could be found :(
self.ClientGroupID = nil
self.ClientGroupUnit = nil
self.ClientGroupName = nil
return nil
end
-- TODO: Check DCS#Group.ID
--- Get the group ID of the client.
-- @param #CLIENT self
-- @return DCS#Group.ID
-- @return #number DCS#Group ID.
function CLIENT:GetClientGroupID()
local ClientGroup = self:GetDCSGroup()
-- This updates the ID.
self:GetDCSGroup()
--self:F( self.ClientGroupID ) -- Determined in GetDCSGroup()
return self.ClientGroupID
end
@@ -368,26 +435,28 @@ end
-- @return #string
function CLIENT:GetClientGroupName()
local ClientGroup = self:GetDCSGroup()
self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
-- This updates the group name.
self:GetDCSGroup()
return self.ClientGroupName
end
--- Returns the UNIT of the CLIENT.
-- @param #CLIENT self
-- @return Wrapper.Unit#UNIT
-- @return Wrapper.Unit#UNIT The client UNIT or `nil`.
function CLIENT:GetClientGroupUnit()
self:F2()
local ClientDCSUnit = Unit.getByName( self.ClientName )
self:T( self.ClientDCSUnit )
if ClientDCSUnit and ClientDCSUnit:isExist() then
local ClientUnit = _DATABASE:FindUnit( self.ClientName )
self:T2( ClientUnit )
local ClientUnit=_DATABASE:FindUnit( self.ClientName )
return ClientUnit
end
return nil
end
--- Returns the DCSUnit of the CLIENT.

View File

@@ -129,6 +129,7 @@
-- * @{#CONTROLLABLE.Route}(): Make the Controllable to follow a given route.
-- * @{#CONTROLLABLE.RouteGroundTo}(): Make the GROUND Controllable to drive towards a specific coordinate.
-- * @{#CONTROLLABLE.RouteAirTo}(): Make the AIR Controllable to fly towards a specific coordinate.
-- * @{#CONTROLLABLE.RelocateGroundRandomInRadius}(): Relocate the GROUND controllable to a random point in a given radius.
--
-- # 5) Option methods
--
@@ -173,6 +174,9 @@
-- * @{#CONTROLLABLE.OptionAllowJettisonWeaponsOnThreat}
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat}
--
-- ## 5.5) Air-2-Air missile attack range:
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets .
--
-- @field #CONTROLLABLE
CONTROLLABLE = {
ClassName = "CONTROLLABLE",
@@ -243,8 +247,7 @@ end
--- Returns the initial health.
-- @param #CONTROLLABLE self
-- @return #number The controllable health value (unit or group average).
-- @return #nil The controllable is not existing or alive.
-- @return #number The controllable health value (unit or group average) or `nil` if the controllable does not exist.
function CONTROLLABLE:GetLife0()
self:F2( self.ControllableName )
@@ -296,7 +299,6 @@ end
-- @return #nil The CONTROLLABLE is not existing or alive.
function CONTROLLABLE:GetFuel()
self:F( self.ControllableName )
return nil
end
@@ -502,7 +504,7 @@ function CONTROLLABLE:TaskCombo( DCSTasks )
tasks = DCSTasks
}
}
return DCSTaskCombo
end
@@ -800,12 +802,12 @@ end
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSetFrequency(Frequency, Modulation, Delay)
local CommandSetFrequency = {
id = 'SetFrequency',
params = {
frequency = Frequency,
modulation = Modulation or radio.modulation.AM,
}
local CommandSetFrequency = {
id = 'SetFrequency',
params = {
frequency = Frequency*1000000,
modulation = Modulation or radio.modulation.AM,
}
}
if Delay and Delay>0 then
@@ -879,7 +881,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
groupId = AttackGroup:GetID(),
weaponType = WeaponType or 1073741822,
expend = WeaponExpend or "Auto",
attackQtyLimit = AttackQty and true or false,
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty or 1,
directionEnabled = Direction and true or false,
direction = Direction and math.rad(Direction) or 0,
@@ -919,7 +921,7 @@ function CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, Atta
weaponType = WeaponType or 1073741822,
}
}
return DCSTask
end
@@ -1083,7 +1085,7 @@ function CONTROLLABLE:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration,
-- Distribution
--local distribution={}
--distribution[id]=gids
local groupID=self and self:GetID()
local DCSTask = {
@@ -1312,7 +1314,7 @@ function CONTROLLABLE:TaskLandAtVec2(Vec2, Duration)
duration = Duration,
},
}
return DCSTask
end
@@ -1426,26 +1428,22 @@ end
-- @param DCS#Distance Radius The radius of the zone to deploy the fire at.
-- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
-- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
-- @param #number Altitude (Optional) Altitude in meters.
-- @param #number ASL Altitude is above mean sea level. Default is above ground level.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
-- FireAtPoint = {
-- id = 'FireAtPoint',
-- params = {
-- point = Vec2,
-- radius = Distance,
-- expendQty = number,
-- expendQtyEnabled = boolean,
-- }
-- }
function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL )
local DCSTask = {
id = 'FireAtPoint',
params = {
point = Vec2,
x=Vec2.x,
y=Vec2.y,
zoneRadius = Radius,
radius = Radius,
expendQty = 100, -- dummy value
expendQtyEnabled = false,
alt_type = ASL and 0 or 1
}
}
@@ -1454,11 +1452,16 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
DCSTask.params.expendQtyEnabled = true
end
if Altitude then
DCSTask.params.altitude=Altitude
end
if WeaponType then
DCSTask.params.weaponType=WeaponType
end
self:T3( { DCSTask } )
--self:I(DCSTask)
return DCSTask
end
@@ -1476,14 +1479,15 @@ end
--- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
-- If the task is assigned to the controllable lead unit will be a FAC.
-- It's important to note that depending on the type of unit that is being assigned the task (AIR or GROUND), you must choose the correct type of callsign enumerator. For airborne controllables use CALLSIGN.Aircraft and for ground based use CALLSIGN.JTAC enumerators.
-- @param #CONTROLLABLE self
-- @param Wrapper.Group#GROUP AttackGroup Target GROUP object.
-- @param #number WeaponType Bitmask of weapon types, which are allowed to use.
-- @param DCS#AI.Task.Designation Designation (Optional) Designation type.
-- @param #boolean Datalink (Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
-- @param #number Frequency Frequency used to communicate with the FAC.
-- @param #number Modulation Modulation of radio for communication.
-- @param #number CallsignName Callsign enumerator name of the FAC.
-- @param #number Frequency Frequency in MHz used to communicate with the FAC. Default 133 MHz.
-- @param #number Modulation Modulation of radio for communication. Default 0=AM.
-- @param #number CallsignName Callsign enumerator name of the FAC. (CALLSIGN.Aircraft.{name} for airborne controllables, CALLSIGN.JTACS.{name} for ground units)
-- @param #number CallsignNumber Callsign number, e.g. Axeman-**1**.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignName, CallsignNumber )
@@ -1492,11 +1496,11 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
id = 'FAC_AttackGroup',
params = {
groupId = AttackGroup:GetID(),
weaponType = WeaponType,
designation = Designation,
datalink = Datalink,
frequency = Frequency,
modulation = Modulation,
weaponType = WeaponType or ENUMS.WeaponFlag.AutoDCS,
designation = Designation or "Auto",
datalink = Datalink and Datalink or true,
frequency = (Frequency or 133)*1000000,
modulation = Modulation or radio.modulation.AM,
callname = CallsignName,
number = CallsignNumber,
}
@@ -1805,7 +1809,7 @@ function CONTROLLABLE:TaskFunction( FunctionString, ... )
-- DCS task.
local DCSTask = self:TaskWrappedAction(self:CommandDoScript(table.concat( DCSScript )))
return DCSTask
end
@@ -1847,8 +1851,27 @@ do -- Patrol methods
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
local From = FromCoord:WaypointGround( 120 )
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
local Waypoint = Waypoints[1]
local Speed = Waypoint.speed or (20 / 3.6)
local From = FromCoord:WaypointGround( Speed )
if IsSub then
From = FromCoord:WaypointNaval( Speed, Waypoint.alt )
end
table.insert( Waypoints, 1, From )
local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
@@ -1888,7 +1911,16 @@ do -- Patrol methods
if ToWaypoint then
FromWaypoint = ToWaypoint
end
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
-- Loop until a waypoint has been found that is not the same as the current waypoint.
