Compare commits

..

105 Commits

Author SHA1 Message Date
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
acrojason
4b8b13dd68 Initial changes to support Naval Cargo 2020-09-23 09:40:42 -07:00
acrojason
18fd9cdc3d Initial AI_Cargo_Dispatcher_Ship 2020-06-04 21:09:35 -07:00
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
43 changed files with 2917 additions and 640 deletions

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.
@@ -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

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.
--
-- ===
--
@@ -67,16 +67,23 @@ 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", "Loaded", "Loaded" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Boarding", "Deploy", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "Unboarding", "Pickup", "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" , "*" )
@@ -243,7 +250,7 @@ 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() < 10 then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
@@ -251,7 +258,7 @@ 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() < 10 then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end
@@ -308,7 +315,11 @@ 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,
@@ -353,23 +364,11 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
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 +378,7 @@ 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
@@ -408,7 +407,6 @@ 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.
@@ -422,7 +420,8 @@ end
-- @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 +435,16 @@ 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
@@ -514,25 +504,17 @@ 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 +524,9 @@ 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() )
@@ -585,24 +569,16 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- 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 + 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
@@ -617,7 +593,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
Helicopter:Route(Route, 0)
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

@@ -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

View File

@@ -676,6 +676,13 @@ do -- Event Handling
-- @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
@@ -765,31 +772,48 @@ 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

@@ -24,7 +24,7 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -33,6 +33,9 @@
--- @type DATABASE
-- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -126,8 +129,6 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteCargo )
self:HandleEvent( EVENTS.NewZone )
self:HandleEvent( EVENTS.DeleteZone )
-- Follow alive players and clients
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
@@ -135,42 +136,11 @@ function DATABASE:New()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
--self:_RegisterPlayers()
self:_RegisterAirbases()
--self:_RegisterPlayers()
self.UNITS_Position = 0
--- @param #DATABASE self
local function CheckPlayers( self )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
--self:E( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
local PlayerUnit = UNIT:Find( UnitData )
--self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
if PlayerName and PlayerName ~= "" then
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
--self:E( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( PlayerUnit )
end
end
end
end
end
end
--self:E( "Scheduling" )
--PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self
end
@@ -187,14 +157,22 @@ end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSUnitName Unit name.
-- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
if not self.UNITS[DCSUnitName] then
-- Debug info.
self:T( { "Add UNIT:", DCSUnitName } )
local UnitRegister = UNIT:Register( DCSUnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
--local UnitRegister = UNIT:Register( DCSUnitName )
-- Register unit
self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
table.insert( self.UNITS_Index, DCSUnitName )
-- This is not used anywhere in MOOSE as far as I can see so I remove it until there comes an error somewhere.
--table.insert(self.UNITS_Index, DCSUnitName )
end
return self.UNITS[DCSUnitName]
@@ -210,6 +188,8 @@ end
--- Adds a Static based on the Static Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSStaticName Name of the static.
-- @return Wrapper.Static#STATIC The static object.
function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then
@@ -224,8 +204,7 @@ end
--- Deletes a Static from the DATABASE based on the Static Name.
-- @param #DATABASE self
function DATABASE:DeleteStatic( DCSStaticName )
--self.STATICS[DCSStaticName] = nil
self.STATICS[DCSStaticName] = nil
end
--- Finds a STATIC based on the StaticName.
@@ -432,7 +411,6 @@ do -- cargo
local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
for CargoGroupName, CargoGroup in pairs( Groups ) do
self:I( { Cargo = CargoGroupName } )
if self:IsCargo( CargoGroupName ) then
local CargoInfo = CargoGroupName:match("#CARGO(.*)")
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
@@ -489,6 +467,8 @@ end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client unit.
-- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName )
if not self.CLIENTS[ClientName] then
@@ -626,6 +606,9 @@ function DATABASE:Spawn( SpawnTemplate )
end
--- Set a status to a Group within the Database, this to check crossing events for example.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @param #string Status Status.
function DATABASE:SetStatusGroup( GroupName, Status )
self:F2( Status )
@@ -633,8 +616,11 @@ function DATABASE:SetStatusGroup( GroupName, Status )
end
--- Get a status to a Group within the Database, this to check crossing events for example.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @return #string Status or an empty string "".
function DATABASE:GetStatusGroup( GroupName )
self:F2( Status )
self:F2( GroupName )
if self.Templates.Groups[GroupName] then
return self.Templates.Groups[GroupName].Status
@@ -648,7 +634,8 @@ end
-- @param #table GroupTemplate
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
-- @param DCS#Object.Category CategoryID The Object.category of the object.
-- @param DCS#country.id CountryID the country.id of the object
-- @param DCS#country.id CountryID the country ID of the object.
-- @param #string GroupName (Optional) The name of the group. Default is `GroupTemplate.name`.
-- @return #DATABASE self
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
@@ -704,6 +691,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
-- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
@@ -713,6 +701,10 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @return #table Group template table.
function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
@@ -723,7 +715,10 @@ end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table StaticTemplate
-- @param #table StaticTemplate Template table.
-- @param #number CoalitionID Coalition ID.
-- @param #number CategoryID Category ID.
-- @param #number CountryID Country ID.
-- @return #DATABASE self
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
@@ -744,7 +739,8 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
-- Debug info.
self:T( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
@@ -753,48 +749,101 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self:AddStatic( StaticTemplateName )
return self
end
--- @param #DATABASE self
--- Get static group template.
-- @param #DATABASE self
-- @param #string StaticName Name of the static.
-- @return #table Static template table.
function DATABASE:GetStaticGroupTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
if self.Templates.Statics[StaticName] then
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
else
self:E("ERROR: Static group template does NOT exist for static "..tostring(StaticName))
return nil
end
end
--- @param #DATABASE self
--- Get static unit template.
-- @param #DATABASE self
-- @param #string StaticName Name of the static.
-- @return #table Static template table.
function DATABASE:GetStaticUnitTemplate( StaticName )
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
if self.Templates.Statics[StaticName] then
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
else
self:E("ERROR: Static unit template does NOT exist for static "..tostring(StaticName))
return nil
end
end
--- Get group name from unit name.
-- @param #DATABASE self
-- @param #string UnitName Name of the unit.
-- @return #string Group name.
function DATABASE:GetGroupNameFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupName
if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName].GroupName
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
end
end
--- Get group template from unit name.
-- @param #DATABASE self
-- @param #string UnitName Name of the unit.
-- @return #table Group template.
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupTemplate
if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName].GroupTemplate
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
end
end
--- Get coalition ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
-- @return #number Coalition ID.
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CoalitionID
end
--- Get category ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
-- @return #number Category ID.
function DATABASE:GetCategoryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CategoryID
end
--- Get country ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
-- @return #number Country ID.
function DATABASE:GetCountryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CountryID
end
--- Airbase
--- Get coalition ID from airbase name.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return #number Coalition ID.
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCoalition()
end
--- Get category from airbase name.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return #number Category.
function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory()
end
@@ -831,33 +880,38 @@ end
function DATABASE:_RegisterGroupsAndUnits()
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
self:I( { "Register Group:", DCSGroupName } )
-- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
self:AddGroup( DCSGroupName )
-- Loop over units in group.
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
self:I( { "Register Unit:", DCSUnitName } )
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( DCSUnitName )
end
else
self:E( { "Group does not exist: ", DCSGroup } )
self:E({"Group does not exist: ", DCSGroup})
end
end
end
self:T("Groups:")
for GroupName, Group in pairs( self.GROUPS ) do
self:T( { "Group:", GroupName } )
end
return self
end
@@ -867,7 +921,7 @@ end
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:T( { "Register Client:", ClientName } )
self:I(string.format("Register Client: %s", tostring(ClientName)))
self:AddClient( ClientName )
end
@@ -877,15 +931,15 @@ end
--- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
self:I( { Statics = CoalitionsData } )
local CoalitionsData={GroupsRed=coalition.getStaticObjects(coalition.side.RED), GroupsBlue=coalition.getStaticObjects(coalition.side.BLUE), GroupsNeutral=coalition.getStaticObjects(coalition.side.NEUTRAL)}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
if DCSStatic:isExist() then
local DCSStaticName = DCSStatic:getName()
self:T( { "Register Static:", DCSStaticName } )
self:I(string.format("Register Static: %s", tostring(DCSStaticName)))
self:AddStatic( DCSStaticName )
else
self:E( { "Static does not exist: ", DCSStatic } )
@@ -911,9 +965,24 @@ function DATABASE:_RegisterAirbases()
-- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName )
-- Unique ID.
local airbaseUID=airbase:GetID(true)
-- Debug output.
self:I(string.format("Register Airbase: %s, getID=%d, GetID=%d (unique=%d)", DCSAirbaseName, DCSAirbase:getID(), airbase:GetID(), airbase:GetID(true)))
local text=string.format("Register %s: %s (ID=%d UID=%d), parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseID, airbaseUID, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
end
end
text=text.."]"
self:I(text)
-- Check for DCS bug IDs.
if airbaseID~=airbase:GetID() then
--self:E("WARNING: :getID does NOT match :GetID!")
end
end
@@ -930,36 +999,74 @@ function DATABASE:_EventOnBirth( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
self:AddStatic( Event.IniDCSUnitName )
else
if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission.
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
if DCSAirbase then
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName)
end
end
end
if Event.IniObjectCategory == 1 then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
-- TODO: create event ClientAlive
end
-- Get player name.
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then
self:I( { "Player Joined:", PlayerName } )
self:AddClient( Event.IniDCSUnitName )
-- Debug info.
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
client:AddPlayer(PlayerName)
-- Add player.
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
--MENU_INDEX:Refresh( Event.IniGroup )
Settings:SetPlayerMenu(Event.IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
end
end
end
@@ -967,22 +1074,53 @@ end
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
local name=Event.IniDCSUnitName
if Event.IniObjectCategory == 3 then
---
-- STATICS
---
if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName )
end
else
if Event.IniObjectCategory == 1 then
---
-- UNITS
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit( Event.IniDCSUnitName )
self:DeleteUnit(Event.IniDCSUnitName)
end
-- Remove client players.
local client=self.CLIENTS[name] --Wrapper.Client#CLIENT
if client then
client:RemovePlayers()
end
end
end
-- Add airbase if it was spawned later in the mission.
local airbase=self.AIRBASES[Event.IniDCSUnitName] --Wrapper.Airbase#AIRBASE
if airbase and (airbase:IsHelipad() or airbase:IsShip()) then
self:DeleteAirbase(Event.IniDCSUnitName)
end
end
-- Account destroys.
self:AccountDestroys( Event )
end
@@ -995,15 +1133,31 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then
-- Add unit.
self:AddUnit( Event.IniDCSUnitName )
-- Ini unit.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
-- Add group.
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit.
local PlayerName = Event.IniDCSUnit:getPlayerName()
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
end
end
end
@@ -1016,13 +1170,30 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName and self.PLAYERS[PlayerName] then
self:I( { "Player Left:", PlayerName } )
if PlayerName then --and self.PLAYERS[PlayerName] then
-- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
-- Remove player menu.
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( Event.IniUnit, PlayerName )
Settings:RemovePlayerMenu(Event.IniUnit)
-- Delete player.
self:DeletePlayer(Event.IniUnit, PlayerName)
-- Client stuff.
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
client:RemovePlayer(PlayerName)
end
end
end
end
@@ -1355,19 +1526,13 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else
self:_RegisterStaticTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
self:_RegisterStaticTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then

