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1667 Commits

Author SHA1 Message Date
Frank
28ae63bd8d Update Airboss.lua 2025-06-23 22:39:52 +02:00
Frank
42e7e3f94f Update Airboss.lua 2025-06-23 22:28:48 +02:00
Frank
24b47b02e0 AIRBOSS
- Essex
- Corsair
2025-06-22 22:29:52 +02:00
Applevangelist
cbcc893ce5 #CTLD - avoid smoking runways on airbase zones 2025-06-15 17:01:58 +02:00
Applevangelist
382b049c5f #AIRBASE - Syria and Sinai few names corrected 2025-06-15 15:38:12 +02:00
Thomas
a53763221c Update Airbase.lua
Correct afb name gor Borg al arab on Sinai
2025-06-15 13:14:05 +02:00
Thomas
b7bac28113 Merge pull request #2313 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-06-15 10:18:01 +02:00
Thomas
a9edb16554 Update CSAR.lua
Make static and zone mash SETs dynamic
2025-06-15 10:17:32 +02:00
Applevangelist
0aeb1fc6af #UTILS - Small fix for GetReportingName to distinguish Shark from Mainstay 2025-06-10 18:05:02 +02:00
Applevangelist
eeeeda4e5e #POINT - Offset options for smoke 2025-06-08 18:43:01 +02:00
Applevangelist
f5881eda53 AIRBOSS - Remove useless E Messages for non-debug 2025-06-01 12:19:42 +02:00
Thomas
c1997d9f70 Merge pull request #2311 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-05-30 18:37:50 +02:00
Thomas
bb1caa6642 Update CSAR.lua 2025-05-30 18:37:38 +02:00
Applevangelist
dd5ca93f26 CSAR Small addition 2025-05-30 11:13:50 +02:00
Thomas
1889df4952 Merge pull request #2308 from shaji-Dev/master
[FIXED] Velocity is taking into account dead units for GROUP
2025-05-25 09:12:04 +02:00
shaji
7ca219748d [FIXED] Velocity is taking into account dead units for GROUP 2025-05-24 19:46:20 +02:00
Applevangelist
2fc16ba694 Runway text duplication 2025-05-24 15:53:43 +02:00
Applevangelist
a4feafab8e #POINT - improved IsDay() for Kola 2025-05-21 10:21:48 +02:00
Applevangelist
997baf21a0 #CSAR fix for ADF beacons 2025-05-21 10:04:58 +02:00
Applevangelist
b126cc00d0 xx 2025-05-16 13:43:03 +02:00
Applevangelist
09b7922b84 Small fixes 2025-05-16 11:58:40 +02:00
Applevangelist
7a5b9a75f3 #AIRBASE - added Syria Marka AFB 2025-05-15 17:07:55 +02:00
Applevangelist
4bab2ee1de Add deprecated banner 2025-05-15 13:19:42 +02:00
Applevangelist
d7defe6f7f xx 2025-05-15 11:42:05 +02:00
Applevangelist
db869bcb6d #MANTIS - Make DLINK caching (DEV version) configureable 2025-05-15 08:51:30 +02:00
Thomas
ea4a1f9ff9 Merge pull request #2305 from shaji-Dev/master
[FIXED] Kola Airbase name "Alakourtti" to "Alakurtti"
2025-05-15 06:42:07 +02:00
shaji
20406e40ca [FIXED] Kola Airbase name "Alakourtti" to "Alakurtti" 2025-05-15 01:17:55 +02:00
Applevangelist
3b50fee5a0 #CTLD - extract troops, check for groupname in task properties of PLAYERTASKs, so the right people rescue the correct group 2025-05-12 17:50:37 +02:00
Applevangelist
804004198b #MANTIS - Update docu 2025-05-12 17:49:25 +02:00
Thomas
5b8b8a5566 Merge pull request #2303 from leka1986/master
Fix Line 77390: attempt to index local 'zonecoord' (a nil value)
2025-05-12 07:00:19 +02:00
leka1986
0468bacc0b Fix Line 77390: attempt to index local 'zonecoord' (a nil value) 2025-05-11 21:15:31 +02:00
Thomas
7eba1349ae Merge pull request #2301 from leka1986/master
VS Code pointed out some errors, like duplicated values in tables. This is first time I do changes through VS Code, Hope for the best
2025-05-04 10:47:28 +02:00
leka1986
b6074a4795 VS Code pointed out some errors, like duplicated values in tables. This is first time I do changes through VS Code, Hope for the best 2025-05-04 10:38:44 +02:00
Thomas
36c9f551d9 Merge pull request #2299 from leka1986/patch-3
Update CTLD.lua
2025-05-03 20:32:40 +02:00
leka1986
89c3f7310b Update CTLD.lua
Changed the naming from Get only to Get

and the order is Get, Get and load
Instead of Get and load, and Get only.

Changed the order on Pack and load, Pack and remove, pack only to 
Pack, Pack and load, Pack and remove.

Same goes for Drop and build, Drop only to Drop, Drop and build.

It purely subjective what one would like, so I leave it up to you. If you like it this way or the first version, you decide, then disregard this change.
2025-05-03 19:22:59 +02:00
Applevangelist
a6b622ed31 #CTLD - Additional features by Lekaa to drop and build one/many in one go and pack/load or get/load in one go 2025-05-03 17:01:02 +02:00
Frank
f1af3a50b8 Update Unit.lua
- GetAmmo HE shells can also be named "HESH"
2025-05-02 21:36:03 +02:00
Applevangelist
0c90e90c18 #CSAR - fixed design issue that prevented usage of ZONE objects as MASHes 2025-05-02 10:53:02 +02:00
Frank
f97ef25104 Update Unit.lua 2025-05-01 22:11:43 +02:00
Thomas
069c0aa03f Merge pull request #2297 from FlightControl-Master/Applevangelist-patch-1
Update CTLD.lua
2025-04-28 09:20:58 +02:00
Thomas
b145588ed5 Update CTLD.lua
Fix an issue when a ship is used as loading zone and the ship is destroyed
2025-04-28 09:20:04 +02:00
Applevangelist
3ad60a95ce #MANTIS - Adde Gepard data, made Roland Short 2025-04-27 11:25:46 +02:00
Frank
ac4b620f16 COORDINATE
- Improved Smoke and Fire and Smoke functions by adding delay and duration parameters
2025-04-26 23:39:22 +02:00
Thomas
ccada18a6a Merge pull request #2295 from leka1986/patch-2
Update CTLD.lua
2025-04-26 07:52:01 +02:00
leka1986
1547d66327 Update CTLD.lua
Getting rid of this error,
bad argument #1 to 'find' (string expected, got nil)
2025-04-26 03:28:16 +02:00
Thomas
8042e8bfaf Merge pull request #2293 from shaji-Dev/master
[ADDED] AIRBOSS:SetMaxSectionDistance
2025-04-23 14:21:31 +02:00
shaji
dd7b87e9cd [ADDED] AIRBOSS:SetMaxSectionDistance 2025-04-23 13:39:55 +02:00
Thomas
460d2768ff Merge pull request #2291 from FlightControl-Master/Applevangelist-patch-1
Update Range.lua
2025-04-23 09:03:54 +02:00
Thomas
3c74272749 Update Range.lua
#RANGE log an error if os/os.date() are not available
2025-04-23 09:00:05 +02:00
Thomas
82c409d77a Merge pull request #2289 from shaji-Dev/master
[ADDED] IsAlive condition for Unit and Group out message
2025-04-23 06:28:13 +02:00
shaji
195aac4504 [ADDED] IsAlive condition for Unit and Group out message 2025-04-22 20:57:06 +02:00
Thomas
08d8f3e25f Merge pull request #2285 from shaji-Dev/master
[ADDED] New Kola airbases
2025-04-21 19:37:22 +02:00
shaji
6f72697e26 [ADDED] New Kola airbases
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
2025-04-21 19:11:22 +02:00
Applevangelist
0f6439cf9f #MANTIS - added C-RAM Point Defense 2025-04-20 17:49:25 +02:00
Frank
2c10943cb1 Update Airbase.lua
Germany map Umlaute
2025-04-18 17:50:01 +02:00
Frank
544db963ea Update Airbase.lua 2025-04-18 17:45:43 +02:00
Frank
207698a2dd Update Airbase.lua
- Germany map readded Umlaute in keys
2025-04-18 17:40:55 +02:00
Applevangelist
d1ae2c0f5e xx 2025-04-18 16:01:55 +02:00
Applevangelist
0392417189 Germany CW Bases 2025-04-18 14:46:13 +02:00
Frank
be4beea9d0 Update Airbase.lua
- Removed umlauts and ß in airbase names
2025-04-17 21:34:01 +02:00
Frank
5da899138b Merge pull request #2284 from FlightControl-Master/FF/MasterDevel
Germany CW map
2025-04-17 21:19:48 +02:00
Frank
1ec1e00bde Germany CW map
- ATIS Germany map
- UTILS magnetic declination
2025-04-17 21:19:01 +02:00
Thomas
5d93b33d42 Merge pull request #2282 from shaji-Dev/master
[FIXED] Returns nil for late activated templates we use to mark paths to use in our scripts
2025-04-17 08:44:38 +02:00
shaji
b2077bfc74 [FIXED] Returns nil for late activated templates we use to mark waypoint paths to use in the scripts. 2025-04-16 19:59:13 +02:00
Applevangelist
6fdf9a649f #AIRBASE rescribe umlauts 2025-04-14 12:23:12 +02:00
Applevangelist
d013bbc751 #STORAGE Enum, some additions 2025-04-14 12:11:27 +02:00
Applevangelist
e0092fdba0 #AIRBASE GermanCW Map airbases 2025-04-14 11:37:45 +02:00
Thomas
fbeada439f Merge pull request #2278 from leka1986/patch-5
Update Group.lua
2025-04-12 10:51:42 +02:00
Thomas
6c8858d2f5 Merge pull request #2280 from leka1986/patch-7
Update Set.lua
2025-04-12 10:51:00 +02:00
Thomas
e2b77878df Merge pull request #2279 from leka1986/patch-6
Update Event.lua
2025-04-12 10:50:39 +02:00
leka1986
53d7972858 Update Set.lua
Removed the Filter={},
2025-04-12 10:48:22 +02:00
leka1986
04a55e4104 Update Event.lua
Added nil checks which was causing nil. had this for a few weeks with no errors.
2025-04-12 10:44:29 +02:00
leka1986
d11acecdac Update Group.lua
Fix for the error attempt to index a nil value called from suppression
2025-04-12 10:26:34 +02:00
Applevangelist
49c11073e6 #MANTIS Mod data updates 2025-04-09 08:15:50 +02:00
Applevangelist
1a156e7e12 #CTLD - make menu build for CA a bit faster 2025-04-07 11:57:15 +02:00
Applevangelist
1856754614 #Smaller Changes 2025-04-07 10:40:30 +02:00
Thomas
6ac452ff15 Update docs-header.py 2025-04-06 16:28:19 +02:00
Applevangelist
d707a4775c xx 2025-04-06 16:19:12 +02:00
Thomas
ffccc31e38 Update CargoGroup.lua 2025-04-06 16:12:13 +02:00
Thomas
0405af2bde Update docs-header.py 2025-04-06 16:04:07 +02:00
Thomas
e50e572c78 Update classes-core.md 2025-04-06 15:43:09 +02:00
Applevangelist
3083599158 #CTLD - Allow CA Ground Transport 2025-04-06 15:38:26 +02:00
Applevangelist
b7b6c1ea19 #RADIOQUEUE - small tweak for a group when a unit dies. 2025-04-03 14:21:58 +02:00
Applevangelist
5b107ce2da #CONTROLLABLE:CommandSmokeOnOff(OnOff, Delay) added 2025-04-03 11:48:53 +02:00
Thomas
5c1e342a79 Update classes-core.md 2025-04-03 09:33:49 +02:00
Applevangelist
ddf33da787 #DYNAMICCARGO - Hover / Sling checks 2025-04-03 09:29:19 +02:00
Thomas
b0a192a767 Update DynamicCargo.lua
small fix
2025-04-02 16:12:06 +02:00
Thomas
986c340211 Merge pull request #2275 from FlightControl-Master/Applevangelist-patch-1
Update classes-core.md
2025-04-02 09:54:54 +02:00
Thomas
2109537f86 Update classes-core.md
fix
2025-04-02 09:54:20 +02:00
Thomas
690db7f12f Merge pull request #2273 from FlightControl-Master/Applevangelist-SpawnStatic-1
Update SpawnStatic.lua
2025-04-02 09:43:04 +02:00
Thomas
4f3fd06cc9 Update SpawnStatic.lua
Restored previous version as overwritten
2025-04-02 09:42:02 +02:00
Applevangelist
4074023ed3 #DYNAMICCARGO - enhance checks for unloading cargo from hovering Hooks 2025-04-01 15:27:23 +02:00
Applevangelist
6c00b0c7eb #POINT - some catches for POINT_VEC2 behaviour 2025-04-01 14:13:14 +02:00
Applevangelist
76dc0d690a #POINT - Removal of References to legacy POINT_VEC2/3 classes 2025-04-01 13:17:48 +02:00
Thomas
d783f7be99 Merge pull request #2270 from FlightControl-Master/Applevangelist-patch-1
Update DynamicCargo.lua
2025-03-31 12:31:52 +02:00
Thomas
b66e91b11f Update DynamicCargo.lua
#DYNAMICCARGO small fixes
2025-03-31 12:31:23 +02:00
Applevangelist
dc83af4d02 #SHORAD - fix typo for maxscootdist
#CTLD - slight refactoring of fixed wing support.
* Added `CTLD:AddAllowedFixedWingType(typename)` to add new types
* Renamed enabler flags into `enableFixedWing, FixedMinAngels, FixedMaxAngels, FixedMaxSpeed`
* Base support for Mosquito added
2025-03-30 16:50:43 +02:00
Applevangelist
0a38700edb #AI_Patrol - small enhancement 2025-03-28 15:05:30 +01:00
Applevangelist
659615114a xx 2025-03-28 15:04:42 +01:00
Frank
4955fe4d92 Update Spawn.lua
- Fix for problem that helos are not spawned on ships but at origin of the map
2025-03-23 14:11:21 +01:00
Applevangelist
792aa73832 #AIBRASE - Afghanistan new Airbases 2025-03-22 14:58:24 +01:00
Applevangelist
a915452e6e #COORDINATE - use magnetic for BRAA 2025-03-21 09:22:08 +01:00
Applevangelist
be8405b72b #MANTIS - fix for data table 2025-03-16 16:57:11 +01:00
Applevangelist
5ca3e3b2b8 #SHORAD tweak 2025-03-16 13:58:58 +01:00
Applevangelist
618a8744a2 #MANTIS - improve point defense behaviour if not SAM to defend is around 2025-03-16 13:06:53 +01:00
Frank
23aeef7a20 Airbase
- Airbase changes for helipads that are also airdromes
- Improved SpawnAtAirbase function
2025-03-15 22:49:43 +01:00
Applevangelist
9ac4f136aa #MANTIS - extend scaling for short/point systems to make them more reactive 2025-03-15 16:29:24 +01:00
Applevangelist
c9a09c2fc9 #SOUND/MSRS - small fix to delete the "--ssml" tag if google provider is used in conjunction with a file based sound output. 2025-03-15 10:56:13 +01:00
Applevangelist
6028c91f81 #NET small fix if PlayerSlot remains nil 2025-03-14 10:40:52 +01:00
Frank
3c57928f46 Update Airbase.lua
- Fixed bug in counting the number of parking spots per terminal type
2025-03-13 16:40:57 +01:00
Applevangelist
32f0bb33c3 #ZONE - Trigger added OnAfterZoneEmpty and OnAfterObjectDead 2025-03-13 10:50:15 +01:00
Applevangelist
31d0410284 #TEMPLATES remove files 2025-03-12 08:56:13 +01:00
Applevangelist
87c436ba34 #STTS - remove from tree 2025-03-12 08:42:38 +01:00
Applevangelist
6e9727e265 xx 2025-03-11 16:29:31 +01:00
Applevangelist
94ee76fe62 #CONTROLLABLE - Improved IR Markers 2025-03-11 10:52:16 +01:00
Frank
ea23162ca9 Update Spawn.lua
- Enabled explicit parking spots in SpawnAtAirbase
2025-03-10 19:53:24 +01:00
Thomas
683388faee Merge pull request #2266 from FlightControl-Master/Applevangelist-IR-1
Update Controllable.lua
2025-03-10 15:32:07 +01:00
Thomas
56ec3920c5 Update Controllable.lua
IR Strobe . some improvements
2025-03-10 13:12:00 +01:00
Thomas
f335ffc4ec Update CTLD.lua
Clarify hover min/max height is in meters
2025-03-10 10:55:01 +01:00
Applevangelist
4976cd86f2 ZONE_ELASTIC - function to remove vertices 2025-03-09 14:36:42 +01:00
Frank
c00eff8b23 AIRBASE
- AIRBASE: Workaround for DCS bug that helipads have category of airdrome
- SET_AIRBASE: Added FilterZones function
2025-03-08 21:37:43 +01:00
Applevangelist
3c710613a8 CONTROLLABLE added HasIRMarker 2025-03-06 14:51:49 +01:00
Applevangelist
45ebf9a3c7 #ZONE_ELASTIC - Fix zone filling 2025-03-06 12:25:57 +01:00
Frank
c808e4a4e2 Update Airbase.lua
- Added FighterAircraftSmall parking spot type
2025-03-05 20:48:15 +01:00
Thomas
e2612b97d7 Merge pull request #2262 from FlightControl-Master/Applevangelist-Atis-Kola
Update ATIS.lua
2025-03-03 14:19:45 +01:00
Thomas
70e9d91bb5 Update ATIS.lua 2025-03-03 14:19:11 +01:00
Thomas
0b8810f8b3 Update ATIS.lua
ATIS - Fix for Kola map when no sunset or sunrise arise and SRS is not used
2025-03-03 14:16:47 +01:00
Applevangelist
41b867a4ca #GROUP - ensure GROUP:GetCoordinate() returns a group heading data field 2025-03-02 12:40:00 +01:00
Applevangelist
1c0a8d9380 #SET_CLIENT - added option to handle CA slots
#CONTROLLABLE - fix typos
2025-02-23 16:10:32 +01:00
Thomas
2b0b9d44eb Merge pull request #2258 from leka1986/patch-3
Update Controllable.lua
2025-02-23 08:40:00 +01:00
leka1986
2fc7a3b542 Update Controllable.lua
Fixing this error
Line 26056: attempt to index local '_coord' (a nil value)
in this line,
local _tocoord=_coord:GetRandomCoordinateInRadius(_radius,100)
2025-02-23 02:34:04 +01:00
Applevangelist
12b596a47f #MANTIS - if no EWR system is left over, MANTIS will switch on a random SR/TR each cycle to detect incoming enemies. 2025-02-22 16:36:15 +01:00
Applevangelist
8ef781a9ac #SET_BASE - added GetThreatLevelMax() 2025-02-21 10:39:21 +01:00
Applevangelist
43eeaede65 #SET - Error output for Addif the ObjectName variable is empty
#UNIT - Return zero is SpeedMax is nil
2025-02-19 17:32:37 +01:00
Frank
749c5f87de Merge pull request #2257 from leka1986/patch-2
Update Range.lua
2025-02-18 21:37:37 +01:00
leka1986
a520daeb56 Update Range.lua
attempt to index local 'target' (a nil value)

Was using this build in another mission. Added a nilcheck.
env.info('*** MOOSE GITHUB Commit Hash ID: 2025-02-14T06:13:08+01:00-24b320077721d45774acd56b25086ef6bdfb2e5a ***')
2025-02-18 21:23:58 +01:00
Applevangelist
f9ba96f228 #MANTIS - New 4-Tier-Approach 2025-02-18 11:13:23 +01:00
Applevangelist
a49bd23a2a #ATC_GROUND 2025-02-17 08:35:30 +01:00
Thomas
cea2f18228 Merge pull request #2255 from leka1986/patch-1
Update CTLD.lua
2025-02-17 07:00:18 +01:00
leka1986
fd2d8a5119 Update CTLD.lua
Now in the listcargo, (cargo onboard) I will display CargoName and a number / number instead of listing each crate, 5 lines for 5 crates. 

Now 1 line for each CargoName and 2/2 or 3/3, etc.

"Rescan" have been moved to only show up if it detects lesser then what it's needed when loading.
2025-02-16 17:16:05 +01:00
Thomas
fa4e0447dd Merge pull request #2253 from leka1986/patch-1
Update CTLD.lua
2025-02-14 06:11:49 +01:00
leka1986
31aa604fc4 Update CTLD.lua
Added _LoadSingleCrateSet Function
Added _refreshLoadCratesMenu Function
Added Event for Takeoff, Land.

Changes to the RefreshF10menus function
the menus does not gets deleted, and rebuild, but only what is inside them. 
So they will remain at the same position. 

tested multiple times
2025-02-14 00:20:23 +01:00
Applevangelist
f44db27565 #ATC_GROUND_UNIVERSAL
* Correct usage of airbase names if given
* Exclude FARPs and Ships
2025-02-10 18:02:42 +01:00
Thomas
9b1abab73a Merge pull request #2250 from leka1986/master
Update CTLD.lua
2025-02-10 06:01:30 +01:00
leka1986
cad8f15b61 Update CTLD.lua
Reworked the logic of the menu.
Now it will Show be shown :
1. Ammo truck
2. Humvee
3. Ammo truck 1/2 -- 1/2 due to incomplete set.

And for the troops

Squad 8 (2) -- 2 set of squad 8, Selecting this will only deploy 1 set.
Squad 16

Changed so when loading troops, it will state 
Squad 8 boarded. same for the extraction.