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly
-- what it is supposed to do, which is making groups drive around.
@@ -1903,9 +1935,13 @@ do -- Patrol methods
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( 0 )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
if IsSub then
Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
Route[#Route+1] = ToCoord:WaypointNaval( Speed, Waypoint.alt )
else
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
end
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint )
@@ -1946,9 +1982,20 @@ do -- Patrol methods
self:F( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
-- Select a random Zone and get the Coordinate of the new Zone.
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
@@ -1956,9 +2003,13 @@ do -- Patrol methods
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( 20 )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
if IsSub then
Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
Route[#Route+1] = ToCoord:WaypointNaval( Speed, depth )
else
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
end
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation, DelayMin, DelayMax )
@@ -1982,7 +2033,7 @@ function CONTROLLABLE:TaskRoute( Points )
id = 'Mission',
params = {
airborne = self:IsAir(),
route = {points = Points},
route = {points = Points},
},
}
@@ -2841,7 +2892,7 @@ function CONTROLLABLE:GetDetectedUnitSet(DetectVisual, DetectOptical, DetectRada
return unitset
end
--- Return the detected target groups of the controllable as a @{SET_GROUP}.
--- Return the detected target groups of the controllable as a @{Core.Set#SET_GROUP}.
-- The optional parametes specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default.
-- @param Wrapper.Controllable#CONTROLLABLE self
@@ -2904,13 +2955,13 @@ end
--- Set option for Rules of Engagement (ROE).
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #number ROEvalue ROE value. See ENUMS.ROE.
-- @return Wrapper.Controllable#CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionROE(ROEvalue)
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsAir() then
@@ -2946,8 +2997,8 @@ function CONTROLLABLE:OptionROEHoldFirePossible()
end
--- Weapons Hold: AI will hold fire under all circumstances.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @return Wrapper.Controllable#CONTROLLABLE self
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionROEHoldFire()
self:F2( { self.ControllableName } )
@@ -3474,13 +3525,13 @@ end
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionProhibitAfterburner(Prohibit)
self:F2( { self.ControllableName } )
if Prohibit==nil then
Prohibit=true
end
if self:IsAir() then
self:SetOption(AI.Option.Air.id.PROHIBIT_AB, Prohibit)
self:SetOption(AI.Option.Air.id.PROHIBIT_AB, Prohibit)
end
return self
@@ -3491,9 +3542,9 @@ end
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_Never()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 0)
self:SetOption(AI.Option.Air.id.ECM_USING, 0)
end
return self
@@ -3504,9 +3555,9 @@ end
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_OnlyLockByRadar()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 1)
self:SetOption(AI.Option.Air.id.ECM_USING, 1)
end
return self
@@ -3518,9 +3569,9 @@ end
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_DetectedLockByRadar()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 2)
self:SetOption(AI.Option.Air.id.ECM_USING, 2)
end
return self
@@ -3531,9 +3582,9 @@ end
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_AlwaysOn()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 3)
self:SetOption(AI.Option.Air.id.ECM_USING, 3)
end
return self
@@ -3545,7 +3596,7 @@ end
-- Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!
-- @param #CONTROLLABLE self
-- @param #table WayPoints If WayPoints is given, then use the route.
-- @return #CONTROLLABLE
-- @return #CONTROLLABLE self
function CONTROLLABLE:WayPointInitialize( WayPoints )
self:F( { WayPoints } )
@@ -3576,7 +3627,7 @@ end
-- @param #number WayPoint The waypoint number. Note that the start waypoint on the route is WayPoint 1!
-- @param #number WayPointIndex When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions.
-- @param #function WayPointFunction The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters.