View File

@@ -192,6 +192,7 @@ world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003
world.event.S_EVENT_NEW_ZONE_GOAL = world.event.S_EVENT_MAX + 1004
world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
--- The different types of events supported by MOOSE.
@@ -233,6 +234,7 @@ EVENTS = {
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
PlayerEnterAircraft = world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT,
-- Added with DCS 2.5.6
DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier
Kill = world.event.S_EVENT_KILL or -1,
@@ -489,6 +491,11 @@ local _EVENTMETA = {
Event = "OnEventRemoveUnit",
Text = "S_EVENT_REMOVE_UNIT"
},
[EVENTS.PlayerEnterAircraft] = {
Order = 1,
Event = "OnEventPlayerEnterAircraft",
Text = "S_EVENT_PLAYER_ENTER_AIRCRAFT"
},
-- Added with DCS 2.5.6
[EVENTS.DetailedFailure] = {
Order = 1,
@@ -639,7 +646,7 @@ end
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The instance of the class for which the event is.
-- @param #function OnEventFunction
-- @return #EVENT
-- @return #EVENT self
function EVENT:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EventID )
self:F2( EventTemplate.name )
@@ -686,8 +693,9 @@ end
-- @param #string GroupName The name of the GROUP.
-- @param #function EventFunction The function to be called when the event occurs for the GROUP.
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param EventID
-- @return #EVENT
-- @param #number EventID Event ID.
-- @param ... Optional arguments passed to the event function.
-- @return #EVENT self
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID, ... )
local Event = self:Init( EventID, EventClass )
@@ -704,7 +712,7 @@ do -- OnBirth
-- @param Wrapper.Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
-- @return #EVENT self
function EVENT:OnBirthForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
@@ -812,7 +820,7 @@ do -- Event Creation
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventNewCargo( Cargo )
self:I( { Cargo } )
self:F( { Cargo } )
local Event = {
id = EVENTS.NewCargo,
@@ -914,6 +922,21 @@ do -- Event Creation
world.onEvent( Event )
end
--- Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
-- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit The aircraft unit the player entered.
function EVENT:CreateEventPlayerEnterAircraft( PlayerUnit )
self:F( { PlayerUnit } )
local Event = {
id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject()
}
world.onEvent( Event )
end
end

View File

@@ -770,16 +770,14 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get2DDistance( TargetCoordinate )
function COORDINATE:Get2DDistance(TargetCoordinate)
local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z}
return UTILS.VecNorm(a)
--local TargetVec3 = TargetCoordinate:GetVec3()
--local SourceVec3 = self:GetVec3()
--return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
local d=UTILS.VecNorm(a)
return d
end
--- Returns the temperature in Degrees Celsius.

View File

@@ -4705,7 +4705,8 @@ do -- SET_AIRBASE
if _DATABASE then
-- We use the BaseCaptured event, which is generated by DCS when a base got captured.
self:HandleEvent( EVENTS.BaseCaptured )
self:HandleEvent(EVENTS.BaseCaptured)
self:HandleEvent(EVENTS.Dead)
-- We initialize the first set.
for ObjectName, Object in pairs( self.Database ) do
@@ -4720,10 +4721,9 @@ do -- SET_AIRBASE
return self
end
--- Starts the filtering.
--- Base capturing event.
-- @param #SET_AIRBASE self
-- @param Core.Event#EVENT EventData
-- @return #SET_AIRBASE self
function SET_AIRBASE:OnEventBaseCaptured(EventData)
-- When a base got captured, we reevaluate the set.
@@ -4739,24 +4739,36 @@ do -- SET_AIRBASE
end
--- Dead event.
-- @param #SET_AIRBASE self
-- @param Core.Event#EVENT EventData
function SET_AIRBASE:OnEventDead(EventData)
local airbaseName, airbase=self:FindInDatabase(EventData)
if airbase and airbase:IsShip() or airbase:IsHelipad() then
self:RemoveAirbasesByName(airbaseName)
end
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_AIRBASE self
-- @param Core.Event#EVENTDATA Event
-- @return #string The name of the AIRBASE
-- @return #table The AIRBASE
-- @param Core.Event#EVENTDATA Event Event data.
-- @return #string The name of the AIRBASE.
-- @return Wrapper.Airbase#AIRBASE The AIRBASE object.
function SET_AIRBASE:AddInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_AIRBASE self
-- @param Core.Event#EVENTDATA Event
-- @return #string The name of the AIRBASE
-- @return #table The AIRBASE
-- @param Core.Event#EVENTDATA Event Event data.
-- @return #string The name of the AIRBASE.
-- @return Wrapper.Airbase#AIRBASE The AIRBASE object.
function SET_AIRBASE:FindInDatabase( Event )
self:F3( { Event } )
@@ -4916,7 +4928,7 @@ do -- SET_CARGO
--- (R2.1) Add CARGO to SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Cargo.Cargo#CARGO Cargo A single cargo.
-- @return self
-- @return Core.Set#SET_CARGO self
function SET_CARGO:AddCargo( Cargo ) --R2.4
self:Add( Cargo:GetName(), Cargo )
@@ -4928,7 +4940,7 @@ do -- SET_CARGO
--- (R2.1) Add CARGOs to SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param #string AddCargoNames A single name or an array of CARGO names.
-- @return self
-- @return Core.Set#SET_CARGO self
function SET_CARGO:AddCargosByName( AddCargoNames ) --R2.1
local AddCargoNamesArray = ( type( AddCargoNames ) == "table" ) and AddCargoNames or { AddCargoNames }
@@ -4943,7 +4955,7 @@ do -- SET_CARGO
--- (R2.1) Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return self
-- @return Core.Set#SET_CARGO self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) --R2.1
local RemoveCargoNamesArray = ( type( RemoveCargoNames ) == "table" ) and RemoveCargoNames or { RemoveCargoNames }
@@ -5399,10 +5411,12 @@ do -- SET_ZONE
--- Get a random zone from the set.
-- @param #SET_ZONE self
-- @param #number margin Number of tries to find a zone
-- @return Core.Zone#ZONE_BASE The random Zone.
-- @return #nil if no zone in the collection.
function SET_ZONE:GetRandomZone()
function SET_ZONE:GetRandomZone(margin)
local margin = margin or 100
if self:Count() ~= 0 then
local Index = self.Index
@@ -5411,9 +5425,11 @@ do -- SET_ZONE
-- Loop until a zone has been found.
-- The :GetZoneMaybe() call will evaluate the probability for the zone to be selected.
-- If the zone is not selected, then nil is returned by :GetZoneMaybe() and the loop continues!
while not ZoneFound do
local counter = 0
while (not ZoneFound) or (counter < margin) do
local ZoneRandom = math.random( 1, #Index )
ZoneFound = self.Set[Index[ZoneRandom]]:GetZoneMaybe()
counter = counter + 1
end
return ZoneFound