I have tested it and it works
Heart8reaker also tested it and no issues so far.
2025-02-09 23:41:16 +01:00
Applevangelist
1d08bcf2e0 #CTLD docu 2025-02-09 12:24:16 +01:00
Applevangelist
9487a5ae91 #CTLD 2025-02-09 12:05:18 +01:00
Applevangelist
96337cc5df #CTLD 2025-02-09 11:48:22 +01:00
Thomas
bc9eee22b7 Merge pull request #2245 from FlightControl-Master/Applevangelist-patch-1
Update CTLD.lua
2025-02-08 14:29:59 +01:00
Thomas
f74d25b31c Update CTLD.lua
Option to unload single cargo items by @lekaa
2025-02-08 14:29:35 +01:00
Thomas
1156971d94 Merge pull request #2243 from shaji-Dev/master
[ADDED] `UNIT:IsEWR()`
2025-02-06 12:22:18 +01:00
Shafik
c79b5c37c4 [ADDED] UNIT:IsEWR() 2025-02-06 13:16:03 +02:00
Thomas
a2b650a9e3 Merge pull request #2241 from shaji-Dev/master
[FIXED] attempt to index field  (a nil value)
2025-02-03 12:03:04 +01:00
Shafik
905b442e9b [FIXED] attempt to index field (a nil value) 2025-02-03 09:03:43 +02:00
Thomas
18fe3112bd Merge pull request #2238 from shaji-Dev/master
[ADDED] Set AI On/Off for units
2025-02-02 12:53:37 +01:00
Shafik
cc057744ba [ADDED] UNIT:IsSAM() and UNIT:IsAAA() to use used in their respective GROUP functions. 2025-02-02 12:46:55 +02:00
Shafik
db1779e1db [ADDED] Set AI On/Off for units 2025-02-02 11:42:40 +02:00
Applevangelist
d25a723fc7 #MESSAGE - add parameter for SRS Backend 2025-02-01 18:39:51 +01:00
Applevangelist
f0fe1b431d #SPAWN - Add optional waiting time to InitRepeatOnLanding 2025-01-31 14:26:32 +01:00
Thomas
8e286edd25 Merge pull request #2237 from shaji-Dev/master
[FIXED] attempt to index a nil value
2025-01-31 10:04:01 +01:00
Shafik
74520b1359 [FIXED] attempt to index a nil value (AWACS:_CheckAwacsStatus -> OPSGROUP:GetCallsignName -> GROUP:IsPlayer) 2025-01-31 10:30:18 +02:00
Applevangelist
d06e44d37b #CTLD small additions 2025-01-30 18:32:39 +01:00
Applevangelist
35348d9b81 #UTILS - Added UTILS.Weather for fog stuff 2025-01-30 18:32:25 +01:00
Applevangelist
4b16e94eaf #CTLD - Added function for the game designer to get an overview of stock and alive groups, if they want to manage the stock: CTLD:_CountStockPlusInHeloPlusAliveGroups() 2025-01-30 13:19:11 +01:00
Thomas
d983676330 Merge pull request #2236 from Fedge7/fedge/enums-weapons
Fixes AH-64D FCR enum value, adds APKWS.
2025-01-30 06:56:44 +01:00
Fedge
03c30f3cce Adds the 2 primary APKWS rockets as entries in the ENUMS.Storage.weapons.missiles table.
I added them to `missiles`, rather than `nurs` because that's where they appear in the mission editor's storage window.
2025-01-29 18:48:34 -07:00
Fedge
99b93266ad Fixes the AH-64D's FCR enum weapon definition. 2025-01-29 18:47:44 -07:00
Thomas
e307b57e67 Merge pull request #2234 from shaji-Dev/master
nil fixes
2025-01-29 13:58:42 +01:00
Shafik
5ef9bb2acd [FIXED] attempt to get length of local 'parking' (a nil value) 2025-01-29 14:44:31 +02:00
Shafik
4aacdc1567 [FIXED] attempt to index local 'CleanUpUnit' (a nil value) 2025-01-29 14:43:43 +02:00
Thomas
57552f4300 Merge pull request #2233 from FlightControl-Master/Applevangelist-patch-3
Update CTLD.lua
2025-01-29 13:24:45 +01:00
Thomas
09d53f7d8c Update CTLD.lua
#CTLD - Added HelicopterLost Event
2025-01-29 13:24:04 +01:00
Frank
d9948d1a19 Update Group.lua 2025-01-28 20:29:35 +01:00
Frank
5f7a4f2bbb Update Group.lua
- Added way to get the coordinate of the group
2025-01-28 20:22:45 +01:00
Thomas
1b6945e0b0 Merge pull request #2230 from FlightControl-Master/Applevangelist-patch-2
Update Scenery.lua
2025-01-28 08:31:33 +01:00
Thomas
4fd55b1bd6 Update Scenery.lua
#SCENERY
2025-01-28 08:31:17 +01:00
Thomas
20b8deb6de Merge pull request #2228 from FlightControl-Master/Applevangelist-patch-2
Update CTLD.lua
2025-01-27 18:46:07 +01:00
Thomas
6af836c118 Update CTLD.lua 2025-01-27 18:45:39 +01:00
Thomas
f87b8a2c2a Merge pull request #2229 from FlightControl-Master/Applevangelist-patch-3
Update Base.lua
2025-01-27 18:44:50 +01:00
Thomas
daffd7412a Update Base.lua 2025-01-27 18:44:35 +01:00
Thomas
bfb60b318e Update CTLD.lua
update
2025-01-27 13:27:13 +01:00
Thomas
a55959dfbb Update Base.lua
Added property functions
2025-01-27 12:00:25 +01:00
Thomas
4d24eb82be Update CTLD.lua
#CTLD - Add the group name of the extracted group to TroopsExtracted FSM event
2025-01-27 08:51:17 +01:00
Applevangelist
e26caa2f74 smaller fixes 2025-01-26 17:34:22 +01:00
Applevangelist
b75fff60c8 xx 2025-01-26 14:54:19 +01:00
Applevangelist
4ac57fce7a #CTLD - Added CTLD:GetGenericCargoObjectFromGroupName(GroupName) to get the generic CTLD_CARGO entry from a group name. 2025-01-26 13:54:28 +01:00
Applevangelist
25a9a0120a #CTLD
- If stock is set, show stock number in menu entries
- Corrected table build for GetStockCrates/Troops/Statics
2025-01-26 13:29:18 +01:00
Applevangelist
66a1fa8af5 #CTLD - small fix for LoadesGroupsTable inserts 2025-01-25 15:54:29 +01:00
Applevangelist
1b4033cfce CTLD Small fix for PlayerTask ExtractTroops 2025-01-25 15:04:33 +01:00
Applevangelist
48bc41873a #STORAGE - Added small helper to get Syria "H" Helipad warehouses via a zone 2025-01-24 12:21:44 +01:00
Applevangelist
068a1ab99c #CTLD
- Added `OnAfterLoaded` which gives you access to the rebuild troops and vehicles in a table  of loaded groups, each entry is a table with three values: Group, TimeStamp and CargoType
2025-01-24 10:29:52 +01:00
Thomas
6551383070 Merge pull request #2225 from FlightControl-Master/Applevangelist-ZoneScaen-1
Update Zone.lua
2025-01-22 09:44:27 +01:00
Thomas
b03978cc3d Update Zone.lua
Correct radius sphere search in  ZONE_RADIUS:SearchZone()
2025-01-22 09:43:57 +01:00
Frank
82f4c5790a Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-01-19 19:18:01 +01:00
Frank
5957124e9e ARTY v1.3.3
- Added missing/new arty units to DB (min/max firing range)
- Adjusted immobile speed check because some DCS units report a speed of 1 m/s
2025-01-19 19:17:59 +01:00
Applevangelist
92a05ca74a #CTLD - If troops or vehicles have a stock set, you can only inject as many as there are in stock. Specifically, when using persistence, the load function will restrict to inject more objects than are in stock, each inject draws on the stock. 2025-01-19 18:22:25 +01:00
Frank
d02b5db6dd Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-01-18 22:34:25 +01:00
Frank
bd074728fe Update Artillery.lua
- Update Arty DB
2025-01-18 22:34:21 +01:00
Applevangelist
61b7b3ead6 Smaller fixes 2025-01-18 15:30:03 +01:00
Applevangelist
7f7999e3e5 #CSAR - Make the list of downed pilots' coordinate dependent on _SETTINGS global or pilot 2025-01-17 09:54:41 +01:00
Applevangelist
b522b38d31 #SCENERY - Some fixes for kissing getLife function on some objects, and life points being zero on some objects 2025-01-17 09:21:48 +01:00
Frank
b2dc7bc232 ARTY v1.3.2
- Fixed bug that MLRS does not fire (ammo count if weapon type is auto)
2025-01-14 10:36:12 +01:00
Applevangelist
def622a02c #CTLD - InjectTroops - if precision coords is true, do also not randomize unit positions. 2025-01-12 17:09:31 +01:00
Thomas
30bedb39f1 Merge pull request #2219 from FlightControl-Master/Applevangelist-patch-1
Update Unit.lua
2025-01-11 10:14:44 +01:00
Thomas
fbcc4ee32b Update Unit.lua
GetSTN fix if template os nil
2025-01-11 10:14:03 +01:00
Applevangelist
63c68d729b #SET_GROUP - fix for lost event if IniDCSGroup isn't filled 2025-01-08 13:04:30 +01:00
Applevangelist
04f8f6d512 xx 2025-01-06 17:32:29 +01:00
Thomas
b74d46f762 Merge pull request #2211 from FlightControl-Master/Applevangelist-spawn-1
Update Spawn.lua
2025-01-06 14:20:23 +01:00
Thomas
02decc3901 Merge pull request #2212 from Rolln-dev/rolln/range
#RANGE - Changed parameter naming to fix docs
2025-01-06 14:19:02 +01:00
Rolln
dcdea16624 #RANGE - Changed parameter naming to fix docs 2025-01-06 06:15:35 -07:00
Thomas
2635cf6345 Update Spawn.lua
#SPAWN Added option to use the center of the zone rather than a random postion when using InitRandomizeZone
2025-01-06 14:08:05 +01:00
Applevangelist
e86069d39c Smaller updates 2025-01-05 17:43:12 +01:00
Thomas
fdcf153b0b Merge pull request #2209 from shaji-Dev/master
[FIXED] `attempt to call method 'GetPlayerName' (a nil value)`
2025-01-05 10:20:23 +01:00
Shafik
8523b7e20a [FIXED] attempt to call method 'GetPlayerName' (a nil value) 2025-01-05 10:47:14 +02:00
Frank
29b992bf81 Merge pull request #2208 from Rolln-dev/rolln/range
ENHANCEMENT: Adds a ceiling to the range.
2025-01-04 19:15:33 +01:00
Rolln
4c52509d6d ENHANCEMENT: Adds a ceiling to the range. 2025-01-04 11:06:39 -07:00
Applevangelist
9bc067f2e8 #STORAGE - Switched saving items from the storage inventory to using the enumerator (+~120 items), better handling of table IDs. 2025-01-04 18:25:32 +01:00
Applevangelist
5fbe0d9a70 #ENUMS - Added items to the storage enumerator, some number corrections 2025-01-04 18:23:24 +01:00
Applevangelist
474f767e56 #CTLD - Clarify doc for Hook loadable stuff 2025-01-04 13:24:51 +01:00
Applevangelist
f9030be843 xx 2025-01-02 17:06:53 +01:00
Applevangelist
538e35d8f0 xx 2025-01-02 13:20:18 +01:00
Applevangelist
203f0c8abc #docu 2025-01-02 11:18:44 +01:00
Applevangelist
d0736b0b56 #SHORAD - Switch shorad group back to green&no emissions&scoot if it's directly attacked by a missile 2025-01-01 17:55:55 +01:00
Applevangelist
15b1ed028e #MANTIS - better handling of stats, verbose dist calc in km, coord in MGRS0 now 2025-01-01 14:38:07 +01:00
Applevangelist
008617a35c #MANTIS - Fix for Checkloop if no Sharad instance is alive 2025-01-01 09:14:07 +01:00
Thomas
6144a61a2e Update Mantis.lua
Fix for zones count on possible empty variables
2025-01-01 08:31:06 +01:00
Applevangelist
5d192abd25 #SEAD - Add AGM_65 2024-12-31 15:34:46 +01:00
Applevangelist
62337f445a #CTLD - Save and load special static shapes, if they are set 2024-12-31 14:04:46 +01:00
Applevangelist
b38c1c5827 xx 2024-12-30 14:42:03 +01:00
Applevangelist
c08cee2317 #STORAGE Documentation for persistence 2024-12-30 11:45:31 +01:00
Applevangelist
0f7759d070 #STORAGE - Added StartAutoSave and StopAutoSave() 2024-12-29 18:04:42 +01:00
Applevangelist
4a0842bea6 #STORAGE - Added persistence options 2024-12-29 12:52:51 +01:00
Applevangelist
3b3666c5f7 #AIRBASE add 2 Kola bases, correct #ENUM for OH-58D weps in STORAGE 2024-12-28 14:52:09 +01:00
Applevangelist
45912911ee #MSRS Google 2025 voice catalog 2024-12-27 14:40:32 +01:00
Applevangelist
9916afaa49 #COORDINATE Adding names to smoke to be able to switch them off earlier 2024-12-27 12:25:25 +01:00
Applevangelist
55c5a23616 #CTLD Bugfix in selecting correct helo distance when hover/ground for the Chinook 2024-12-27 12:25:00 +01:00
Applevangelist
6bee1cc88e Small additions 2024-12-26 17:16:43 +01:00
Frank
43ab4d5f38 Update Warehouse.lua
- Removed trace output of qitem and queue because it stalls the game when written to log file
2024-12-18 22:04:38 +01:00
Applevangelist
0427c0d3a7 #CTLD - Added GetLoadedCargo(Unit) 2024-12-18 12:34:30 +01:00
Applevangelist
014750ea7f #SET - Documentation fixes 2024-12-18 11:35:13 +01:00
Applevangelist
e4bbfce314 #MANTIS
- Better status overview
- Some fixes for SHORAD setup
2024-12-17 12:45:45 +01:00
Applevangelist
359429b17e #GROUP added Teleport(Coordinate) function leveraging Respawn(). Now also translate routes if there are any. 2024-12-15 13:34:13 +01:00
Applevangelist
6001f6abda #EVENT - another fix for scenery without getName function 2024-12-15 11:41:24 +01:00
Applevangelist
fd9b5d8d16 #AIRBASE type fix for single Helipad 2024-12-15 11:33:01 +01:00
Frank
b6f184388a ATIS
- Fixed length of niner sound file
2024-12-15 10:00:59 +01:00
Frank
d8471698ab Merge pull request #2197 from FlightControl-Master/FF/MasterDevel
SPAWNSTATIC
2024-12-14 16:54:50 +01:00
Frank
6204cecbbd SPAWNSTATIC
- moved AddStatic to after static spawn fixing registration of spawned static
2024-12-14 16:54:39 +01:00
Frank
ddeca49916 Merge pull request #2196 from FlightControl-Master/FF/MasterDevel
DATABASE (fix for SPAWNSTATIC)
2024-12-14 13:48:40 +01:00
Frank
d8dcf37886 DATABASE
- Fixed error that static was not returned in `DATABASE:AddStatic()` (leads to issues if a static object with the same name is spawned)
- Other minor changes
2024-12-14 13:48:04 +01:00
Frank
5ae41a208b Merge branch 'master' into FF/MasterDevel 2024-12-14 11:29:57 +01:00
Applevangelist
0462d900e6 xx 2024-12-13 12:08:54 +01:00
Frank
0f962461e1 DCS Iraq update
- `AIRBASE`: Added Iraq airports to enums
- `ATIS`: Added missing maps to enums
- `UTILS`: Added missing maps to enums
2024-12-12 00:22:44 +01:00
Applevangelist
aadc03c38d #CTLD Added option/value for my_ctld.TroopUnloadDistHoverHook 2024-12-11 14:17:58 +01:00
Applevangelist
683fa13bb2 #WEAPON - fix for name not available on target 2024-12-11 13:57:55 +01:00
Applevangelist
e4408a964d #MANTIS - update CHM assets 2024-12-11 13:54:01 +01:00
Frank
f97f33ab59 ATIS v1.1.0
- Added dynamic fog
2024-12-06 00:09:15 +01:00
Frank
f59102ee09 Merge branch 'master' into FF/MasterDevel 2024-12-05 21:06:06 +01:00
Frank
e42e4e1ddf Merge branch 'master' into FF/MasterDevel 2024-12-03 21:15:46 +01:00
Thomas
a30079c45b Update Mantis.lua
Less noise
2024-12-03 18:07:38 +01:00
Applevangelist
50ffd9aba6 #MANTIS - Correct detail data check is run even if automode isn't defined 2024-11-30 16:19:51 +01:00
Frank
936fec1f49 Update Range.lua 2024-11-26 23:06:31 +01:00
Applevangelist
9625d87dd5 #NET - fix for net.force_player_slot(PlayerID, SideID, SlotID ) not working at all - destroy blocked client instead 2024-11-26 10:43:20 +01:00
Frank
802139205c Update Unit.lua
- Fixed bug in `UNIT:GetDCSObject()` when DCS unit does not exist.
2024-11-24 21:54:05 +01:00
Frank
fb918cb2a4 Update DCS.lua 2024-11-21 23:43:58 +01:00
Frank
abb4de46d7 Controllable Detection Improvements/Fixes
- Fixed bug in detection functions for optical detection (enum incorrect)
- Fixed bug in order of return values of `CONTROLLABLE:IsTargetDetected` (both hoggit and DCS are WRONG and MOOSE adopted it).
2024-11-21 23:13:05 +01:00
Frank
dce9631399 Update Event.lua
- Set `Event.IniGroupName` from db in case group does not exist any more
2024-11-15 23:21:50 +01:00
Thomas
6c773786d2 Merge pull request #2186 from FlightControl-Master/Applevangelist-patch-2
Update Enums.lua
2024-11-10 13:46:00 +01:00
Thomas
8939963187 Update Enums.lua
OH58d weapons
2024-11-10 13:45:44 +01:00
Thomas
f9747d1c4c Merge pull request #2184 from FlightControl-Master/Applevangelist-pwsh-1
Update SRS.lua
2024-11-04 14:49:56 +01:00
Thomas
60a3d3409e Update SRS.lua
#MSRS Test to get the pwsh window to minimize
2024-11-04 14:49:26 +01:00
Applevangelist
b72124c0d9 #CONTROLLABLE Corrected parameter omissions 2024-10-31 18:16:02 +01:00
Applevangelist
d51e761b26 #CONTROLLABLE - Rollback changes for EPLRS command 2024-10-31 16:05:24 +01:00
Applevangelist
1445ef61a0 #AIRBASE - added bases from 2.9.9.2280 2024-10-30 17:09:38 +01:00
Applevangelist
dfe2ed2a98 #EVENT - Fix for TgtUnit Name being unobtainable 2024-10-29 13:57:21 +01:00
Applevangelist
be87103b53 #CTLD - fixed a collision when extracting on a possible distance key duplication 2024-10-29 13:18:55 +01:00
Applevangelist
2fb460c4bb #ATC_Ground - stop kicking players immediately for speeding 2024-10-29 11:37:06 +01:00
Applevangelist
216ea230a8 #BASE - Roll back to "old" serialize method for Trace 2024-10-27 13:25:13 +01:00
Applevangelist
90096163ee EPLRS - give group ID only if ground 2024-10-26 18:45:01 +02:00
Thomas
cd178d6a8c Merge pull request #2182 from FlightControl-Master/Applevangelist-patch-1
Update MarkerOps_Base.lua
2024-10-21 11:33:14 +02:00
Thomas
2aa0b5ddfb Update MarkerOps_Base.lua
Added data to FSM events
2024-10-21 11:32:47 +02:00
Applevangelist
37f819458a #AIRBOSS - Change event Land to event RunwayTouch 2024-10-11 08:06:05 +02:00
Applevangelist
168f4301d2 #GROUP - extended options to create callsigns for TTS with own function 2024-10-08 10:05:31 +02:00
Applevangelist
d5a406c60f #MSRS experimental - option to use PowerShell to execute SRS-TTS - set MSRS.UsePowerShell = true to test it. Known issue - PS window does not close until everything is executed. 2024-10-03 14:05:51 +02:00
Applevangelist
cb16210577 #SEAD - better event management of weapons, return earlier if no (H)ARM, return if SEAD Plane is nil 2024-10-03 14:03:06 +02:00
Applevangelist
8c0e0de45f xx 2024-10-01 12:10:21 +02:00
Applevangelist
3524cba4ef xx 2024-10-01 12:08:51 +02:00
Frank
5f8d1cf5b0 Update Warehouse.lua
- Added check for incorrect plane attribute
2024-10-01 09:07:51 +02:00
Applevangelist
846aa823d4 fixes for #SEAD and #SPAWN 2024-09-30 11:35:25 +02:00
Applevangelist
68298fc585 #EVENT Fix for scenery sometimes nit having a getName() function 2024-09-27 11:57:40 +02:00
Applevangelist
e9d75f6d94 #CSAR Beacon Name Fix 2024-09-26 09:06:57 +02:00
Thomas
8fa5277417 Merge pull request #2178 from brykeller/patch-2
Kiowa rescues sit on the skids, no doors need to be opened
2024-09-26 06:55:02 +02:00
Thomas
231f1f236d Merge pull request #2180 from brykeller/patch-3
Update CTLD.lua to update the correct Kiowa typename to OH58D
2024-09-26 06:53:21 +02:00
Bryan Keller
ece0a46f97 Update CTLD.lua to update the correct Kiowa typename to OH58D
Update CTLD.lua to update the correct Kiowa typename to OH58D
2024-09-25 18:59:26 -07:00
Bryan Keller
2c9b0b8376 Kiowa rescues sit on the skids, no doors need to be opened
Kiowa rescues sit on the skids, no doors need to be opened
2024-09-25 18:51:31 -07:00
Applevangelist
a798f2d61c Small fixes 2024-09-23 12:43:39 +02:00
Applevangelist
ae08c87822 #CTLD 2024-09-15 19:24:24 +02:00
Thomas
ae880e9d1c Merge pull request #2176 from Maintenance-Partnership-Systems/Minor-Doco-Fixes
Minor doco fixes
2024-09-15 11:16:08 +02:00
Michael Barnes
101d2e1de5 More incorrect AIRBASE constants in examples. 2024-09-15 18:48:42 +10:00
Michael Barnes
f6b7708567 Fixed some outdated references to AIRBASE constants in examples. 2024-09-15 18:34:18 +10:00
Applevangelist
051286acd1 #SPAWN - Tuning measures from DEVELOP encorporated 2024-09-08 13:24:09 +02:00
Applevangelist
7f572a1a9b Small changes
#CSAR - add option for IR strobe
2024-09-08 13:22:10 +02:00
Applevangelist
d62025dfe0 Small fixes 2024-09-08 11:43:33 +02:00
Thomas
07009630c6 Update CSAR.lua
Small fix
2024-09-07 09:01:58 +02:00
Applevangelist
865042a843 #CTLD #CSAR Function to add own SET_GROUP for pilots 2024-09-06 16:40:41 +02:00
Applevangelist
f00d0dc871 QoL 2024-09-06 13:40:27 +02:00
Applevangelist
d6adcdf8bd #CONTROLLABLE - Added IR Marker Beacons for UNIT and GROUP objects 2024-09-01 15:36:41 +02:00
Applevangelist
2c192fba30 #SET - include checking functional filters in all sub-classes 2024-09-01 13:36:47 +02:00
Applevangelist
97f11c93bb #CTLD 2024-09-01 12:41:36 +02:00
Applevangelist
f531fdaa70 #RANGE less noise 2024-08-29 10:25:13 +02:00
Applevangelist
81f8e84ca4 xx 2024-08-29 10:22:14 +02:00
Applevangelist
d74de11b8b CTLD small fix of container shape 2024-08-27 18:37:21 +02:00
Applevangelist
30f2097d7a #AIRBOSS - small fix in Numer2Sound etc 2024-08-27 13:18:53 +02:00
Applevangelist
f903844059 #CTLD - fix for type name restrictions in other functions 2024-08-27 10:56:14 +02:00
Applevangelist
68b2b452cc xx 2024-08-26 18:30:41 +02:00
Applevangelist
668d120d60 CTLD Small fix for crate removal 2024-08-26 18:22:32 +02:00
Applevangelist
7543f31c85 #CTLD
* Added option for crates to have any static shape (per crate type option)
* Added option for crates only to be transported by defined helo type names (per crate type option)
2024-08-26 15:52:50 +02:00
Thomas
56d84e7b25 Update Utils.lua
Small fix
2024-08-25 11:22:30 +02:00
Applevangelist
ed2d3d856b Small fix 2024-08-24 18:18:08 +02:00
Applevangelist
1e5c3a3c21 #ENUMS storage AH64D weapons additions 2024-08-23 16:28:35 +02:00
Applevangelist
37d5b6a0fc #Add'l storage items 2024-08-23 13:55:18 +02:00
Applevangelist
c58a954d18 #CTLD
* Fix for spawning the correct number of crates on inject
* Simplified example docu section 7 on how to build a FARP
* Some prep work for additional stuff
2024-08-23 12:44:17 +02:00
Applevangelist
0d481afa16 #SET_GROUP - small fix for FilterPrefixes compute 2024-08-22 18:26:34 +02:00
Applevangelist
016875d724 #ENUMS - added a couple of items to ENUMS.Storage.weapons for the Gazelle and CH-47 which do not have a name representation in the object warehouse
#UTILS Added function `UTILS.SpawnFARPAndFunctionalStatics()` to spawn a functional FARP with static items (and some options)
#UTILS Added VHF Beacon Frequencies for newer maps to avoid overlaps in `UTILS.GenerateVHFrequencies()`
2024-08-22 17:17:10 +02:00
Applevangelist
5df0d60135 Smaller Fixes 2024-08-20 18:03:18 +02:00
Applevangelist
e77d61c4cb small correction 2024-08-20 10:55:41 +02:00
Applevangelist
504142c585 #CTLD Added self.TroopUnloadDistGround = 1.5, and self.TroopUnloadDistHover = 5,
#CSAR Added option to switch off ADF beacons
2024-08-20 10:47:28 +02:00
Applevangelist
80df849d18 #SET_GROUP small enhancement for prefix filter 2024-08-18 19:37:00 +02:00
Frank
e74c79b5d6 Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2024-08-18 16:56:44 +02:00
Frank
f738ddfca8 Update Positionable.lua
- Added cargo bay of "MaxxPro_MRAP"
2024-08-18 16:56:42 +02:00
Applevangelist
af45b0d709 #EVENT DynamicCargoRemove fix is name is empty 2024-08-18 14:08:46 +02:00
Applevangelist
e746617139 #Rap up changes 2024-08-18 13:58:18 +02:00
Thomas
3105f7407d Merge pull request #2169 from FlightControl-Master/Applevangelist-patch-1
Update ATIS.lua
2024-08-18 13:14:13 +02:00
Thomas
2f568bca17 Update ATIS.lua
#ATIS New Light Rain presets
2024-08-18 13:11:58 +02:00
Applevangelist
aeb1664134 CTLD 2024-08-17 11:36:01 +02:00
Frank
b7702ab933 Merge pull request #2166 from FlightControl-Master/Statua-patch-1
Update ClientWatch.lua
2024-08-16 23:10:25 +02:00
Statua
cc14f82e85 Update ClientWatch.lua
-Added check to verify the aircraft is controlled by a player
-Added :FilterByCoalition() and :FilterByCategory()
-Added ability to get ALL CLIENTS by leaving param1 of :New() blank
-Added more console outputs if CLIENTWATCH.Debug is true
-Minor documentation fixes
2024-08-16 15:19:26 -05:00
Applevangelist
5aea17e20e #SET_DYNAMICCARGO Docu 2024-08-16 16:23:13 +02:00
Applevangelist
ad9eaea010 #SET - many less calls 2024-08-16 15:46:07 +02:00
Applevangelist
284a770daa Added #SET_DYNAMICCARGO 2024-08-16 15:21:46 +02:00
Applevangelist
ccd190a8b1 xx 2024-08-16 09:44:00 +02:00
Applevangelist
19f6a8d8f6 #DYNAMICCARGO - Added functionalty 2024-08-16 09:36:29 +02:00
Applevangelist
24264bd885 #ATIS French Translations 2024-08-14 15:42:46 +02:00
Applevangelist
872bb3d775 #RANGE Fix trying to get a playername on dynamic cargo spawns 2024-08-14 11:33:13 +02:00
Applevangelist
d36cd8e284 #UNIT - Fix getting skill from N/A Templates 2024-08-14 09:46:10 +02:00
Applevangelist
eab643268f #ATIS - Polar circle fixes 2024-08-13 10:30:46 +02:00
Applevangelist
9356794112 bit of performance tuning 2024-08-12 19:05:32 +02:00
Applevangelist
35c24810f9 xx 2024-08-12 17:00:52 +02:00
Thomas
a54944b021 Update CTLD.lua (#2164)
#CTLD 
* Fix for helo being no Chinook not finding crates e.g. on a ship or FARP
* `nil` check for static cargo position check
2024-08-12 11:39:03 +02:00
Thomas
bc9938d08a Update Spawn.lua (#2161)
Updating this class as it calls BASE I,F,T a lot. Making it less noisy for some performance tuning
2024-08-12 10:16:40 +02:00
Thomas
b77f179acc Update Base.lua (#2159)
Performance tuning - the BASE:I, F, T calls rank very high in overall number of calls taken from Moose. Ensure only the minimum number of actions based on trace state and level is taken
2024-08-12 09:44:13 +02:00
Applevangelist
90d20076c9 #SET_CLIENT - Added FilterAlive() 2024-08-10 18:53:45 +02:00
Applevangelist
a1fc18fd48 #AIRBASE - Add'l Sinai Aribases added to enumerator 2024-08-10 18:16:46 +02:00
Applevangelist
69176c118f #CTLD docu 2024-08-10 10:15:36 +02:00
Applevangelist
7ae98ef5f9 # DCS 2.9.7.58923 - Fixes for the Chinhook and handling of dynamically spawned cargo stuff. Additional Kola airbase names. 2024-08-10 09:58:21 +02:00
Statua
bbc539fac6 Update ClientWatch.lua (#2155)
-Attempted a fix for the documentation
-Added GROUPNAME to the prefix check to allow users to check either groupname or unitname
-Added IniCategory nil and value check to birth event process to prevent errors and slightly improve performance
2024-08-09 18:16:18 +02:00
Applevangelist
c1958b62ff #CTLD - OnAfterTroopsRTB, added Zone Name and Zone Object as last 2 parameters handed 2024-08-09 10:12:57 +02:00
Applevangelist
a3864d5f32 #EVENT small fixes 2024-08-08 09:20:59 +02:00
Thomas
9dc9b21b16 Update build-includes.yml (#2154) 2024-08-05 12:34:59 +02:00
Applevangelist
4cb784cc18 OH-58D typename 2024-08-03 14:33:31 +02:00
Applevangelist
16655cf070 CH47F types added plus doorcheck 2024-08-03 14:30:27 +02:00
Applevangelist
38e10331c9 #CLIENTWATCH Class 1.0 2024-08-03 13:57:16 +02:00
Applevangelist
40053670ea Misc 2024-08-03 13:48:15 +02:00
Applevangelist
a63a15db1c docu corrections 2024-07-30 07:46:53 +02:00
Applevangelist
76294f11e4 Silence 2024-07-29 13:01:16 +02:00
Applevangelist
cc247a0f03 docu 2024-07-28 17:25:33 +02:00
Applevangelist
37cbf212f7 xx 2024-07-28 13:41:08 +02:00
Applevangelist
500fe37ac4 SET 2024-07-28 12:42:34 +02:00
kaltokri
50a38cf2a4 Fixed broken link in docs. 2024-07-24 20:06:56 +02:00
Thomas
c2aa57c603 Update Zone.lua
Gg
2024-07-21 07:41:36 +02:00
Applevangelist
ccf3093fe8 #SPAWN - fix log issue when _OnCrash InitUnitName is empty 2024-07-20 12:16:08 +02:00
Applevangelist
d2d0659776 #ATIS - do not say runway twice if departure and arrival is the same 2024-07-18 16:08:00 +02:00
Applevangelist
8087c87027 Fixes 2024-07-18 14:34:33 +02:00
Applevangelist
c4738b24eb fixes and additions 2024-07-16 16:02:33 +02:00
Applevangelist
c73d8a6339 Further fixes 2024-07-16 13:38:42 +02:00
Thomas
04f2f7d34f Update Database.lua (#2148)
Small fix
2024-07-16 08:45:56 +02:00
Thomas
5d6951ae11 Update Spawn.lua (#2149)
Small fix
2024-07-16 08:45:37 +02:00
Applevangelist
214cd3748c #SET - dynamic slot fixes for SET_CLIENT and SET_PLAYER 2024-07-15 17:23:30 +02:00
Applevangelist
6fb931a055 #SPAWN - couple of fixes for SPAWN, planes scheduler 2024-07-15 14:31:54 +02:00
Applevangelist
b5d1cee96b #documentation 2024-07-14 19:15:19 +02:00
Applevangelist
e6aa341863 Dynamic Slots - fixes for #GROUP, #UNIT, #CSAR and #CTLD 2024-07-14 18:48:07 +02:00
Applevangelist
3595afe0cc #DATABASE- stage 1 fix for dynamic client slots 2024-07-14 17:49:25 +02:00
Applevangelist
0b21cb687e Various fixes 2024-07-13 15:21:35 +02:00
Applevangelist
8a21fe80de #CONTROLLABLE - Added combat and direction options in CONTROLLABLE:TaskLandAtVec2( Vec2, Duration , CombatLanding, DirectionAfterLand) 2024-07-12 19:32:55 +02:00
Applevangelist
51eb3a2e82 #AIRBASE - corrections for South Atlantic/Falklands 2024-07-12 13:37:04 +02:00
Applevangelist
ec8bfb32b4 events 2024-07-12 13:30:29 +02:00
Applevangelist
e6dda35f3d Typos 2024-07-12 12:19:58 +02:00
Applevangelist
9d2896d088 EVENTS - additional events from last release 2024-07-12 11:44:24 +02:00
Applevangelist
036cc9d211 #Afghanistan additions 2024-07-12 11:36:43 +02:00
Applevangelist
e6484c1598 various 2024-07-12 08:08:57 +02:00
Applevangelist
65c7b0d12f Docu fixes 2024-07-09 11:30:41 +02:00
Frank
9f8e7f4f3c Merge pull request #2144 from FlightControl-Master/FF/MasterDevel
RANGE
2024-07-07 11:05:05 +02:00
Frank
b215d0e7d4 Update Range.lua
- reduced initial status update
2024-07-07 11:03:03 +02:00
Frank
13b272b6e5 Update Range.lua
Allow zone to be a string in RANGE:SetRangeZone
2024-07-06 21:48:07 +02:00
Frank
f9031dba42 Merge branch 'master' into FF/MasterDevel 2024-07-06 19:15:05 +02:00
Frank
29a4f7c160 Update Event.lua
#2143 Try with isExist
2024-07-05 21:35:55 +02:00
Frank
55a9c7e020 Update Event.lua
#2143
2024-07-05 17:53:50 +02:00
Frank
84dd1fa21c Update Range.lua
- Fixe F10 menu bug
2024-07-03 23:17:37 +02:00
Frank
42979093b8 Update Range.lua
- Added `RANGE:SetMenuRoot`
2024-07-03 17:45:21 +02:00
Frank
edf7f4677c Update Range.lua
- Fixed name of mission menu
- Improved AddBombingTargetGroup to be passed as string
2024-07-03 09:46:51 +02:00
Frank
8958d7b71f Update Range.lua
Replaced RANGE.Sound. by self.Sound.
2024-07-02 18:04:36 +02:00
Frank
6083191f32 Update Range.lua
- Added `RANGE:SetSoundfilesInfo`
2024-07-02 18:02:33 +02:00
Frank
8e0446c594 Update Range.lua
- Fixed  RANGE.MenuF10Root
2024-07-02 15:52:44 +02:00
Frank
7e20a0a0dc Merge pull request #2142 from FlightControl-Master/FF/MasterDevel
ATIS
2024-07-01 22:14:49 +02:00
Frank
58139b34a8 Update ATIS.lua
- renamed function
2024-07-01 22:13:55 +02:00
Frank
9ceb26c7b1 ATIS
- Cleaned up debug lines
2024-07-01 22:07:55 +02:00
Applevangelist
9ca30fc00c Fixes 2024-06-30 16:00:49 +02:00
Frank
1ba1738aa0 Merge branch 'master' into FF/MasterDevel 2024-06-29 13:59:50 +02:00
Frank
c8cdbeac5c Update ATIS.lua
- Added option to specify Airbase and NATO paths to sound files
- Fixed Rainy presets not recognized correctly
2024-06-29 13:57:51 +02:00
Frank
4b12b04840 Merge pull request #2140 from DarthZyll/patch-3
Update UserFlag.lua for incorrect documentation
2024-06-28 23:02:24 +02:00
Mike Young
c571d32d0e Update UserFlag.lua for incorrect documentation
Update UserFlag.lua for incorrect documentation
2024-06-27 19:48:17 -04:00
Applevangelist
b350243e50 Docu fix 2024-06-25 13:08:46 +02:00
Applevangelist
042b82d3a6 #ARTY Fixed counting the right shells for artillery and some logic problems 2024-06-25 10:45:28 +02:00
Frank
62ef56684b Update Templates
- Added nil check if client template does not exist in `WAREHOUSE` class
- Added nil checks in `DATABASE` if client template does not exist
- Fixed `SET_CLIENT:IsIncludeObject()` function if client template does not exist
2024-06-24 23:55:01 +02:00
Applevangelist
1033b975f8 #UNIT - improved GetAmmunition() to also report Tank HE and AP shells and added query functions for arti, HE and AP type of ammunition 2024-06-23 19:18:27 +02:00
Applevangelist
11a05f1333 UNIT:IsPlayer() Small fix for an error that is I think produced by the swapr script 2024-06-22 11:53:52 +02:00
Applevangelist
8cdf8677c1 #UTILS Added AH64 and Kiowa Callsign enumerators 2024-06-20 18:08:24 +02:00
Frank
e1706c94af Merge branch 'master' into FF/MasterDevel 2024-06-20 17:19:57 +02:00
Applevangelist
f9f0a8e866 #COORDINATE - Fix is day/night for Kola locations when the sun either never rises or never sets. 2024-06-20 08:51:59 +02:00
Frank
5f9d4405b1 AIRBOSS
- Added case that group template cannot be found in MOOSE db
2024-06-18 09:20:59 +02:00
Thomas
2d1fcb9be8 Update CTLD.lua 2024-06-15 08:12:54 +02:00
Thomas
5fcd394ddd Update CSAR.lua
Kiowa type name
2024-06-15 08:11:14 +02:00
Applevangelist
a6de09a0ca Fixes 2024-06-11 09:03:57 +02:00
Frank
b60435fb2c Update ATIS.lua
- ATIS.Sound --> self.Sound
2024-06-09 22:47:43 +02:00
Frank
754430ba75 Merge branch 'master' into FF/MasterDevel 2024-06-09 21:31:58 +02:00
Applevangelist
4668132b37 #GROUP small fix 2024-06-09 18:32:10 +02:00
Frank
ceb77e2837 Update Event.lua
- Fixed isExist function does not exist for Kiowa Hellfire as reported by Special K
2024-06-09 17:58:57 +02:00
kaltokri
137f0251fb Fixed error in documentation of UTILS.LoadFromFile 2024-06-09 10:59:58 +02:00
Frank
08745c910c ATIS
- custom sounds
2024-06-08 22:34:09 +02:00
Applevangelist
16dc3860f7 #MANTIS - fix omission to set own name 2024-06-08 11:48:27 +02:00
Applevangelist
333ed629bb Adding Kiowa support in CSAR und CTLD 2024-06-07 16:03:45 +02:00
Mike Young
c87e91d845 Update Set.lua: added handler for EVENTS.PlayerLeaveUnit in SET_GROUP:FilterStart() (#2134)
Ops.CSAR was throwing the following errors constantly when a player would leave the CSAR helo:

GROUP05000.GetDCSObject((ERROR: Could not get DCS group object of group Archer-1 because DCS object could not be found!))

This was because the SET_GROUP FilterStart on allheligroupset was not handling the scenario when a player left w/o a death.
2024-06-01 07:32:20 +02:00
Applevangelist
778ae1b8e5 #MENU - small fix 2024-05-27 17:07:26 +02:00
Frank
a6568a955f Update
- sound
2024-05-26 23:13:03 +02:00
Applevangelist
6df4fffafd Kola Airbase Names 2024-05-26 12:58:32 +02:00
Frank
7bac0f32fc Update
- Sound input
2024-05-25 01:56:23 +02:00
kaltokri
783e29f189 Fixed link in Func.Range to "476 vFG - Air Weapons Range Objects" 2024-05-21 16:50:33 +02:00
Mike Young
af39a3ae9c Update Message.lua (#2130)
the Label and port were not being pulled from MSRS Config, causing them to default to "MESSAGE" and 5002 when calling the MESSAGE.SetMSRS() function with no params
2024-05-21 06:37:05 +02:00
Niels Vaes
c985d40ca0 Fix when DCS adds duplicate points to the points table of a drawing resulting in wrong triangulation (#2128)
* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA

* removing Arrow.lua, it's part of Polygon.lua

* Fix when DCS adds duplicate points to the `points` table of a drawing, resulting in wrong triangulation
2024-05-19 12:46:17 +02:00
Applevangelist
90b588420f #UTILS - Add Kola map to GMT function
#MANTIS - with checkforfriendlies, restrict to airborne ones
2024-05-19 11:32:00 +02:00
kaltokri
3a0d2a5c51 Added link in Core.Menu to the demo missions. 2024-05-18 16:57:28 +02:00
Applevangelist
07a76ced88 #MANTIS - added an option to do a friendly check in firing range before activitaing a SAM 2024-05-16 17:56:14 +02:00
Applevangelist
a3805118a0 #SPAWN - Fix for KeepUnitNames 2024-05-16 09:54:24 +02:00
Frank
f1c03e1b86 sound 2024-05-12 22:30:17 +02:00
Frank
2e6957984f Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2024-05-11 09:50:01 +02:00
Frank
433a66d530 Airboss
- Get magnetic variation from DCS if require is available
- Added default magvar for Kola map
2024-05-11 09:49:59 +02:00
Applevangelist
7d3ad15f39 #CTLD - Move troops to active Zones only 2024-05-11 09:37:28 +02:00
Frank
d0728afee7 Update Airboss.lua
- Added C2 Greyhound radio call
2024-05-09 16:57:20 +02:00
Frank
01330bf00c Merge pull request #2125 from FlightControl-Master/FF/MasterDevel
AIRBOSS intowind
2024-05-09 16:01:27 +02:00
Frank
01de638b8e Merge branch 'master' into FF/MasterDevel 2024-05-09 12:54:28 +02:00
Frank
3e8c7ad1df AIRBOSS into wind
- Added option to use the "old" into wind calculation `:SetIntoWindLegacy()`
2024-05-09 12:54:20 +02:00
Frank
22c6a03161 Update Airboss.lua 2024-05-09 11:09:29 +02:00
Applevangelist
dd8b2caa24 #CSAR Nicer TTS output for MGRS coordinates 2024-05-06 19:01:02 +02:00
Frank
1e4cfd473c Update Airboss.lua 2024-05-06 16:11:33 +02:00
Applevangelist
044fb66ca0 SPAWN
* Ensure InitCallSign creates a call sign name with a capital first letter, like "Enfield"
2024-05-04 14:54:20 +02:00
Applevangelist
cc17027a7a #AIRBASE
- Added Kola map AFBs to enumerator
2024-05-04 13:09:58 +02:00
Applevangelist
fc52e06318 #CSAR #CTLD - Added OH-6A 2024-05-01 13:52:10 +02:00
Applevangelist
27d36f3e0d #BEACON - some fixes 2024-04-30 09:18:49 +02:00
Applevangelist
d3419d218a #WEAPON - Added IsFoxOne().. IsFoxThree() 2024-04-27 17:28:36 +02:00
Thomas
f9dcc9d95c Update build-includes.yml 2024-04-24 13:21:24 +02:00
Thomas
a0b49fbd67 Update Circle.lua (#2116) 2024-04-24 10:42:19 +02:00
Thomas
ae213c4cf1 Update Cube.lua (#2117) 2024-04-24 10:42:04 +02:00
Thomas
8dea86b921 Update Line.lua (#2118) 2024-04-24 10:41:49 +02:00
Thomas
44003a8fda Update Oval.lua (#2119) 2024-04-24 10:41:33 +02:00
Thomas
b883bb1e62 Update Polygon.lua (#2120) 2024-04-24 10:41:19 +02:00
Thomas
db35a67bd7 Update Triangle.lua (#2121) 2024-04-24 10:40:54 +02:00
Applevangelist
bc5946c76e #SHAPES a bit of extra docu 2024-04-23 09:25:47 +02:00
Niels Vaes
3d7172fdf7 Adding SHAPES (#2113)
* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA

* removing Arrow.lua, it's part of Polygon.lua
2024-04-23 09:13:52 +02:00
Thomas
28411d2093 Revert "Adding SHAPES (#2110)" (#2112)
This reverts commit 26deaca166.
2024-04-21 10:12:51 +02:00
Niels Vaes
26deaca166 Adding SHAPES (#2110)
* Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle.

Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`

* Adding Shapes over from old MOOSE branch

* cleanup

* adding HEXtoRGBA
2024-04-21 10:08:06 +02:00
Applevangelist
95baed1aac #GROUP - make GetCoordinate a bit more robust 2024-04-19 15:57:43 +02:00
Applevangelist
3b364c7650 #SPAWN - less noise 2024-04-19 15:57:21 +02:00
Applevangelist
2a4e242eb2 #AI* minor fixes 2024-04-19 15:54:21 +02:00
Applevangelist
8b2237d183 #CTLD small G fix 2024-04-19 15:45:11 +02:00
Applevangelist
abc26b1e5c #CSAR Add'l logging 2024-04-19 11:33:15 +02:00
Applevangelist
b761078c18 XXX 2024-04-18 18:40:59 +02:00
Applevangelist
616690391c SADL/STN conversion fix 2024-04-18 14:51:41 +02:00
Applevangelist
465c395294 SPAWN - Allow setting of "hidden" options 2024-04-18 14:41:29 +02:00
Applevangelist
73bddddba4 #CTLD - ensure extracting troops are not diverted 2024-04-18 09:30:35 +02:00
Applevangelist
9a3effd063 Docu 2024-04-15 18:54:22 +02:00
Niels Vaes
b9bd8d88a9 Adding a new TerminalType (100)that seems to be introduced in the update that brought Muwaffaq Salti. The base has a couple of spots (like 04, 05, 06) that can only accommodate smaller type fixed wing aircraft, like the F-16, but not bigger types like the Warthog of the Strike Eagle. (#2109)
Because we weren't checking for this new type, spawning in these particular spots always resulted in an airstart, because `_CheckTerminalType` would always return `false`
2024-04-15 08:57:28 +02:00
Applevangelist
18fd587ab0 xx 2024-04-04 17:22:46 +02:00
Applevangelist
ba14330281 Fix for counting alive target units only 2024-04-02 13:22:54 +02:00
Applevangelist
2eb4118d56 xxx 2024-04-02 10:47:58 +02:00
Applevangelist
dcc15afb89 xxx 2024-04-01 12:59:14 +02:00
Applevangelist
67b43e2c68 #CTLD - Extract troops makes troops run towards the helo 2024-03-28 11:12:23 +01:00
Applevangelist
2ad111dd50 #CTLD - allow availability of crates restriction to one zone 2024-03-28 08:44:54 +01:00
Applevangelist
ac42b56b8e nil check 2024-03-27 14:40:34 +01:00
Niels Vaes
874fa7ad69 Fixing a bug where on a rare condition, an A10CII could be spawned and the SpawnInitSADL of the Spawn object wouldn't be set correctly (#2108) 2024-03-25 17:26:44 +01:00
Frank
70c29de695 Update Airbase.lua
- Fixed docs of airbase enumerators for SouthAtlantic (was Falklands) and Sinai (was SinaiMap)
2024-03-24 17:58:02 +01:00
Applevangelist
b263cddc07 #MSRS - Fix for explicit Voice setting actually overwriting overall settings of a provider. 2024-03-24 13:24:38 +01:00
Applevangelist
613d33d731 #SCORING - added option to give a file path for saving and an option to switch autosave off 2024-03-23 14:58:54 +01:00
Applevangelist
50298e4109 Fix for unknown Threat Type 2024-03-22 08:56:00 +01:00
Applevangelist
244abe2bbb #Minor Fixes 2024-03-15 10:25:40 +01:00
Applevangelist
378e76e45b Added UTILS.ClockHeadingString(refHdg,tgtHdg) thanks to @statua 2024-03-13 09:08:39 +01:00
Thomas
241b31fcec Update Controllable.lua 2024-03-12 11:26:59 +01:00
Thomas
3dd069d7d6 Update Controllable.lua
Docu adjustments
2024-03-12 11:25:33 +01:00
Thomas
aca4e4d7ca Update Controllable.lua (#2105)
Added setting of AI radio options
2024-03-12 10:49:06 +01:00
Applevangelist
2f81fcb0c0 #STATIC
* Add :FindByMatching() and :FindAllByMatching()
2024-03-11 18:19:19 +01:00
Applevangelist
8cf11de774 #SPAWN
* Small change to keep unitnames when using Razbam's setting IFF via unit names
2024-03-11 18:18:50 +01:00
Applevangelist
176bd0eb8b xx 2024-03-11 08:29:56 +01:00
Applevangelist
10edd2f9d0 xxx 2024-03-10 17:59:26 +01:00
Applevangelist
11acb578f6 #SPAWN
* Fix an issue for SPAWN:NewFromTemplate when re-using same template over and again
2024-03-10 16:52:46 +01:00
Applevangelist
4d8abe7f57 #MARKEROPS_BASE
* Fix event coalition
2024-03-10 16:20:06 +01:00
Applevangelist
ab14fbd11c #MARKEROPS - Added Coalition on FSM events 2024-03-08 10:06:16 +01:00
Applevangelist
cb61177252 CSAR/CTLD basic support for MH-60R 2024-03-07 10:20:31 +01:00
kaltokri
1e15509001 Fixed broken link to demo mission 2024-03-05 22:29:28 +01:00
kaltokri
bfa8719ec3 Updated versions of all GitHub actions 2024-03-05 22:11:20 +01:00
Applevangelist
3652376d42 #CTLD - Slight position spawn variation in case you drop > 1 troop groups 2024-03-05 10:34:15 +01:00
kaltokri
3953f0e7fc Moved demo missions of Wrapper.Weapon to new repo 2024-03-02 15:07:45 +01:00
Applevangelist
5621579b5e fix 2024-03-02 14:24:55 +01:00
kaltokri
57ce6bcec2 Switched demo mission link in Core/SpawnStatic and Wrapper/Storage 2024-03-01 17:22:22 +01:00
Applevangelist
71b5492903 Scoring 2024-03-01 08:34:52 +01:00
Applevangelist
d64dadd9a9 docu 2024-03-01 08:23:32 +01:00
kaltokri
0f30f3b1a0 Added link to Wrapper/Group demo missions 2024-02-29 19:52:23 +01:00
kaltokri
51911d3292 Enhanced documentation of InitRandomizePositionZone
InitRandomizePositionZone will not ensure, that every unit is placed within the zone!
2024-02-29 19:00:33 +01:00
kaltokri
bff60bdb69 Update of all Airbases (uptodate and sorted) 2024-02-29 10:33:29 +01:00
Applevangelist
aac3f64638 #SCORING Additions for SETs 2024-02-29 09:54:16 +01:00
kaltokri
74c19f1058 Added new airfields in Normandy 2024-02-28 19:43:08 +01:00
kaltokri
1cbdafda65 Added link to demo missions for Functional.Fox 2024-02-28 17:39:06 +01:00
kaltokri
595b9132e8 Added additional information to FOX:AddProtectedGroup method 2024-02-28 17:34:40 +01:00
Applevangelist
45aebff48e #BRIGADE Fixes to save/loadback assets for persistence 2024-02-27 18:13:59 +01:00
kaltokri
f2e22579ed Added workaround for PatrolRoute problem
Units may stay on initial point and cycle endless if Delay is smaller then 2.
2024-02-27 16:38:20 +01:00
Applevangelist
1f9725530f #CTLD - Added option to inject cargo objects which will not show up in the menu - for inject and move around purposes. 2024-02-27 10:28:00 +01:00
kaltokri
c85f575888 Enhancement of troubleshooting tips in the docs 2024-02-24 22:24:20 +01:00
kaltokri
5eef138507 Enhancement of the docs 2024-02-24 22:04:10 +01:00
kaltokri
14d6085b69 Added error message, that AATACAN is depricated 2024-02-24 14:26:30 +01:00
Rolf Geuenich
ced01a993d Added Links to new demo mission repository 2024-02-23 11:33:02 +01:00
Applevangelist
02e59b23c5 #AIRBASE - New Syria airbases added 2024-02-23 11:15:46 +01:00
Applevangelist
4c2a89ee29 Bugfix 2024-02-22 12:14:15 +01:00
Applevangelist
e8c75b8795 SPAWN:InitSpeedMPS() etc 2024-02-22 11:52:43 +01:00
Applevangelist
2ce9f26e26 Docu 2024-02-22 09:19:22 +01:00
Applevangelist
30819dad72 Catch for invalid STN/SADL octals 2024-02-22 09:00:54 +01:00
Applevangelist
2eeca4451c SPAWN/DATABASE
* Try to ensure unique Link16 STN/SADL octal IDs
* Added `SPAWN:InitSTN(Octal)` and `SPAWN:InitSADL(Octal)`
2024-02-20 14:31:53 +01:00
Applevangelist
27ea85ea57 Minor fixes 2024-02-20 12:07:42 +01:00
Thomas
0faa0036ee Update Airbase.lua
One space too many fix gor Deanland
2024-02-18 20:13:01 +01:00
kaltokri
f859522052 Switched link of MSRS missions to MISSION_Demos 2024-02-17 18:50:30 +01:00
Thomas
5a772ad05e Update Airboss.lua
Groove def
2024-02-17 13:10:07 +01:00
kaltokri
51f134538d Fixing typos and added text for Automatic dynamic loading and IDEs 2024-02-15 16:47:43 +01:00
kaltokri
0ee7a38c61 Added content to concepts.md and added an empty debugger.md 2024-02-15 16:47:43 +01:00
kaltokri
15dd2cf735 Renamed basic.md to concepts.md and added more text 2024-02-15 16:47:43 +01:00
kaltokri
e895642157 Small fixes in advanced guide 2024-02-15 16:47:43 +01:00
kaltokri
154026fbf8 New guides added 2024-02-15 16:47:43 +01:00
Applevangelist
7dcff7ec9c CommandSetInvisible/CommandSetImmortal right word order 2024-02-13 16:43:45 +01:00
Applevangelist
67e52120d4 Nicer BASE:I() etc output 2024-02-12 18:35:22 +01:00
Applevangelist
4b84d227f0 Spawn - reference original template when using SpawnWithAlias in Group.TemplateDonor 2024-02-12 18:34:12 +01:00
Applevangelist
86e13df303 MANTIS 2024-02-03 12:48:41 +01:00
Applevangelist
2e167358bb MANTIS - corrected blue SAM data 2024-02-03 12:22:33 +01:00
Applevangelist
48dba742ad MANTIS SAM Data adjustments 2024-02-03 09:10:41 +01:00
Applevangelist
531132e8a7 #GROUP small fix for GetAverageCoordinate() 2024-01-31 17:49:59 +01:00
Applevangelist
7464406a17 #SPAWN - Small fix for OnSpawnGroup() timing issues 2024-01-31 17:49:37 +01:00
Applevangelist
0ddf8762c2 UTILS - small helper for M2K Data Cartridges 2024-01-27 15:28:12 +01:00
Frank
d984a1b142 Update Airboss.lua
- VTOL grading #2099
2024-01-24 14:47:00 +01:00
Applevangelist
748aa131e4 WAREHOUSE - trying to ensure WH for AirWing starts again when runway is repaired 2024-01-23 10:03:56 +01:00
Thomas
33bd928076 Update Pathline.lua (#2097)
Small fixes
2024-01-22 06:30:53 +01:00
Applevangelist
0b3fc515e0 SCENERY - small addons 2024-01-21 16:44:14 +01:00
Applevangelist
581138b5bc Avoid for pairs error 2024-01-19 19:06:52 +01:00
Applevangelist
08f2c29014 #AIRBASE
* Small workaround for Beirut runways
* ATIS minor fix
2024-01-18 14:32:17 +01:00
Applevangelist
dcd4d0ab62 CONTROLLABLE
* Added CommandSetFrequencyForUnit
2024-01-17 12:15:46 +01:00
Rolf Geuenich
bb07e1935e Downpatching changes from development to master 2024-01-12 16:05:14 +01:00
Rolf Geuenich
088436c5ce Downpatching changes from development to master in Arty.lua 2024-01-12 15:44:28 +01:00
Rolf Geuenich
797bf0047b Down patching of code enhancements from develop to master in Set.lua 2024-01-12 15:33:27 +01:00
Applevangelist
f29d055ca3 Correction 2024-01-11 17:31:40 +01:00
Applevangelist
1468641563 CTLD - avoid UHT beacons between 243 and 320 mHz 2024-01-11 17:14:07 +01:00
Applevangelist
8b08942c4d CONTROLLABLE - Added options for Radar Using 2024-01-11 12:52:02 +01:00
kaltokri
eb84ad3cee Fix for Moose_Create.lua and dynamic path 2024-01-10 15:43:24 +01:00
kaltokri
91a34ac4d8 Added PyCharm to gitignore 2024-01-10 15:40:46 +01:00
Applevangelist
28c8d99878 Added player name to ...PilotDown() event 2024-01-10 15:18:38 +01:00
kaltokri
4fda8cc5fb Easy debugging for all Moosers #2093
Enables everybody to use load Moose from an external full path.
This is needed to use PyCharm with EmmyLua Debugger.
Needs also De-Sanitize to load mission script with full path.
2024-01-10 14:12:17 +01:00
Applevangelist
4ac583e434 SRS changes 2024-01-09 17:28:58 +01:00
Applevangelist
fa762fe0fc #MSRS
* Added voice enumerator ofr gRPC using MS as provider MSRS.Voices.MicrosoftGRPC
2024-01-07 14:44:07 +01:00
Mr.Alien
aca5846209 Fix scoring to not het more points when not killed at once. + overridable method call on kill (#2079) 2024-01-07 13:28:12 +01:00
Mr.Alien
4fd7d7cba9 Spawn all unit randomly inside a zone, instead of only the first unit in zone and the other within a radius (potentially outside the zone, and in some cases in the middle of a runway) (#2069) 2024-01-07 13:27:23 +01:00
Applevangelist
9280a1224d MSRS additions 2024-01-07 13:23:50 +01:00
Applevangelist
fce7b07014 Fixes for MSRS changes 2024-01-06 18:21:39 +01:00
kaltokri
4696569f83 Added mission check for desanitized io 2024-01-06 12:22:02 +01:00
Applevangelist
84230e2360 Fixes for 4th SRS Parameter 2024-01-05 16:08:46 +01:00
Applevangelist
ca9913e38b nu aber 2024-01-05 15:51:09 +01:00
Applevangelist
ff951c69d9 Error dfix 2024-01-05 15:45:40 +01:00
Applevangelist
f2f7c88299 SRS changes 2024-01-05 15:42:11 +01:00
Applevangelist
f5d6d31b10 xxx 2024-01-04 14:01:12 +01:00
Frank
9b95e71d75 Update Airboss.lua
- Potential fix for error raised on discord
2024-01-03 22:32:37 +01:00
Applevangelist
db6dc7b77e SET: Added GetRandomSurely() 2024-01-03 18:05:29 +01:00
Rolf Geuenich
4c81333a0a Add the dynamic loading of developer files (#2090) 2024-01-03 07:19:18 +01:00
kaltokri
79b1f1615f Fix broken link in AI_Escort_Request.lua 2024-01-02 22:06:59 +01:00
kaltokri
47f010cb28 Fixed broken link in AI_Escort.lua 2024-01-02 19:03:19 +01:00
Applevangelist
d14b7e8f4c #POINT
* added missing COORDINATE:ToStringLL()
2024-01-02 18:12:42 +01:00
Frank
d9748ef147 Update SRS.lua
- Fixed bugs for self
2024-01-02 17:06:32 +01:00
kaltokri
64d7946c06 Fix for broken links in master branch 2024-01-02 13:33:10 +01:00
kaltokri
b052fc6243 Merge branch 'restructuring' 2024-01-01 19:06:34 +01:00
kaltokri
8385b1d21a Fixed broken links in A2A_Dispatcher 2024-01-01 19:06:21 +01:00
kaltokri
d4f4465b0a Merge branch 'restructuring' 2024-01-01 15:53:05 +01:00
kaltokri
5fe77956cb Fixed broken links of restructure 2024-01-01 15:51:02 +01:00
Applevangelist
d640acc7cc docu 2024-01-01 13:07:08 +01:00
kaltokri
8dcd22f18c Merge branch 'msrs' 2024-01-01 00:38:59 +01:00
kaltokri
2d086a62f0 Added link to example missions to MSRS 2024-01-01 00:38:48 +01:00
Applevangelist
47ad2499d4 Merge remote-tracking branch 'origin/master' 2023-12-31 17:26:01 +01:00
Applevangelist
5d510807c9 xxx 2023-12-31 17:25:56 +01:00
Applevangelist
5ba8f9e0e8 #UTILS
* Added NATO name for KC-135MPRS

#SET
* Made filtering a tad faster
2023-12-31 17:21:02 +01:00
kaltokri
0338fd5d33 Merge branch 'msrs' 2023-12-31 17:15:51 +01:00
kaltokri
ea2175bba8 Added debug output to SRS.lua 2023-12-31 17:14:54 +01:00
Applevangelist
0835022c5c #GROUP
* Corrections for "IsAAA()"
2023-12-31 14:57:13 +01:00
Applevangelist
f306361317 #GROUP
* Added IsSam and IsAAA

#SET
* Corrected EvalFilterFunctions - all must be true
2023-12-30 16:52:24 +01:00
Applevangelist
0347e42fc7 CARGO noise 2023-12-30 16:50:12 +01:00
Applevangelist
9cc32ff8dc AIRBOSS - Superfluous error message removal 2023-12-29 15:02:41 +01:00
Applevangelist
b052d99349 Fixes 2023-12-29 14:50:01 +01:00
kaltokri
4fe1318e7c Fixed a logic failure with external sound files in SoundOutput.lua 2023-12-28 16:38:26 +01:00
Applevangelist
6ffe69484c Reduce noise 2023-12-28 13:32:53 +01:00
Applevangelist
501ab70992 xxx 2023-12-27 19:34:20 +01:00
Applevangelist
6ac46addf0 #SET
* Added `FilterFunction()` for these SETs: UNIT, GROUP, CLIENT, STATIC
2023-12-27 19:28:19 +01:00
Applevangelist
3bdf4b4c76 #CTLD
* Fix multi-crate requests deducting too much Stock
2023-12-26 19:18:13 +01:00
kaltokri
46f70dd8a6 Fixed logic in SoundOutput.lua to play internal sound files with SRS 2023-12-26 14:50:54 +01:00
Thomas
aeac2eb3d7 Update build-includes.yml 2023-12-25 13:20:13 +01:00
Thomas
e83c8c3ee0 Update build-includes.yml (#2078) 2023-12-25 13:14:46 +01:00
Applevangelist
d65042c640 SRS error from luacheck 2023-12-25 13:12:03 +01:00
Thomas
c72cdd8f0b Update build-includes.yml (#2077) 2023-12-25 13:08:21 +01:00
Thomas
7e2f8771b5 Update build-includes.yml (#2076) 2023-12-25 13:01:59 +01:00
Applevangelist
3ccfcdbd0f CSAR 2023-12-25 13:00:36 +01:00
Applevangelist
16f3dcbbb4 New SRS fixes 2023-12-25 12:14:41 +01:00
kaltokri
f6f3189504 MSRS enhancements
- Added more tracing
- A check if executable exists
- Removed STTS references
2023-12-25 11:27:48 +01:00
kaltokri
071554bfc5 Fixed some small typos and removed STTS in comments 2023-12-25 09:39:21 +01:00
kaltokri
1527b53c76 Fixed ASW typo in SRS.lua 2023-12-25 06:09:31 +01:00
kaltokri
bbc7f7e14c Added mission repositries to repositories.md 2023-12-25 05:58:58 +01:00
kaltokri
b9830a8437 Fixed some typos in demo-missions.md 2023-12-25 05:35:41 +01:00
Frank
caaee4f551 Merge pull request #2068 from FlightControl-Master/FF/MasterDevel
MSRS
2023-12-24 03:21:50 +01:00
Frank
5f7115f4fe Update SRS.lua 2023-12-23 16:53:42 +01:00
Frank
9ec92a8fca SRS
- Refactoring
2023-12-23 15:57:27 +01:00
Applevangelist
7cc040c234 #RANGE
* Fixed Range trying to find a pilot on each and every birth event...
2023-12-23 14:51:59 +01:00
Frank
9227ba9ecd Merge branch 'master' into FF/MasterDevel 2023-12-22 22:01:59 +01:00
Frank
e7fb073bab Update RAT.lua
- Removed restriction that zones need to be defined in the ME
2023-12-22 21:11:30 +01:00
Frank
f86b3505b2 Update Airboss.lua
- Fixed Attitude Monitor
2023-12-22 10:36:25 +01:00
Frank
e89b921f3e Update Zone.lua 2023-12-22 10:27:00 +01:00
Frank
0d18ce086c Update Zone.lua 2023-12-21 22:33:08 +01:00
Frank
8fb126682f Merge branch 'master' into FF/MasterDevel 2023-12-21 22:22:10 +01:00
Applevangelist
ebe486c69a UTILS
* Small fix for UH60L door checker
2023-12-20 10:07:42 +01:00
Applevangelist
702ec75935 Small fix 2023-12-19 17:38:31 +01:00
Applevangelist
465ec216ea #CONTROLLABLE - Option ECM 2023-12-19 12:11:09 +01:00
Applevangelist
d803b51e84 #ZONE
* Fixed filling/drawing of more complex polygon zones
* Added function to (re-)fill polygon
* Added function to (re-)draw polygon outline
2023-12-19 10:19:44 +01:00
Applevangelist
53f89fd42c #DATABASE
* Read color, fill color from drawing data
2023-12-19 10:18:20 +01:00
Frank
c72f109553 SRS 2023-12-19 00:02:17 +01:00
kaltokri
92e03522db Finished beginner section 2023-12-18 16:21:32 +01:00
Frank
9716162739 Update SRS.lua 2023-12-17 22:55:31 +01:00
Frank
4eea8fcadd Merge branch 'master' into FF/MasterDevel 2023-12-17 20:37:30 +01:00
Frank
0ae9be49da Update Range.lua
- Fixed random good by phrase
2023-12-16 09:31:44 +01:00
kaltokri
bda4efc634 Added page "Create your own Hello world" 2023-12-15 14:11:58 +01:00
Applevangelist
e84e16f58b xx 2023-12-14 12:43:36 +01:00
Applevangelist
55ffe37a79 #USERSOUND
* Added USERSOUND:ToClient( Client, Delay )
2023-12-14 12:42:13 +01:00
Applevangelist
68548f4581 #COORDINATE
* Fix for NewFromMGRS for less precise coordinates (below level 5)
2023-12-14 11:12:14 +01:00
Thomas
8382eb9cd8 Update Range.lua (#2066)
MSRS config compatibility
2023-12-13 19:21:28 +01:00
Applevangelist
f837e9dec7 #COORDINATE
* Added functions to create a COORDINATE from MGRS
2023-12-12 10:53:37 +01:00
Thomas
230d9d82bf Update Detection.lua (#2063)
# RadarBlur - make burn-through limit configureable
2023-12-11 11:04:35 +01:00
Applevangelist
c089e56060 # DETECTION
* Make the radar blur less effective when under 20km distance
2023-12-10 14:37:41 +01:00
Applevangelist
87f1a5ed0d # DETECTION
* Option to make Radar Blue decision visible in logs (self.debug) and/or screen (self.verbose)
2023-12-10 11:58:19 +01:00
Applevangelist
d2d6fac7df # DETECTION, logic fix 2023-12-09 18:16:29 +01:00
Applevangelist
bc3f9ed7c0 #SPAWN
* Added SPAWN:InitCallSign(ID,Name,Minor,Major)
2023-12-09 15:51:35 +01:00
Applevangelist
0f4162a9a9 * fixes 2023-12-09 14:34:41 +01:00
Applevangelist
6b270916c4 # DETECTION_BASE
* Added `SetRadarBlur(minheight,thresheight,thresblur)`
2023-12-09 13:53:27 +01:00
Applevangelist
b3a006096c fixes 2023-12-09 13:03:34 +01:00
Applevangelist
6903e252d2 #UTILS
* Nicer PrintTableToLog()
2023-12-07 16:08:47 +01:00
Applevangelist
ff6704f123 #ZONE docu fixes 2023-12-07 15:11:53 +01:00
Applevangelist
c770f4cb68 #ZONE Docu fixes 2023-12-07 13:46:32 +01:00
Applevangelist
9ce1d360d6 #CTLD
* Spawn dropped troops in a nice circle 5m (hover: 1.5m) left of the he
2023-12-07 13:31:40 +01:00
Thomas
6f473faa92 Update Message.lua
#2059 fixed
2023-12-07 12:14:59 +01:00
Thomas
dd37a42470 Update CTLD.lua (#2060)
Changes from @Rey
2023-12-07 12:12:19 +01:00
Applevangelist
88e1bbd60d #SET
* Repaired SET_UNIT:GetCoordinate()
2023-12-07 11:20:43 +01:00
Applevangelist
e078e48853 #SPAWN
* Fix for a Link16 flight having a non-NATO callsign as number
2023-12-06 08:42:07 +01:00
Thomas
fac7a5fdc6 Update CTLD.lua (#2058)
Add Remove Crates option
2023-12-04 10:40:38 +01:00
Applevangelist
49191fb144 clarifications 2023-12-03 15:34:55 +01:00
Applevangelist
f739062463 #ZONE_OVAL - fix documentation and intellisense 2023-12-03 12:39:08 +01:00
Applevangelist
c22304f2b0 Remove demo links which were empty 2023-12-03 12:25:25 +01:00
Applevangelist
c97d2ecaba #ATIS - multi freq example added 2023-12-03 12:11:22 +01:00
Applevangelist
89a9d1d0a4 #CONTROLLABLE
* Fixed ID issue with AA Missile Attack Range option

#POINT
* Added methdo to get the BULLSEYE as coordinate
2023-12-03 12:01:50 +01:00
Applevangelist
cf7d41cd7f #ZONE_POLYGON improvements
#ZONE_OVAL NEW
2023-12-03 11:42:53 +01:00
Thomas
afe542cc63 Update Event.lua
Fix for playername in weapon target
2023-12-03 09:23:42 +01:00
Applevangelist
89a902fd57 #ATIS
* make info multi-frequency safe
2023-12-02 15:11:14 +01:00
Applevangelist
ae604fd847 #AIRBASE
* Add'l Normandy Airfields
2023-12-02 14:45:42 +01:00
Frank
4b8d120f20 Update Warehouse.lua
- Added check that DCS warehouse has enough air assets for selfpropelled assets
2023-11-30 23:29:29 +01:00
Applevangelist
c489a88106 #GROUP
* Get Link16 S/TN data from a group
2023-11-27 16:49:06 +01:00
Applevangelist
641707f37b #UNIT
* Added `GetSTN()` to obtain Link16 info from a unit
2023-11-26 16:59:44 +01:00
Frank
67924c894d Update SRS.lua
- Removed altbackend functions
2023-11-26 16:45:19 +01:00
Applevangelist
7c8f212b03 -- noise 2023-11-25 18:44:21 +01:00
Applevangelist
85c73cb0a5 #SPAWN
*Link16 fixes
* Wrongly created STN's will be replaced with random five digit octals with leading 0
* Voice call sign label will be the callsign's first and last letters, e.g. Enfield = ED. Navy One = NY
* Voice call sign number equals callsign minor major, e.g. Enfield 6-1 = ED 61
* Also works for A10CII which has a different entry with a four-digit octal with leading 0
* for fighter aircraft you can use :InitRandomizeCallsign() to give each spawn a random callsign
2023-11-25 18:28:59 +01:00
Frank
1b1f8e0d2c Update SRS.lua 2023-11-24 23:59:31 +01:00
Frank
f87126f22c Merge branch 'master' into FF/MasterDevel 2023-11-24 15:44:54 +01:00
Applevangelist
b635490e47 SPAWN - Init Link16/datalink details in UNITs 2023-11-24 12:17:25 +01:00
Thomas
cac7b39823 Update SRS.lua
Fix for config load when not desanitized
2023-11-24 06:32:44 +01:00
Frank
af3c579a03 Update SRS.lua 2023-11-23 22:22:59 +01:00
Frank
a508c63279 Merge branch 'master' into FF/MasterDevel 2023-11-23 22:12:52 +01:00
Frank
427a11bd0f Merge pull request #2046 from nielsvaes/moose_master_vanilla
bugfix for impactHeading
2023-11-23 22:11:59 +01:00
Niels Vaes
6f3133d48c bugfix for impactHeading
clamping GetImpactHeading and GetReleaseHeading
2023-11-23 21:50:08 +01:00
Applevangelist
aa7f26ac79 ATC_GROUND fix for scheduler 2023-11-23 18:45:36 +01:00
Frank
084caad5d7 Merge branch 'master' into FF/MasterDevel 2023-11-23 18:25:43 +01:00
Applevangelist
343bf05c2c SPAWN - Set correct unit ID in the group callsign 2023-11-23 18:14:25 +01:00
Applevangelist
3e40d72e25 #ATC_GROUND 2023-11-23 17:00:58 +01:00
Frank
1c1daa4ebe Merge pull request #2045 from nielsvaes/moose_master_vanilla
Adding a bunch of various helper functions to UTILS
2023-11-23 16:16:05 +01:00
Niels Vaes
fdcda6e5f3 typos 2023-11-23 15:22:14 +01:00
Niels Vaes
a50dde7f2b added functions:
UTILS.TimeNow
UTILS.TimeDifferenceInSeconds
UTILS.TimeLaterThan
UTILS.TimeBefore
UTILS.CombineTimeStrings
UTILS.SubtractTimeStrings
UTILS.TimeBetween
UTILS.PercentageChance
UTILS.Clamp
UTILS.ClampAngle
UTILS.RemapValue
UTILS.RandomPointInTriangle
UTILS.AngleBetween
UTILS.WriteJSON
UTILS.ReadJSON
UTILS.GetZoneProperties
UTILS.RotatePointAroundPivot
UTILS.UniqueName