-- @return #CONTROLLABLE
-- @return #CONTROLLABLE self
function CONTROLLABLE:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
self:F2( { WayPoint, WayPointIndex, WayPointFunction } )
@@ -3592,7 +3643,7 @@ end
-- @param #CONTROLLABLE self
-- @param #number WayPoint The WayPoint from where to execute the mission.
-- @param #number WaitTime The amount seconds to wait before initiating the mission.
-- @return #CONTROLLABLE
-- @return #CONTROLLABLE self
function CONTROLLABLE:WayPointExecute( WayPoint, WaitTime )
self:F( { WayPoint, WaitTime } )
@@ -3672,3 +3723,124 @@ function CONTROLLABLE:OptionRestrictBurner(RestrictBurner)
end
end
--- Sets Controllable Option for A2A attack range for AIR FIGHTER units.
-- @param #CONTROLLABLE self
-- @param #number range Defines the range
-- @return #CONTROLLABLE self
-- @usage Range can be one of MAX_RANGE = 0, NEZ_RANGE = 1, HALF_WAY_RMAX_NEZ = 2, TARGET_THREAT_EST = 3, RANDOM_RANGE = 4. Defaults to 3. See: https://wiki.hoggitworld.com/view/DCS_option_missileAttack
function CONTROLLABLE:OptionAAAttackRange(range)
self:F2( { self.ControllableName } )
-- defaults to 3
local range = range or 3
if range < 0 or range > 4 then
range = 3
end
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
if self:IsAir() then
self:SetOption(AI.Option.Air.val.MISSILE_ATTACK, range)
end
end
return self
end
return nil
end
--- Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.
-- @param #CONTROLLABLE self
-- @param #number EngageRange Engage range limit in percent (a number between 0 and 100). Default 100.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionEngageRange(EngageRange)
self:F2( { self.ControllableName } )
-- Set default if not specified.
EngageRange=EngageRange or 100
if EngageRange < 0 or EngageRange > 100 then
EngageRange = 100
end
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
if self:IsGround() then
self:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION, EngageRange)
end
end
return self
end
return nil
end
--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
-- @param #CONTROLLABLE self
-- @param #number speed Speed of the controllable, default 20
-- @param #number radius Radius of the relocation zone, default 500
-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
-- @return #CONTROLLABLE self
function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
self:F2( { self.ControllableName } )
local _coord = self:GetCoordinate()
local _radius = radius or 500
local _speed = speed or 20
local _tocoord = _coord:GetRandomCoordinateInRadius(_radius,100)
local _onroad = onroad or true
local _grptsk = {}
local _candoroad = false
local _shortcut = shortcut or false
-- create a DCS Task an push it on the group
-- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments)
if onroad then
_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,"Off Road",_shortcut)
self:Route(_grptsk,5)
else
self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road")
end
return self
end
--- Defines how long a GROUND unit/group will move to avoid an ongoing attack.
-- @param #CONTROLLABLE self
-- @param #number Seconds Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionDisperseOnAttack(Seconds)
self:F2( { self.ControllableName } )
-- Set default if not specified.
local seconds = Seconds or 0
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
if self:IsGround() then
self:SetOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK, seconds)
end
end
return self
end
return nil
end
--- Returns if the unit is a submarine.
-- @param #POSITIONABLE self
-- @return #boolean Submarines attributes result.
function POSITIONABLE:IsSubmarine()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
if UnitDescriptor.attributes["Submarines"] == true then
return true
else
return false
end
end
return nil
end

View File

@@ -261,7 +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 )
@@ -668,14 +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
@@ -688,13 +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
@@ -706,14 +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
@@ -946,24 +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.
@@ -990,13 +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
@@ -1039,11 +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() } )
@@ -1161,6 +1172,35 @@ 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.
@@ -2095,6 +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
@@ -2110,6 +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.
@@ -2142,27 +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
@@ -2466,6 +2551,49 @@ do -- Players
end
--- GROUND - Switch on/off radar emissions for the group.