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

View File

@@ -241,6 +241,20 @@ function SPAWNSTATIC:InitShape(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.
@@ -420,22 +434,49 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
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)
-- Register the new static.
--_DATABASE:_RegisterStaticTemplate(Template, self.CoalitionID, self.CategoryID, CountryID)
_DATABASE:AddStatic(Template.name)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=coalition.addStaticObject(CountryID, Template)
local Static=nil
if self.InitFarp then
return _DATABASE:FindStatic(Static:getName())
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

@@ -11,7 +11,7 @@
--
-- ### Author: **funkyfranky**
-- @module Core.Timer
-- @image CORE_Timer.png
-- @image Core_Scheduler.JPG
--- TIMER class.
@@ -19,6 +19,7 @@
-- @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.
@@ -26,9 +27,10 @@
-- @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
--- *Better three hours too soon than a minute too late.* - William Shakespeare
--
-- ===
--
@@ -36,7 +38,7 @@
--
-- # The TIMER Concept
--
-- The TIMER class is the little sister of the SCHEDULER class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
-- 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).
--
@@ -62,20 +64,20 @@
--
-- Note that
--
-- * if *Tstart* is not specified (*nil*), the first function call happens immediately.
-- * 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 eternaty.
-- 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.Start}(*Delay*) function
-- The timer can be stopped manually by the @{#TIMER.Stop}(*Delay*) function
--
-- mytimer:Stop()
--
@@ -110,7 +112,7 @@ _TIMERID=0
--- TIMER class version.
-- @field #string version
TIMER.version="0.1.0"
TIMER.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -142,6 +144,9 @@ function TIMER:New(Function, ...)
-- Number of function calls.
self.ncalls=0
-- Not running yet.
self.isrunning=false
-- Increase counter
_TIMERID=_TIMERID+1
@@ -185,6 +190,9 @@ function TIMER:Start(Tstart, dT, Duration)
-- 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)))
@@ -209,6 +217,9 @@ function TIMER:Stop(Delay)
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
@@ -228,6 +239,13 @@ function TIMER:SetMaxFunctionCalls(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.