string.startswith
string.endswith
string.split
string.contains

table.contains_key
table.remove_by_value
table.remove_key
table.index_of
table.length
table.slice
table.count_value
table.combine
table.merge
table.add
table.shuffle
table.find_key_value_pair
2023-11-23 15:18:23 +01:00
Frank
1fb4cb1c4f Merge pull request #2044 from nielsvaes/moose_master_vanilla
Added functions to get info at the time of weapon release
2023-11-23 00:31:57 +01:00
Niels Vaes
cd0f854f41 added functions:
GetReleaseHeading
GetReleaseAltitudeASL
GetReleaseCoordinate
GetReleasePitch
GetImpactHeading
2023-11-22 23:48:00 +01:00
Frank
52c2401d93 Update SRS.lua 2023-11-22 22:53:54 +01:00
Applevangelist
02a87d9fe0 fix 2023-11-22 18:35:12 +01:00
Applevangelist
12d68a41ca #MSRS
* Added option to explicitly set/switch the TTS provider between Google and MS (the default)
* Added this option to the config file, so you can set up both but switch
2023-11-22 17:54:52 +01:00
Applevangelist
6c4a64601f MSRS
Docu fix
2023-11-21 13:21:22 +01:00
Applevangelist
434f985e77 #MSRS
* Cleaner config loading strategy
2023-11-21 10:12:46 +01:00
Thomas
ba1dcfcdba Update Utils.lua
Avoid file loading stop scripts
2023-11-20 14:49:16 +01:00
Thomas
b346dabdf8 Update introduction.md (#2043) 2023-11-20 11:24:25 +01:00
kaltokri
1376a16812 Make linkinator results more stable with retry features 2023-11-20 10:15:20 +01:00
kaltokri
4267314260 Merge branch 'userguide' 2023-11-20 09:59:07 +01:00
kaltokri
b5110c8554 Migration of MOOSE user guide
introduction and hello world
2023-11-20 09:56:44 +01:00
Applevangelist
1f1d1e4f2f #CTLD
* Added info event for repairs and builds starting
2023-11-19 15:36:16 +01:00
Applevangelist
522eb8b256 #EVENT
* Handler for 2.9 new events
2023-11-19 12:40:22 +01:00
Applevangelist
b662ecc76b #MANTIS, SHORAD
* Added more options for ScootZones
2023-11-18 17:16:27 +01:00
Applevangelist
6dd69eb6db CTLD - avoid old mission go haywire with UnitCapabilities() 2023-11-18 16:44:23 +01:00
Applevangelist
1b6aeff005 #CTLD
* if a unit cannot do troops/crates, those menus are not shown
* renamed `UnitCapabilities()` to `SetUnitCapabilities()`
2023-11-18 16:31:10 +01:00
Applevangelist
4287774d9f EVENT fix for borked target info 2023-11-18 13:23:15 +01:00
Applevangelist
6bba2fec0b Spot 2023-11-17 15:06:52 +01:00
Applevangelist
5d2656d679 SET 2023-11-17 15:05:19 +01:00
Applevangelist
65a729a2d6 Merge remote-tracking branch 'origin/master' 2023-11-17 11:05:26 +01:00
Applevangelist
7868930fcb ATIS 2023-11-17 11:05:22 +01:00
Applevangelist
67248a290c ATIS small fix 2023-11-17 11:04:33 +01:00
Frank
0bc52eb331 DCS stable
- Added check that ` Airbase.getWarehouse`  method exists because it causes problems with DCS stable as this method does not exist there.
2023-11-17 00:26:21 +01:00
Frank
5353be482e getCategory behaviour
- Fixed several classes for new `getCategory` behaviour (should be backwards compatible to earlier DCS versions).
2023-11-16 22:32:01 +01:00
Applevangelist
826ae86cb7 #MANTIS
* Added IDF data
2023-11-16 18:11:30 +01:00
Applevangelist
475153be4c #RANGE
* Added coalition option to `New()`
2023-11-16 16:10:47 +01:00
Applevangelist
5f734a0d17 #MESSAGE
* Fixes for ToSRS() for MS Desktop
2023-11-15 18:16:46 +01:00
Applevangelist
1b8c9367a3 #MANTIS/#SEAD/#SHORAD
* Added shoot and scoot for MANTIS and SHORAD
* Added detection of TALD ADM-141A (all)
2023-11-14 11:57:58 +01:00
Applevangelist
19047843cc #SEAD
* Added data and actions for TALD ADM_141
2023-11-12 16:53:34 +01:00
kaltokri
174454b8c5 Migrated Text-To-Speech guide to docs 2023-11-11 16:06:22 +01:00
kaltokri
d30a53333c Migration of eclipse installation guide from wiki to docs 2023-11-10 16:53:41 +01:00
kaltokri
30b89328f1 Extension of the build documentation 2023-11-10 16:22:58 +01:00
kaltokri
b38dc62be7 Restructure of the docs content 2023-11-10 15:36:54 +01:00
kaltokri
6d9333aa94 Added new README.md 2023-11-10 10:50:20 +01:00
kaltokri
6947bcfcf2 Used newest Discord link and small enhancements 2023-11-09 16:38:50 +01:00
Applevangelist
db06154ad7 #DATABASE
* Register players joining CA slots as CLIENTs
2023-11-09 15:09:01 +01:00
Applevangelist
fa43a6c40b Symlink fix 2023-11-08 17:53:43 +01:00
Applevangelist
5056187fb9 #GROUP #UNIT
* Added `FindByMatching(Pattern)` and `FindAllByMatching(Pattern)`
2023-11-08 17:43:29 +01:00
kaltokri
72c5c2ee4d Parameter has different behaviour on Windows and Linux 2023-11-08 17:39:19 +01:00
kaltokri
25936a526d Fixed small typo in gh-pages.yml 2023-11-08 17:33:25 +01:00
kaltokri
8bc735288f Skip java.com when checking links. Seems to be blocked for GitHub 2023-11-08 17:27:04 +01:00
kaltokri
f8afa1cb78 Renamed old-guides into archive 2023-11-08 16:59:20 +01:00
kaltokri
e95eb2768d Replaced absolute links with relative ones to fix problem on GitHub pages 2023-11-08 16:23:31 +01:00
kaltokri
f6091cd117 Migrated old documentation to just-the-docs 2023-11-08 13:44:56 +01:00
Applevangelist
9fafdea0bb #EVENT #NET
* On a MP server, added IniPlayerUCID and TgtPlayerUCID to the EventData structure (filled in applicable Events)
2023-11-08 11:23:01 +01:00
Frank
fbf2c4c721 Update Event.lua
- Improved getCategory behaviour
2023-11-06 22:01:05 +01:00
Applevangelist
9d3cb4cc1b #MESSAGE
* SRS label correction
2023-11-05 13:01:27 +01:00
kaltokri
9d500186d1 Enhancement of build-docs to remove old files 2023-11-03 16:33:45 +01:00
kaltokri
f80265786d Fix broken links SetEngageRange 2023-11-03 15:52:53 +01:00
Applevangelist
7b9d8d375d #SRS Improvements 2023-11-03 13:37:59 +01:00
Applevangelist
7393cb2cbe #ATIS
* Some fixes
2023-11-02 19:25:28 +01:00
Applevangelist
bcbe872c7d #ATIS
* Added coordinate for SRS
* Added SRS calling out take off AND landing runway (if set)
2023-11-02 18:18:55 +01:00
kaltokri
bf60c535bc Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
2023-11-02 15:16:12 +01:00
kaltokri
feb99e9405 Fix for SetEngageRange documentation in AI_A2A and A2G classes 2023-11-02 15:14:57 +01:00
Frank
9fde88d61a Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-11-02 01:39:42 +01:00
Frank
430b4a274c Update Warehouse.lua
#2033
2023-11-02 01:39:40 +01:00
Thomas
5996426119 Update Storage.lua (#2035) 2023-11-01 06:20:36 +01:00
Thomas
36d9460cdf Update Storage.lua 2023-11-01 06:19:53 +01:00
Frank
1561f49c9c Lings
- Fixed link in Core.Condition (will add demo miz)
- Fixed lings in Task_Cargo_CSAR und Task_Cargo_Transport
2023-10-31 19:53:20 +01:00
kaltokri
e032781a92 Changed Core.Group to Wrapper.Group 2023-10-31 16:36:51 +01:00
kaltokri
aa7d0b1e25 Fixed broken links 2023-10-31 16:30:48 +01:00
kaltokri
13a8babe75 Fixed broken links 2023-10-31 16:05:48 +01:00
kaltokri
87dda49113 Fixed broken links 2023-10-31 15:44:07 +01:00
kaltokri
018830b539 Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/AI/AI_Air_Engage.lua
2023-10-31 15:23:26 +01:00
kaltokri
d92d2d07c5 Fixed broken links 2023-10-31 15:21:15 +01:00
Frank
046e49ac6b Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-10-31 13:35:41 +01:00
Frank
52e66ae969 Broken Links
- AI_A2A_Gci Removed reference to SetEngageZone
- Fixed link to #AI_A2G_SEAD.SetEngageRange #2025
- AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more.
- AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now.
- AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029
- SETTINGS Fixed link to Message #2021
- Fixed wrong indent of "Developer Note" in various classes
2023-10-31 13:33:45 +01:00
kaltokri
ca15d7cb00 Merge branch 'master' of github.com:FlightControl-Master/MOOSE 2023-10-31 13:05:29 +01:00
kaltokri
1086c61ccf Fixed broken links 2023-10-31 13:04:48 +01:00
Frank
77f9721102 AI
- Fixed various `@extends` errors pointing to non-existing classes for AI_*
2023-10-31 11:44:45 +01:00
kaltokri
b05683d384 Fixed some broken links 2023-10-31 10:25:00 +01:00
kaltokri
d7df08d754 Fixed broken links in documentation 2023-10-30 18:01:57 +01:00
kaltokri
92b21aa5c1 Fixed broken links in documentation 2023-10-30 14:48:49 +01:00
kaltokri
0e2dff4e6b Fixed some dead links in Ops.Airboss 2023-10-29 23:06:09 +01:00
kaltokri
5c9e3570e2 Added more docker jobs and apply same naming convention as build jobs 2023-10-29 19:43:55 +01:00
Applevangelist
51102e47ae #CTLD
* Adding re-packing dropped units
2023-10-29 17:44:31 +01:00
kaltokri
7643568706 Fixed dead links in documentation 2023-10-27 17:48:41 +02:00
kaltokri
3684a023da Fixed dead link 2023-10-27 17:27:38 +02:00
kaltokri
b0c8f05f38 Build optimization
- Remove appveyor
- Added docker compose for building docs locally
- Added manuall run of GitHub Action builds
- Added paths to trigger builds
2023-10-27 17:01:51 +02:00
Applevangelist
d8c2b8b719 #UTILS
* Added new tanke callsigns
2023-10-27 09:09:36 +02:00
Applevangelist
31075f7c04 #UNIT
* Typos in IsTanker, added some typenames
2023-10-26 12:45:45 +02:00
kaltokri
6bf6b933cc Fixed last broken link 2023-10-25 15:52:11 +02:00
kaltokri
5681244941 Fix for canonical link 2023-10-25 15:45:20 +02:00
kaltokri
788108c5b8 Added check for dead links and fixed dead links 2023-10-25 15:34:06 +02:00
kaltokri
3fbc76e37f Documentation of the build system added 2023-10-24 17:03:01 +02:00
Applevangelist
4e5b483cc0 #CONTROLLABLE
* Added PatrolRaceTrack
2023-10-24 13:45:43 +02:00
Applevangelist
ab068670cc #RECOVERYTANKER
* Added option to set unlimited fuel
2023-10-21 12:43:20 +02:00
kaltokri
456c002c3c Fix for missing w3.css in DOCS repo 2023-10-20 23:37:29 +02:00
kaltokri
038b89776d Added replacement of head tag again 2023-10-20 22:45:52 +02:00
Applevangelist
df6d968ebe #CONTROLLABLE
* Added `CommandSetUnlimitedFuel()`
* Added `TaskStrafing()`
2023-10-20 18:44:28 +02:00
kaltokri
4d9197b3cc First version of the new GitHub pages 2023-10-20 16:13:30 +02:00
kaltokri
10dffb0689 Changed mail from MooseBotter 2023-10-20 09:58:35 +02:00
kaltokri
722c33df62 Fixed wrong git config entries in build-docs.yml 2023-10-19 18:53:52 +02:00
kaltokri
dc54cc82af Fixed wrong repository owner 2023-10-19 18:24:46 +02:00
kaltokri
d4a46606fd Switched from env.FORCE_PUSH to vars.FORCE_PUSH 2023-10-19 18:16:45 +02:00
Thomas
015af9774c Update build-includes.yml 2023-10-19 16:17:48 +02:00
Thomas
f0a37172b9 Update build-includes.yml (#2018) 2023-10-19 16:14:59 +02:00
Thomas
2dd2e593e8 Update README.md (#2017) 2023-10-19 15:48:50 +02:00
Applevangelist
49fd78abe7 #SRS
* Typo
2023-10-19 15:22:13 +02:00
Rolf Geuenich
7c8cca7f56 Added new build system with GitHub Action Workflows 2023-10-19 13:59:33 +02:00
Rolf Geuenich
0658f6dc2b Align Moose_Create.lua with the develop branch
Needed for later build system enhancements
2023-10-19 11:39:07 +02:00
Rolf Geuenich
75558078ee Cleanup and extension for GitHub Action Workflow build and act 2023-10-19 11:11:23 +02:00
Applevangelist
f6b5c69d4e #Triggers - docu changes 2023-10-17 16:58:14 +02:00
Applevangelist
a7f01eb04a #ZONE and #SET_ZONE watch trigger 2023-10-17 16:02:01 +02:00
Applevangelist
65f9db8efa #MSRS
* Added loading of a config file
2023-10-17 11:05:09 +02:00
Applevangelist
2ebad9ce96 #MSRS
* Fixes for alternative backend
2023-10-13 16:13:12 +02:00
Applevangelist
b9cc66004d #WAREHOUSE
* Syntax
2023-10-12 17:55:41 +02:00
Applevangelist
17838e7fe7 #MESSAGE
* Docu adds and corrections
2023-10-06 15:49:42 +02:00
Applevangelist
b0d0dbfe72 #MESSAGE
* Added `ToSRS()`
2023-10-06 13:18:28 +02:00
Applevangelist
2d081dfc03 CTLD/CSAR - Added sound file location 2023-10-06 11:42:51 +02:00
Applevangelist
4a594f41b0 #SET_ZONE
* Added GetAverageCoordinate()
2023-10-06 11:30:59 +02:00
Frank
04b4af58f7 Update ATIS.lua
#2010
2023-09-29 14:26:22 +02:00
Applevangelist
f44ba39ec5 Fox/Missiletrainers 2023-09-29 10:20:01 +02:00
Frank
05df765c5c Merge pull request #2006 from FlightControl-Master/FF/MasterDevel
Update Airboss.lua
2023-09-27 22:28:21 +02:00
Frank
04a7c912ea Update Airboss.lua
- Improved into wind
2023-09-27 22:21:17 +02:00
Applevangelist
55fb8f2064 nil check added 2023-09-27 18:08:02 +02:00
Applevangelist
912c162eee Logic fixes for GetRandomCoordinateWithoutBuildings() 2023-09-27 15:41:52 +02:00
Applevangelist
2efb6a624f #SCORING
* Rechtschreibung
2023-09-25 08:43:24 +02:00
Applevangelist
ca84fa11cd #ATIS
* Added Spanish TTS locale ("es")
2023-09-20 17:17:12 +02:00
Applevangelist
ed614767e6 #ATIS
* Added localization option
2023-09-19 18:07:51 +02:00
Applevangelist
6d94a0c776 Smaller fixes 2023-09-19 12:13:39 +02:00
Applevangelist
81fd5cb605 One Typo Less 2023-09-19 11:30:46 +02:00
Applevangelist
b70bf3b9af #SEAD
* Better calculation of switch-on again time
2023-09-19 11:10:06 +02:00
Applevangelist
250d640e76 #SPAWN
* Added option for Modex pre- and postfix strings
* Added string check for SpawnAtParkingSpot when Airbase is handed as string
2023-09-17 17:15:12 +02:00
Frank
6a05789db5 Update Controllable.lua
- Fixed wrong id of task`EnrouteTaskEngageGroup`
- Fixed wrong id of task `EnrouteTaskFAC_EngageGroup`
2023-09-17 16:13:28 +02:00
Applevangelist
5e20874dca #Startup
* Re-instate suppression of error box.
2023-09-15 09:11:32 +02:00
Applevangelist
bc16970d96 #SET_CLIENT
* Small fix for FilterCallsign string search
2023-09-14 12:36:15 +02:00
Applevangelist
f8f4bac77e Intellisense docu fixes 2023-09-13 16:03:05 +02:00
Frank
5aa8338c59 Update Airboss.lua
- Adjust into wind angle
2023-09-13 11:10:35 +02:00
Frank
1362fe9019 Update SRS.lua 2023-09-10 22:40:05 +02:00
Applevangelist
ba361e7eff #RAT
* Try more than once to get coord in status loop
2023-09-10 15:41:54 +02:00
Thomas
31fb9bc169 Update Group.lua
Docu fix
2023-09-09 11:54:45 +02:00
Applevangelist
e95a9525c6 #GENERAL
* Remove dependencies from UTILS.Routines
* Remove UTILS.Routines
2023-09-08 11:14:41 +02:00
Applevangelist
326d4b3135 Merge remote-tracking branch 'origin/master' 2023-09-07 16:14:45 +02:00
Applevangelist
c4fad08d58 Act 2023-09-07 16:14:42 +02:00
Applevangelist
5a57d05fd6 Deprecated flags 2023-09-07 16:14:21 +02:00
Frank
8a7fa326cd Update MissileTrainer.lua
- Docs: Class deprecated ==> use FOX instead
2023-09-06 21:33:05 +02:00
Applevangelist
18afe9ad7a #AIRBOSS
* Suppress unnecessary SRS TTS calls with empty text
2023-09-01 09:44:12 +02:00
Applevangelist
253cf0f5a5 #MANTIS
* Added zone filter option.
2023-09-01 08:52:13 +02:00
Applevangelist
c5a85456c0 #MANTIS
* CHM Assets
2023-08-30 16:46:13 +02:00
Applevangelist
9a383826e7 Merge remote-tracking branch 'origin/master' 2023-08-29 15:49:52 +02:00
Applevangelist
1e6731830e #MANTIS
* Added two more CH mod types
2023-08-29 15:49:48 +02:00
Applevangelist
d9aff32a36 #MANTIS
* Added two more CH mod types
2023-08-29 15:48:36 +02:00
Frank
38cb8fb88e Merge pull request #1998 from FlightControl-Master/FF/MasterDevel
STORAGE
2023-08-26 14:00:26 +02:00
Frank
ad5488784f Update Storage.lua
**STORAGE**
- Added easier functions to add, set and remove items and liquids.
- Added checks if warehouse items are limited or unlimited.
2023-08-26 13:56:45 +02:00
Frank
a4cdd62aff Merge branch 'master' into FF/MasterDevel 2023-08-26 10:27:18 +02:00
Thomas
9a9de9306e Update Set.lua Docu (#1995)
* Update Set.lua Docu

Added regex explanation

* Update Set.lua
2023-08-23 11:39:45 +02:00
Applevangelist
cf824b912d #Controllable
* Added Aerobtics tasks
2023-08-22 10:24:40 +02:00
Thomas
8d2e291deb Update Enums.lua
Error in ENUM
2023-08-21 11:35:01 +02:00
Applevangelist
3a432782b2 Storages Enum 2023-08-20 15:22:49 +02:00
Applevangelist
bda1fac923 #ENUMS
* Added enumerator for ENUMS.Storage.weapons
2023-08-20 15:12:47 +02:00
Thomas
ef40b1c524 Range fix for #1984 (#1992)
Range fix for #1984
2023-08-20 13:41:20 +02:00
Frank
a4c81736aa Update DCS.lua 2023-08-20 11:57:37 +02:00
Applevangelist
045c49679d #ATIS
* Fix explicitly set RWY not reported via SRS
2023-08-20 11:18:58 +02:00
Applevangelist
f40442d309 #POSITIONABLE
* Make cargo weights an enumerator
2023-08-18 11:07:43 +02:00
Frank
fe7acecdd3 Merge pull request #1991 from FlightControl-Master/FF/MasterDevel
STORAGE - DCS Warehouse
2023-08-17 19:11:01 +02:00
Frank
4471ec9b96 DCS Warehouse 2023-08-17 18:46:09 +02:00
Frank
32e1d4f8fa DCS Warehouse 2023-08-16 23:58:32 +02:00
Frank
747e5d801a Merge pull request #1986 from FlightControl-Master/FF/MasterDevel
COORDINATE
2023-08-13 18:19:16 +02:00
Frank
29ed630536 COORDINATE
- Generalized MarkupToAllFreeForm

UTILS
- Added some functions from MIST
2023-08-13 17:40:28 +02:00
Applevangelist
c5757ffd22 #CONTROLLABLE
* Added EnRouteTaskCAP()
2023-08-02 18:02:34 +02:00
Applevangelist
9cc08cb088 # 2023-08-01 16:26:29 +02:00
Applevangelist
2771e7f856 #SCENERY, SET_SCENERY
* Reworked COORDINATE scan as this doesn't seem to work
* Added SET_SCENERY Filters, and FilterOnce() to apply them
2023-08-01 16:18:23 +02:00
Thomas
7c4dd8160d Update Set.lua (#1982)
Intellisense updates
2023-08-01 11:53:00 +02:00
Thomas
1fdc50b0da Update Scenery.lua (#1980)
_id might be nil in :FindByZoneName()
2023-08-01 10:00:42 +02:00
Thomas
f87a676e4b Update Scoring.lua (#1976)
Add report Spaces
2023-07-29 16:45:00 +02:00
Frank
8bf56b8b1a Update Airboss.lua
- Fixed AI handling (got lost in some merge with develop branch and was using FLIGHTGROUPS)
2023-07-26 16:36:44 +02:00
Applevangelist
f31741f934 #AI_ESCORT
* Improve documentation
2023-07-25 12:01:18 +02:00
Applevangelist
46258492bd #AIRBASE, #ATIS
* Additions
2023-07-23 12:37:57 +02:00
Applevangelist
6481f66e27 #MANTIS
* Added IDs for Current Hill Assets, keyword "CHM" for group names
2023-07-16 11:27:34 +02:00
Thomas
5954b8692f Update Spot.lua
Fix
2023-07-15 09:36:24 +02:00
Applevangelist
f6fdecf892 Merge remote-tracking branch 'origin/master' 2023-07-13 16:15:11 +02:00
Applevangelist
53fb77b50d #SPAWN 2023-07-13 16:15:06 +02:00
Applevangelist
04a9dc3a8c #SPAWN
* Added method to init spawn position
2023-07-13 16:13:00 +02:00
Applevangelist
10b9a32f29 #SPOT
* Fix for switching laser off and on again not follwing unit any more
2023-07-12 17:54:17 +02:00
Applevangelist
40fa929eb0 * Added omissed DetectedItem.Name found by @Nocke 2023-07-07 15:14:33 +02:00
Applevangelist
8c8ef19f01 #CONTROLLABLE
* Added TaskGroundEscort
2023-07-03 16:44:46 +02:00
Applevangelist
1eaa3d309d #SCORING
* typo
2023-07-01 13:15:59 +02:00
Applevangelist
a52cd5612a Merge remote-tracking branch 'origin/master' 2023-07-01 13:12:29 +02:00
Applevangelist
e82ed762be Merge remote-tracking branch 'origin/master' 2023-07-01 13:11:46 +02:00
Applevangelist
0bb16ec827 #AIRBASE
* Fix for nil error in finding parking for a group

#MANTIS
* Added SAM type "SHORAD" as designator

#SCORING
* fix for non local problem

#UTILS
* fix for OneLineSerialize
2023-07-01 13:11:21 +02:00
Thomas
a978420a67 Point - BRAANATO (#1969)
corrected Track to be direction of travel of bogey (self in this case)
2023-06-26 13:25:23 +02:00
Applevangelist
f59326bf10 #ATIS
* Fix for airbases which have no runways, e.g. Naqoura Syria
2023-06-24 14:03:43 +02:00
Thomas
d937ab2679 CTLD (#1967)
* Added option for troops subcategories in menu
2023-06-22 13:46:11 +02:00
Applevangelist
7164e211f2 #AIRBASE
- Nicosia unused atm
2023-06-21 10:42:35 +02:00
Applevangelist
dae78d7ac1 #Positionable, Unit - remove pcall 2023-06-16 11:06:46 +02:00
Applevangelist
254468c723 #NET
* Improvements
2023-06-15 14:51:36 +02:00
Applevangelist
71be4d99d6 #POSITIONABLE:GetRelativeCoordinate( x, y, z ) 2023-06-14 17:40:33 +02:00
Frank
f86fc845e7 Update Timer.lua
- Timer stop is using protected call now because it can crash the whole script.
2023-06-13 21:53:19 +02:00
Frank
cc907b9c14 Update Unit.lua
- UNIT:IsAlive() fixed so it is consistent with GROUP:IsAlive()
2023-06-13 19:02:55 +02:00
Applevangelist
241b2beee1 * Makes calls for GetAmmo() and GetVec3() safer with pcall()
* Small docu fix Ben-Gurion
2023-06-13 08:39:56 +02:00
Frank
12f260e857 Update Unit.lua
- Added `UNIT:IsExist` function.
2023-06-12 23:01:19 +02:00
Thomas
096d145cf9 Update Airbase.lua (#1957)
Deleted raj al … airbases #1955
2023-06-12 06:22:51 +02:00
Thomas
b3883301a2 Update Airbase.lua
Corrected enumerator for Ben-Gurion (Ben_Gurion)
2023-06-11 12:33:01 +02:00
Applevangelist
3a7521c492 #UTILS
* Sinai TIme
2023-06-10 19:08:46 +02:00
Applevangelist
caa5a96235 fix 2023-06-10 19:06:22 +02:00
Applevangelist
cee1c592ba #UTILS
* Sinai TIme
2023-06-10 19:04:40 +02:00
Frank
f1fc9f0b27 Update Utils.lua
- Added parameters time zone and magvar for Sinai map
2023-06-10 10:08:22 +02:00
Applevangelist
e9adcb0dd5 #AIRBASE
* Sinai airfield enumerator
2023-06-09 15:13:45 +02:00
Applevangelist
afe2b675e5 #RAT
* Fixes from dev
2023-06-08 13:59:59 +02:00
Applevangelist
2c14ee74b0 #SCORING
* Can leave text empty on some instances
2023-06-08 13:58:26 +02:00
Frank
f351d2a37e Merge pull request #1951 from FlightControl-Master/FF/MasterDevel
Update RAT.lua
2023-06-08 09:45:49 +02:00
Frank
4cb0e70184 Update RAT.lua
- Fixed RATMANAGER spamming due to not accounting for planned/scheduled groups
2023-06-08 09:43:11 +02:00
Applevangelist
41bb2551d3 #CTLD
* Ensure new menus can be build if player changes helos
2023-06-03 12:34:18 +02:00
Applevangelist
55ed394782 #UNIT #CTLD
* Stabilize that sometimes a unit coordinate cannot be found
2023-06-02 08:44:14 +02:00
Applevangelist
dd7a883a33 Fixes 2023-06-01 10:02:51 +02:00
Applevangelist
f7acbc3928 #CSAR
* Corrected flare distance to kms
2023-05-30 07:38:19 +02:00
Applevangelist
2318578126 #SPAWN
* Logic fix for the last parameter of `NewFromTemplate()`
2023-05-28 15:27:34 +02:00
Applevangelist
3e6f25f17c #UTILS
* Added UTILS.PrintTableToLog()
2023-05-26 08:28:08 +02:00
Applevangelist
0cd6a59ce4 #CONTROLLER
* Fix for Link4
2023-05-25 08:57:15 +02:00
Applevangelist
91a445961b #RESCUEHELO
* Small fix to get the coordinate of an ejected/crashed unit
2023-05-25 08:23:31 +02:00
Frank
749e9b7e08 Update Event.lua
Fixed bug that statics are handled incorrectly if they are the target object of an event (*e.g.* hit event)
2023-05-24 11:16:01 +02:00
Applevangelist
905d29b279 #SPAWN
* Tweaked NewFromTemplate, and gave a better example
2023-05-22 17:57:03 +02:00
Applevangelist
5f97299cb2 Small Fix 2023-05-20 12:12:18 +02:00
Applevangelist
60b75a4c8f #POINT
* Added FindClosestStatic()
2023-05-19 17:11:54 +02:00
Applevangelist
0868286f27 #WAREHOUSE
* Fixed one omission for SHIP transport types
2023-05-17 10:26:29 +02:00
Applevangelist
ffcc46cb2d #CTLD
* Changed VHF modulation to AM
* Added option to have a different sound file for UHF, in case you want to silent FC3 radios
* Thanks to Streakeagle
2023-05-17 09:34:54 +02:00
Frank
21bcd64c9d Update Controllable.lua
Corrected parameters for enroute tasks according to hoggit for
- CONTROLLABLE:EnRouteTaskFAC
- CONTROLLABLE:EnRouteTaskFAC_EngageGroup
2023-05-13 23:35:58 +02:00
Applevangelist
943b68f38f #CTLD
* placement of dropped crates to better align to unit length
2023-05-11 15:31:24 +02:00
Applevangelist
256b93087f #AI_A2X...
* Fixes
2023-05-09 09:48:21 +02:00
Applevangelist
7ed0d7eec3 #AI_A2X...
* Fixes
2023-05-09 09:44:41 +02:00
Applevangelist
9b8154246f #COORDINATE
* Added `IsInSteepArea()`and `IsInFlatArea()`
2023-05-05 10:31:23 +02:00
Frank
c360759e49 Merge pull request #1939 from FlightControl-Master/FF/MasterDevel
Update Socket.lua
2023-04-25 21:42:53 +02:00
Frank
d8b80aab1a Update Socket.lua
- Added `SOCKET:SendTextToSpeech()` function
2023-04-25 21:20:16 +02:00
Applevangelist
b96ebc1872 #SCENERY
* Added update of Life0 value if `GetLife()`is called
#SET_SCENERY
* Added Documentation
2023-04-25 09:12:31 +02:00
Applevangelist
6896dc155a #SCENERY
* Added update of Life0 value if `GetLife()`is called
#SET_SCENERY
* Added Documentation
2023-04-25 09:12:25 +02:00
Applevangelist
1060d63808 #SET_SCENERY
* Added functions to count Life0, Life and RelativeLife points of SET_SCENERY
2023-04-24 16:44:38 +02:00
Thomas
88b6540f5b AIRBASE - add Normandy AFBs (#1937)
Add Normandy AFBs
2023-04-24 11:09:03 +02:00
Frank
302e785f32 Merge pull request #1936 from FlightControl-Master/FF/MasterDevel
Remove Junk
2023-04-22 14:05:09 +02:00
Frank
1507cc0b42 Remove Junk
**ZONE**
- Added `ZONE_RADIUS:RemoveJunk()` function
- Added `ZONE_POLYGON_BASE:RemoveJunk()` function (not working)

**POSITIONABLE**
- Added `Explosion`
2023-04-22 14:02:18 +02:00
Applevangelist
240307ef94 #CTLD
* Docu changes
2023-04-20 08:23:03 +02:00
Applevangelist
90c74bd82c #SET
- Minus one log entry
2023-04-20 08:06:43 +02:00
Thomas
9414096de7 Added active ZONE filtering (#1935)
for groups, units, clients entering/leaving zones to be used with `FilterStart()`
2023-04-19 09:51:53 +02:00
Applevangelist
07c3be9d6a Fixes for getPlayername() errors 2023-04-18 10:24:56 +02:00
Applevangelist
9869dbd95a #CTLD
* Include current group structure in load/save functions
2023-04-16 16:10:46 +02:00
Frank
49b702106a Update Weapon.lua
- Decreased min possible time step to 0.00001 seconds
2023-04-16 12:29:57 +02:00
Applevangelist
8eb09beb96 Merge remote-tracking branch 'origin/master' 2023-04-15 16:19:46 +02:00
Applevangelist
b402a99a25 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:19:35 +02:00
Applevangelist
ad8938cd74 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:17:01 +02:00
Applevangelist
ee409c45a0 #CTLD
* Allow save/loadback with precise(r) coordinates for vehicles and troops.
2023-04-13 15:51:21 +02:00
Applevangelist
9d5da3388d smaller docu item 2023-04-13 15:28:41 +02:00
Applevangelist
9e138aa149 #DATABASE
* Small fix for CLIENT:FindByName()
2023-04-04 10:33:04 +02:00
Applevangelist
cf94c4d043 #NET
* Fix for ucid can be nil
2023-04-03 12:15:29 +02:00
Applevangelist
63b3807cf6 Added Init Methods to set Unit Positions on Spawn 2023-03-30 12:22:04 +02:00
Applevangelist
f3b6b27521 Small fix for SET_UNIT if used in capture zone coalition with a polygon zone 2023-03-30 09:24:08 +02:00
Applevangelist
ff656182e8 SET_STATIC - Added GetClosestStatic() 2023-03-28 11:03:00 +02:00
Applevangelist
a85ef6e769 Merge remote-tracking branch 'origin/master' 2023-03-23 09:21:46 +01:00
Applevangelist
0bb8c56ea9 Typo fix 2023-03-23 09:21:42 +01:00
Applevangelist
5f108aec23 Typo fix 2023-03-23 09:21:20 +01:00
Applevangelist
bf6683f993 Merge remote-tracking branch 'origin/master' 2023-03-23 08:47:07 +01:00
Applevangelist
b7a5e8dd85 Add'l check in UNIT:GetLife() 2023-03-23 08:47:04 +01:00
Applevangelist
57294aeaf5 Add'l check in UNIT:GetLife() 2023-03-23 08:45:54 +01:00
Applevangelist
20bfb8b08f #AIRBASE
* Added/changed South Atlantic Map:
  ["Hipico_Flying_Club"] = "Hipico Flying Club",
  ["Aeropuerto_de_Gobernador_Gregores"] = "Aeropuerto de Gobernador Gregores",
  ["Aerodromo_O_Higgins"] = "Aerodromo O'Higgins",
  ["Cullen_Airport"] = "Cullen Airport",
  ["Gull_Point"] = "Gull Point",
2023-03-16 08:44:16 +01:00
UglySkyfire
5585a8992c Drop crates from herc as CTLD_Cargo (#1929)
Adds option to drop crates from a herc via parachute drop as CTLD_Cargo that needs proper unpacking - can be picked up be a helo.
2023-03-15 20:12:30 +01:00
Applevangelist
d92a20050c #CTLD
* Added/completed add/get/set functions for stock
2023-03-10 10:09:08 +01:00
Applevangelist
c9a91d0683 #GROUP
* Fix for GetMaxHeight()
2023-03-09 08:49:07 +01:00
Applevangelist
ae6716ac01 #GROUP
* Callsign translation refactor
2023-03-05 11:03:26 +01:00
Applevangelist
34285b26ae #SPAWN
* clarified docu for SpawnScheduled()
* Added parameter to SpawnScheduled() for a delayed spawn
2023-02-28 08:00:06 +01:00
Thomas
5341e5faee Update Enums.lua 2023-02-26 19:03:33 +01:00
Applevangelist
a6224b484e dcs 2023-02-23 10:33:11 +01:00
Applevangelist
e95c1ad3aa #Fixes from dev 2023-02-23 10:30:59 +01:00
Applevangelist
9cfed56847 #CTLD logic correction for loading 2023-02-21 11:38:40 +01:00
Applevangelist
6c1abddb1e #NET added a couple of functions 2023-02-19 17:16:00 +01:00
Applevangelist
7dc239f506 Added CLIENT:FindByPlayerName(Name)
NET - slot blocker comments in log removed
2023-02-19 12:31:32 +01:00
Applevangelist
3e8413c6b7 #NET - further ado 2023-02-18 15:03:53 +01:00
Applevangelist
ff86bfb91d #NET Event blocker fix 2023-02-17 16:41:38 +01:00
Applevangelist
66494b7b5a NET 2023-02-17 16:23:02 +01:00
Applevangelist
973127aa8c #NET Fixes 2023-02-17 15:42:06 +01:00
Applevangelist
83866c3dd3 #NET Fixes 2023-02-17 15:02:11 +01:00
Applevangelist
4797abc287 #NET Bugfix 2023-02-17 14:32:48 +01:00
Applevangelist
50f73f1be2 #NET extended block to UCID 2023-02-17 13:22:10 +01:00
Applevangelist
2ebbc8f466 #NET - added docu 2023-02-17 08:54:15 +01:00
Frank
1a96b30a45 Merge pull request #1922 from FlightControl-Master/FF/MasterDevel
Airspeed
2023-02-16 17:28:13 +01:00
Frank
3b1b57a33e Update Positionable.lua
- Added GetGroundSpeed
2023-02-16 17:20:53 +01:00
Frank
f85c0320ec Airspeed
**POSITIONABLE**
- Added function `GetAirspeedIndicated` to return IAS
- Added function `GetAirspeedTrue` to return TAS