-- @param #GROUP self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #GROUP self
function GROUP:EnableEmission(switch)
self:F2( self.GroupName )
local switch = switch or false
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(switch)
end
return self
end
--- Switch on/off invisible flag for the group.
-- @param #GROUP self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #GROUP self
function GROUP:SetCommandInvisible(switch)
self:F2( self.GroupName )
local switch = switch or false
local SetInvisible = {id = 'SetInvisible', params = {value = true}}
self:SetCommand(SetInvisible)
return self
end
--- Switch on/off immortal flag for the group.
-- @param #GROUP self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #GROUP self
function GROUP:SetCommandImmortal(switch)
self:F2( self.GroupName )
local switch = switch or false
local SetInvisible = {id = 'SetImmortal', params = {value = true}}
self:SetCommand(SetInvisible)
return self
end
--do -- Smoke
--
----- Signal a flare at the position of the GROUP.
@@ -2556,4 +2684,4 @@ end
--
--
--
--end
--end

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

@@ -194,7 +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
@@ -202,51 +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 )
CountryID=CountryID or self:GetCountry()
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
SpawnStatic:ReSpawn()
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

@@ -13,7 +13,7 @@
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -22,6 +22,8 @@
--- @type UNIT
-- @field #string ClassName Name of the class.
-- @field #string UnitName Name of the unit.
-- @extends Wrapper.Controllable#CONTROLLABLE
--- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _@{DATABASE} object.
@@ -61,7 +63,7 @@
--
-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively.
-- If you want to obtain the complete **3D position** including ori<EFBFBD>ntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
-- If you want to obtain the complete **3D position** including orientation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
--
-- ## Test if alive
--
@@ -87,6 +89,7 @@
-- @field #UNIT UNIT
UNIT = {
ClassName="UNIT",
UnitName=nil,
}
@@ -103,12 +106,18 @@ UNIT = {
--- Create a new UNIT from DCSUnit.
-- @param #UNIT self
-- @param #string UnitName The name of the DCS unit.
-- @return #UNIT
-- @return #UNIT self
function UNIT:Register( UnitName )
-- Inherit CONTROLLABLE.
local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) )
-- Set unit name.
self.UnitName = UnitName
-- Set event prio.
self:SetEventPriority( 3 )
return self
end
@@ -145,8 +154,8 @@ function UNIT:Name()
return self.UnitName
end
--- @param #UNIT self
--- Get the DCS unit object.
-- @param #UNIT self
-- @return DCS#Unit
function UNIT:GetDCSObject()
@@ -258,8 +267,7 @@ 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 +287,7 @@ 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 +306,6 @@ 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 )
@@ -377,6 +382,32 @@ function UNIT:GetPlayerName()
end
--- Checks is the unit is a *Player* or *Client* slot.
-- @param #UNIT self
-- @return #boolean If true, unit is a player or client aircraft
function UNIT:IsClient()
if _DATABASE.CLIENTS[self.UnitName] then
return true
end
return false
end
--- Get the CLIENT of the unit
-- @param #UNIT self
-- @return Wrapper.Client#CLIENT
function UNIT:GetClient()
local client=_DATABASE.CLIENTS[self.UnitName]
if client then
return client
end
return nil
end
--- Returns the unit's number in the group.
-- The number is the same number the unit has in ME.
-- It may not be changed during the mission.
@@ -496,8 +527,7 @@ 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.
-- @return #nil The DCS Unit is not existing or alive.
-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
function UNIT:GetGroup()
self:F2( self.UnitName )
@@ -550,6 +580,18 @@ function UNIT:GetAmmo()
return nil
end
--- Sets the Unit's Internal Cargo Mass, in kg
-- @param #UNIT self
-- @param #number mass to set cargo to
-- @return #UNIT self
function UNIT:SetUnitInternalCargo(mass)
local DCSUnit = self:GetDCSObject()
if DCSUnit then
trigger.action.setUnitInternalCargo(DCSUnit:getName(), mass)
end
return self
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.