View File

@@ -693,7 +693,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.1.8"
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:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, ntot, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,841 @@
--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
--
-- ===
--
-- **MANTIS** - Moose derived Modular, Automatic and Network capable Targeting and Interception System
-- Controls a network of SAM sites. Use detection to switch on the AA site closest to the enemy
-- Leverage evasiveness from SEAD
-- Leverage attack range setup added by DCS in 11/20
--
-- ===
--
-- ## Missions:
--
-- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MTS%20-%20Mantis/MTS-010%20-%20Basic%20Mantis%20Demo)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
-- Date: Jan 2021
-------------------------------------------------------------------------
--- **MANTIS** class, extends @{#Core.Base#BASE}
-- @type MANTIS #MANTIS
-- @field #string Classname
-- @field #string name Name of this Mantis
-- @field #string SAM_Templates_Prefix Prefix to build the #GROUP_SET for SAM sites
-- @field @{#Core.Set#GROUP_SET} SAM_Group The SAM #GROUP_SET
-- @field #string EWR_Templates_Prefix Prefix to build the #GROUP_SET for EWR group
-- @field @{#Core.Set#GROUP_SET} EWR_Group The EWR #GROUP_SET
-- @field @{#Core.Set#GROUP_SET} Adv_EWR_Group The EWR #GROUP_SET used for advanced mode
-- @field #string HQ_Template_CC The ME name of the HQ object
-- @field @{#Wrapper.Group#GROUP} HQ_CC The #GROUP object of the HQ
-- @field #table SAM_Table Table of SAM sites
-- @field #string lid Prefix for logging
-- @field @{#Functional.Detection#DETECTION_AREAS} Detection The #DETECTION_AREAS object for EWR
-- @field @{Functional.Detection#DETECTION_AREAS} AWACS_Detection The #DETECTION_AREAS object for AWACS
-- @field #boolean debug Switch on extra messages
-- @field #boolean verbose Switch on extra logging
-- @field #number checkradius Radius of the SAM sites
-- @field #number grouping Radius to group detected objects
-- @field #number acceptrange Radius of the EWR detection
-- @field #number detectinterval Interval in seconds for the target detection
-- @field #number engagerange Firing engage range of the SAMs, see [https://wiki.hoggitworld.com/view/DCS_option_engagementRange]
-- @field #boolean autorelocate Relocate HQ and EWR groups in random intervals. Note: You need to select units for this which are *actually mobile*
-- @field #boolean advanced Use advanced mode, will decrease reactivity of MANTIS, if HQ and/or EWR network dies. Set SAMs to RED state if both are dead. Requires usage of an HQ object
-- @field #number adv_ratio Percentage to use for advanced mode, defaults to 100%
-- @field #number adv_state Advanced mode state tracker
-- @field #boolean advAwacs Boolean switch to use Awacs as a separate detection stream
-- @field #number awacsrange Detection range of an optional Awacs unit
-- @extends @{#Core.Base#BASE}
--- *The worst thing that can happen to a good cause is, not to be skillfully attacked, but to be ineptly defended.* - Frédéric Bastiat
--
-- Simple Class for a more intelligent Air Defense System
--
-- #MANTIS
-- Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- Controls a network of SAM sites. Use detection to switch on the AA site closest to the enemy.
-- Leverage evasiveness from @{Functional.Sead#SEAD}.
-- Leverage attack range setup added by DCS in 11/20.
--
-- Set up your SAM sites in the mission editor. Name the groups with common prefix like "Red SAM".
-- Set up your EWR system in the mission editor. Name the groups with common prefix like "Red EWR". Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
--
-- # 1. Basic tactical considerations when setting up your SAM sites
--
-- ## 1.1 Radar systems and AWACS
--
-- Typically, your setup should consist of EWR (early warning) radars to detect and track targets, accompanied by AWACS if your scenario forsees that. Ensure that your EWR radars have a good coverage of the area you want to track.
-- **Location** is of highest importantance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system
-- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units
-- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do.
--
-- ## 1.2 SAM sites
--
-- Typically your SAM should cover all attack ranges. The closer the enemy gets, the more systems you will need to deploy to defend your location. Use a combination of long-range systems like the SA-10/11, midrange like SA-6 and short-range like
-- SA-2 for defense (Patriot, Hawk, Gepard, Blindfire for the blue side). For close-up defense and defense against HARMs or low-flying aircraft, helicopters it is also advisable to deploy SA-15 TOR systems, Shilka, Strela and Tunguska units, as well as manpads (Think Gepard, Avenger, Chaparral,
-- Linebacker, Roland systems for the blue side). If possible, overlap ranges for mutual coverage.
--
-- ## 1.3 Typical problems
--
-- Often times, people complain because the detection cannot "see" oncoming targets and/or Mantis switches on too late. Three typial problems here are
--
-- * bad placement of radar units,
-- * overestimation how far units can "see" and
-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching to RED, acquiring the target and firing.
--
-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the missione editor to understand distances and zones. Take into account that the ranges given by the circles
-- in the mission editor are absolute maximum ranges; in-game this is rather 50-75% of that depending on the system. Fiddle with placement and options to see what works best for your scenario, and remember **everything in here is in meters**.
--
-- # 2. Start up your MANTIS with a basic setting
--
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
-- `myredmantis:Start()`
--
-- [optional] Use
--
-- * `MANTIS:SetEWRGrouping(radius)`
-- * `MANTIS:SetEWRRange(radius)`
-- * `MANTIS:SetSAMRadius(radius)`
-- * `MANTIS:SetDetectInterval(interval)`
-- * `MANTIS:SetAutoRelocate(hq, ewr)`
--
-- before starting #MANTIS to fine-tune your setup.
--
-- If you want to use a separate AWACS unit (default detection range: 250km) to support your EWR system, use e.g. the following setup:
--
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
-- `mybluemantis:Start()`
--
-- # 3. Default settings
--
-- By default, the following settings are active:
--
-- * SAM_Templates_Prefix = "Red SAM" - SAM site group names in the mission editor begin with "Red SAM"
-- * EWR_Templates_Prefix = "Red EWR" - EWR group names in the mission editor begin with "Red EWR" - can also be combined with an AWACS unit
-- * checkradius = 25000 (meters) - SAMs will engage enemy flights, if they are within a 25km around each SAM site - `MANTIS:SetSAMRadius(radius)`
-- * grouping = 5000 (meters) - Detection (EWR) will group enemy flights to areas of 5km for tracking - `MANTIS:SetEWRGrouping(radius)`
-- * acceptrange = 80000 (meters) - Detection (EWR) will on consider flights inside a 80km radius - `MANTIS:SetEWRRange(radius)`
-- * detectinterval = 30 (seconds) - MANTIS will decide every 30 seconds which SAM to activate - `MANTIS:SetDetectInterval(interval)`
-- * engagerange = 75 (percent) - SAMs will only fire if flights are inside of a 75% radius of their max firerange - `MANTIS:SetSAMRange(range)`
-- * dynamic = false - Group filtering is set to once, i.e. newly added groups will not be part of the setup by default - `MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic)`
-- * autorelocate = false - HQ and (mobile) EWR system will not relocate in random intervals between 30mins and 1 hour - `MANTIS:SetAutoRelocate(hq, ewr)`
-- * debug = false - Debugging reports on screen are set to off - `MANTIS:Debug(onoff)`
--
-- # 4. Advanced Mode
--
-- Advanced mode will *decrease* reactivity of MANTIS, if HQ and/or EWR network dies. Awacs is counted as one EWR unit. It will set SAMs to RED state if both are dead. Requires usage of an **HQ** object and the **dynamic** option.
-- E.g. `mymantis:SetAdvancedMode( true, 90 )`
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
-- @field #MANTIS
MANTIS = {
ClassName = "MANTIS",
name = "mymantis",
SAM_Templates_Prefix = "",
SAM_Group = nil,
EWR_Templates_Prefix = "",
EWR_Group = nil,
Adv_EWR_Group = nil,
HQ_Template_CC = "",
HQ_CC = nil,
SAM_Table = {},
lid = "",
Detection = nil,
AWACS_Detection = nil,
debug = false,
checkradius = 25000,
grouping = 5000,
acceptrange = 80000,
detectinterval = 30,
engagerange = 75,
autorelocate = false,
advanced = false,
adv_ratio = 100,
adv_state = 0,
AWACS_Prefix = "",
advAwacs = false,
verbose = false,
awacsrange = 250000
}
-----------------------------------------------------------------------
-- MANTIS System
-----------------------------------------------------------------------
do
--- Function to instantiate a new object of class MANTIS
--@param #MANTIS self
--@param #string name Name of this MANTIS for reporting
--@param #string samprefix Prefixes for the SAM groups from the ME, e.g. all groups starting with "Red Sam..."
--@param #string ewrprefix Prefixes for the EWR groups from the ME, e.g. all groups starting with "Red EWR..."
--@param #string hq Group name of your HQ (optional)
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral"
--@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
--@param #string awacs Group name of your Awacs (optional)
--@return #MANTIS self
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs)
-- DONE: Create some user functions for these
-- DONE: Make HQ useful
-- DONE: Set SAMs to auto if EWR dies
-- DONE: Refresh SAM table in dynamic mode
-- DONE: Treat Awacs separately, since they might be >80km off site
self.name = name or "mymantis"
self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil
self.Coalition = coaltion or "red"
self.SAM_Table = {}
self.dynamic = dynamic or false
self.checkradius = 25000
self.grouping = 5000
self.acceptrange = 80000
self.detectinterval = 30
self.engagerange = 75
self.autorelocate = false
self.autorelocateunits = { HQ = false, EWR = false}