**UTILS**
- Added function `UTILS.IasToTas` to convert IAS to TAS
- Added function `TasToIas` to convert TAS to IAS.

**POINT**
- Added function `COORDINATE:GetWindVec3`
2023-02-16 17:09:12 +01:00
Applevangelist
bae7edb914 #NET
* Added event management for clients and block/unblock functions
2023-02-16 11:41:45 +01:00
Applevangelist
35322399e9 #SPOT - minor fixes 2023-02-15 12:23:31 +01:00
Applevangelist
5d4c0f3c87 Bugfix 2023-02-15 10:31:52 +01:00
Frank
92c5c32e8c Merge pull request #1921 from FlightControl-Master/FF/MasterDevel
Update Range.lua
2023-02-12 13:03:08 +01:00
Frank
c8780b2d5f Update Range.lua
- Coordinate of bomb target is now always updated (not only for moving targets)
- If the target is not alive any more, the last known position is used for its coordinate
2023-02-12 13:00:19 +01:00
Frank
f11dbfa367 Merge branch 'FF/MasterDevel' 2023-02-12 11:49:13 +01:00
Frank
54fb9deb3e Polygon and line drawings 2023-02-12 11:38:46 +01:00
Thomas
d3c34ef04d Update MarkerOps_Base.lua (#1919) 2023-02-11 22:11:21 +01:00
Applevangelist
3d5470eb22 #NET
* Initial release
2023-02-10 11:00:14 +01:00
Applevangelist
2a3d69d0d5 #DETECTION
* Docu fixes
2023-02-09 16:11:45 +01:00
Frank
9862c32378 Update settings.json 2023-02-08 16:30:44 +01:00
Frank
9f02232589 Update settings.json 2023-02-08 16:29:25 +01:00
Frank
ffc86bf046 Unwanted changes 2023-02-08 16:28:04 +01:00
Frank
e4c8ca34ed Update Pathline.lua 2023-02-08 16:11:47 +01:00
Frank
f02b7036a9 PATHLINE 2023-02-08 12:37:18 +01:00
Frank
6adef47340 PATHLINE
Added new class PATHLINE
2023-02-07 22:47:55 +01:00
Thomas
5b044cc036 Update CSAR.lua (#1917) 2023-02-07 07:28:00 +01:00
Mr.Alien
03ba7524b2 Comment out code for scoring hits (#1911) 2023-02-06 08:15:45 +01:00
Frank
772921c6b8 WEAPON
- Added new class WEAPON
2023-02-04 23:31:55 +01:00
Mr.Alien
d4d305d53b Fix confusing hit and kill messages with incorrect math (#1913) 2023-02-04 23:02:36 +01:00
Mr.Alien
c58918e002 Add missing part of code in previous commit (#1910) 2023-02-04 22:36:16 +01:00
Mr.Alien
dec7854476 Fix issue with getting thread level after a kill (#1908) 2023-02-04 22:01:55 +01:00
Mr.Alien
8ca102f584 Scoring credits a kill to player who hit the same unit before it spawned (#1905) 2023-02-04 21:46:34 +01:00
Applevangelist
4748c66d9c #CTLD
* Added method `CTLD:PreloadCrates(Unit,Cratesname,NumberOfCrates)`
2023-02-04 17:21:16 +01:00
Frank
bf486b9f44 Merge pull request #1901 from MrAlien753/patch-1
fix nil error message in dcs.log
2023-02-03 22:34:01 +01:00
MrAlien753
6ff433ed7a fix nil error message in dcs.log
When instant killing a target in a capture zone nil error message is printed in the dcs.log. This fixes this issue.
2023-02-03 22:14:14 +01:00
Applevangelist
f9aa392c6d #CTLD_HERCULES
* Fixed an issue spawning 90 paratroopers instead of 30
2023-02-02 09:35:53 +01:00
Applevangelist
48721859fa #CTLD
* Added Subcategories for static cargo objects
2023-01-31 11:27:12 +01:00
Applevangelist
ee59d999f5 #POINT
* Added COORDINATE:SetAtLandheight()
2023-01-30 18:00:16 +01:00
Applevangelist
2f4f98cfe0 #CTLD - nobuildmenu option 2023-01-29 18:36:44 +01:00
Frank
ac1f202c19 Update Airboss.lua
- Added CJS Superhornet Mod
2023-01-29 12:53:50 +01:00
Frank
3f97ba3bd7 Database
- Polygon drawings are registered as polygon zones
2023-01-28 18:42:29 +01:00
Frank
819912cfd3 Database
- Polygon drawings are adde as polygon zones to DB
2023-01-28 15:39:42 +01:00
Frank
50ee1ae922 Merge branch 'master' into FF/MasterDevel 2023-01-28 11:09:08 +01:00
grandpaSam
c0442fca68 Changed documentation for Marker.lua and MarkerOps_Base.lua (#1891) 2023-01-28 09:02:15 +01:00
Thomas
c20927b6d7 Update Marker.lua 2023-01-27 18:34:53 +01:00
Jason du Plessis
0d5b6d4c3e #CSAR - Add Persistence (#1889)
* Adds a modified version of ops.CTLD's Persistence to ops.CSAR
2023-01-26 21:11:15 +01:00
Applevangelist
bdc08a530d #AB 2023-01-25 17:54:13 +01:00
Applevangelist
6ab1632b4b #RANGE
* Set Google Key if given

#AIRBASE
* Added 3 Falklands AB to the enumerator
2023-01-25 17:53:29 +01:00
Thomas
cec865b9fb UTILS - exclude 243 MHz and 121.5 MHz 2023-01-25 13:37:56 +01:00
Thomas
d763e924a9 Update Utils.lua (#1886) 2023-01-24 20:16:46 +01:00
Applevangelist
57a30621e1 #CTLD added documentation 2023-01-24 15:26:32 +01:00
Applevangelist
f344084791 #1885
#PSEUDOATC - Menu shows Waypoint name if it has been set
2023-01-24 10:06:05 +01:00
Applevangelist
be68314c3a #CONTROLLABLE
* Added CommandActivateACLS()
* Added CommandDeactivateACLS()
2023-01-23 17:11:18 +01:00
Applevangelist
53cff8229b #CTLD
* Added option movecratesbeforebuild
* Added option surfacetypes for build-in reloads
* Inject function can optionally take surfacetypes
* Inject function can use the center of the zone instead of a random position

#EVENT
* Handle landing event if the place is a SCENERY object (helopad on a map, but not an airbase)

#ZONE
* docu corrections
2023-01-22 13:10:27 +01:00
Frank
1d52e27668 Update Controllable.lua
- Added enroute task SEAD
2023-01-19 19:10:56 +01:00
Applevangelist
6ec867196c #UTILS - make LoadSetOfGroups save(r) for groups spawned with SpawnScheduled 2023-01-19 14:59:54 +01:00
Applevangelist
80798f278c #Controllable - docu changes 2023-01-17 12:09:13 +01:00
Applevangelist
4e61bbb92e Merge remote-tracking branch 'origin/master' 2023-01-17 09:26:16 +01:00
Applevangelist
fabab9bfbb #ATIS docu fix 2023-01-17 09:25:01 +01:00
Applevangelist
4ae0089e4f #CSAR
* Docu corrections
2023-01-15 17:40:03 +01:00
Applevangelist
d82bce79c9 #CSAR
* Docu corrections
2023-01-15 17:38:54 +01:00
Applevangelist
55fcaf1c05 #CTLD - Adde Shark III typename 2023-01-12 13:20:12 +01:00
Applevangelist
e83df502ed #AIRBASE - docu fixes 2023-01-10 13:08:05 +01:00
Applevangelist
6501e89fa2 #PSEUDOATC
* Fix for debug messages
2023-01-10 07:47:56 +01:00
Applevangelist
91801d441f #GROUP
* Improve functionality of GetUnit(x)
* Added GetFirstUnit()
2023-01-09 17:07:21 +01:00
Frank
dd2a4ee7ff COORDINATE
- Added `GetMagneticDeclination` function
2023-01-08 19:32:38 +01:00
Applevangelist
8cedd88ce2 #SCENERY - explain destroy doesn't work 2023-01-05 10:58:40 +01:00
Applevangelist
c3fde2b698 Merge remote-tracking branch 'origin/master' 2023-01-05 10:48:55 +01:00
Applevangelist
59e8aed445 #CSAR fix for beacons 2023-01-05 10:48:50 +01:00
Applevangelist
e47b8f377c #CTLD/CSAR
* Small fix for
2023-01-05 10:45:37 +01:00
Applevangelist
793c0d988e Changes from dev 2023-01-03 10:22:10 +01:00
Applevangelist
b0eef34146 #CONTROLLABLE
* Docu fix

#WAREHOUSE
* Changes from dev

#ZONE
* Additions to ZONE_POLYGON
2023-01-03 10:15:16 +01:00
Applevangelist
3fbfb8b528 #UNIT
* Fix #1865
2023-01-02 17:27:01 +01:00
Thomas
cdd240abb7 PseudoATC - Option to display playername (#1870)
Use `myatc:SetReportPlayername()` to switch this on #1864
2023-01-02 14:28:35 +01:00
Applevangelist
5d802f0e16 #TIMER
* Added `StartIf()`
2023-01-01 12:34:02 +01:00
Applevangelist
8661d07e1e #ATIS
* Make SRS say TACAN and FARP and not spell the single characters
2022-12-29 16:33:13 +01:00
Thomas
41eec658e0 UTILS - Update Load/Save Groups and Statics (#1857)
Addresses #1855 and #1856 

Added options to save groups in a structrued manner, allowing to despawn specific unit-types on a reload. Optionally, cinematic effects like smoke and fires can be put in place of despawned units. For statics, an option to replace them with dead statics has been added, and also cinematic effects.
2022-12-28 15:40:40 +01:00
Thomas
9facf07955 ATIS - added basic FARP support (#1854)
ATIS - added basic FARP support, only works with SRS
2022-12-25 14:18:53 +01:00
Applevangelist
cd4844d26c #EVENT
* Small fix for hit event on coordinates
2022-12-24 12:03:04 +01:00
Applevangelist
9619b11c58 #CTLD
* add sound folder path option
2022-12-23 13:42:14 +01:00
Thomas
535060153a CTLD #1851 Add variable for a sound path (#1852)
CTLD #1851 Add variable for a sound path - defaults to  `self.RadioPath = "l10n/DEFAULT/"`
2022-12-23 13:39:00 +01:00
Applevangelist
f26ff52712 #UNIT
* Docu fix
2022-12-21 14:09:47 +01:00
Applevangelist
4a299ea53f #CTLD
* Added option to inject troops into helos
2022-12-21 14:05:58 +01:00
Applevangelist
6f0ba337c4 #SET_SCENERY
* Added GetAliveSet()
2022-12-21 12:55:01 +01:00
Applevangelist
8df6e2dd57 #UNIT
* Improve GetGroup() as after Dec/22 patch geGroup() might be nil
# SET_UNIT
* Improved Docu
2022-12-19 16:12:09 +01:00
Applevangelist
5010cdff71 #CTLD
* Fix to also save crates which have not been moved
2022-12-19 14:04:30 +01:00
Applevangelist
fea1839c06 #AIRBASE
* Added Rio Chico Airfield
2022-12-16 18:43:50 +01:00
Applevangelist
80e3b157ca #UTILS
* UTILS.LoadSetOfStatics(Path,Filename) ignore statics which do not exist
2022-12-15 18:28:06 +01:00
Applevangelist
d5028d86df #SET_CLIENT
* small addition
2022-12-15 11:49:28 +01:00
Applevangelist
1fac6b7c93 #SET_CLIENT
* Added `FilterCallsigns()` and `FilterPlayernames()`
2022-12-14 14:48:20 +01:00
Applevangelist
089467c15a #AI\_A2A\_GCICAP
* Fix demo mission link
2022-12-14 09:41:35 +01:00
Applevangelist
77e7f767d8 #AIRBASE
* docu correction
2022-12-12 16:23:47 +01:00
Applevangelist
324739aeb9 #SET
* Improve GetRandom() a bit
2022-12-11 15:49:50 +01:00
Applevangelist
84d301c676 #CTLD
* Added disallow building in loadzones: my_ctld.nobuildinloadzones = true
2022-12-09 12:37:39 +01:00
Applevangelist
dcfce8b619 #CTLD - enforce modulation on beacons 2022-12-07 18:50:26 +01:00
Frank
813d4edc97 CONDITION v0.3.0
- Added methods to remove condition functions
- Added option to define output if no condition functions at all were given
-
2022-12-07 18:35:12 +01:00
Applevangelist
9ea4a5dbd4 #CTLD less log noise 2022-12-06 12:49:27 +01:00
Applevangelist
508e36d327 #CTLD Fix for Beacon Zone disappearing too fast 2022-12-03 14:37:01 +01:00
Applevangelist
37b1e7366c *smaller fixes 2022-12-02 16:39:09 +01:00
Thomas
b29b9f1b2c Update README.md 2022-12-01 21:32:19 +01:00
Applevangelist
7865be43bb * Minor fixes 2022-12-01 13:27:58 +01:00
Frank
f17f688a20 Condition and Message 2022-11-30 18:37:14 +01:00
Applevangelist
df2a6a6902 #ATIS
* Added `ATIS:GetSRSText()`
2022-11-29 17:53:41 +01:00
Applevangelist
df0c0ec21e #CTLD
* Small fix for BEACON Zones
2022-11-29 15:39:58 +01:00
Thomas
53d71d9766 Update RAT.lua
Fix #1848
2022-11-28 17:42:09 +01:00
Applevangelist
eb5a72fc27 * less noise 2022-11-27 17:35:13 +01:00
Applevangelist
cec045045e * Less noise 2022-11-27 17:35:13 +01:00
Applevangelist
33f30101d9 Merge remote-tracking branch 'origin/master' 2022-11-23 09:55:50 +01:00
Applevangelist
1e139a6005 #SPAWN
* Fix callsign dupplication of numbers introduced with 2.8
2022-11-23 09:55:47 +01:00
Applevangelist
eacfbad729 #SPAWN
* Fix for unit callsign number duplication since 2.8 release (ED saving callsign.name now as "Texaco11" instead of "Texaco" for the F10 Map overview
2022-11-23 09:48:06 +01:00
Frank
6834a2e083 Spawning FARPS
**SPAWNSTATIC**
- Added event birth when static FARPS are spawned

**EVENT**
- Unknown airbases as inititiator are registered
2022-11-20 20:55:34 +01:00
Frank
2538d583ad Update Suppression.lua
- Fixed routing of group (passing waypoint function was triggered too early due to changed DCS behaviour)
2022-11-19 19:36:55 +01:00
Frank
c9ccc28251 Merge branch 'master' into FF/MasterDevel 2022-11-19 11:44:46 +01:00
Applevangelist
0f1ad9d811 # TaskRecoveryTanker 2022-11-18 11:28:52 +01:00
Applevangelist
93c986f00a #GROUP
* Added additional push of tanker task to GROUP:SetAsRecoveryTanker() for a working setup
2022-11-18 11:23:56 +01:00
Applevangelist
239e2ef86d #GROUP/CONTROLLABLE
* Added RecoveryTanker Task
2022-11-18 09:58:48 +01:00
Applevangelist
5a7a23552d #AIRBASE
* Added enumerators for
-- * AIRBASE.SouthAtlantic.Puerto_Santa_Cruz
-- * AIRBASE.SouthAtlantic.Comandante_Luis_Piedrabuena
-- * AIRBASE.SouthAtlantic.Aerodromo_De_Tolhuin
-- * AIRBASE.SouthAtlantic.Porvenir_Airfield
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
-- * AIRBASE.SouthAtlantic.Rio_Turbio
2022-11-17 17:13:33 +01:00
Applevangelist
4fb98cf72b #CSAR
* Make rescued pilot's weight configureable
2022-11-17 13:54:43 +01:00
Applevangelist
a125497fe7 #SPAWN
* Ensure we have a numbered table for InitRandomizeTemplate/Zone so math.random actually works
* Also, pre-shuffle tables
2022-11-16 11:12:47 +01:00
Applevangelist
ae2196585e #MESSAGE
* added to country
* added a couple of countries to country.id. enumerator
2022-11-16 09:39:54 +01:00
Applevangelist
fbad50973f # Bug fixes 2022-11-14 18:15:55 +01:00
Applevangelist
782cfd1fd0 #ATIS
* Added honor Stop() functionality
2022-11-14 17:36:34 +01:00
Applevangelist
d4a06089c9 #CTLD
* Change call order to move troops, vehicle on `onafter..` internally
* added pseudo-function for "OnBefore..."
2022-11-13 13:37:25 +01:00
Applevangelist
5c6efed995 Docu Headlines part II 2022-11-11 11:40:36 +01:00
Applevangelist
68a31b1eb7 Docu - Nicer Headlines 2022-11-11 09:35:54 +01:00
Applevangelist
f46f755327 #Docu fixes 2022-11-10 17:32:45 +01:00
Applevangelist
5d4f870a1d #Docu fixes 2022-11-10 17:29:40 +01:00
Applevangelist
08c5c38c7b Changes from last FF push 2022-11-09 16:09:05 +01:00
Applevangelist
0c9238651a * POINT
* Added option to get BR/BRA with add'l magnetic heading
2022-11-08 15:33:09 +01:00
Applevangelist
10a9b062b6 #MSRS
* Docu corrections
* Added `AddFrequencies()` and `AddModulations()`
2022-11-08 10:10:11 +01:00
Thomas
53c6a17ccb Fix CTLD Ship Zones
Fixes #1830
2022-11-07 19:11:08 +01:00
Applevangelist
c10617e1b0 #CTLD
* Fix for Bronco #1827
* Fix for Ship Zones
2022-11-07 17:37:02 +01:00
Thomas
be01567a1b CTLD - added Bronco (#1828)
Added data for the Bronco-OV-10A - needs further additions to ensure to work, as this is a plane, not a chopper #1827
2022-11-07 11:19:52 +01:00
TommyC81
88fc501c24 Update Range.lua (#1825)
Add meter text to RANGE bombing result.
2022-11-06 19:33:44 +01:00
Applevangelist
e93bb5ceba Merge remote-tracking branch 'origin/master' 2022-11-06 11:28:03 +01:00
Applevangelist
7983621f8e #SCORING
* Added option to switch AutoSave
2022-11-06 11:27:59 +01:00
Applevangelist
6c79d6b01f #SCORING
* Added option to switch AutoSave
2022-11-06 11:26:16 +01:00
Applevangelist
b2a351e67d UTILS 2022-11-05 14:03:38 +01:00
TommyC81
574fa8abf4 Documentation fixes. (#1820)
* Documentation fixes.

* Update Airboss.lua

Escape links.
2022-11-02 11:20:35 +01:00
Applevangelist
c4f4af5e5a #ZONE_POLYGON
* Scan for Scenery - changed scan strategy as box seems not to work properly all the time
2022-11-01 16:31:47 +01:00
Applevangelist
1da0792ed7 #CTLD
* added option for build time delay
2022-11-01 14:32:02 +01:00
Applevangelist
7d37acb1cd #CTLD_HERCULES
* Fix for `CTLD_HERCULES:Cargo_Track(cargo, initiator)` when flying very low
2022-10-31 16:06:30 +01:00
Applevangelist
fd230701e9 #EVENT
* Added events from 2.8
2022-10-31 15:43:13 +01:00
Applevangelist
91d492c579 #EVENT
* Added events from 2.8
2022-10-31 15:15:47 +01:00
Applevangelist
5eabe7e644 #GROUP
* Ensure also attribute "Tanks" is captured
2022-10-31 10:25:08 +01:00
TommyC81
368e720cab Documentation fixes. (#1816) 2022-10-29 10:07:50 +02:00
TommyC81
cba156b3dc Code formatting preparation. (#1817)
Use EmmyLuaCodeStyle that comes with "Lua" VS Code extension (https://marketplace.visualstudio.com/items?itemName=sumneko.lua). More features and configurability than LuaFormatter, and no need for additional extension (beyond "Lua").
Formatting file set up from default template with some tweaks to correspond to most common coding style observed in the code base. Further tweaks are likely required.
2022-10-29 10:07:01 +02:00
TommyC81
676bc0fef0 Documentation fixes. (#1815)
Minor documentation and code formatting fixes.
This is mostly intended to have something re-trigger the documentation generation to see if the filename capitalization is resolved.
2022-10-27 18:38:59 +02:00
TommyC81
7455c63716 Documentation fixes. (#1811)
Update documentation text and links.
Fix spelling errors.
Other minor adjustments where appropriate, such as remove whitespaces and format code.
2022-10-23 16:45:40 +02:00
TommyC81
81818705df Documentation fixes. (#1810)
Fix documentation references.
Correct spelling errors.
Remove empty whitespaces.
Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase).
Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition".
2022-10-22 11:07:58 +02:00
TommyC81
61ea484614 Documentation fixes. (#1809)
Fix incorrect references.
Simplify references within the same module.
Fix spelling errors and minor code formatting.
2022-10-21 13:52:09 +02:00
TommyC81
d5e8de4d74 Documentation fixes. (#1807)
Correct module links.
Replace references to missing images with MOOSE.JPG.
Add default MOOSE.JPG where no image was previously set.
Fix minor spelling error.
2022-10-21 06:10:34 +02:00
Applevangelist
b7d5144c91 #MANTIS
* Add systems from SMA mod
2022-10-20 11:39:51 +02:00
Applevangelist
7bba5ec69e #SCENERY, #SET_SCENERY
* Improvements
2022-10-19 12:37:24 +02:00
TommyC81
0441acf101 Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00
Rolf Geuenich
89f0909a8f Fixed some errors in the documentation of Core MESSAGE (#1804)
Removed wrong forth parameter in most examples.
Removed duplicate of function ToUnit.
2022-10-19 06:32:57 +02:00
Applevangelist
ff0f1c4c24 #CTLD
* added a check for zones; not added when zone does not exist
2022-10-18 17:23:01 +02:00
Applevangelist
3a6c52ae73 #CSAR
* Added use of custom callsigns
* Added cargo weight for rescued pilots
* Improved o'clock calculation

#CTLD
* Docu additions
2022-10-18 16:59:19 +02:00
Applevangelist
7ec18ebf00 #SCENERY
* functional additions
#SET
* added SET_SCENERY
2022-10-17 18:06:29 +02:00
Thomas
66f52d41eb CTLD - No radius check (#1800)
Get rid of radius check in IsUnitInZone()
2022-10-17 12:33:17 +02:00
Applevangelist
1172cf0ae7 #GROUP
* Added function to obtain *average* Vec3 of the GROUP
* Added function to obtain *average* Coordinate of the GROUP
2022-10-16 13:36:21 +02:00
Applevangelist
1d296d1cf4 #CTLD
* Documentation additions
2022-10-14 16:50:31 +02:00
Applevangelist
a6bddc5aca #SET_UNIT - fix GetCoordinate() 2022-10-14 16:18:53 +02:00
Applevangelist
bdd40fdf7d #PLAYERTASK integration for CSAR and CTLD 2022-10-13 17:43:27 +02:00
Applevangelist
c84e153ff2 #SCENERY
* Improvements
2022-10-13 12:53:27 +02:00
Applevangelist
ab4c83d284 #SCENERY - Improvements 2022-10-13 10:49:17 +02:00
Applevangelist
cd99c053df #SCENERY
* Clarification in docu for :FindByName()
2022-10-12 16:21:55 +02:00
Applevangelist
3434ef47d9 #STATIC
* Add Life0 to STATIC Object
* Added functions for STATIC:GetLife() and STATIC:GetLife0()
2022-10-12 09:32:51 +02:00
Applevangelist
c5145a38e2 #Core.Point
* Cleanup GetClosestAirbase()
2022-10-10 17:42:02 +02:00
Applevangelist
38b9778e9a #SET
* minor enhancement
2022-10-09 12:53:45 +02:00
Jason du Plessis
2ca6168f47 #ZONE * Fixed ZONE_RADIUS Not being added to _Database (#1798)
* #ZONE * Fixed ZONE_RADIUS Not being added to _Database

Bugfix for #1797.

ZONE_RADIUS was not being registered within the _Database table, thus for CTLD, the Zone could not be found for moving units to ZONE_RADIUS zones. Because other Zone types inherit ZONE_RADIUS, I've added a RegisterZone parameter that is default to true, and modified the inheritance of the other Zone types to register the zone in the _Database depending if the zone does not get registered in that zone type.

* #ZONE * Updated ZONE_RADIUS RegisterZone to DoNotRegisterZone

Changed RegisterZone to DoNotRegisterZone and updated the different zone types values for RegisterZone.

Suggested by Applevangelist.

Co-authored-by: Jason du Plessis <jason.duplessis@ebtax.co.za>
2022-10-06 07:27:07 +02:00
Applevangelist
0da2299472 Docu changes 2022-10-05 07:32:17 +02:00
Frank
bf2ce3c4af AIRBOSS v1.3.0
- Copy from `develop` branch.
- Disabled AI handling as this is bugged (needs `FLIGHTGROUP` class)
2022-10-02 19:20:25 +02:00
Frank
c0f82eabb2 Server Name
**GLOBALS**
- Read out server name from `Config/serverSettings.lua`
**SOCKET**
- Added `server_name` to transmitted UDP data
2022-10-02 16:54:48 +02:00
Applevangelist
30aba1258d #POINT
* Added COORDINATE:ToStringFromRPShort
2022-10-02 13:14:57 +02:00
Applevangelist
f2ed920214 #SRSQUEUE, ATIS
* Added option to only transmit via SRS if there are active players
2022-10-01 11:57:22 +02:00
Applevangelist
2fc7139f6b #SET
* Added code to`SET:IsInSet(Object)` to be functional
2022-09-30 14:47:51 +02:00
Applevangelist
e8ace49e8b #SPOT - Set relative position to start lasing
#ZONE_POLYGON - Added `ZONE_POLYGON:NewFromPointsArray( ZoneName, PointsArray )`
2022-09-29 16:43:40 +02:00
Applevangelist
dddb9ff713 #ZONE_CAPTURE_COALITION - allow zone to be a ZONE_POLYGON 2022-09-28 11:49:06 +02:00
Applevangelist
f582f7df7c #ATIS
* Fixed SetILS report not working
* Use new AIRBASE additions to set takeoff/landing runway
* Fixed Visibility is reported twice
* Added SetReportmBar() to report for mBar/hpa QNH/QFE even if not metric
* Added option to output additional freetext information when using SRS SetAdditionalInformation()

#1792
2022-09-27 11:16:08 +02:00
Applevangelist
14c6d1be9b #1790 Fix for error in GetCustomCallsign if the player name contains a |-sign but no string at the end or just numbers 2022-09-27 09:27:59 +02:00
Frank
2157f8e8cd Airboss
Take animation for determining the wire
2022-09-26 23:34:00 +02:00
Applevangelist
0731e15385 #CSAR
* Added mycsar.ADFRadioPwr = 1000 for ADF beacon radio sending power
2022-09-26 17:01:18 +02:00
Applevangelist
9eb82060a5 SRS - corrected enumerator 2022-09-25 14:41:38 +02:00
Applevangelist
9f232ab5ec #ATIS - added Google TTS option 2022-09-25 14:41:19 +02:00
Applevangelist
ec0d164619 #MSRS - put "" around frequencies and modulations 2022-09-25 14:14:56 +02:00
Applevangelist
e804ab9254 Merge remote-tracking branch 'origin/master' 2022-09-24 10:10:06 +02:00
Applevangelist
25cb12a81a #FOX
* Added comfy function
2022-09-24 10:10:02 +02:00
Applevangelist
231acc7363 #RANGE
* added 2 more SRS outputs
2022-09-24 10:09:00 +02:00
Applevangelist
d8bdf6a8d3 #CSAR
* Added option to change top menu name
2022-09-23 10:28:35 +02:00
Applevangelist
d506067c72 #FOX
* Typo in Event Function fixed
2022-09-23 09:59:24 +02:00
Applevangelist
4483d3231a #CTLD
* Added: troop mass also checked when loading
2022-09-22 17:30:01 +02:00
Applevangelist
481ee186aa #AIRBOSS, #UTILS
* Alitude to Altitude
2022-09-22 15:49:31 +02:00
Thomas
8820b8a41c Nimitz deck height (#1787)
Corrected deck height of Nimitz class to 18.3m/60ft
2022-09-22 15:46:55 +02:00
Applevangelist
0971f8ffa7 #SPAWN
* Fix for InitCleanup()
2022-09-22 10:57:43 +02:00
Applevangelist
9739f94428 #ATIS
* Add MSRSQUEUE to avoid overlaps
2022-09-20 17:15:57 +02:00
Applevangelist
450f4eaec0 #AIRBASE, ATIS
* less noise in log

#SRS
* Added enumerator for voices MSRS.Voices.Microsoft... and MSRS.Voices.Google...

#RANGE
* Added SRS support, some bug fixing
2022-09-20 15:51:16 +02:00
Applevangelist
b5186fa328 #SETTINGS
* Fix IsImperial()
2022-09-20 15:26:34 +02:00
Applevangelist
526dc8363d #DESIGNATE
* Remove useless summary autolase report, restored single lines when lasing
2022-09-20 10:26:19 +02:00
Applevangelist
242d735d8c #DETECTION
* Make designate refer A2G coordinate system as set by user
2022-09-20 09:27:19 +02:00
Applevangelist
9fedd32e78 #UTILS
* Fix for group set reloading - thanks @BlueEcko!
2022-09-20 08:23:49 +02:00
Applevangelist
a146003a6a #DESIGNATE
* Some documentation clarifications
2022-09-19 18:25:54 +02:00
Applevangelist
d17df74191 ATIS
* Remove dupe inheritance of BASE
2022-09-19 13:20:45 +02:00
Applevangelist
d23403383f #CSAR
* Added option to use the OV-10A Bronco
* Slight changes to SRS approach
* Added door check in UTILS for Bronco
2022-09-19 11:43:50 +02:00
Applevangelist
877b36f8a8 #CSAR
* overcome error cannot get Vec3
2022-09-15 19:51:15 +02:00
Applevangelist
299820162b #ATIS
* No old-style radioqueue when using SRS
2022-09-15 14:01:23 +02:00
Applevangelist
5d20a59d92 #GROUP
* Customized Callsigns - remove extra spaces
2022-09-15 13:40:37 +02:00
Applevangelist
c1ab3b5476 #GROUP
* Fix ignore leading spaces in customized callsigns
2022-09-15 08:17:37 +02:00
Applevangelist
0076130483 #GROUP
* Docu clarifications
2022-09-13 10:51:25 +02:00
Applevangelist
a5194b1999 #GROUP
-- remove log output
2022-09-12 17:33:40 +02:00
Applevangelist
b53b1f083f #GROUP
* Fix IsPlayer
* Added `GROUP:GetCustomCallSign()`
2022-09-12 17:28:49 +02:00
Frank
994a36001f Merge pull request #1782 from FlightControl-Master/FF/MasterDevel
Updates from develop
2022-09-11 13:38:00 +02:00
Frank
26b91e3f66 Updates from develop
DCS.lua
Ops/ATIS.lua
Ops/RecoveryTanker.lua
Utilities/Enums.lua
2022-09-11 13:32:57 +02:00
Applevangelist
f42aedd485 #CONTROLLABLE
*Foreign class definiton removed
2022-09-10 15:14:28 +02:00
Applevangelist
a73818a615 #BUILD files 2022-09-10 12:08:30 +02:00
Applevangelist
7c22e9fe69 #Changes from Develop 2022-09-10 11:56:03 +02:00
Applevangelist
c58e91b956 #TASKING
* Merge changes from Develop
2022-09-10 11:41:41 +02:00
Applevangelist
a61059242c #AI
* Merge changes from DEV
2022-09-10 11:38:50 +02:00
Applevangelist
cea9437e66 #GROUP
Fix GetSpeedMax() always returns zero
2022-09-09 17:33:23 +02:00
Applevangelist
3f052ef1da #GROUP
* changes from Dev
#UNIT
* changes from Dev
2022-09-08 15:49:58 +02:00
Applevangelist
c137a4b06d Revert "#ZONE"
This reverts commit 1207417894.
2022-09-06 13:18:22 +02:00
Applevangelist
6c46dafc59 Revert "Auxiliary commit to revert individual files from 1207417894a369fa4a353ca0a1f6120c2fc32666"
This reverts commit 551d4a9c85c89e4aaad2c59ed058c84ff8c7ad6c.
2022-09-06 13:16:40 +02:00
Applevangelist
1207417894 #ZONE
* ZONE_ELASTIC
* Typo
2022-09-06 11:17:50 +02:00
Frank
7c717c219c Merge pull request #1771 from grandpaSam/master
Updated CARGO tag documentation
2022-09-01 22:54:22 +02:00
grandpaSam
a9fad53255 Updated CARGO tag documentation
The documentation for the CARGO tag on static objects omitted a required C= parameter. Without this parameter the database will not register the static as a CARGO object
2022-09-01 11:49:46 -07:00
Applevangelist
372cc021bd UNIT - added optical tracker to HasSEAD() 2022-09-01 08:36:40 +02:00
Applevangelist
6820774266 GROUP - added optical tracker to ID SAMs 2022-09-01 08:03:53 +02:00
Applevangelist
a0c189a349 UTILS - added NDB 305kHz in frequency generator 2022-08-31 18:11:55 +02:00
Applevangelist
1060ff16d8 GROUP - Attributes aligned to dev 2022-08-31 17:40:44 +02:00
Applevangelist
1255f48645 Update Moose.files 2022-08-30 14:38:36 +02:00
Applevangelist
7ef69208d4 #ZONE_RADIUS
* Added `ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(...)`

#MARKEROPS_BASE
* Added Class
2022-08-30 14:36:42 +02:00
Applevangelist
5277cca4e1 Range fix issue #1753 (#1767)
Issue #1753 - when using `AddBombingTargets` the randommove flag was not passed to `AddBombingTargetUnit` for a group object
2022-08-25 16:00:47 +02:00
Applevangelist
aaf77815ca #SRS
* Added MSRSQUEUE message queue
2022-08-25 10:50:45 +02:00
Applevangelist
3f488cc091 #AIRBASE
* Added 3 new airports to the enumerator SouthAtlantic
2022-08-25 10:38:44 +02:00
Applevangelist
bdbbdfe60e #RANGE
* Added Instructor and RangeControl radio info on F10
2022-08-23 09:58:50 +02:00
Applevangelist
d15c2be2d0 Range fixes (#1764)
* Fixed some typos in self.PlayerSettings
* Fixed result messages
* Thanks for [JFG] Caponi
2022-08-22 17:03:33 +02:00
Applevangelist
73994914eb Fix for #1763 UTILS.GetOSTime() (#1765)
* Fix GetOSTime fixes #1763
2022-08-22 17:03:21 +02:00
Applevangelist
63b0dae794 Update ATC_Ground.lua (#1766)
* Make ATC_Ground work on any map
2022-08-22 17:03:02 +02:00
Engines
003e865ff7 Late break bug (#1762)
* Quick update to Airboss.lua to inluce Invincible.  Not yet tested.