@@ -640,8 +682,7 @@ 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 )
@@ -661,7 +702,6 @@ 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 )
@@ -678,7 +718,6 @@ 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()
@@ -705,7 +744,6 @@ 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 )
@@ -735,6 +773,7 @@ function UNIT:GetFuel()
return nil
end
--- Returns a list of one @{Wrapper.Unit}.
-- @param #UNIT self
-- @return #list<Wrapper.Unit#UNIT> A list of one @{Wrapper.Unit}.
@@ -1148,8 +1187,9 @@ end
--- Returns true if the UNIT is in the air.
-- @param #UNIT self
-- @param #boolean NoHeloCheck If true, no additonal checks for helos are performed.
-- @return #boolean Return true if in the air or #nil if the UNIT is not existing or alive.
function UNIT:InAir()
function UNIT:InAir(NoHeloCheck)
self:F2( self.UnitName )
-- Get DCS unit object.
@@ -1159,14 +1199,14 @@ function UNIT:InAir()
-- Get DCS result of whether unit is in air or not.
local UnitInAir = DCSUnit:inAir()
-- Get unit category.
local UnitCategory = DCSUnit:getDesc().category
-- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not.
-- This is a workaround since DCS currently does not acknoledge that helos land on buildings.
-- Note however, that the velocity check will fail if the ground is moving, e.g. on an aircraft carrier!
if UnitInAir==true and UnitCategory == Unit.Category.HELICOPTER then
if UnitInAir==true and UnitCategory == Unit.Category.HELICOPTER and (not NoHeloCheck) then
local VelocityVec3 = DCSUnit:getVelocity()
local Velocity = UTILS.VecNorm(VelocityVec3)
local Coordinate = DCSUnit:getPoint()
@@ -1188,23 +1228,26 @@ 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
@@ -1363,3 +1406,23 @@ function UNIT:GetTemplateFuel()
return nil
end
--- GROUND - Switch on/off radar emissions of a unit.
-- @param #UNIT self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #UNIT self
function UNIT:EnableEmission(switch)
self:F2( self.UnitName )
local switch = switch or false
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(switch)
end
return self
end

View File

@@ -1,9 +1,14 @@
Utilities/Enums.lua
Utilities/Routines.lua
Utilities/Utils.lua
Utilities/Enums.lua
Utilities/Profiler.lua
Utilities/Templates.lua
Utilities/STTS.lua
Core/Base.lua
Core/Beacon.lua
Core/UserFlag.lua
Core/UserSound.lua
Core/Report.lua
Core/Scheduler.lua
Core/ScheduleDispatcher.lua
@@ -11,15 +16,16 @@ Core/Event.lua
Core/Settings.lua
Core/Menu.lua
Core/Zone.lua
Core/Zone_Detection.lua
Core/Database.lua
Core/Set.lua
Core/Point.lua
Core/Velocity.lua
Core/Message.lua
Core/Fsm.lua
Core/Radio.lua
Core/Spawn.lua
Core/SpawnStatic.lua
Core/Timer.lua
Core/Goal.lua
Core/Spot.lua
@@ -33,6 +39,7 @@ Wrapper/Client.lua
Wrapper/Static.lua
Wrapper/Airbase.lua
Wrapper/Scenery.lua
Wrapper/Marker.lua
Cargo/Cargo.lua
Cargo/CargoUnit.lua
@@ -48,6 +55,7 @@ Functional/Escort.lua
Functional/MissileTrainer.lua
Functional/ATC_Ground.lua
Functional/Detection.lua
Functional/DetectionZones.lua
Functional/Designate.lua
Functional/RAT.lua
Functional/Range.lua
@@ -59,45 +67,60 @@ Functional/Suppression.lua
Functional/PseudoATC.lua