self.advanced = false
self.adv_ratio = 100
self.adv_state = 0
self.verbose = false
self.Adv_EWR_Group = nil
self.AWACS_Prefix = awacs or nil
self.awacsrange = 250000 --TODO: 250km, User Function to change
if type(awacs) == "string" then
self.advAwacs = true
else
self.advAwacs = false
end
-- @field #string version
self.version="0.3.6"
env.info(string.format("***** Starting MANTIS Version %s *****", self.version))
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
-- Debug trace.
if self.debug then
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
--BASE:TraceClass("SEAD")
BASE:TraceLevel(1)
end
if self.dynamic then
-- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
-- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes({self.SAM_Templates_Prefix,self.EWR_Templates_Prefix}):FilterCoalitions(self.Coalition):FilterStart()
else
-- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce()
-- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes({self.SAM_Templates_Prefix,self.EWR_Templates_Prefix}):FilterCoalitions(self.Coalition):FilterOnce()
end
-- set up CC
if self.HQ_Template_CC then
self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC)
end
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, BASE:New()) -- #MANTIS
return self
end
-----------------------------------------------------------------------
-- MANTIS helper functions
-----------------------------------------------------------------------
--- [internal] Function to get the self.SAM_Table
-- @param #MANTIS self
-- @return #table table
function MANTIS:_GetSAMTable()
return self.SAM_Table
end
--- [internal] Function to set the self.SAM_Table
-- @param #MANTIS self
-- @return #MANTIS self
function MANTIS:_SetSAMTable(table)
self.SAM_Table = table
return self
end
--- Function to set the grouping radius of the detection in meters
-- @param #MANTIS self
-- @param #number radius Radius upon which detected objects will be grouped
function MANTIS:SetEWRGrouping(radius)
local radius = radius or 5000
self.grouping = radius
end
--- Function to set the detection radius of the EWR in meters
-- @param #MANTIS self
-- @param #number radius Radius of the EWR detection zone
function MANTIS:SetEWRRange(radius)
local radius = radius or 80000
self.acceptrange = radius
end
--- Function to set switch-on/off zone for the SAM sites in meters
-- @param #MANTIS self
-- @param #number radius Radius of the firing zone
function MANTIS:SetSAMRadius(radius)
local radius = radius or 25000
self.checkradius = radius
end
--- Function to set SAM firing engage range, 0-100 percent, e.g. 75
-- @param #MANTIS self
-- @param #number range Percent of the max fire range
function MANTIS:SetSAMRange(range)
local range = range or 75
if range < 0 or range > 100 then
range = 75
end
self.engagerange = range
end
--- Function to set a new SAM firing engage range, use this method to adjust range while running MANTIS, e.g. for different setups day and night
-- @param #MANTIS self
-- @param #number range Percent of the max fire range
function MANTIS:SetNewSAMRangeWhileRunning(range)
local range = range or 75
if range < 0 or range > 100 then
range = 75
end
self.engagerange = range
self:_RefreshSAMTable()
self.mysead.EngagementRange = range
end
--- Function to set switch-on/off the debug state
-- @param #MANTIS self
-- @param #boolean onoff Set true to switch on
function MANTIS:Debug(onoff)
local onoff = onoff or false
self.debug = onoff
end
--- Function to get the HQ object for further use
-- @param #MANTIS self
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist
function MANTIS:GetCommandCenter()
if self.HQ_CC then
return self.HQ_CC
else
return nil
end
end
--- Function to set separate AWACS detection instance
-- @param #MANTIS self
-- @param #string prefix Name of the AWACS group in the mission editor
function MANTIS:SetAwacs(prefix)
if prefix ~= nil then
if type(prefix) == "string" then
self.AWACS_Prefix = prefix
self.advAwacs = true
end
end
end
--- Function to set the HQ object for further use
-- @param #MANTIS self
-- @param Wrapper.GROUP#GROUP The HQ #GROUP object to be set as HQ
function MANTIS:SetCommandCenter(group)
local group = group or nil
if group ~= nil then
if type(group) == "string" then
self.HQ_CC = GROUP:FindByName(group)
self.HQ_Template_CC = group
else
self.HQ_CC = group
self.HQ_Template_CC = group:GetName()
end
end
end
--- Function to set the detection interval
-- @param #MANTIS self
-- @param #number interval The interval in seconds
function MANTIS:SetDetectInterval(interval)
local interval = interval or 30
self.detectinterval = interval
end
--- Function to set Advanded Mode
-- @param #MANTIS self
-- @param #boolean onoff If true, will activate Advanced Mode
-- @param #number ratio [optional] Percentage to use for advanced mode, defaults to 100%
-- @usage Advanced mode will *decrease* reactivity of MANTIS, if HQ and/or EWR network dies. Set SAMs to RED state if both are dead. Requires usage of an **HQ** object and the **dynamic** option.
-- E.g. `mymantis:SetAdvancedMode(true, 90)`
function MANTIS:SetAdvancedMode(onoff, ratio)
self:F({onoff, ratio})
local onoff = onoff or false
local ratio = ratio or 100
if (type(self.HQ_Template_CC) == "string") and onoff and self.dynamic then
self.adv_ratio = ratio
self.advanced = true
self.adv_state = 0
self.Adv_EWR_Group = SET_GROUP:New():FilterPrefixes(self.EWR_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
env.info(string.format("***** Starting Advanced Mode MANTIS Version %s *****", self.version))
else
local text = self.lid.." Advanced Mode requires a HQ and dynamic to be set. Revisit your MANTIS:New() statement to add both."
local m= MESSAGE:New(text,10,"MANTIS",true):ToAll()
BASE:E(text)
end
end
--- [Internal] Function to check if HQ is alive
-- @param #MANTIS self
-- @return #boolean True if HQ is alive, else false
function MANTIS:_CheckHQState()
local text = self.lid.." Checking HQ State"
self:T(text)
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(text) end
-- start check
if self.advanced then
local hq = self.HQ_Template_CC
local hqgrp = GROUP:FindByName(hq)
if hqgrp then
if hqgrp:IsAlive() then -- ok we're on, hq exists and as alive
env.info(self.lid.." HQ is alive!")
return true
else
env.info(self.lid.." HQ is dead!")
return false
end
end
end
end
--- [Internal] Function to check if EWR is (at least partially) alive
-- @param #MANTIS self
-- @return #boolean True if EWR is alive, else false
function MANTIS:_CheckEWRState()
local text = self.lid.." Checking EWR State"
self:F(text)
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(text) end
-- start check
if self.advanced then
local EWR_Group = self.Adv_EWR_Group
--local EWR_Set = EWR_Group.Set
local nalive = EWR_Group:CountAlive()
if self.advAwacs then
local awacs = GROUP:FindByName(self.AWACS_Prefix)
if awacs ~= nil then
if awacs:IsAlive() then
nalive = nalive+1
end
end
end
env.info(self.lid..string.format(" No of EWR alive is %d", nalive))
if nalive > 0 then
return true
else
return false
end
end
end
--- [Internal] Function to determine state of the advanced mode
-- @param #MANTIS self
-- @return #number Newly calculated interval
-- @return #number Previous state for tracking 0, 1, or 2
function MANTIS:_CheckAdvState()
local text = self.lid.." Checking Advanced State"
self:F(text)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(text) end
-- start check
local currstate = self.adv_state -- save curr state for comparison later
local EWR_State = self:_CheckEWRState()
local HQ_State = self:_CheckHQState()
-- set state
if EWR_State and HQ_State then -- both alive
self.adv_state = 0 --everything is fine
elseif EWR_State or HQ_State then -- one alive
self.adv_state = 1 --slow down level 1
else -- none alive
self.adv_state = 2 --slow down level 2
end
-- calculate new detectioninterval
local interval = self.detectinterval -- e.g. 30
local ratio = self.adv_ratio / 100 -- e.g. 80/100 = 0.8
ratio = ratio * self.adv_state -- e.g 0.8*2 = 1.6
local newinterval = interval + (interval * ratio) -- e.g. 30+(30*1.6) = 78
local text = self.lid..string.format(" Calculated OldState/NewState/Interval: %d / %d / %d", currstate, self.adv_state, newinterval)
self:F(text)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(text) end
return newinterval, currstate
end
--- Function to set autorelocation for HQ and EWR objects. Note: Units must be actually mobile in DCS!
-- @param #MANTIS self
-- @param #boolean hq If true, will relocate HQ object
-- @param #boolean ewr If true, will relocate EWR objects
function MANTIS:SetAutoRelocate(hq, ewr)
self:F({hq, ewr})
local hqrel = hq or false
local ewrel = ewr or false
if hqrel or ewrel then
self.autorelocate = true
self.autorelocateunits = { HQ = hqrel, EWR = ewrel }
self:T({self.autorelocate, self.autorelocateunits})
end
end
--- [Internal] Function to execute the relocation
-- @param #MANTIS self
function MANTIS:_RelocateGroups()
self:T(self.lid.." Relocating Groups")
local text = self.lid.." Relocating Groups"
local m= MESSAGE:New(text,10,"MANTIS",true):ToAllIf(self.debug)
if self.verbose then env.info(text) end
if self.autorelocate then
-- relocate HQ
if self.autorelocateunits.HQ and self.HQ_CC then --only relocate if HQ exists
local _hqgrp = self.HQ_CC
self:T(self.lid.." Relocating HQ")
local text = self.lid.." Relocating HQ"
local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true)
end
--relocate EWR
-- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach
if self.autorelocateunits.EWR then
-- get EWR Group
local EWR_GRP = SET_GROUP:New():FilterPrefixes(self.EWR_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce()
local EWR_Grps = EWR_GRP.Set --table of objects in SET_GROUP
for _,_grp in pairs (EWR_Grps) do
if _grp:IsGround() then
self:T(self.lid.." Relocating EWR ".._grp:GetName())
local text = self.lid.." Relocating EWR ".._grp:GetName()
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(text) end
_grp:RelocateGroundRandomInRadius(20,500,true,true)
end
end
end
end
end
--- Function to check if any object is in the given SAM zone
-- @param #MANTIS self
-- @param #table dectset Table of coordinates of detected items