* Initial quick test and calibration of the landing spot; looks good.  More testing required.

* Recompiled the Moose.lua based off the last commit.

* Removing surpurflous Moose.lua for pull request.

* There was an error with the late break paratemers on the Brit carriers causing pilots to be thrown off the pattern on the break.  Fixed, tested on Invicible, working as anticipated now.

* Removing the test Moose.lua (again).

* Fixing merge confilict

* Trying again.
2022-08-15 07:15:15 +02:00
Gavin Edwards
e3c03287b7 Engines invincible (#1758)
* Quick update to Airboss.lua to inluce Invincible.  Not yet tested.

* Initial quick test and calibration of the landing spot; looks good.  More testing required.

* Recompiled the Moose.lua based off the last commit.

* Removing surpurflous Moose.lua for pull request.
2022-08-13 21:40:53 +02:00
Applevangelist
73493c3a23 Update Unit.lua (#1751) 2022-07-31 09:17:36 +02:00
Applevangelist
562a3f6208 SET - fix for dead units 2022-07-29 08:51:23 +02:00
Applevangelist
3c5f3d6c37 UNIT - added get altitude function with AGL option 2022-07-25 08:12:28 +02:00
Applevangelist
a37d4214c0 SET - fix for left over self:I() 2022-07-22 11:06:55 +02:00
Applevangelist
636d6ce324 AIRBASE - Added 2 AFB on the Falklands Map (#1748)
--@field MarianaIslands
AIRBASE.SouthAtlantic={
  ["Port_Stanley"]="Port Stanley",
  ["Mount_Pleasant"]="Mount Pleasant",
  ["San_Carlos_FOB"]="San Carlos FOB",
  ["Rio_Grande"]="Rio Grande",
  ["Rio_Gallegos"]="Rio Gallegos",
  ["Ushuaia"]="Ushuaia",
  ["Ushuaia_Helo_Port"]="Ushuaia Helo Port",
  ["Punta_Arenas"]="Punta Arenas",
  ["Pampa_Guanaco"]="Pampa Guanaco",
  ["San_Julian"]="San Julian",
}
2022-07-22 11:02:55 +02:00
Applevangelist
eef8b362d2 Beacon - added deactivate Link4 2022-07-19 08:29:43 +02:00
Applevangelist
4ae586ebaa Controllable/Beacon - added function to switch on Link4
A2A - typo in documentation
2022-07-19 08:10:54 +02:00
rfdazzle
f6e673c2bb Fixed ATIS TTS readouts for wind direction & TACAN (#1739)
Added a substitution that takes effect when self.useSRS which converts wind direction into aviation-speak, e.g. "Zero Seven One" instead of the previous behaviour which was "Zero Seventy-One".

Updated TACAN TTS string to include the 'Ray' in 'X-Ray' when SRS is in use
2022-07-07 08:41:56 +02:00
Frank
183a60159c Update Range.lua
- Fixed bug for strafing
2022-07-01 23:05:26 +02:00
Chump
1fdf4f371d Fix for issues #1735 & #1736 (#1737)
* Update Database.lua

Remove duplicate function

* Update PseudoATC.lua

Added nil check
2022-06-26 21:11:49 +01:00
Applevangelist
f50c374d04 CSAR - hand back descriptive name as 3rd parameter on event Boarded() 2022-06-25 17:24:56 +02:00
Applevangelist
d59fc331f6 UTILS - Fix for Gazelle Door Check 2022-06-25 14:27:51 +02:00
Applevangelist
b83f478294 CSAR - fix for oncrash 2022-06-16 15:42:02 +02:00
Applevangelist
d5636f4a19 CSAR - added event "Landed" (at a friendly/neutral AFB), fix for AFB rescue 2022-06-16 13:41:44 +02:00
Applevangelist
196bcf39cf Added Falklands map stuff 2022-06-14 16:56:33 +02:00
Applevangelist
afec1c3a5b COORDINATE - additions to BRAANATO 2022-06-14 13:06:55 +02:00
Applevangelist
6025339b46 CSAR - some fixes for latest open beta 2022-06-14 12:39:17 +02:00
Applevangelist
40c6cc59d3 Update Beacon.lua 2022-06-13 15:43:10 +02:00
Applevangelist
514e568e04 Update Beacon.lua 2022-06-13 15:39:39 +02:00
Applevangelist
2f34b0a5ed Update Beacon.lua (#1734) 2022-06-13 15:34:01 +02:00
Applevangelist
708c076885 CSAR - Put wounded group back into status green, so they run to the chopper 2022-06-12 12:47:23 +02:00
Applevangelist
f0e0b918af CTLD - More docu 2022-06-09 12:12:29 +02:00
Applevangelist
e45f5e1122 CTLD - further documentation 2022-06-09 11:46:29 +02:00
Applevangelist
932015668b Added documentation for CTLD_HERCULES 2022-06-09 10:56:20 +02:00
Applevangelist
4011bc3fe6 AIRBASE added South Atlantic 2022-06-08 20:24:45 +02:00
Applevangelist
1dcccdc434 CSAR - added a couple of more lines to go out via TTS 2022-06-07 08:56:13 +02:00
Applevangelist
3380ed9360 CSAR - added options to use Google TTS 2022-06-07 08:13:19 +02:00
Applevangelist
ed9c14e63d GROUP - changes in GetDCSGroup 2022-05-22 12:06:49 +02:00
Applevangelist
4762793adc Create README.md 2022-05-22 11:16:16 +02:00
Frank
7df3946189 Update Airboss.lua
- Wind is calculated at 15 m (not 50 m)
2022-05-20 20:16:45 +02:00
Applevangelist
d5fb75fe43 Positionable - added 6 passengers (cargo weight) to Toyota HL/LC new with 2.7.2 OB 2022-05-14 13:11:30 +02:00
Applevangelist
c0b32a5584 SRS - added hints on using Google with TTS 2022-05-13 16:37:41 +02:00
Applevangelist
e2b1276d7b Point - added option to add an SSML tag to ToStringBRAANATO 2022-05-12 14:49:30 +02:00
Applevangelist
f6aea13fae SRS - put volume in "" - just in case 2022-05-11 07:30:26 +02:00
Applevangelist
646b113c55 SRS - actually pass the volume to the command line 2022-05-11 06:19:09 +02:00
Applevangelist
58074f499f AIRBASE - corrected ["Deir_ez_Zor"] = "Deir ez-Zor" (minus doesn't work in enum) 2022-05-10 19:40:32 +02:00
Applevangelist
1483ffd7ff Correct link to demo missions 2022-05-10 16:18:00 +02:00
476th-Scaley
cdaef851a0 Update AI_Air.lua (#1729)
* Update AI_Air.lua

Altered RTB airspeed (slower) and target altitude over the airfield being returned to (higher) to produce more realistic and fuel efficient descent profiles. Leads to aircraft arriving overhead the airfield quite high and generally flying one orbit to descend to land. 

Scaley

* Create AI_Air.lua

Co-authored-by: Applevangelist <72444570+Applevangelist@users.noreply.github.com>
2022-05-10 10:10:41 +02:00
Applevangelist
04068d7117 Group - small change 2022-05-07 19:42:31 +02:00
Applevangelist
41e8ddea8c GROUP - change to GetUnits(n) to make it more robust, now returns first alive unit,actually. Similar changes to GetHeading() 2022-05-07 11:54:33 +02:00
Applevangelist
cc49791997 Fallout fixes 2022-05-06 11:45:11 +02:00
Applevangelist
ba4a8050ba AI Patrol - life check on route 2022-05-06 10:36:39 +02:00
Applevangelist
7c5067a59a UNIT Register - small fix for trains 2022-05-06 08:01:31 +02:00
Applevangelist
69eb920173 AI_CAP - more fallout from the dead units in the API 2022-05-05 17:40:00 +02:00
Applevangelist
07d761941a AI_AIR - restrict AB on RTB 2022-05-05 16:41:32 +02:00
Applevangelist
ca52585759 AI/ZONE - Some fixes for units unreachable 2022-05-05 12:07:56 +02:00
Applevangelist
decc9d09f8 docu update 2022-05-05 11:34:14 +02:00
Applevangelist
466a18447c SRS - adding volume setting and a test on OS and IO available 2022-05-05 08:57:27 +02:00
Frank
27902ee107 Update Range.lua
**RANGE**
- Fixed a couple of bugs
- Added new FSM events for strafing
- Updated docs
2022-05-04 22:36:41 +02:00
Applevangelist
8a8b806362 further event related stuff not working any more 2022-05-04 18:09:56 +02:00
Applevangelist
40bb181c78 Another nil check... 2022-05-04 13:29:40 +02:00
Applevangelist
8099847e29 Fixes for DEAD event and extra nil checks 2022-05-04 10:25:50 +02:00
Applevangelist
6e8edd95ec GROUP - making GetCoordinate() a bit more resilient
POINT - slight changes to ToStringBRAANATO
2022-04-29 18:48:41 +02:00
Applevangelist
5112c9598b COORDINATE - added bogey option to COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades) 2022-04-29 12:18:26 +02:00
Applevangelist
749158c086 Range added nil check 2022-04-29 12:09:57 +02:00
Applevangelist
b3d4024f21 Nicefy docs 2022-04-28 17:10:26 +02:00
Applevangelist
c283b66c1d added MESSAGE:ToUnit), altered MESSAGE:ToClient() accordingly 2022-04-28 16:58:37 +02:00
Applevangelist
3209843318 Added POSITIONABLE:MessageToSetUnit and POSITIONABLE:MessageToUnit 2022-04-28 16:55:31 +02:00
Applevangelist
d35e5cc0f7 Added USERSOUND:ToUnit 2022-04-28 16:50:59 +02:00
Applevangelist
e5eeb592a2 Enums - corrected Hawkeye, added Super_Hercules 2022-04-28 13:10:34 +02:00
Applevangelist
3d38f4d17a Enums - added a couple of names 2022-04-26 10:08:50 +02:00
Applevangelist
2d91647e0b QOL changes from DEVELOP 2022-04-25 10:36:36 +02:00
Applevangelist
cac0f30673 Update Moose.files (#1717) 2022-04-25 10:35:38 +02:00
Applevangelist
c5ecba3389 Menu cleanup for Refresh() 2022-04-24 14:05:45 +02:00
Applevangelist
e0397dff47 GROUP - overwrite GetHeight() inherited from POSITIONABLE with something that is actually working for groups 2022-04-24 13:50:07 +02:00
Applevangelist
e08fb2e972 Make BRAA heading a 3digit number 2022-04-22 13:31:58 +02:00
Applevangelist
c02ae82003 Point - added ToStringBRAANATO 2022-04-21 18:59:31 +02:00
Applevangelist
e6fc301b0d Utils Typo 2022-04-20 19:14:36 +02:00
Applevangelist
a385ed57fb ZONE - added example to Scan, some minor changes
SET_GROUP - clarified return value to be a table, not a SET
2022-04-20 14:03:18 +02:00
Applevangelist
09dafe4b1d UTILS - added BearingToCardinal, ToStringBRAANATO 2022-04-20 14:02:16 +02:00
Applevangelist
ba8505c983 FIFO 2022-04-14 15:54:38 +02:00
Applevangelist
fba359d389 LIFO/FIFO enforce unique id 2022-04-14 15:06:14 +02:00
Applevangelist
c56763b68f FIFO:HasUniqueID(UniqueID) 2022-04-14 11:11:33 +02:00
Applevangelist
03c2943545 Nicefy docs 2022-04-14 08:53:37 +02:00
Applevangelist
98039b9048 UTISL - FiFo/LiFo stacks 2022-04-14 08:12:29 +02:00
Applevangelist
5065d3b068 UTILS - added FiFo
CTLD - correct imperial hover check messages
2022-04-13 16:13:39 +02:00
Applevangelist
6828f7e262 UTILS - corrected door check for AH64 2022-04-12 08:23:18 +02:00
Applevangelist
a685f3ffbd MSRS - honor port setting and coalition. Repaired command string for .bat sound file production
Added mission slash in SOUNDFILE
2022-04-10 18:29:09 +02:00
Applevangelist
e84156d2e9 SRS - add port to docu 2022-04-10 10:18:12 +02:00
Applevangelist
0ce1c31e1c CSAR - added SRS port option 2022-04-10 09:29:22 +02:00
Applevangelist
f7e14bb60c SET - logic correction in :Remove() 2022-04-08 11:27:31 +02:00
Penecruz
7b907df816 Airboss V/STOL Case III and grading (#1708)
* Update Airboss.lua

* Fix syntax error

C
2022-04-08 07:16:23 +02:00
Frank
7f5be2829c Update Database.lua
- Template statics saved under first statics unit name so they can be found.
2022-04-04 16:50:17 +02:00
Applevangelist
fa5afae783 A2A Dispatcher - nil checks to evade dead units 2022-04-04 12:58:32 +02:00
Frank
b17507d0fa Update SpawnStatic.lua
- Fixed isCargo flag not honored.
2022-04-04 12:18:45 +02:00
Applevangelist
5ed43a3190 CTLD - build object at the 1st crate location not randomly around helo 2022-04-04 11:31:35 +02:00
Applevangelist
d2a5144a23 AIRBASE, added ["Deir_ez-Zor"] = "Deir ez-Zor", 2022-03-30 12:06:25 +02:00
Applevangelist
fb2031d7ca docu nicefy 2022-03-29 12:01:28 +02:00
Applevangelist
4a42571925 CTLD - corrected error in setting Hercules min and max drop height, added documentation 2022-03-29 08:52:33 +02:00
Applevangelist
38413625c2 AIRBASE - Add'l AB for the Channels map 2022-03-28 10:12:39 +02:00
Frank
2d544b7a98 Merge pull request #1698 from gavinedwards/airboss.hermes.include
Added Hermes section to Airboss.  Will require tuning.
2022-03-26 23:34:54 +01:00
Lt Cdr Gavin Edwards
b1e5e1840e Adding leading lines that I accidentally truncated. 2022-03-26 15:23:38 -07:00
Lt Cdr Gavin Edwards
e6f9b4a125 Added Hermes section to Airboss. Will require tuning. 2022-03-26 11:54:53 -07:00
Applevangelist
5260b2b430 And don't forget Fahrenheit 2022-03-26 14:46:52 +01:00
Applevangelist
0213bc7aef Correcting Celcius to Celsius 2022-03-26 14:43:06 +01:00
Applevangelist
ca8b0899d0 docu changes 2022-03-23 07:56:52 +01:00
Applevangelist
a1f5c0ab9b CSAR/CTLD - added type to script 2022-03-22 10:38:20 +01:00
Applevangelist
b0e3f82d27 AIRBASE - added 10 new AB names in Syria 2022-03-18 09:48:50 +01:00
Applevangelist
327ab4766b changed descriptions 2022-03-18 07:59:58 +01:00
Applevangelist
3aee8a49c1 Added CONTROLLABLE SetSpeed() and SetAltitude() 2022-03-18 07:39:48 +01:00
Applevangelist
57de0b7351 docu fixes 2022-03-16 08:45:27 +01:00
Applevangelist
4df1e310a3 CSAR - remove timer check for "open the door" message to make behaviour more realistic 2022-03-14 09:12:24 +01:00
TommyC81
802a77238a Range re-formatting and documentation re-fixing (#1691)
* Update Range.lua

Code formatting.

* RANGE - Documentation fixes.
2022-03-12 09:47:14 +01:00
Applevangelist
85a7e18fae SCORING: Corrected calc error in summary scoring functions 2022-03-11 10:18:59 +01:00
Applevangelist
26b1fd3487 Update CTLD.lua (#1692)
minor nil check
2022-03-09 10:26:16 +01:00
Applevangelist
ae7a363012 CTLD - small extra nil check in _GetUnitCargoMass(Unit) 2022-03-03 12:34:43 +01:00
Applevangelist
473362af45 CTLD - small fix for finding crates when using engineers 2022-03-03 11:02:25 +01:00
Applevangelist
cde0d09f0a CSAR - remove double class 2022-02-21 19:36:22 +01:00
Applevangelist
94f093826b SEAD - adding workaround for AGM_154 which lost target data 2022-02-21 08:36:37 +01:00
Applevangelist
84f231ea08 CSAR - added wet feet check if also using csarUsePara (no landing event triggered) 2022-02-18 08:22:47 +01:00
Applevangelist
3d9bb14713 CSAR - added "wet feet" option for a 2nd template to be used over water 2022-02-17 17:41:32 +01:00
Applevangelist
6c6cdcf763 CTLD - fix list/build side effect from adding weight limits to helos 2022-02-16 10:06:04 +01:00
Applevangelist
00c8690e61 CTLD - corrected default weight limits when using CTLD:UnitCapabilities() - was setting loadable weight to zero 2022-02-15 18:07:26 +01:00
Applevangelist
a0d492cd2d added back GROUP:GetHighestThreat() 2022-02-15 14:41:31 +01:00
Applevangelist
ba5ccc1021 CTLD:SetTroopDropZoneRadius(Radius) 2022-02-13 12:08:23 +01:00
Applevangelist
a4163017d5 CSAR - CSAR:SpawnCSARAtZone(Zone ...) - Zone can now be a ZONE object as well as a string 2022-02-08 07:49:04 +01:00
Applevangelist
7f4a5c48ec CTLD - add subcategory option, added CTLD:AddCTLDZoneFromAirbase(AirbaseName, Type, Color, Active, HasBeacon) 2022-02-08 07:47:48 +01:00
Applevangelist
9f7588b245 DETECTION - added 3 missing functions 2022-02-04 08:54:02 +01:00
Applevangelist
63cbc0c55b RANGE - added option to save target sheet 2022-02-03 10:01:48 +01:00
Applevangelist
28eb7a678c CTLD - Added Hercules support for crates, troops & vehicles loaded with the help of the ground crew and dropped from the plane. Added weight checks for loaded crates. 2022-02-03 10:00:19 +01:00
Applevangelist
a95c49915a SET - correct error in intersection 2022-02-01 08:02:51 +01:00
Applevangelist
b7adc6add6 POINT - added function to name/stop fires and smoke 2022-01-30 09:47:11 +01:00
Applevangelist
2aeebf280b AI Dispatchers - add ability to add/remove resources to/from a squad 2022-01-24 09:54:16 +01:00
Applevangelist
8ac06979f0 CTLD added color options for smoke drops, droppable beacons w/ timer 2022-01-23 11:42:16 +01:00
Applevangelist
2d4f90d5eb Added new Callsigns as per 2.7.9 2022-01-23 11:37:07 +01:00
TommyC81
d7a44a639d Update Detection.lua (#1685)
Code formatting. Fix minor typos, errors, and references in documentation.
2022-01-23 11:21:59 +01:00
Applevangelist
7bfa05f47d DETECTION - corrected call for Vec2 in zone 2022-01-19 07:52:59 +01:00
Applevangelist
c7bbb09195 Added doors check for UH-60L 2022-01-16 17:07:44 +01:00
Applevangelist
41c9c15ae5 CTLD, CSAR - added support for UH-60L 2022-01-16 11:39:19 +01:00
Applevangelist
964831becf CTLD - make container shape configureable 2022-01-15 11:34:23 +01:00
Applevangelist
e847b92cce RAT - Docu corrections 2022-01-11 15:14:40 +01:00
TommyC81
c2ecd86bb4 Minor fixes (#1684)
* Update AI_A2A_Dispatcher.lua

Minor code formatting.

* Update Airbase.lua

Code formatting.
2022-01-10 15:10:30 +01:00
Applevangelist
70d922fad6 SHort name mina AP 2022-01-04 15:10:25 +01:00
Applevangelist
854bee0519 Mark visible as deprecated 2021-12-31 17:52:24 +01:00
Applevangelist
d54d991bdd Fix ATC new NTTR AFB names 2021-12-31 17:52:24 +01:00
Applevangelist
a4b600b97d Update Airbase.lua (#1680)
Change Nevada AFB names with latest stable patch
2021-12-31 17:44:01 +01:00
TommyC81
d6cfaa5050 Update Scoring.lua (#1674)
Code formatting and minor typo/documentation fixes.
2021-12-28 11:01:44 +01:00
TommyC81
00d1aec210 General fixes (#1673)
* General minor

Code formatting and minor typo/document fixes.

* Update Marker.lua

Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
2021-12-28 11:01:05 +01:00
Applevangelist
f62e3391e1 SCORING - make treason and fratricide switchable 2021-12-28 08:25:31 +01:00
TommyC81
4a406604bd Core modules formatting (#1670)
* Update Fsm.lua

Code formatting and minor typo/documentation fixes.

* Update Goal.lua

Code formatting and minor typo/documentation fixes.

* Update Menu.lua

Code formatting and minor typo/documentation fixes.

* Update Message.lua

Code formatting and minor typo/documentation fixes.

* Update Report.lua

Code formatting and minor typo/documentation fixes.

* Update ScheduleDispatcher.lua

Code formatting and minor typo/documentation fixes.

* Update Scheduler.lua

Code formatting and minor typo/documentation fixes.

* Update Settings.lua

Code formatting and minor typo/documentation fixes.

* Update Spawn.lua

Code formatting and minor typo/documentation fixes.
2021-12-20 12:59:56 +01:00
TommyC81
55cee46a8d Core code formatting and typo fixes. (#1669)
* Update Beacon.lua

Code formatting and minor typo/text fixes.

* Update Database.lua

Code formatting and minor typo/text fixes.

* Update Event.lua

Code formatting and minor typo/text fixes.
2021-12-19 08:47:07 +01:00
TommyC81
607c52c0b7 Update CSAR.lua (#1665)
Code formatting and general typo/documentation fixes.
2021-12-17 09:07:32 +01:00
TommyC81
2694321256 Update CTLD.lua (#1666)
Code formatting. Minor typos and text fixes.
2021-12-17 09:07:24 +01:00
TommyC81
e8e790102a Update Base.lua (#1667)
Code Formatting. General whitespace and spelling.
2021-12-17 09:07:13 +01:00
Applevangelist
9c5561921b Noise reducing measures 2021-12-15 13:46:07 +01:00
Applevangelist
78fab9ab0c CSAR - make beacon length configureable 2021-12-14 09:50:34 +01:00
TommyC81
058c750bc6 Update Set.lua (#1663)
Additional minor code formatting and typo fixes.
2021-12-13 16:52:01 +01:00
Applevangelist
f29da39dff CSAR - override suppressmessages for menu driven information 2021-12-12 19:48:36 +01:00
Applevangelist
624a7c70c9 CTLD - corrected landheight of dropped smoke 2021-12-12 19:30:33 +01:00
TommyC81
0447ee2d9e Update Airboss.lua (#1664)
Code formatting. Typo fixing.
2021-12-12 19:15:30 +01:00
TommyC81
456fcd38d0 Code and documentation tweaks. (#1662)
* Update Point.lua

General code formatting.

* Update Set.lua

General code formatting.

* Update Positionable.lua

Code formatting, and documentation fixes.
2021-12-12 13:53:04 +01:00
Applevangelist
a3cab7097a SET - Typos 2021-12-11 19:41:02 +01:00
Applevangelist
848e2f1294 SET - Added Zone Filter for STATIC 2021-12-11 14:24:20 +01:00
Applevangelist
ef4dc48ea1 CTLD - added option for smoke/flare at position 2021-12-11 14:14:44 +01:00
Applevangelist
2138a33292 CSAR fixed KM message 2021-12-10 12:02:50 +01:00
TommyC81
a59343b987 Code formatting, spelling and documentation fixes. (#1661)
* Update Point.lua

Minor code formatting fix.

* Update Airboss.lua

Minor code formatting and documentation fixes.

* Update Set.lua

Code formatting, spelling and documentation fixes.

* Update ATIS.lua

Code formatting, spelling and documentation fixes.

* Update Task_A2A_Dispatcher.lua

Minor code formatting and documentation fixes. Added TODO re. possible unused variables.
2021-12-09 17:51:38 +01:00
TommyC81
a4ca4bdc99 Code and documentation fixes (#1659)
* Update .lua-format

Adjust for observed coding standards.

* Update ATIS.lua

Correct measurement units and spelling (also changed in Utils.lua).

* Update Utils.lua

Format the file, fix typos, adjust minor text. Rename "celcius" to "celsius". Rename "farenheit" to "fahrenheit".

* Update Warehouse.lua

Adjust measurement unit text.

* Update STTS.lua

Adjust formatting, minor typos, and fix error in documentation (missing blank rows) introduced in previous update.

* Update Range.lua

Adjust minor typos and code formatting. Adjust for celsius/fahrenheit typo correction.

* Update PseudoATC.lua

Adjust for celsius/fahrenheit typo correction in utils.lua.

* Update Point.lua

Code formatting, fix minor typos, adjust for celsius/fahrenheit corrrection in utils.lua.

* Update Range.lua

Minor documentation fix.
2021-12-08 19:52:29 +01:00
TommyC81
a57b9a9081 Update Range.lua (#1658)
Adjust some minor spelling and figure out the quirks of luadocumentor...
2021-12-07 18:13:51 +01:00
Applevangelist
249a6af456 Some false values seem to be in need of being set explicitly 2021-12-06 15:16:01 +01:00
Applevangelist
18685d1a94 Update Utils.lua (#1655)
Small bugfix for UTILS.LoadSetOfGroups
2021-12-06 14:57:49 +01:00
TommyC81
493b090534 LuaFormatter, RANGE formatting, and minor code fixes. (#1653)
* Create .lua-format

* Update Range.lua

Format code.

* Display distance in meters from bombtarget.

All other numbers, including menu lists etc. uses meters. Feet kept in parens.

* Fixed displaying of targetname when bombing.
2021-12-06 14:57:36 +01:00
Applevangelist
389adab9b8 SET - slight change to remove function 2021-12-06 10:26:32 +01:00
TommyC81
6360b8c58f General documentation and code fixes (#1650)
Documentation updates for correctness and clarity.
General code formatting updates.
Ajustment to POSITIONABLE:GetCoord to make use of existing POINT:UpdateFromVec3.
Added comments about clarifying the difference between POSITIONABLE:GetCoordinate() and POSITIONABLE:GetCoord() and to perhaps consider a renaming or merging the functions with an optional flag.
2021-12-04 18:50:05 +01:00
TommyC81
b0818977cf Code formatting. (#1651)
General code formatting and fixes of minor typos.
2021-12-04 18:49:57 +01:00
TommyC81
32deb160ef Formatting and typos (#1652)
* Formatting and typo fixes.

General formatting and typo fixes.

* Update STTS.lua

Keep class table on separate lines.
2021-12-04 18:49:47 +01:00
Applevangelist
2ba5215036 Merge pull request #1649 from TommyC81/RANGE_FIXES
Update Range.lua
2021-12-02 19:25:42 +01:00
Tommy Carlsson
73ea4c7b32 Update Range.lua
Fix documentation - including typos and updates to no longer correct text.
Remove duplicated RANGE.Defaults.goodthitrange value.
DCS seems to use headings 0-359 (i.e. <360), thus also deduct 360 from an exact 360 heading.
2021-12-02 20:49:48 +04:00
Applevangelist
46c37ff06a Merge pull request #1648 from TommyC81/A2G_DISPATCHER_FIXES
Update AI_A2G_Dispatcher.lua
2021-12-01 11:54:56 +01:00
Tommy Carlsson
ff4708b624 Update AI_A2G_Dispatcher.lua
General code formatting fixes, and correction of typos/examples.
2021-12-01 13:41:27 +04:00
Applevangelist
82b2c84f13 Merge pull request #1647 from TommyC81/A2G_DISPATCHER_DOCUMENTATION_2
Update AI_A2G_Dispatcher.lua
2021-12-01 09:17:46 +01:00
Tommy Carlsson
48e8b1a9b3 Update AI_A2G_Dispatcher.lua
More updates and fixes.