Functional/Warehouse.lua
Functional/Fox.lua
Functional/Mantis.lua
Functional/Shorad.lua
Ops/Airboss.lua
Ops/RecoveryTanker.lua
Ops/RescueHelo.lua
Ops/ATIS.lua
Ops/CTLD.lua
Ops/CSAR.lua
AI/AI_Balancer.lua
AI/AI_Air.lua
AI/AI_A2A.lua
AI/AI_Air_Patrol.lua
AI/AI_Air_Engage.lua
AI/AI_A2A_Patrol.lua
AI/AI_A2A_Cap.lua
AI/AI_A2A_Gci.lua
AI/AI_A2A_Dispatcher.lua
AI/AI_A2G.lua
AI/AI_A2G_Engage.lua
AI/AI_A2G_BAI.lua
AI/AI_A2G_CAS.lua
AI/AI_A2G_SEAD.lua
AI/AI_A2G_Patrol.lua
AI/AI_A2G_Dispatcher.lua
AI/AI_Patrol.lua
AI/AI_Cap.lua
AI/AI_Cas.lua
AI/AI_Bai.lua
AI/AI_CAP.lua
AI/AI_CAS.lua
AI/AI_BAI.lua
AI/AI_Formation.lua
AI/AI_Escort.lua
AI/AI_Escort_Request.lua
AI/AI_Escort_Dispatcher.lua
AI/AI_Escort_Dispatcher_Request.lua
AI/AI_Cargo.lua
AI/AI_Cargo_APC.lua
AI/AI_Cargo_Helicopter.lua
AI/AI_Cargo_Airplane.lua
AI/AI_Cargo_Ship.lua
AI/AI_Cargo_Dispatcher.lua
AI/AI_Cargo_Dispatcher_APC.lua
AI/AI_Cargo_Dispatcher_Helicopter.lua
AI/AI_Cargo_Dispatcher_Airplane.lua
AI/AI_Cargo_Dispatcher_Ship.lua
Actions/Act_Assign.lua
Actions/Act_Route.lua
Actions/Act_Account.lua
Actions/Act_Assist.lua
Sound/UserSound.lua
Sound/SoundOutput.lua
Sound/Radio.lua
Sound/RadioQueue.lua
Sound/RadioSpeech.lua
Sound/SRS.lua
Tasking/CommandCenter.lua
Tasking/Mission.lua
Tasking/Task.lua
@@ -108,10 +131,11 @@ Tasking/Task_A2G_Dispatcher.lua
Tasking/Task_A2G.lua
Tasking/Task_A2A_Dispatcher.lua
Tasking/Task_A2A.lua
Tasking/Task_Cargo.lua
Tasking/Task_CARGO.lua
Tasking/Task_Cargo_Transport.lua
Tasking/Task_Cargo_CSAR.lua
Tasking/Task_Cargo_Dispatcher.lua
Tasking/TaskZoneCapture.lua
Tasking/Task_Capture_Zone.lua
Tasking/Task_Capture_Dispatcher.lua
Globals.lua

View File

@@ -1,3 +1,5 @@
[![Build status](https://ci.appveyor.com/api/projects/status/1y8nfmx7lwsn33tt?svg=true)](https://ci.appveyor.com/project/Applevangelist/MOOSE)
# MOOSE framework
MOOSE is a **M**ission **O**bject **O**riented **S**cripting **E**nvironment, and is meant for mission designers in DCS World.
@@ -28,7 +30,7 @@ This repository contains the source lua code of the MOOSE framework.
### [MOOSE_INCLUDE](https://github.com/FlightControl-Master/MOOSE_INCLUDE) - For use and generated
This repository contains the Moose.lua file to be included within your missions.
This repository contains the Moose.lua file to be included within your missions. Note that the Moose\_.lua is technically the same as Moose.lua, but without any commentary or unnecessary whitespace in it. You only need to load **one** of those at the beginning of your mission.
### [MOOSE_DOCS](https://github.com/FlightControl-Master/MOOSE_DOCS) - Not for use
@@ -50,9 +52,7 @@ This repository contains all the demonstration missions in packed format (*.miz)
This repository contains all the demonstration missions in unpacked format. That means that there is no .miz file included, but all the .miz contents are unpacked.
## [MOOSE Web Site](https://flightcontrol-master.github.io/MOOSE_DOCS/)
Documentation on the MOOSE class hierarchy, usage guides and background information can be found here for normal users, beta testers and contributors.
@@ -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)