-- @param samcoordinate Core.Point#COORDINATE Coordinate object.
-- @return #boolean True if in any zone, else false
function MANTIS:CheckObjectInZone(dectset, samcoordinate)
self:F(self.lid.."CheckObjectInZone Called")
-- check if non of the coordinate is in the given defense zone
local radius = self.checkradius
local set = dectset
for _,_coord in pairs (set) do
local coord = _coord -- get current coord to check
-- output for cross-check
local dectstring = coord:ToStringLLDMS()
local samstring = samcoordinate:ToStringLLDMS()
local targetdistance = samcoordinate:DistanceFromPointVec2(coord)
local text = string.format("Checking SAM at % s - Distance %d m - Target %s", samstring, targetdistance, dectstring)
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
if self.verbose then env.info(self.lid..text) end
-- end output to cross-check
if targetdistance <= radius then
return true
end
end
return false
end
--- Function to start the detection via EWR groups
-- @param #MANTIS self
-- @return Functional.Detection #DETECTION_AREAS The running detection set
function MANTIS:StartDetection()
self:F(self.lid.."Starting Detection")
-- start detection
local groupset = self.EWR_Group
local grouping = self.grouping or 5000
local acceptrange = self.acceptrange or 80000
local interval = self.detectinterval or 60
--@param Functional.Detection #DETECTION_AREAS _MANTISdetection [internal] The MANTIS detection object
_MANTISdetection = DETECTION_AREAS:New( groupset, grouping ) --[internal] Grouping detected objects to 5000m zones
_MANTISdetection:FilterCategories({ Unit.Category.AIRPLANE, Unit.Category.HELICOPTER })
_MANTISdetection:SetAcceptRange(acceptrange)
_MANTISdetection:SetRefreshTimeInterval(interval)
_MANTISdetection:Start()
function _MANTISdetection:OnAfterDetectedItem(From,Event,To,DetectedItem)
--BASE:I( { From, Event, To, DetectedItem })
local debug = false
if DetectedItem.IsDetected and debug then
local Coordinate = DetectedItem.Coordinate -- Core.Point#COORDINATE
local text = "MANTIS: Detection at "..Coordinate:ToStringLLDMS()
local m = MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
end
end
return _MANTISdetection
end
--- Function to start the detection via AWACS if defined as separate
-- @param #MANTIS self
-- @return Functional.Detection #DETECTION_AREAS The running detection set
function MANTIS:StartAwacsDetection()
self:F(self.lid.."Starting Awacs Detection")
-- start detection
local group = self.AWACS_Prefix
local groupset = SET_GROUP:New():FilterPrefixes(group):FilterCoalitions(self.Coalition):FilterStart()
local grouping = self.grouping or 5000
--local acceptrange = self.acceptrange or 80000
local interval = self.detectinterval or 60
--@param Functional.Detection #DETECTION_AREAS _MANTISdetection [internal] The MANTIS detection object
_MANTISAwacs = DETECTION_AREAS:New( groupset, grouping ) --[internal] Grouping detected objects to 5000m zones
_MANTISAwacs:FilterCategories({ Unit.Category.AIRPLANE, Unit.Category.HELICOPTER })
_MANTISAwacs:SetAcceptRange(self.awacsrange) --250km
_MANTISAwacs:SetRefreshTimeInterval(interval)
_MANTISAwacs:Start()
function _MANTISAwacs:OnAfterDetectedItem(From,Event,To,DetectedItem)
--BASE:I( { From, Event, To, DetectedItem })
local debug = false
if DetectedItem.IsDetected and debug then
local Coordinate = DetectedItem.Coordinate -- Core.Point#COORDINATE
local text = "Awacs Detection at "..Coordinate:ToStringLLDMS()
local m = MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
end
end
return _MANTISAwacs
end
--- Function to set the SAM start state
-- @param #MANTIS self
-- @return #MANTIS self
function MANTIS:SetSAMStartState()
-- TODO: if using dynamic filtering, update SAM_Table and the (active) SEAD groups, pull req #1405/#1406
self:F(self.lid.."Setting SAM Start States")
-- get SAM Group
local SAM_SET = self.SAM_Group
local SAM_Grps = SAM_SET.Set --table of objects
local SAM_Tbl = {} -- table of SAM defense zones
local SEAD_Grps = {} -- table of SAM names to make evasive
local engagerange = self.engagerange -- firing range in % of max
--cycle through groups and set alarm state etc
for _i,_group in pairs (SAM_Grps) do
local group = _group
group:OptionAlarmStateGreen() -- AI off
group:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,engagerange) --default engagement will be 75% of firing range
if group:IsGround() then
local grpname = group:GetName()
local grpcoord = group:GetCoordinate()
table.insert( SAM_Tbl, {grpname, grpcoord})
table.insert( SEAD_Grps, grpname )
end
end
self.SAM_Table = SAM_Tbl
-- make SAMs evasive
local mysead = SEAD:New( SEAD_Grps )
mysead:SetEngagementRange(engagerange)
self.mysead = mysead
return self
end
--- (Internal) Function to update SAM table and SEAD state
-- @param #MANTIS self
-- @return #MANTIS self
function MANTIS:_RefreshSAMTable()
self:F(self.lid.."Setting SAM Start States")
-- Requires SEAD 0.2.2 or better
-- get SAM Group
local SAM_SET = self.SAM_Group
local SAM_Grps = SAM_SET.Set --table of objects
local SAM_Tbl = {} -- table of SAM defense zones
local SEAD_Grps = {} -- table of SAM names to make evasive
local engagerange = self.engagerange -- firing range in % of max
--cycle through groups and set alarm state etc
for _i,_group in pairs (SAM_Grps) do
local group = _group
group:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,engagerange) --engagement will be 75% of firing range
if group:IsGround() then
local grpname = group:GetName()
local grpcoord = group:GetCoordinate()
table.insert( SAM_Tbl, {grpname, grpcoord}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname )
end
end
self.SAM_Table = SAM_Tbl
-- make SAMs evasive
if self.mysead ~= nil then
local mysead = self.mysead
mysead:UpdateSet( SEAD_Grps )
end
return self
end
-----------------------------------------------------------------------
-- MANTIS main functions
-----------------------------------------------------------------------
--- Function to set the SAM start state
-- @param #MANTIS self
-- @return #MANTIS self
function MANTIS:Start()
self:F(self.lid.."Starting MANTIS")
self:SetSAMStartState()
self.Detection = self:StartDetection()
if self.advAwacs then
self.AWACS_Detection = self:StartAwacsDetection()
end
-- detection function
local function check(detection)
--get detected set
local detset = detection:GetDetectedItemCoordinates()
self:F("Check:", {detset})
-- randomly update SAM Table
local rand = math.random(1,100)
if rand > 65 then -- 1/3 of cases
self:_RefreshSAMTable()
end
-- switch SAMs on/off if (n)one of the detected groups is inside their reach
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates
for _,_data in pairs (samset) do
local samcoordinate = _data[2]
local name = _data[1]
local samgroup = GROUP:FindByName(name)
if self:CheckObjectInZone(detset, samcoordinate) then --check any target in zone
if samgroup:IsAlive() then
-- switch off SAM
samgroup:OptionAlarmStateRed()
--samgroup:OptionROEWeaponFree()
--samgroup:SetAIOn()
local text = string.format("SAM %s switched to alarm state RED!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(self.lid..text) end
end --end alive
else
if samgroup:IsAlive() then
-- switch off SAM
samgroup:OptionAlarmStateGreen()
--samgroup:OptionROEWeaponFree()
--samgroup:SetAIOn()
local text = string.format("SAM %s switched to alarm state GREEN!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then env.info(self.lid..text) end
end --end alive
end --end check
end --for for loop
end --end function
-- relocation relay function
local function relocate()
self:_RelocateGroups()
end
-- check advanced state
local function checkadvstate()
local interval, oldstate = self:_CheckAdvState()
local newstate = self.adv_state
if newstate ~= oldstate then
-- deal with new state
if newstate == 2 then
-- switch alarm state RED
if self.MantisTimer.isrunning then
self.MantisTimer:Stop()
self.MantisTimer.isrunning = false
end -- stop Awacs timer
if self.MantisATimer.isrunning then
self.MantisATimer:Stop()
self.MantisATimer.isrunning = false
end -- stop timer
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates
for _,_data in pairs (samset) do
local name = _data[1]
local samgroup = GROUP:FindByName(name)
if samgroup:IsAlive() then
samgroup:OptionAlarmStateRed()
end -- end alive
end -- end for loop
elseif newstate <= 1 then
-- change MantisTimer to slow down or speed up
if self.MantisTimer.isrunning then
self.MantisTimer:Stop()
self.MantisTimer.isrunning = false
end
if self.MantisATimer.isrunning then
self.MantisATimer:Stop()
self.MantisATimer.isrunning = false
end
self.MantisTimer = TIMER:New(check,self.Detection)
self.MantisTimer:Start(5,interval,nil)
self.MantisTimer.isrunning = true
if self.advAwacs then
self.MantisATimer = TIMER:New(check,self.AWACS_Detection)
self.MantisATimer:Start(15,interval,nil)
self.MantisATimer.isrunning = true
end
end
end -- end newstate vs oldstate
end
-- timers to run the system
local interval = self.detectinterval
self.MantisTimer = TIMER:New(check,self.Detection)
self.MantisTimer:Start(5,interval,nil)
self.MantisTimer.isrunning = true
-- Awacs timer
if self.advAwacs then
self.MantisATimer = TIMER:New(check,self.AWACS_Detection)
self.MantisATimer:Start(15,interval,nil)
self.MantisATimer.isrunning = true
end
-- timer to relocate HQ and EWR
if self.autorelocate then
local relointerval = math.random(1800,3600) -- random between 30 and 60 mins
self.MantisReloTimer = TIMER:New(relocate)
self.MantisReloTimer:Start(relointerval,relointerval,nil)
end
-- timer for advanced state check
if self.advanced then
self.MantisAdvTimer = TIMER:New(checkadvstate)
self.MantisAdvTimer:Start(30,interval*5,nil)
end
return self
end
--- Function to stop MANTIS
-- @param #MANTIS self
-- @return #MANTIS self
function MANTIS:Stop()
if self.MantisTimer.isrunning then
self.MantisTimer:Stop()
end
if self.MantisATimer.isrunning then
self.MantisATimer:Stop()
end
if self.autorelocate then
self.MantisReloTimer:Stop()
end
if self.advanced then
self.MantisAdvTimer:Stop()
end
return self
end
end
-----------------------------------------------------------------------
-- MANTIS end
-----------------------------------------------------------------------

View File

@@ -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.
@@ -289,6 +290,7 @@
RANGE={
ClassName = "RANGE",
Debug = false,
verbose = 0,
id = nil,
rangename = nil,
location = nil,
@@ -518,7 +520,7 @@ RANGE.MenuF10Root=nil
--- Range script version.
-- @field #string version
RANGE.version="2.2.3"
RANGE.version="2.3.0"
--TODO list:
--TODO: Verbosity level for messages.
@@ -556,7 +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()
@@ -723,7 +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
@@ -757,6 +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)
@@ -781,7 +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)
@@ -1148,7 +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
@@ -1168,7 +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
@@ -1238,7 +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
@@ -1567,13 +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
@@ -1591,7 +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
@@ -1674,15 +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
@@ -1724,9 +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")
@@ -1760,7 +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)
@@ -1916,35 +1910,39 @@ end
-- @param #string To To state.
function RANGE:onafterStatus(From, Event, To)
local fsmstate=self:GetState()
local text=string.format("Range status: %s", fsmstate)
if self.instructor then
local alive="N/A"
if self.instructorrelayname then
local relay=UNIT:FindByName(self.instructorrelayname)
if relay then
alive=tostring(relay:IsAlive())
end
end
text=text..string.format(", Instructor %.3f MHz (Relay=%s alive=%s)", self.instructorfreq, tostring(self.instructorrelayname), alive)
end
if self.rangecontrol then
local alive="N/A"
if self.rangecontrolrelayname then
local relay=UNIT:FindByName(self.rangecontrolrelayname)
if relay then
alive=tostring(relay:IsAlive())
end
end
text=text..string.format(", Control %.3f MHz (Relay=%s alive=%s)", self.rangecontrolfreq, tostring(self.rangecontrolrelayname), alive)
end
if self.verbose>0 then
-- Check range status.
self:I(self.id..text)
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()
@@ -2736,6 +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()
@@ -2747,18 +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
@@ -2858,22 +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
@@ -2882,7 +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)
@@ -3089,11 +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: Dec 2020
--
-- ===
--
@@ -39,18 +41,20 @@
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 } }
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 = {}
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75 -- default 75% engagement range Feature Request #1355
}
--- 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 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
@@ -66,29 +70,64 @@ function SEAD:New( SEADGroupPrefixes )
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
self:HandleEvent( EVENTS.Shot )
self:I("*** SEAD - Started Version 0.2.2")
return self
end
--- 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
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see SEAD
-- @param #SEAD
-- @param Core.Event#EVENTDATA EventData
function SEAD:OnEventShot( EventData )
self:F( { EventData } )
self:T( { EventData } )
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
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 )
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T({ SEADWeapon })
--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
--check for SEAD missiles
if SEADWeaponName == "weapons.missiles.X_58" --Kh-58U anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired
@@ -107,27 +146,35 @@ function SEAD:OnEventShot( EventData )
or
SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.LD-10" --LD-10 anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_84E" --AGM84 anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_84A" --AGM84 anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_84H" --AGM84 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 _targetMimname = Unit.getName(_targetMim) -- Unit name
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) --targeted grouo
local _targetMimgroupName = _targetMimgroup:getName() -- group name
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
-- 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( 'Group Found' )
self:T( '*** SEAD - Group Found' )
break
end
end
if SEADGroupFound == true then
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) ]
@@ -136,63 +183,36 @@ function SEAD:OnEventShot( EventData )
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)
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
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 = {
--tracker ID table to switch groups off and on again
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)
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)
SuppressedGroups[id.groupName] = nil
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
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
-- randomize switch-on time
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)
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)
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
end
end
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
@@ -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

@@ -67,6 +67,7 @@ __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/Ops/Airboss.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
@@ -98,10 +99,12 @@ __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' )

View File

@@ -1318,6 +1318,10 @@ function ATIS:onafterBroadcast(From, Event, To)
time=time-UTILS.GMTToLocalTimeDifference()*60*60
end
if time < 0 then
time = 24*60*60 + time --avoid negative time around midnight
end
local clock=UTILS.SecondsToClock(time)
local zulu=UTILS.Split(clock, ":")
local ZULU=string.format("%s%s", zulu[1], zulu[2])

View File

@@ -27,12 +27,16 @@
-- **Supported Carriers:**
--
-- * [USS John C. Stennis](https://en.wikipedia.org/wiki/USS_John_C._Stennis) (CVN-74)
-- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_(CVN-71)) (CVN-71) [Super Carrier Module]
-- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_(CVN-72)) (CVN-72) [Super Carrier Module]
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1)) (LHA-1) [**WIP**]
--
-- **Supported Aircraft:**
--
-- * [F/A-18C Hornet Lot 20](https://forums.eagle.ru/forumdisplay.php?f=557) (Player & AI)
-- * [F-14B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI)
-- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI) [**WIP**]
-- * F/A-18C Hornet (AI)
@@ -47,7 +51,9 @@
-- the no other fixed wing aircraft (human or AI controlled) are supposed to land on the Tarawa. Currently only Case I is supported. Case II/III take slightly steps from the CVN carrier.
-- However, the two Case II/III pattern are very similar so this is not a big drawback.
--
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well.
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
--
-- The [DCS Supercarriers](https://forums.eagle.ru/forum/151-dcs-supercarrier/) are also supported.
--
-- ## Discussion
--
@@ -1261,7 +1267,7 @@ AIRBOSS.AircraftCarrier={
AV8B="AV8BNA",
HORNET="FA-18C_hornet",
A4EC="A-4E-C",
F14A="F-14A_tomcat",
F14A="F-14A-135-GR",
F14B="F-14B",
F14A_AI="F-14A",
FA18C="F/A-18C",

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
@@ -805,7 +814,7 @@ 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 +824,4 @@ 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

@@ -115,6 +115,19 @@ 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.

View File

@@ -25,6 +25,8 @@
-- @field #table parking Parking spot data.
-- @field #table parkingByID Parking spot data table with ID as key.
-- @field #number activerwyno Active runway number (forced).
-- @field #table parkingWhitelist List of parking spot terminal IDs considered for spawning.
-- @field #table parkingBlacklist List of parking spot terminal IDs **not** considered for spawning.
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle the DCS Airbase objects:
@@ -268,31 +270,31 @@ AIRBASE.Normandy = {
-- * AIRBASE.PersianGulf.Tunb_Kochak
-- @field PersianGulf
AIRBASE.PersianGulf = {
["Abu_Dhabi_International_Airport"] = "Abu Dhabi International Airport",
["Abu_Musa_Island_Airport"] = "Abu Musa Island Airport",
["Al_Ain_International_Airport"] = "Al Ain International Airport",
["Al_Bateen_Airport"] = "Al-Bateen Airport",
["Al_Dhafra_AB"] = "Al Dhafra AB",
["Abu_Dhabi_International_Airport"] = "Abu Dhabi Intl",
["Abu_Musa_Island_Airport"] = "Abu Musa Island",
["Al_Ain_International_Airport"] = "Al Ain Intl",
["Al_Bateen_Airport"] = "Al-Bateen",
["Al_Dhafra_AB"] = "Al Dhafra AFB",
["Al_Maktoum_Intl"] = "Al Maktoum Intl",
["Al_Minhad_AB"] = "Al Minhad AB",
["Al_Minhad_AB"] = "Al Minhad AFB",
["Bandar_Abbas_Intl"] = "Bandar Abbas Intl",
["Bandar_Lengeh"] = "Bandar Lengeh",
["Bandar_e_Jask_airfield"] = "Bandar-e-Jask airfield",
["Bandar_e_Jask_airfield"] = "Bandar-e-Jask",
["Dubai_Intl"] = "Dubai Intl",
["Fujairah_Intl"] = "Fujairah Intl",
["Havadarya"] = "Havadarya",
["Jiroft_Airport"] = "Jiroft Airport",
["Kerman_Airport"] = "Kerman Airport",
["Jiroft_Airport"] = "Jiroft",
["Kerman_Airport"] = "Kerman",
["Khasab"] = "Khasab",
["Kish_International_Airport"] = "Kish International Airport",
["Lar_Airbase"] = "Lar Airbase",
["Lavan_Island_Airport"] = "Lavan Island Airport",
["Liwa_Airbase"] = "Liwa Airbase",
["Kish_International_Airport"] = "Kish Intl",
["Lar_Airbase"] = "Lar",
["Lavan_Island_Airport"] = "Lavan Island",
["Liwa_Airbase"] = "Liwa AFB",
["Qeshm_Island"] = "Qeshm Island",
["Ras_Al_Khaimah"] = "Ras Al Khaimah",
["Sas_Al_Nakheel_Airport"] = "Sas Al Nakheel Airport",
["Ras_Al_Khaimah"] = "Ras Al Khaimah Intl",
["Sas_Al_Nakheel_Airport"] = "Sas Al Nakheel",
["Sharjah_Intl"] = "Sharjah Intl",
["Shiraz_International_Airport"] = "Shiraz International Airport",
["Shiraz_International_Airport"] = "Shiraz Intl",
["Sir_Abu_Nuayr"] = "Sir Abu Nuayr",
["Sirri_Island"] = "Sirri Island",
["Tunb_Island_AFB"] = "Tunb Island AFB",
@@ -645,6 +647,54 @@ function AIRBASE:GetID(unique)
return nil
end
--- Set parking spot whitelist. Only these spots will be considered for spawning.
-- Black listed spots overrule white listed spots.
-- **NOTE** that terminal IDs are not necessarily the same as those displayed in the mission editor!
-- @param #AIRBASE self
-- @param #table TerminalIdBlacklist Table of white listed terminal IDs.
-- @return #AIRBASE self
-- @usage AIRBASE:FindByName("Batumi"):SetParkingSpotWhitelist({2, 3, 4}) --Only allow terminal IDs 2, 3, 4
function AIRBASE:SetParkingSpotWhitelist(TerminalIdWhitelist)
if TerminalIdWhitelist==nil then
self.parkingWhitelist={}
return self
end
-- Ensure we got a table.
if type(TerminalIdWhitelist)~="table" then
TerminalIdWhitelist={TerminalIdWhitelist}
end
self.parkingWhitelist=TerminalIdWhitelist
return self
end
--- Set parking spot blacklist. These parking spots will *not* be used for spawning.
-- Black listed spots overrule white listed spots.
-- **NOTE** that terminal IDs are not necessarily the same as those displayed in the mission editor!
-- @param #AIRBASE self
-- @param #table TerminalIdBlacklist Table of black listed terminal IDs.
-- @return #AIRBASE self
-- @usage AIRBASE:FindByName("Batumi"):SetParkingSpotBlacklist({2, 3, 4}) --Forbit terminal IDs 2, 3, 4
function AIRBASE:SetParkingSpotBlacklist(TerminalIdBlacklist)
if TerminalIdBlacklist==nil then
self.parkingBlacklist={}
return self
end
-- Ensure we got a table.
if type(TerminalIdBlacklist)~="table" then
TerminalIdBlacklist={TerminalIdBlacklist}
end
self.parkingBlacklist=TerminalIdBlacklist
return self
end
--- Get category of airbase.
-- @param #AIRBASE self
@@ -829,25 +879,27 @@ function AIRBASE:_InitParkingSpots()
-- Put coordinates of parking spots into table.
for _,spot in pairs(parkingdata) do
-- New parking spot.
local park={} --#AIRBASE.ParkingSpot
park.Vec3=spot.vTerminalPos
park.Coordinate=COORDINATE:NewFromVec3(spot.vTerminalPos)
park.DistToRwy=spot.fDistToRW
park.Free=nil
park.TerminalID=spot.Term_Index
park.TerminalID0=spot.Term_Index_0
park.TerminalType=spot.Term_Type
park.TOAC=spot.TO_AC
for _,terminalType in pairs(AIRBASE.TerminalType) do
if self._CheckTerminalType(terminalType, park.TerminalType) then
self.NparkingTerminal[terminalType]=self.NparkingTerminal[terminalType]+1
end
end
self.parkingByID[park.TerminalID]=park
table.insert(self.parking, park)
-- New parking spot.
local park={} --#AIRBASE.ParkingSpot
park.Vec3=spot.vTerminalPos
park.Coordinate=COORDINATE:NewFromVec3(spot.vTerminalPos)
park.DistToRwy=spot.fDistToRW
park.Free=nil
park.TerminalID=spot.Term_Index
park.TerminalID0=spot.Term_Index_0
park.TerminalType=spot.Term_Type
park.TOAC=spot.TO_AC
self.NparkingTotal=self.NparkingTotal+1
for _,terminalType in pairs(AIRBASE.TerminalType) do
if self._CheckTerminalType(terminalType, park.TerminalType) then
self.NparkingTerminal[terminalType]=self.NparkingTerminal[terminalType]+1
end
end
self.parkingByID[park.TerminalID]=park
table.insert(self.parking, park)
end
return self
@@ -1075,9 +1127,8 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
self:T2({_termid=_termid})
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
-- Check terminal type and black/white listed parking spots.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingLists(_termid) then
-- Very safe uses the DCS getParking() info to check if a spot is free. Unfortunately, the function returns free=false until the aircraft has actually taken-off.
if verysafe and (parkingspot.Free==false or parkingspot.TOAC==true) then
@@ -1179,6 +1230,39 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
return validspots
end
--- Check black and white lists.
-- @param #AIRBASE self
-- @param #number TerminalID Terminal ID to check.
-- @return #boolean `true` if this is a valid spot.
function AIRBASE:_CheckParkingLists(TerminalID)
-- First check the black list. If we find a match, this spot is forbidden!
if self.parkingBlacklist and #self.parkingBlacklist>0 then
for _,terminalID in pairs(self.parkingBlacklist or {}) do
if terminalID==TerminalID then
-- This is a invalid spot.
return false
end
end
end
-- Check if a whitelist was defined.
if self.parkingWhitelist and #self.parkingWhitelist>0 then
for _,terminalID in pairs(self.parkingWhitelist or {}) do
if terminalID==TerminalID then
-- This is a valid spot.
return true
end
end
-- No match ==> invalid spot
return false
end
-- Neither black nor white lists were defined or spot is not in black list.
return true
end
--- Helper function to check for the correct terminal type including "artificial" ones.
-- @param #number Term_Type Termial type from getParking routine.
-- @param #AIRBASE.TerminalType termtype Terminal type from AIRBASE.TerminalType enumerator.

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 +174,12 @@
-- * @{#CONTROLLABLE.OptionAllowJettisonWeaponsOnThreat}
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat}
--
-- ## 5.5) Air-2-Air missile attack range:
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets.
--
-- ## 5.6) GROUND units attack range:
-- * @{#CONTROLLABLE.OptionEngageRange}(): Engage range limit in percent (a number between 0 and 100). Default 100. Defines the range at which a GROUND unit/group (e.g. a SAM site) is allowed to use its weapons automatically.
--
-- @field #CONTROLLABLE
CONTROLLABLE = {
ClassName = "CONTROLLABLE",
@@ -1890,7 +1897,7 @@ 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] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
@@ -1943,7 +1950,7 @@ 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] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
@@ -3659,3 +3666,81 @@ 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
-- @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
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

View File

@@ -590,26 +590,29 @@ end
--- Returns the POSITIONABLE heading in degrees.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The POSITIONABLE heading
-- @return #nil The POSITIONABLE is not existing or alive.
-- @return #number The POSITIONABLE heading in degrees or `nil` if not existing or alive.
function POSITIONABLE:GetHeading()
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local PositionablePosition = DCSPositionable:getPosition()
if PositionablePosition then
local PositionableHeading = math.atan2( PositionablePosition.x.z, PositionablePosition.x.x )
if PositionableHeading < 0 then
PositionableHeading = PositionableHeading + 2 * math.pi
end
PositionableHeading = PositionableHeading * 180 / math.pi
self:T2( PositionableHeading )
return PositionableHeading
end
end
BASE:E( { "Cannot GetHeading", Positionable = self, Alive = self:IsAlive() } )
self:E({"Cannot GetHeading", Positionable = self, Alive = self:IsAlive()})
return nil
end
@@ -1449,6 +1452,19 @@ do -- Cargo
}
self.__.CargoBayWeightLimit = Weights[Desc.typeName] or ( Desc.massMax - ( Desc.massEmpty + Desc.fuelMassMax ) )
elseif self:IsShip() then
local Desc = self:GetDesc()
self:F({Desc=Desc})
local Weights = {
["Type_071"] = 245000,
["LHA_Tarawa"] = 500000,
["Ropucha-class"] = 150000,
["Dry-cargo ship-1"] = 70000,
["Dry-cargo ship-2"] = 70000,
}
self.__.CargoBayWeightLimit = ( Weights[Desc.typeName] or 50000 )
else
local Desc = self:GetDesc()

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.
@@ -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
@@ -373,6 +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.

View File

@@ -1,3 +1,4 @@
Utilities/Enums.lua
Utilities/Routines.lua
Utilities/Utils.lua
Utilities/Enums.lua
@@ -13,6 +14,7 @@ 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
@@ -20,6 +22,8 @@ Core/Velocity.lua
Core/Message.lua
Core/Fsm.lua
Core/Radio.lua
Core/RadioQueue.lua
Core/RadioSpeech.lua
Core/Spawn.lua
Core/SpawnStatic.lua
Core/Timer.lua
@@ -52,6 +56,7 @@ 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
@@ -71,31 +76,35 @@ Ops/ATIS.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
@@ -112,10 +121,11 @@ 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