Update AI_A2G_Dispatcher.lua

General documentation updates.
2021-12-01 11:34:18 +04:00
Applevangelist
1ad7c54ace Merge pull request #1645 from TommyC81/A2G_Dispatcher_documentation
Update AI_A2G_Dispatcher.lua
2021-11-30 17:02:40 +01:00
Tommy Carlsson
9998c86c1f Update AI_A2G_Dispatcher.lua
Fix typos and incorrect references (leftovers) to A2A/CAP etc.
2021-11-30 19:37:26 +04:00
Applevangelist
01a707ae0a Small changes in GROUP 2021-11-29 07:57:07 +01:00
Applevangelist
570e8388fc Bug fixes 2021-11-27 17:30:25 +01:00
Applevangelist
9c5b5d4633 CSAR - added changes by Shagrat for Casevac
CSAR - don't make usePara default. Added coalition check if using the parachute landing event
2021-11-14 13:34:23 +01:00
Applevangelist
822bf13626 Merge pull request #1625 from FlightControl-Master/Applevangelist-unit-1
Wrapper Unit - fix for missile count
2021-11-14 12:59:51 +01:00
Applevangelist
c520de0087 Wrapper Unit - fix for missile count
Wrapper Unit - fix for missile count, issue #1624
2021-11-14 12:57:00 +01:00
Applevangelist
0e9076efa3 SEAD - align to dev changes, allow callback on SEAD events 2021-11-11 16:02:13 +01:00
Applevangelist
74cd5e3387 MANTIS - added docu and addition os SEAD events 2021-11-11 16:02:13 +01:00
Applevangelist
65c92be09e Merge pull request #1621 from FlightControl-Master/Applevangelist-casevac
Update CSAR.lua
2021-11-06 15:30:15 +01:00
Applevangelist
8e776cb3ab Update CSAR.lua
Adding CASEVAC option by Shagrat
2021-11-06 15:29:09 +01:00
Applevangelist
ab6cd2b751 Fix cleanup exisiting crates 2021-10-31 11:51:31 +01:00
Applevangelist
18c3d990fc Merge pull request #1618 from rollnthndr/master
Enabled SSML when using Google text-to-speech.
2021-10-31 08:15:25 +01:00
Rolln
19d5cb8ecb Added a command line option that will enable
SSML support when using Google text-to-speech.
2021-10-30 23:35:27 -06:00
Applevangelist
2b56a78255 Merge pull request #1617 from Penecruz/master
Airboss V/STOL updates
2021-10-30 22:05:21 +02:00
Penecruz
176d9df476 Merge branch 'FlightControl-Master:master' into master 2021-10-31 06:59:50 +11:00
Penecruz
c94275cb8b Airboss V/STOL updates
-Add additional Airboss V/STOL carrier HMAS Canberra L02
-Add Waveoff for AV-8B
-Add Cut Pass if Land without LSO clearance
-Changes to V/STOL groove timings
-Stabilise call when over the V/STOL landing spot
-larger abeam landing spot margin to allow decelerating to stable abeam and still be cleared to land
-Abeam area now extends further aft to allow LSO clearance 45-90 as per NATOPS
-Minor document changes
2021-10-31 06:41:58 +11:00
Applevangelist
45dbce3677 Speedmax returning 0 not nil 2021-10-30 16:33:18 +02:00
Applevangelist
18745158a3 Speedmax returning 0 not nil 2021-10-30 16:33:14 +02:00
Applevangelist
98c6c88391 Completed GetSetComplement 2021-10-29 18:32:13 +02:00
Frank
2e4fd72781 Update Fox.lua
Removed incomplete line `--@field #boolean`
2021-10-28 10:18:43 +02:00
Applevangelist
80ced88ef1 Fix for docs build 2021-10-28 08:31:14 +02:00
Applevangelist
8af3f89c14 Adjustments for Forrestal by Pene 2021-10-24 14:35:55 +02:00
Applevangelist
fe3079caad Added Bell-47 2021-10-22 17:04:23 +02:00
Applevangelist
61ac6b4131 Added Bell-47 2021-10-22 17:04:19 +02:00
Frank
36cb189512 Merge pull request #1612 from FlightControl-Master/FF/MasterDevel
AIRBOSS v1.2.0
2021-10-20 19:55:19 +02:00
Frank
15f9843878 AIRBOSS v1.2.0
- Added Forrestal carrier CV-59
2021-10-16 12:11:34 +02:00
Frank
67f847dd16 Update Group.lua
- Fixed SetInvisible and SetImmortal functions to acknowledge parameter false.
2021-10-12 22:16:18 +02:00
Applevangelist
8b9143d3f1 CTLD - added option to force opening of doors 2021-10-12 08:32:34 +02:00
Applevangelist
0388d47f23 CSAR - Added country options for spawned pilots 2021-10-12 08:31:55 +02:00
Applevangelist
de9b173d9b UTILS - added door check for Hercules 2021-10-07 18:14:29 +02:00
Applevangelist
2cecc526fb ZONE_CAPTURE_COALITION - fixed an issue when monitoring hits and SCENERY was delivered as hit UNIT 2021-10-05 19:10:21 +02:00
Applevangelist
968d178317 Update README.md 2021-10-02 10:18:13 +02:00
Applevangelist
3c477b872a CSAR - hovering rescued parameters added 2021-10-01 14:54:31 +02:00
Applevangelist
77e6088114 UTILS - corrected open door check MI-8 2021-10-01 14:54:16 +02:00
Applevangelist
edd6594953 CTLD: added user-friendly function to inject static cargos: CTLD:InjectStaticFromTemplate(Zone, Template, Mass) 2021-10-01 10:43:17 +02:00
Applevangelist
f8c05c99d0 RADIO - delete frequency check 2021-09-30 08:07:34 +02:00
Applevangelist
50f6d98b49 push for a new build 2021-09-29 09:25:26 +02:00
Frank
147eeb05f6 Merge pull request #1607 from FlightControl-Master/FF/MasterDevel
DATABASE
2021-09-29 09:22:41 +02:00
Frank
d8cb15a577 Update Airbase.lua 2021-09-29 09:01:47 +02:00
Frank
0daac876ea Update Airbase.lua
- Register oil rigs and gas platforms as helipads. DCS bug registers them as ship (Airbase.Category.SHIP instead of Airbase.Category.HELIPAD).
2021-09-29 09:00:53 +02:00
Frank
1832125022 Globals
- Moved _DATABASE:_RegisterAirbases() to Globals.lua
2021-09-29 08:58:46 +02:00
Applevangelist
c311c40b72 GROUP:GetAmmunition() - fix to also return bomb count (#1606)
GROUP:GetAmmunition() - fix to also return bomb count
2021-09-28 16:53:53 +02:00
Applevangelist
db516a2077 Fix "local" error 2021-09-27 15:48:45 +02:00
Applevangelist
ff8766669c Small fix for Airbase Parking Spot Finder 2021-09-26 09:51:14 +02:00
Applevangelist
06dc9a732e bugfix 2021-09-24 18:37:13 +02:00
Applevangelist
50c74d0852 Added option for slingload: enableslingload 2021-09-24 11:08:23 +02:00
Applevangelist
1c97eb6f3c SPAWNSTATIC - bugfix on canCargo, mass could be set but not transported into the template spawn 2021-09-24 11:04:54 +02:00
Applevangelist
69449430d1 CTLD - Added Statics as cargo (#1600)
CTLD - Added Statics as cargo, and the ability to load and save them (alongside your dropped buildable crates).
2021-09-22 15:54:37 +02:00
Applevangelist
663cd34aa3 CTLD - fix when using SAVE or LOAD w/o filename and path 2021-09-21 07:48:09 +02:00
Applevangelist
cfed6f5153 SET - Added SET_CLIENT:CountAlive() 2021-09-21 07:47:43 +02:00
Applevangelist
2b22d5288c CTLD - added persistence 2021-09-20 14:27:45 +02:00
Applevangelist
a64424ecc8 Positionable - Add IsSubmarine, Passenger seats for VAB Mephisto 2021-09-20 14:27:22 +02:00
Applevangelist
fd1b2ecb86 ZONE - Docu bug fix 2021-09-20 14:26:42 +02:00
Applevangelist
6cae3e62cf CTLD - small bug fix on stock removal 2021-09-12 17:37:32 +02:00
Applevangelist
05ce7e4513 CTLD - added alternative crate spawn by @mousepilot. Add menu item to list stock.Injected troops will not lead to cargo type duplication. 2021-09-11 15:20:20 +02:00
Applevangelist
136bd19f19 Bug fixing 2021-09-11 10:03:49 +02:00
Applevangelist
8873504daf CTLD: Align to Dev changes 2021-09-07 19:52:14 +02:00
Applevangelist
a844a5d697 CSAR: Align to Dev changes 2021-09-07 19:52:13 +02:00
Applevangelist
a49f4eaa21 Merge pull request #1597 from Penecruz/Airboss-V/Stol
Airboss v/stol
2021-09-06 07:12:20 +02:00
Penecruz
e6e2651f8c Bug fix to AV-8B grading WIP 2021-09-06 11:08:29 +10:00
Penecruz
b93ba13644 bug fix to V/Stol groove. 2021-09-06 08:20:37 +10:00
Frank
e4a51951b0 Merge pull request #1596 from Penecruz/Airboss-V/Stol
Airboss v/stol
2021-09-04 15:20:03 +02:00
Penecruz
ad56e39942 Docs AV-8B clarifications 2021-09-04 13:40:10 +10:00
Penecruz
ea09dc5a6e Vstol groove timing 2021-09-04 11:25:44 +10:00
Penecruz
8ecfd913a3 Av-8B specific deviation counts adj. 2021-09-04 11:25:25 +10:00
Penecruz
53367c786e AV-8B LIG and Unicorn fix 2021-09-04 11:24:47 +10:00
Applevangelist
db5797bb4e Bug fixing 2021-09-02 18:48:40 +02:00
Applevangelist
5e8fe97752 CTLD Added method to inject troops into the field. 2021-09-01 13:34:13 +02:00
Applevangelist
393fa0bfbb MANTIS - Changes from the dev branch merged 2021-08-28 14:01:37 +02:00
Applevangelist
4f51884b9d SEAD - make padding a variable (radar switch-back-on time) 2021-08-28 14:01:37 +02:00
Frank
4c5c320073 Merge pull request #1594 from Penecruz/Pene-LHA-and-LHD-edits
Pene lha and lhd edits
2021-08-28 10:52:12 +02:00
Penecruz
9098590568 Sound Pack Gabriella add 2021-08-28 14:51:30 +10:00
Penecruz
555bb7e68b Update instructions for AV-8B Harrier 2021-08-28 14:27:32 +10:00
Penecruz
c0a18957f0 AoA for harrier and JC Spot 5 timings 2021-08-28 13:31:16 +10:00
Penecruz
2cf939560e Allow for JC Spot 5 Voice over 2021-08-28 11:02:05 +10:00
Penecruz
9d3a7aae78 Add Landing Spot 5 to JC 2021-08-28 10:26:49 +10:00
Applevangelist
f6ed592f92 CSAR - remove noise 2021-08-27 18:47:13 +02:00
Applevangelist
c98757d13c CTLD - added ENGINEERING 2021-08-27 18:46:59 +02:00
Applevangelist
17378f509e SEAD - Code cleanup and enabled delayed switch off 2021-08-27 18:46:45 +02:00
Applevangelist
7f18ea0e7a UNIT/GROUP - added function to get the skill of a unit. SEAD - added functionality to calculate time-2-impact of HARMS and adjust behaviour accordingly 2021-08-27 14:56:16 +02:00
Frank
5172619cb1 Merge pull request #1593 from Penecruz/Pene-LHA-and-LHD-edits
Pene-LHA-LHD-additions
2021-08-26 08:22:11 +02:00
Penecruz
3962529698 Update Airboss.lua 2021-08-26 09:33:40 +10:00
Penecruz
6481d5d41e Update Airboss.lua 2021-08-25 17:59:33 +10:00
Applevangelist
6cc3d73c04 Changed priority to show bomb target height in ft if no Player Settings 2021-08-22 12:02:52 +02:00
Applevangelist
e541e39403 Bug fixes. Added support for Ships as load zones 2021-08-22 12:02:26 +02:00
Applevangelist
c7ea45e5fd Clean up UTF-8 mess 2021-08-18 18:01:04 +02:00
Applevangelist
20f28b3d2c Fix for SAM pattern matching not working 2021-08-18 15:01:14 +02:00
Applevangelist
f3f63ab8aa Fix for degree sign extra char 2021-08-18 11:52:13 +02:00
Applevangelist
e91090cfff more corrections 2021-08-18 11:47:25 +02:00
Applevangelist
1a7fb3c13e Fix for degree sign extra char 2021-08-18 11:36:33 +02:00
Applevangelist
59857ed79d CSAR - added changes from Development for AFB landings and safer calculation of distances of lost pilots 2021-08-18 09:29:58 +02:00
Frank
4797665939 Update Range.lua
- Added demo by shagrat
2021-08-02 22:02:21 +02:00
Applevangelist
b89749036d Merge pull request #1584 from FlightControl-Master/Applevangelist-patch-3-1
Update Utils.lua
2021-08-02 19:04:57 +02:00
Applevangelist
c6268488de Update Utils.lua 2021-08-02 19:03:07 +02:00
Applevangelist
de04369703 Various for AI_CARGO, CTLD, CSAR, align with dev 2021-07-29 12:46:16 +02:00
Applevangelist
05b6f19a87 Merge pull request #1583 from FlightControl-Master/Applevangelist-patch-2
Update CSAR.lua
2021-07-28 19:47:48 +02:00
Applevangelist
2753df8216 Update CSAR.lua
Fix for CSAR message to all not working, added option to suppress all messaging, make destroys silent to not affect scoring
2021-07-28 19:45:47 +02:00
Applevangelist
33d761503d Fix for crates dropping is loosing track of troops 2021-07-25 13:26:07 +02:00
Applevangelist
b52272e18e Merge pull request #1581 from FlightControl-Master/Applevangelist-patch-1
Update ATIS.lua
2021-07-24 15:57:15 +02:00
Applevangelist
70fa1cf19f Update ATIS.lua
Correct degree output extra chars
2021-07-24 15:54:54 +02:00
Applevangelist
7ca7caea75 Updates with changes from develop 2021-07-24 15:50:10 +02:00
Applevangelist
277c26821e Updated according to develop version. Added troop extract 2021-07-18 14:54:37 +02:00
Applevangelist
22826b4cd1 Update CTLD.lua
Added correct Mi-8MT unit typename
2021-07-17 16:00:40 +02:00
Applevangelist
8cc1c24b64 Update CSAR.lua
Changes as per development version. Taking care of dead pilots correctly, added FSM event KIA
2021-07-17 15:58:11 +02:00
Applevangelist
0db35a0e9f Updated according to develop version 2021-07-16 14:00:21 +02:00
Applevangelist
b4707bb3eb Update Mantis.lua (#1568)
* Update Mantis.lua

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

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

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

ZONE_POLYGON_BASE:Boundary added

* Update Zone.lua

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

fixes issue #1535

* Update Controllable.lua

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

- Fixed CALLSIGN.JTAC.Warrior (was CALLSIGN.JTAC.Warrier)
2021-02-17 10:26:13 +01:00
Applevangelist
37c061bcbd Update Mantis.lua
Nicefy doc output, Shorad link doc
2021-02-17 09:14:56 +01:00
Applevangelist
9491b18ff4 Update Shorad.lua
Own picture and quote, cleanup docs, link missions, less overhead by avoiding checks on friendly fire.
2021-02-17 09:13:35 +01:00
Frank
8cff2eaac0 Merge pull request #1454 from Applevangelist/patch-56
Update Moose.files
2021-02-16 17:56:30 +01:00
Frank
f64550f7c8 Merge pull request #1453 from Applevangelist/patch-55
Include Shorad.lua
2021-02-16 17:56:18 +01:00
Frank
0addafa627 Merge pull request #1452 from Applevangelist/patch-54
Shorad.lua - Initial release
2021-02-16 17:56:06 +01:00
Frank
b643d73f7f Merge pull request #1451 from Applevangelist/patch-53
Update Sead.lua
2021-02-16 17:55:53 +01:00
Applevangelist
798c5b292a Update Moose.files 2021-02-16 16:30:46 +01:00
Applevangelist
688c57d91d Update Moose.files 2021-02-16 16:29:13 +01:00
Applevangelist
d4c8d5d91b Include Shorad.lua 2021-02-16 16:26:25 +01:00
Applevangelist
154cc9fbeb Shorad.lua - Initial release
:)
2021-02-16 16:25:22 +01:00
Frank
327bac3058 Merge pull request #1450 from Applevangelist/patch-52
Integrate option for Shorad in Mantis
2021-02-16 16:23:14 +01:00
Applevangelist
c0e58e9c92 Update Sead.lua
Handle new shortened weapon names in DCS, make handling more graceful
2021-02-16 16:14:53 +01:00
Applevangelist
e8bfab515c Integrate option for Shorad in Mantis
Also, correct some documentation errors
2021-02-16 16:13:10 +01:00
Frank
695f204493 Merge pull request #1442 from Applevangelist/patch-49
Update Task_A2G_Dispatcher.lua
2021-01-28 15:47:22 +01:00
Frank
a7202ccd0d Merge pull request #1443 from Applevangelist/patch-50
Update Designate.lua
2021-01-28 12:24:46 +01:00
Applevangelist
c71c6c5178 Update Designate.lua
Use of added injection of Task Name into DetectedItem; useful when using also Designate with same Detection Object to ensure menu entries are harmonized.
2021-01-28 10:10:39 +01:00
Applevangelist
155b06edc8 Update Task_A2G_Dispatcher.lua
Added injection of Task Name into DetectedItem; useful when using also Designate with same Detection Object to ensure menu entries are harmonized.
2021-01-28 10:04:00 +01:00
Frank
64b8f2fb46 Merge pull request #1441 from Applevangelist/patch-48
Update Mantis.lua
2021-01-26 12:39:14 +01:00
Applevangelist
7a07e15032 Update Mantis.lua 2021-01-26 11:06:08 +01:00
Frank
3d74312d43 Merge pull request #1440 from Applevangelist/patch-47
Update Mantis.lua
2021-01-26 09:27:42 +01:00
Applevangelist
6baf85d429 Update Mantis.lua
Some Doc corrections
2021-01-26 09:26:39 +01:00
371 changed files with 82554 additions and 33205 deletions

View File

@@ -1,85 +0,0 @@
version: 2.4.a.{build}
shallow_clone: true
skip_branch_with_pr: false
skip_commits:
message: /!nobuild/
skip_tags: false
environment:
access_token_documentation:
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
LUAROCKS_VER: 2.4.1
LUA_VER: 5.1.5
LUA: lua5.3
matrix:
- LUA_VER: 5.1.5
platform:
- x64
init:
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
throw "There are newer queued builds for this pull request, failing early." }
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
# - call choco install 7zip.commandline
# - call choco install lua51
# - call choco install luarocks
# - call refreshenv
# - call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
# - cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
# - cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
# - cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
# - call luarocks install luasrcdiet
# - call luarocks install checks
# - call luarocks install luadocumentor
# - call luarocks install luacheck
#cache:
# - C:\ProgramData\chocolatey\lib
# - C:\ProgramData\chocolatey\bin
build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# Generate the new version ...
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
test: off
# test_script:
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
on_finish:
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))

4
.gitattributes vendored
View File

@@ -15,3 +15,7 @@
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
# Avoid Windows line endings on shell scripts
# Needed for dockerfile builds
*.sh text eol=lf

168
.github/workflows/build-docs.yml vendored Normal file
View File

@@ -0,0 +1,168 @@
name: Moose-Docs
on:
push:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- 'Moose Development/**/*.py'
- 'Moose Development/**/*.html'
- '.github/workflows/build-docs.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
id: extract_branch
- name: Build informations
run: |
echo "Triggered by: ${{ github.event_name }}"
echo "Running on: ${{ runner.os }}"
echo "Ref: ${{ github.ref }}"
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
echo "Repository: ${{ github.repository }}"
echo "Commit-Id: ${{ github.sha }}"
echo "Owner: ${{ github.repository_owner }}"
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
#########################################################################
# Prepare build environment
#########################################################################
- name: Check out repository code
uses: actions/checkout@v4
- name: Prepare build output folders
run: |
mkdir -p build/tools
mkdir -p build/doc
- name: Checkout FlightControls modified luadocumentor
uses: actions/checkout@v4
with:
repository: Applevangelist/luadocumentor
path: './build/tools/luadocumentor'
ref: 'patch-1'
token: ${{ secrets.BOT_TOKEN }}
- name: Update apt-get (needed for act docker image)
run: |
sudo apt-get -qq update
- name: Install tree
run: |
sudo apt-get -qq install tree
#########################################################################
# Install all prerequisites for LuaDocumentor
#########################################################################
- name: Install Lua
run: |
sudo apt-get -qq install lua5.1
- name: Install LuaRocks
run: |
sudo apt-get -qq install luarocks -y
- name: Install markdown (prereq for LuaDocumentor)
run: |
sudo luarocks install markdown 0.32-2
- name: Install penlight (prereq for LuaDocumentor)
run: |
sudo luarocks install penlight 1.11.0-1
- name: Install metalua-compiler (prereq for LuaDocumentor)
run: |
sudo luarocks install metalua-compiler 0.7.3-1
- name: Install metalua-parser (prereq for LuaDocumentor)
run: |
sudo luarocks install metalua-parser 0.7.3-2
- name: Install checks (prereq for LuaDocumentor)
run: |
sudo luarocks install checks
#########################################################################
# Run LuaDocumentor
#########################################################################
- name: Run LuaDocumentor
run: |
lua luadocumentor.lua -d ${{ github.workspace }}/build/doc "${{ github.workspace }}/Moose Development/Moose"
working-directory: ${{ github.workspace }}/build/tools/luadocumentor
#########################################################################
# Replace <head> tag
#########################################################################
- name: Replace head tag
run: |
python3 "${{ github.workspace }}/Moose Development/docs-header.py"
working-directory: ${{ github.workspace }}/build/doc
- name: Check replacement of head tag
run: |
head -10 ${{ github.workspace }}/build/doc/AI.AI_A2A_Cap.html
#########################################################################
# Push to MOOSE_DOCS
#########################################################################
- name: Set docs repo for branch
shell: bash
id: set_doc_repo
run: |
if [[ $GITHUB_REF == 'refs/heads/master' ]]; then
echo "docrepo=MOOSE_DOCS" >> "$GITHUB_OUTPUT"
else
echo "docrepo=MOOSE_DOCS_DEVELOP" >> "$GITHUB_OUTPUT"
fi
- name: Checkout ${{ steps.set_doc_repo.outputs.docrepo }} to folder MOOSE_DOCS
uses: actions/checkout@v4
with:
repository: ${{ github.repository_owner }}/${{ steps.set_doc_repo.outputs.docrepo }}
path: './build/MOOSE_DOCS'
fetch-depth: 0
ref: 'master'
token: ${{ secrets.BOT_TOKEN }}
- name: Delete folder to remove deleted files
run: |
rm -rf ./build/MOOSE_DOCS/Documentation/
- name: Create target folder
run: mkdir -p build/MOOSE_DOCS/Documentation
- name: Copy build result to MOOSE_DOCS
run: |
cp ./build/doc/*.* ./build/MOOSE_DOCS/Documentation/
- name: Push result to docs repository
if: ${{ vars.FORCE_PUSH == 'true' }}
run: |
git config user.name "MooseBotter"
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin master
working-directory: ${{ github.workspace }}/build/MOOSE_DOCS
#########################################################################
# Show the results
#########################################################################
- name: List files in the repository
run: |
tree ${{ github.workspace }}/build
- run: echo "This job's status is ${{ job.status }}."

151
.github/workflows/build-includes.yml vendored Normal file
View File

@@ -0,0 +1,151 @@
name: Moose-Includes
on:
push:
branches:
- master
- develop
- Apple/Develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- '.github/workflows/build-includes.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
id: extract_branch
- name: Build informations
run: |
echo "Triggered by: ${{ github.event_name }}"
echo "Running on: ${{ runner.os }}"
echo "Ref: ${{ github.ref }}"
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
echo "Repository: ${{ github.repository }}"
echo "Commit-Id: ${{ github.sha }}"
echo "Owner: ${{ github.repository_owner }}"
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
#########################################################################
# Prepare build environment
#########################################################################
- name: Check out repository code
uses: actions/checkout@v4
- name: Prepare build output folders
run: |
mkdir -p build/result/Moose_Include_Dynamic
mkdir -p build/result/Moose_Include_Static
- name: Update apt-get (needed for act docker image)
run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update
- name: Install tree
run: |
sudo apt-get -qq install tree
#########################################################################
# Install all prerequisites
#########################################################################
- name: Install Lua 5.3
run: |
sudo apt-get -qq install lua5.3 -y
- name: Check Lua version
run: |
lua -v
- name: Install LuaRocks
run: |
sudo apt-get -qq install luarocks -y
- name: Check LuaRocks version
run: |
luarocks --version
- name: Install Lua 5.3 Dev for prerequisites for LuaSrcDiet
run: |
sudo apt-get -qq install liblua5.3-dev -y
- name: Install LuaSrcDiet
run: |
sudo luarocks install luasrcdiet
- name: Install LuaCheck
run: |
sudo luarocks install luacheck
#########################################################################
# Build Include files
#########################################################################
- name: Build Include Static
run: |
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" S "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Static"
- name: Build Includes Dynamic
run: |
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" D "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Dynamic"
#########################################################################
# Run LuaCheck
#########################################################################
- name: Run LuaCheck
if: ${{ vars.SKIP_LUACHECK != true }}
continue-on-error: true
run: |
luacheck --std=lua51c --config=.luacheckrc -gurasqq "Moose Development/Moose"
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
#########################################################################
# Push to MOOSE_INCLUDE
#########################################################################
- name: Checkout MOOSE_INCLUDE
uses: actions/checkout@v4
with:
repository: ${{ github.repository_owner }}/MOOSE_INCLUDE
path: './build/MOOSE_INCLUDE'
fetch-depth: 0
ref: ${{ steps.extract_branch.outputs.branch }}
token: ${{ secrets.BOT_TOKEN }}
- name: Create target folder (needed if checkout is deactivated)
run: mkdir -p build/MOOSE_INCLUDE
- name: Copy build reseult to MOOSE_INCLUDE
run: |
cp -r ./build/result/* ./build/MOOSE_INCLUDE/
- name: Push result to MOOSE_INCLUDE repository
if: ${{ vars.FORCE_PUSH == 'true' }}
run: |
git config user.name "MooseBotter"
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin ${{ steps.extract_branch.outputs.branch }}
working-directory: ${{ github.workspace }}/build/MOOSE_INCLUDE
#########################################################################
# Show the results
#########################################################################
- name: List files in the repository
run: |
tree ${{ github.workspace }}/build
- run: echo "This job's status is ${{ job.status }}."

78
.github/workflows/gh-pages.yml vendored Normal file
View File

@@ -0,0 +1,78 @@
# This workflow uses actions that are not certified by GitHub.
# They are provided by a third-party and are governed by
# separate terms of service, privacy policy, and support
# documentation.
# Sample workflow for building and deploying a Jekyll site to GitHub Pages
name: Deploy Jekyll site to Pages
on:
push:
branches: ["master"]
paths:
- 'docs/**'
- '.github/workflows/gh-pages.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: "pages"
cancel-in-progress: true
jobs:
# Build job
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: '3.1' # Not needed with a .ruby-version file
bundler-cache: true # runs 'bundle install' and caches installed gems automatically
cache-version: 0 # Increment this number if you need to re-download cached gems
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v4
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
env:
JEKYLL_ENV: production
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v3
with:
path: docs/_site/
# Deployment job
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
needs: build
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v4
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

18
.gitignore vendored
View File

@@ -18,6 +18,8 @@ local.properties
# External tool builders
.externalToolBuilders/
# AppVeyor
.appveyor/
# CDT-specific
.cproject
@@ -33,6 +35,8 @@ local.properties
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
.vscode
# User-specific files
*.suo
*.user
@@ -217,12 +221,16 @@ pip-log.txt
#Goodsync
_gsdata_/
# PyCharm
.idea
#GITHUB
.gitattributes
.gitignore
Moose Test Missions/MOOSE_Test_Template.miz
Moose Development/Moose/.vscode/launch.json
MooseCodeWS.code-workspace
.gitignore
.gitignore
/.gitignore
# Excludes for act (https://github.com/nektos/act)
.secrets
.env
.actrc
.vars

54
.luacheckrc Normal file
View File

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

10
.vs/VSWorkspaceState.json Normal file
View File

@@ -0,0 +1,10 @@
{
"ExpandedNodes": [
"",
"\\Moose Development",
"\\Moose Development\\Moose",
"\\Moose Development\\Moose\\Ops"
],
"SelectedNode": "\\Moose Development\\Moose\\Ops\\Airboss.lua",
"PreviewInSolutionExplorer": false
}

BIN
.vs/slnx.sqlite Normal file

Binary file not shown.

View File

@@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
unsigned = refct.unsigned,
size = bit.band(bit.rshift(ctype.info, 16), 127),
}
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
end
if CT[4] then -- Merge sibling attributes onto this type.

View File

@@ -0,0 +1,166 @@
# Repository: https://github.com/CppCXY/EmmyLuaCodeStyle
# English documentation: https://github.com/CppCXY/EmmyLuaCodeStyle/blob/master/README_EN.md
[*.lua]
# [basic]
# optional space/tab
indent_style = space
# if indent_style is space, this is valid
indent_size = 4
# if indent_style is tab, this is valid
tab_width = 4
# none/single/double
quote_style = none
# only support number
continuation_indent_size = 0
# optional crlf/lf/cr/auto, if it is 'auto', in windows it is crlf other platforms are lf
end_of_line = auto
detect_end_of_line = false
# this mean utf8 length , if this is 'unset' then the line width is no longer checked
# this option decides when to chopdown the code
max_line_length = 9999
# this will check text end with new line
insert_final_newline = true
# [function]
# function call expression's args will align to first arg
# optional true/false/only_after_more_indention_statement/only_not_exist_cross_row_expression
align_call_args = false
# if true, all function define params will align to first param
align_function_define_params = true
remove_expression_list_finish_comma = true
# keep/remove/remove_table_only/remove_string_only/unambiguous_remove_string_only
call_arg_parentheses = keep
# [table]
#optional none/comma/semicolon
table_separator_style = none
#optional keep/never/always/smart
trailing_table_separator = keep
# see document for detail
continuous_assign_table_field_align_to_equal_sign = true
# if true, format like this "local t = { 1, 2, 3 }"
keep_one_space_between_table_and_bracket = true
# if indent_style is tab, this option is invalid
align_table_field_to_first_field = true
# [statement]
align_chained_expression_statement = false
# continous line distance
max_continuous_line_distance = 1
# see document for detail
continuous_assign_statement_align_to_equal_sign = true
# if statement will align like switch case
if_condition_align_with_each_other = false
# if true, continuation_indent_size for local or assign statement is invalid
# however, if the expression list has cross row expression, it will not be aligned to the first expression
local_assign_continuation_align_to_first_expression = false
statement_inline_comment_space = 1
# [indentation]
# if true, the label loses its current indentation
label_no_indent = false
# if true, there will be no indentation in the do statement
do_statement_no_indent = false
# if true, the conditional expression of the if statement will not be a continuation line indent
if_condition_no_continuation_indent = false
if_branch_comments_after_block_no_indent = false
# [space]
# if true, t[#t+1] will not space wrapper '+'
table_append_expression_no_space = false
long_chain_expression_allow_one_space_after_colon = false
remove_empty_header_and_footer_lines_in_function = true
space_before_function_open_parenthesis = false
space_inside_function_call_parentheses = false
space_inside_function_param_list_parentheses = false
space_before_open_square_bracket = false
space_inside_square_brackets = false
# if true, ormat like this "local t <const> = 1"
keep_one_space_between_namedef_and_attribute = true
# [row_layout]
# The following configuration supports four expressions
# minLine:${n}
# keepLine
# keepLine:${n}
# maxLine:${n}
keep_line_after_if_statement = minLine:0
keep_line_after_do_statement = minLine:0
keep_line_after_while_statement = minLine:0
keep_line_after_repeat_statement = minLine:0
keep_line_after_for_statement = minLine:0
keep_line_after_local_or_assign_statement = keepLine
keep_line_after_function_define_statement = keepLine:1
keep_line_after_expression_statement = keepLine
# [diagnostic]
# the following is code diagnostic options
enable_check_codestyle = true
# [diagnostic.name_style]
enable_name_style_check = false
# the following is name style check rule
# base option off/camel_case/snake_case/upper_snake_case/pascal_case/same(filename/first_param/'<const string>', snake_case/pascal_case/camel_case)
# all option can use '|' represent or
# for example:
# snake_case | upper_snake_case
# same(first_param, snake_case)
# same('m')
local_name_define_style = snake_case
function_param_name_style = snake_case
function_name_define_style = snake_case
local_function_name_define_style = snake_case
table_field_name_define_style = snake_case
global_variable_name_define_style = snake_case|upper_snake_case
module_name_define_style = same('m')|same(filename, snake_case)
require_module_name_style = same(first_param, snake_case)
class_name_define_style = same(filename, snake_case)

View File

@@ -0,0 +1,17 @@
{
"Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [
"undefined-doc-name"
],
"Lua.diagnostics.globals": [
"BASE",
"lfs",
"__Moose",
"trigger",
"coord",
"missionCommands"
],
"Lua.completion.displayContext": 5,
"Lua.runtime.version": "Lua 5.1",
"Lua.completion.callSnippet": "Both"
}

View File

@@ -1,4 +1,6 @@
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
--- **AI** - Models the process of Combat Air Patrol (CAP) for airplanes.
--
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
--
-- ===
--
@@ -13,10 +15,11 @@
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
@@ -40,8 +43,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -71,7 +74,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -81,15 +84,20 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
@@ -106,7 +114,7 @@ AI_A2A_CAP = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
@@ -117,7 +125,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
-- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
@@ -132,7 +140,7 @@ end
--- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -143,7 +151,7 @@ end
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
end
@@ -191,7 +199,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_CAP self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
--- **AI** - Models the process of Ground Controlled Interception (GCI) for airplanes.
--
-- This is a class used in the @{AI_A2A_Dispatcher}.
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
--
-- ===
--
@@ -8,44 +8,32 @@
--
-- ===
--
-- @module AI.AI_A2A_GCI
-- @module AI.AI_A2A_Gci
-- @image AI_Ground_Control_Intercept.JPG
--- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ## 1. AI_A2A_GCI constructor
--
@@ -53,8 +41,6 @@
--
-- ## 2. AI_A2A_GCI is a FSM
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States
--
-- * **None** ( Group ): The process is not started yet.
@@ -73,25 +59,12 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
-- # Developer Note
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
@@ -153,7 +126,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_GCI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_GCI self
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
--- **AI** - Models the process of air patrol of airplanes.
--
-- ===
--
@@ -11,9 +11,11 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
@@ -39,8 +41,8 @@
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
@@ -68,7 +70,7 @@
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
@@ -100,18 +102,23 @@
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targeted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
--
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_PATROL
@@ -122,7 +129,7 @@ AI_A2A_PATROL = {
--- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -264,7 +271,7 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -287,7 +294,7 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_A2A_PATROL Fsm The FSM.
@@ -302,7 +309,7 @@ function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -11,14 +11,19 @@
-- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_BAI
@@ -26,8 +31,6 @@ AI_A2G_BAI = {
ClassName = "AI_A2G_BAI",
}
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
@@ -36,7 +39,7 @@ AI_A2G_BAI = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -46,14 +49,13 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )
return self
end
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
@@ -61,7 +63,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -76,7 +78,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_BAI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_BAI self
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
@@ -92,8 +94,6 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
end
end
end
return AttackUnitTasks
end

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -11,14 +11,19 @@
-- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_CAS
@@ -26,8 +31,6 @@ AI_A2G_CAS = {
ClassName = "AI_A2G_CAS",
}
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
@@ -36,7 +39,7 @@ AI_A2G_CAS = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -46,14 +49,13 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )
return self
end
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
@@ -61,7 +63,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -76,7 +78,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_CAS self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_CAS self
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
@@ -92,9 +94,6 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
end
end
end
return AttackUnitTasks
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -14,38 +14,27 @@
--- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ## 1. AI_A2G_SEAD constructor
--
@@ -53,22 +42,17 @@
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
-- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
-- # Developer Note
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_SEAD
@@ -76,8 +60,6 @@ AI_A2G_SEAD = {
ClassName = "AI_A2G_SEAD",
}
--- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP AIGroup
@@ -86,7 +68,7 @@ AI_A2G_SEAD = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -96,7 +78,7 @@ AI_A2G_SEAD = {
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )
@@ -111,7 +93,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -127,7 +109,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_SEAD self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_SEAD self
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )

View File

@@ -9,11 +9,13 @@
-- @module AI.AI_Air
-- @image MOOSE.JPG
--- @type AI_AIR
---
-- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--
@@ -46,6 +48,11 @@
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR
AI_AIR = {
ClassName = "AI_AIR",
@@ -253,10 +260,13 @@ function AI_AIR:New( AIGroup )
self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self
end
--- @param Wrapper.Group#GROUP self
-- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff()
@@ -370,11 +380,11 @@ end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_AIR self
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
@@ -387,14 +397,14 @@ function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_AIR self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_AIR self
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
@@ -406,7 +416,7 @@ end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR self
-- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
@@ -438,13 +448,13 @@ function AI_AIR:onafterReturn( Controllable, From, Event, To )
end
--- @param #AI_AIR self
-- @param #AI_AIR self
function AI_AIR:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_AIR self
-- @param #AI_AIR self
function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then
@@ -457,7 +467,7 @@ function AI_AIR:onafterStatus()
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 )
RTB = false
end
@@ -470,27 +480,27 @@ function AI_AIR:onafterStatus()
-- self:Home( "Destroy" )
-- end
-- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
local Fuel = self.Controllable:GetFuelMin()
-- If the fuel in the controllable is below the treshold percentage,
-- If the fuel in the controllable is below the threshold percentage,
-- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then
if self.TankerName then
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel()
else
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:Fuel()
RTB = true
end
@@ -501,21 +511,21 @@ function AI_AIR:onafterStatus()
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
RTB = true
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
local InitialLife = self.Controllable:GetLife0()
-- If the group is damaged, then RTB.
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged()
RTB = true
self:SetStatusOff()
end
-- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then
@@ -528,8 +538,8 @@ function AI_AIR:onafterStatus()
if Damage ~= InitialLife then
self:Damaged()
else
self:I( self.Controllable:GetName() .. " control lost! " )
self:T( self.Controllable:GetName() .. " control lost! " )
self:LostControl()
end
else
@@ -547,23 +557,23 @@ function AI_AIR:onafterStatus()
if not self:Is("Home") then
self:__Status( 10 )
end
end
end
--- @param Wrapper.Group#GROUP AIGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:RTB()
end
end
--- @param Wrapper.Group#GROUP AIGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
@@ -573,64 +583,83 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task )
end
end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
-- A random value in this bracket is then applied in the waypoint routing generation.
-- @param #AI_AIR self
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
self.RTBSpeedMaxFactor = MaxFactor or 0.6
self.RTBSpeedMinFactor = MinFactor or 0.5
return self
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
if AIGroup and AIGroup:IsAlive() then
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance()
--AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {}
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
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
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- 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 * 0.5, RTBSpeedMax * 0.6 )
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:I( "RTB and near the airbase!" )
self:T( "RTB and near the airbase!" )
self:Home()
return
end
if not AIGroup:InAir() == true then
self:I( "Not anymore in the air, considered Home." )
self:T( "Not anymore in the air, considered Home." )
self:Home()
return
end
--- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
@@ -638,18 +667,18 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:OptionROEHoldFire()
@@ -657,17 +686,17 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- NOW ROUTE THE GROUP!
AIGroup:Route( EngageRoute, self.TaskDelay )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
end
@@ -676,15 +705,17 @@ end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } )
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local Coordinate = AIGroup:GetCoordinate()
if Coordinate == nil then return end
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
@@ -698,17 +729,17 @@ function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
end
--- @param Wrapper.Group#GROUP AIGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
@@ -720,7 +751,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {}
@@ -731,10 +762,10 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
@@ -774,13 +805,13 @@ end
--- @param #AI_AIR self
-- @param #AI_AIR self
function AI_AIR:onafterDead()
self:SetStatusOff()
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData )
@@ -791,7 +822,7 @@ function AI_AIR:OnCrash( EventData )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData )
@@ -800,7 +831,7 @@ function AI_AIR:OnEjection( EventData )
end
end
--- @param #AI_AIR self
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData )

View File

@@ -1,4 +1,4 @@
--- **AI** - Create an automated AIR defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations.
--- **AI** - Create an automated AIR defense system with reconnaissance units, coordinating SEAD, BAI and CAP operations.
--
-- ===
--
@@ -7,14 +7,14 @@
-- * Setup quickly an AIR defense system for a coalition.
-- * Setup multiple defense zones to defend specific coordinates in your battlefield.
-- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
-- * Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, farps and carriers.
-- * Define AIR defense squadrons at airbases, FARPs and carriers.
-- * Enable airbases for AIR defenses.
-- * Add different planes and helicopter templates to squadrons.
-- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
-- * Add multiple squadrons to different airbases, farps or carriers.
-- * Add multiple squadrons to different airbases, FARPs or carriers.
-- * Define different ranges to engage upon.
-- * Establish an automatic in air refuel process for planes using refuel tankers.
-- * Setup default settings for all squadrons and AIR defenses.
@@ -24,7 +24,7 @@
--
-- ## Missions:
--
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching)
-- [AI_A2A_Dispatcher](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
--
-- ===
--
@@ -36,11 +36,13 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system.
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
--
-- Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.
-- Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.
--
--
-- ## 1. Which coalition am I modeling an AIR defense system for? blue or red?
@@ -88,7 +90,7 @@
--
-- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units?
--
-- The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
-- The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
-- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.
--
-- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.
@@ -108,7 +110,7 @@
-- ## 5. Are defense coordinates and defense reactivity the only parameters?
--
-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is
-- In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
-- detected, even when both enemies are at the same distance from a defense coordinate.
-- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
-- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.
@@ -117,18 +119,18 @@
-- ## 6. Which Squadrons will I create and which name will I give each Squadron?
--
-- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron.
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
-- for your mission, and remember that squadron names are used for communication to the players of your mission.
--
-- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**.
--
-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
-- Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.
--
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
--
--
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?
--
-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
@@ -174,13 +176,13 @@
-- * polygon zones
-- * moving zones
--
-- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class.
-- Depending on the type of zone selected, a different @{Core.Zone} object needs to be created from a ZONE_ class.
--
--
-- ## 12. Are moving defense coordinates possible?
--
-- Yes, different COORDINATE types are possible to be used.
-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit.
-- The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.
--
--
-- ## 13. How much defense coordinates do I need to create?
@@ -214,7 +216,7 @@
-- * From a parking spot with running engines
-- * From a parking spot with cold engines
--
-- **The default takeoff method is staight in the air.**
-- **The default takeoff method is straight in the air.**
-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
-- But it is the least realistic one!
--
@@ -236,10 +238,10 @@
--
-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?
--
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)?
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicopters or airplanes need to engage (per squadron)?
-- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc.
-- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication.
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
-- That means, that one defender can destroy more enemy ground units.
-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected.
--
@@ -259,7 +261,7 @@
--
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
--
-- @module AI.AI_AIR_Dispatcher
-- @module AI.AI_Air_Dispatcher
-- @image AI_Air_To_Ground_Dispatching.JPG
@@ -279,7 +281,7 @@ do -- AI_AIR_DISPATCHER
-- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
-- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
-- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
-- The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
-- The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
-- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.
--
-- Please study carefully the underlying explanations how to setup and use this module, as it has many features.
@@ -292,8 +294,6 @@ do -- AI_AIR_DISPATCHER
--
-- ## 1. AI\_AIR\_DISPATCHER constructor:
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG)
--
--
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
--
@@ -306,8 +306,6 @@ do -- AI_AIR_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -328,7 +326,7 @@ do -- AI_AIR_DISPATCHER
-- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
-- alerted of new enemy ground targets.
--
-- The following example defens a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
-- The following example defense a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
--
-- -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
-- -- Here we build the network with all the groups that have a name starting with CCCP Recce.
@@ -354,7 +352,7 @@ do -- AI_AIR_DISPATCHER
-- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups.
-- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.
--
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is choosen.
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is chosen.
--
-- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network
-- configuration and setup the AIR defense detection mechanism.
@@ -473,7 +471,7 @@ do -- AI_AIR_DISPATCHER
-- the mission designer can choose to increase or reduce the amount of planes spawned.
--
-- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron.
-- The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources.
-- The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.
--
-- For example, this defines 3 new squadrons:
--
@@ -619,7 +617,7 @@ do -- AI_AIR_DISPATCHER
-- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
-- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
-- which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
-- The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
-- The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
--
-- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of
-- aircraft groups per squadron to avoid cluttering of aircraft at airbases.
@@ -647,7 +645,7 @@ do -- AI_AIR_DISPATCHER
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway.
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
--
-- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
-- You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
-- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
-- A2A defense system, as no new CAP or GCI planes can takeoff.
-- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft.
@@ -673,8 +671,6 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -688,8 +684,6 @@ do -- AI_AIR_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
--
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -724,13 +718,13 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron.
--
-- ## 4. Set the **fuel treshold**.
-- ## 4. Set the **fuel threshold**.
--
-- When aircraft get **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- When aircraft get **out of fuel** to a certain %, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- - The aircraft will go RTB, and will be replaced with a new aircraft if possible.
-- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of the aircraft for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel threshold** of the aircraft for all squadrons.
--
-- ## 6. Other configuration options
--
@@ -786,17 +780,17 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
--
-- ## 10.5. Default RTB fuel treshold.
-- ## 10.5. Default RTB fuel threshold.
--
-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- When an airplane gets **out of fuel** to a certain %, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel threshold** of spawned airplanes for all squadrons.
--
-- ## 10.6. Default RTB damage treshold.
-- ## 10.6. Default RTB damage threshold.
--
-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- When an airplane is **damaged** to a certain %, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage threshold** of spawned airplanes for all squadrons.
--
-- ## 10.7. Default settings for **patrol**.
--
@@ -829,21 +823,19 @@ do -- AI_AIR_DISPATCHER
--
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
-- Then, use the method @{#AI_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the % left in the defender airplane tanks when a refuel action is needed.
--
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
--
-- For example, the following setup will set the default refuel tanker to "Tanker":
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG)
--
-- -- Define the CAP
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
-- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2ADispatcher:SetDefaultTanker( "Tanker" )
--
@@ -882,10 +874,12 @@ do -- AI_AIR_DISPATCHER
-- As a result, the GCI and CAP will stop!
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
--
-- # Developer Note
--
--
--
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR_DISPATCHER
AI_AIR_DISPATCHER = {
ClassName = "AI_AIR_DISPATCHER",
@@ -908,16 +902,16 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
--- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
-- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_AIR_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
-- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location.
-- @field #AI_AIR_DISPATCHER.Landing
AI_AIR_DISPATCHER.Landing = {
@@ -925,7 +919,7 @@ do -- AI_AIR_DISPATCHER
AtRunway = 2,
AtEngineShutdown = 3,
}
--- A defense queue item description
-- @type AI_AIR_DISPATCHER.DefenseQueueItem
-- @field Squadron
@@ -936,7 +930,7 @@ do -- AI_AIR_DISPATCHER
-- @field Functional.Detection#DETECTION_BASE AttackerDetection
-- @field DefenderGrouping
-- @field #string SquadronName The name of the squadron.
--- Queue of planned defenses to be launched.
-- This queue exists because defenses must be launched on FARPS, or in the air, or on an airbase, or on carriers.
-- And some of these platforms have very limited amount of "launching" platforms.
@@ -945,40 +939,39 @@ do -- AI_AIR_DISPATCHER
-- This guarantees that launched defenders are also directly existing ...
-- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
-- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach
-- @type AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = {
Random = 1,
Distance = 2,
}
--- AI_AIR_DISPATCHER constructor.
-- This is defining the AIR DISPATCHER for one coaliton.
-- This is defining the AIR DISPATCHER for one coalition.
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
-- The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.
-- @param #AI_AIR_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
-- @return #AI_AIR_DISPATCHER self
-- @usage
--
-- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
--
--
-- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
function AI_AIR_DISPATCHER:New( Detection )
-- Inherits from DETECTION_MANAGER
@@ -1025,7 +1018,7 @@ do -- AI_AIR_DISPATCHER
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_AIR#AI_AIR Task
-- @param AI.AI_Air#AI_AIR Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
@@ -1139,7 +1132,7 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1150,7 +1143,7 @@ do -- AI_AIR_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron )
end
self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
end
end
@@ -1203,7 +1196,7 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1220,31 +1213,31 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:I( "Captured " .. AirbaseName )
self:T( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanatize them.
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:I( "Squadron " .. SquadronName .. " captured." )
self:T( "Squadron " .. SquadronName .. " captured." )
end
end
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" )
@@ -1261,7 +1254,7 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron, Defender )
self:ResourcePark( Squadron )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1272,7 +1265,7 @@ do -- AI_AIR_DISPATCHER
end
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit
@@ -1288,31 +1281,31 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron, Defender )
self:ResourcePark( Squadron )
end
end
end
do -- Manage the defensive behaviour
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses.
function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5
end
@@ -1380,7 +1373,7 @@ do -- AI_AIR_DISPATCHER
--- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
@@ -1435,17 +1428,17 @@ do -- AI_AIR_DISPATCHER
end
--- Set the default damage treshold when defenders will RTB.
-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
--- Set the default damage threshold when defenders will RTB.
-- The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
-- @param #AI_AIR_DISPATCHER self
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default damage treshold.
-- -- Now Setup the default damage threshold.
-- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
--
function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
@@ -1800,12 +1793,12 @@ do -- AI_AIR_DISPATCHER
--
-- @return #AI_AIR_DISPATCHER
function AI_AIR_DISPATCHER:SetSquadron2( Squadron )
local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name.
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
return self
end
@@ -1816,15 +1809,15 @@ do -- AI_AIR_DISPATCHER
function AI_AIR_DISPATCHER:GetSquadron( SquadronName )
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
if not DefenderSquadron then
error( "Unknown Squadron for Dispatcher:" .. SquadronName )
end
return DefenderSquadron
end
--- Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot.
-- They will lock the parking spot.
@@ -1856,7 +1849,7 @@ do -- AI_AIR_DISPATCHER
--- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #bool true if visible.
-- @return #boolean true if visible.
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.
@@ -1876,7 +1869,7 @@ do -- AI_AIR_DISPATCHER
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage
@@ -1989,7 +1982,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the default amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2028,7 +2021,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2068,7 +2061,7 @@ do -- AI_AIR_DISPATCHER
--- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @return #number The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @return #number The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2674,17 +2667,17 @@ do -- AI_AIR_DISPATCHER
return self
end
--- Set the default fuel treshold when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
--- Set the default fuel threshold when defenders will RTB or Refuel in the air.
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@@ -2695,18 +2688,18 @@ do -- AI_AIR_DISPATCHER
end
--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
--- Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
@@ -2726,7 +2719,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the default tanker.
@@ -2749,7 +2742,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the squadron fuel treshold.
-- -- Now Setup the squadron fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the squadron tanker.
@@ -2778,7 +2771,7 @@ do -- AI_AIR_DISPATCHER
-- TODO: Need to model the resources in a squadron.
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
@@ -2791,7 +2784,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
@@ -2804,7 +2797,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } )
end
--- @param #AI_AIR_DISPATCHER self
-- @param #AI_AIR_DISPATCHER self
-- @param Wrapper.Group#GROUP Defender
-- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron.
function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender )
@@ -2847,7 +2840,7 @@ do -- AI_AIR_DISPATCHER
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount )
-- First, count the active AIGroups Units, targetting the DetectedSet
-- First, count the active AIGroups Units, targeting the DetectedSet
local DefendersEngaged = 0
local DefendersTotal = 0

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -19,56 +19,42 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ## 1. AI_AIR_ENGAGE constructor
--
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
-- ## 2. Set the Zone of Engagement
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_ENGAGE
@@ -367,7 +353,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -377,7 +363,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
--self:SetDetectionOff()
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -390,7 +376,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
end
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
@@ -403,9 +389,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
end
--- @param Wrapper.Group#GROUP AIControllable
-- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
@@ -413,14 +399,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.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 } )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName()
@@ -442,7 +428,13 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -451,19 +443,19 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
@@ -472,7 +464,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
@@ -488,16 +480,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
end
end
--- @param Wrapper.Group#GROUP AIControllable
-- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1
@@ -506,7 +498,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
end
--- @param #AI_AIR_ENGAGE self
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -532,7 +524,11 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if not TargetCoord then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -542,7 +538,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
@@ -550,7 +546,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
@@ -559,12 +555,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return()
return
else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:I(text)
self:T(text)
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -581,13 +577,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:I( DefenderGroupName .. ": No targets found -> returning.")
self:T( DefenderGroupName .. ": No targets found -> returning.")
self:Return()
return
end
end
--- @param Wrapper.Group#GROUP AIEngage
-- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } )

View File

@@ -1,4 +1,4 @@
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--
-- ===
--
@@ -12,10 +12,11 @@
--- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
@@ -39,8 +40,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -70,7 +71,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -80,16 +81,13 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
-- # Developer Note
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_PATROL
@@ -101,7 +99,7 @@ AI_AIR_PATROL = {
-- @param #AI_AIR_PATROL self
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
@@ -114,17 +112,17 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
local SpeedMax = AIGroup:GetSpeedMax()
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol.
@@ -135,7 +133,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
-- @param #AI_AIR_PATROL self
@@ -143,16 +141,16 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] Patrol
-- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] __Patrol
-- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
-- @param #AI_AIR_PATROL self
@@ -161,7 +159,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
-- @param #AI_AIR_PATROL self
@@ -169,9 +167,9 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
--- OnBefore Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
-- @param #AI_AIR_PATROL self
@@ -180,7 +178,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
-- @param #AI_AIR_PATROL self
@@ -188,23 +186,21 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] PatrolRoute
-- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
-- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
return self
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_AIR_PATROL self
-- @param #number EngageRange The Engage Range.
@@ -230,7 +226,7 @@ end
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
-- @return #AI_AIR_PATROL self
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
self.racetrack=true
self.racetracklegmin=LegMin or 10000
self.racetracklegmax=LegMax or 15000
@@ -238,18 +234,16 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
self.racetrackheadingmax=HeadingMax or 180
self.racetrackdurationmin=DurationMin
self.racetrackdurationmax=DurationMax
if self.racetrackdurationmax and not self.racetrackdurationmin then
self.racetrackdurationmin=self.racetrackdurationmax
end
self.racetrackcapcoordinates=CapCoordinates
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self
-- @return #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -262,7 +256,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:ClearTargetDistance()
self:__PatrolRoute( self.TaskDelay )
AIPatrol:OnReSpawn(
function( PatrolGroup )
self:__Reset( self.TaskDelay )
@@ -271,7 +265,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
)
end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_AIR_PATROL Fsm The FSM.
@@ -282,10 +276,10 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
if AIPatrol and AIPatrol:IsAlive() then
Fsm:PatrolRoute()
end
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.
@@ -300,53 +294,52 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
return
end
if AIPatrol and AIPatrol:IsAlive() then
local PatrolRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate()
local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt( altitude )
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
-- Random heading.
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
-- Random leg length.
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
-- Random duration if any.
local duration = self.racetrackdurationmin
if self.racetrackdurationmax then
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
end
-- CAP coordinate.
local c0=self.PatrolZone:GetRandomCoordinate()
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
end
-- Race track points.
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
self:SetTargetDistance(c0) -- For RTB status check
-- Debug:
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
--c1:MarkToAll("Race track c1")
@@ -354,39 +347,41 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
-- Task to orbit.
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
-- Task function to redo the patrol at other random position.
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
-- Controlled task with task condition.
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
-- Second waypoint
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
end
AIPatrol:OptionROEReturnFire()
AIPatrol:OptionROTEvadeFire()
AIPatrol:Route( PatrolRoute, self.TaskDelay )
end
end
--- @param Wrapper.Group#GROUP AIPatrol
--- Resumes the AIPatrol
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Fsm#FSM Fsm
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
@@ -394,5 +389,5 @@ function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
Fsm:__Reset( Fsm.TaskDelay )
Fsm:__PatrolRoute( Fsm.TaskDelay )
end
end

View File

@@ -1,6 +1,6 @@
--- **AI** - Models squadrons for airplanes and helicopters.
--
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes.
--
-- ===
--
@@ -18,7 +18,14 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_SQUADRON
@@ -33,7 +40,7 @@ AI_AIR_SQUADRON = {
-- @return #AI_AIR_SQUADRON
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON

View File

@@ -1,4 +1,4 @@
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--
-- **Features:**
--
@@ -11,7 +11,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_BAI)
--
-- ===
--
@@ -22,21 +22,23 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **Gunterlund**: Test case revision.
--
-- ===
--
-- @module AI.AI_Bai
-- @module AI.AI_BAI
-- @image AI_Battlefield_Air_Interdiction.JPG
--- AI_BAI_ZONE class
-- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
@@ -49,7 +51,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
--
@@ -87,7 +89,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
--
@@ -117,7 +119,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
--
@@ -130,7 +132,12 @@
-- AIBAIZone:SearchOff()
--
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_BAI_ZONE
@@ -142,7 +149,7 @@ AI_BAI_ZONE = {
--- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -169,8 +176,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
@@ -515,14 +521,14 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -566,20 +572,20 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -602,7 +608,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
self:__Target( -2 ) -- Start targeting
end
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--
-- **Features:**
--
@@ -9,7 +9,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Balancer)
--
-- ===
--
@@ -20,7 +20,7 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
--
-- ===
--
@@ -33,14 +33,15 @@
-- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET
--- Monitors and manages as many replacement AI groups as there are
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
-- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
--
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
--
@@ -52,7 +53,7 @@
--
-- ## 2. AI_BALANCER is a FSM
--
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG)
-- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
--
-- ### 2.1. AI_BALANCER States
--
@@ -85,7 +86,12 @@
--
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_BALANCER
AI_BALANCER = {
ClassName = "AI_BALANCER",
@@ -163,7 +169,8 @@ function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ReturnThresholdRange = ReturnThresholdRange
end
--- @param #AI_BALANCER self
--- AI_BALANCER:onenterSpawning
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup
-- @param #string ClientName
-- @param Wrapper.Group#GROUP AIGroup
@@ -185,7 +192,8 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
end
end
--- @param #AI_BALANCER self
--- AI_BALANCER:onenterDestroying
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
@@ -213,30 +221,24 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
--TODO: i need to rework the POINT_VEC2 thing.
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
--[[
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
]]
AIGroup:RouteRTB(ClosestAirbase)
end
end
--- @param #AI_BALANCER self
--- AI_BALANCER:onenterMonitoring
-- @param #AI_BALANCER self
function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( { self.SetClient:Count() } )
--self.SetClient:Flush()
self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client
--- SetClient:ForEachClient
-- @param Wrapper.Client#CLIENT Client
function( Client )
self:T3(Client.ClientName)
@@ -259,7 +261,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( RangeZone )
_DATABASE:ForEachPlayerUnit(
--- @param Wrapper.Unit#UNIT RangeTestUnit
--- Nameless function
-- @param Wrapper.Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
if RangeTestUnit:IsInZone( RangeZone ) == true then
@@ -271,7 +274,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
end
end,
--- @param Core.Zone#ZONE_RADIUS RangeZone
--- Nameless function
-- @param Core.Zone#ZONE_RADIUS RangeZone
-- @param Wrapper.Group#GROUP AIGroup
function( RangeZone, AIGroup, PlayerInRange )
if PlayerInRange.Value == false then
@@ -302,6 +306,3 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:__Monitor( 10 )
end

View File

@@ -1,16 +1,15 @@
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes.
--
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Manage a fuel threshold to RTB on time.
-- * Engage the enemy when detected.
--
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAP)
--
-- ===
--
@@ -19,29 +18,29 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
-- * **Whisper**: Testing.
-- * **Delta99**: Testing.
--
-- ===
--
-- @module AI.AI_Cap
-- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG
--- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
@@ -65,8 +64,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -96,7 +95,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -106,16 +105,21 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
-- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAP_ZONE
@@ -123,11 +127,9 @@ AI_CAP_ZONE = {
ClassName = "AI_CAP_ZONE",
}
--- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -141,7 +143,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
self.Accomplished = false
self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Engage.
@@ -152,7 +154,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
-- @param #AI_CAP_ZONE self
@@ -160,11 +162,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] Engage
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] __Engage
-- @param #AI_CAP_ZONE self
@@ -188,7 +190,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
-- @param #AI_CAP_ZONE self
@@ -197,7 +199,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
-- @param #AI_CAP_ZONE self
@@ -205,11 +207,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] Fired
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] __Fired
-- @param #AI_CAP_ZONE self
@@ -225,7 +227,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
-- @param #AI_CAP_ZONE self
@@ -233,17 +235,16 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] Destroy
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] __Destroy
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Abort.
@@ -254,7 +255,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
-- @param #AI_CAP_ZONE self
@@ -262,11 +263,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] Abort
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] __Abort
-- @param #AI_CAP_ZONE self
@@ -282,7 +283,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
-- @param #AI_CAP_ZONE self
@@ -290,11 +291,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] Accomplish
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] __Accomplish
-- @param #AI_CAP_ZONE self
@@ -303,7 +304,6 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
return self
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
@@ -311,7 +311,7 @@ end
function AI_CAP_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
@@ -346,7 +346,6 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end
--- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -358,8 +357,6 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -380,11 +377,11 @@ end
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
if From ~= "Engaging" then
local Engage = false
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
@@ -392,7 +389,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
break
end
end
if Engage == true then
self:F( 'Detected -> Engaging' )
self:__Engage( 1 )
@@ -400,7 +397,6 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -411,9 +407,6 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -427,22 +420,23 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
if not CurrentVec2 then return self end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
@@ -451,17 +445,17 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
@@ -480,7 +474,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:F( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
else
if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:F( {"Within Range and Engaging", DetectedUnit } )
@@ -504,12 +498,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
self:SetDetectionDeactivated()
end
Controllable:Route( EngageRoute, 0.5 )
end
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
--- **AI** - Perform Close Air Support (CAS) near friendlies.
--
-- **Features:**
--
@@ -11,7 +11,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAS)
--
-- ===
--
@@ -22,22 +22,25 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
--
-- ===
--
-- @module AI.AI_Cas
-- @module AI.AI_CAS
-- @image AI_Close_Air_Support.JPG
--- AI_CAS_ZONE class
-- @type AI_CAS_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
@@ -49,7 +52,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
--
@@ -87,7 +90,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
@@ -117,8 +120,13 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAS_ZONE
@@ -130,7 +138,7 @@ AI_CAS_ZONE = {
--- Creates a new AI_CAS_ZONE object
-- @param #AI_CAS_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -459,14 +467,14 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -496,20 +504,20 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -520,7 +528,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
self:__Target( -2 ) -- Start targeting
end
end

View File

@@ -15,6 +15,8 @@
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
@@ -25,7 +27,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",
@@ -47,19 +54,21 @@ function AI_CARGO:New( Carrier, CargoSet )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
-- Board
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Reload", "*" )
self:AddTransition( "*", "Board", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Loaded", "Board", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
-- Unload
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unboard", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
@@ -393,7 +402,7 @@ 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() and From == "Boarding" then
if Carrier and Carrier:IsAlive() 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 +518,7 @@ 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() and From == "Unboarding" then
if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return
@@ -540,7 +549,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
self:T({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
@@ -580,4 +589,3 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
end
end

View File

@@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
@@ -75,7 +77,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_APC
AI_CARGO_APC = {
@@ -98,7 +105,8 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Reload", "Boarding" )
self:AddTransition( "*", "Deployed", "*" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:SetCombatRadius( CombatRadius )

View File

@@ -14,6 +14,8 @@
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
@@ -41,7 +43,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",
@@ -435,7 +442,7 @@ 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, true, Airbase)
local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true

View File

@@ -18,10 +18,12 @@
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Cargo_Dispatcher)
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # The dispatcher concept.
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
@@ -100,7 +102,12 @@
--
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@@ -111,7 +118,7 @@
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_DISPATCHER
-- @type AI_CARGO_DISPATCHER
-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
-- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.
@@ -567,7 +574,7 @@
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
--
-- ===
--
@@ -578,10 +585,12 @@ AI_CARGO_DISPATCHER = {
PickupCargo = {}
}
--- @field #list
--- List of AI_Cargo
-- @field #list
AI_CARGO_DISPATCHER.AI_Cargo = {}
--- @field #list
--- List of PickupCargo
-- @field #list
AI_CARGO_DISPATCHER.PickupCargo = {}
@@ -1154,7 +1163,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:I(text)
self:T(text)
end
end
end

View File

@@ -36,6 +36,8 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
@@ -137,7 +139,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_APC

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
--- **AI** - Models the intelligent transportation of infantry and other cargo using Planes.
--
-- ## Features:
--
@@ -30,6 +30,8 @@
--- Brings a dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
@@ -108,7 +110,12 @@
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = {

View File

@@ -1,4 +1,4 @@
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
--- **AI** - Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- ## Features:
--
@@ -31,6 +31,8 @@
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--
@@ -140,7 +142,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
@@ -174,8 +181,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZone
self:SetPickupSpeed( 350, 150 )
self:SetDeploySpeed( 350, 150 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupRadius( 40, 12 )
self:SetDeployRadius( 40, 12 )
self:SetPickupHeight( 500, 200 )
self:SetDeployHeight( 500, 200 )
@@ -186,6 +193,9 @@ end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local dispatcher = AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
dispatcher:SetLandingSpeedAndHeight(27, 6)
return dispatcher
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
--- **AI** - Models the intelligent transportation of infantry and other cargo using Ships.
--
-- ## Features:
--
@@ -21,7 +21,7 @@
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatching_For_Ship.JPG
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -29,6 +29,8 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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.
@@ -37,14 +39,14 @@
--
-- 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.
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- 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.
-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
--
-- ---
--
@@ -130,7 +132,12 @@
-- 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.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_SHIP

View File

@@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
@@ -33,7 +35,7 @@
--
-- ## Infantry health.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- When infantry is unboarded from the helicopters, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
@@ -41,7 +43,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER
@@ -64,32 +71,24 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
-- Boarding
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
--[[
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "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" , "*" )
-- Unboarding
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Destroyed", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
-- RTB
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
@@ -107,13 +106,31 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- PickedUp Handler OnAfter for AI_CARGO_HELICOPTER - Cargo set has been picked up, ready to deploy
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickedUp
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter The helicopter #GROUP object
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Unloaded Handler OnAfter for AI_CARGO_HELICOPTER - Cargo unloaded, carrier is empty
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterUnloaded
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo The #CARGO_GROUP object.
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Pickup Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
@@ -129,7 +146,7 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
@@ -139,21 +156,42 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deployed Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeployed
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Deploy Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Home Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Home
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
--- Home Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Home
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
@@ -180,6 +218,9 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:SetCarrier( Helicopter )
self.landingspeed = 15 -- kph
self.landingheight = 5.5 -- meter
return self
end
@@ -228,6 +269,25 @@ function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
return self
end
--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
-- @param #AI_CARGO_HELICOPTER self
-- @param #number speed Landing speed in kph(!), e.g. 15
-- @param #number height Landing height in meters(!), e.g. 5.5
-- @return #AI_CARGO_HELICOPTER self
-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
--
-- BASE:TraceOn()
-- BASE:TraceClass("AI_CARGO_HELICOPTER")
--
-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
-- Adjust if necessary.
function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
local _speed = speed or 15
local _height = height or 5.5
self.landingheight = _height
self.landingspeed = _speed
return self
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
@@ -235,7 +295,7 @@ end
-- @param Event
-- @param To
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F({From, Event, To})
Helicopter:F( { Name = Helicopter:GetName() } )
if Helicopter and Helicopter:IsAlive() then
@@ -244,13 +304,13 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 5.
-- So we check if the helo is on the ground, and velocity< 15.
-- Only then the infantry can unload (and load too, for consistency)!
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 10 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
@@ -258,7 +318,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 10 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end
@@ -276,7 +336,7 @@ end
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
self:F({From, Event, To, Coordinate, Speed, DeployZone})
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() == true then
@@ -309,8 +369,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- COORDINATE.WaypointType.TurningPoint,
-- COORDINATE.WaypointAction.TurningPoint,
-- Speed,
-- true
-- )
@@ -322,8 +382,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
50,
true
)
@@ -359,7 +419,8 @@ end
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
self:F({From, Event, To, Coordinate})
if Helicopter and Helicopter:IsAlive() then
local Route = {}
@@ -368,7 +429,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
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)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
@@ -394,7 +455,7 @@ end
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
self:F( { From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
@@ -416,7 +477,7 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
@@ -437,14 +498,14 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
local CoordinateFrom = Helicopter:GetCoordinate()
--- 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", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
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)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
@@ -485,10 +546,10 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
self:F({From, Event, To, Coordinate, Speed, Height, DeployZone})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteDeploy = true
@@ -504,7 +565,7 @@ 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", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
@@ -514,7 +575,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
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)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
@@ -550,11 +611,12 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
self:F({From, Event, To, Coordinate, Speed, Height})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteHome = true
@@ -563,22 +625,23 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Calculate the target route point.
Coordinate.y = Height
--Coordinate.y = Height
Height = Height or 50
Speed = Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo
@@ -589,12 +652,11 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route(Route, 0)
end
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
@@ -7,13 +7,15 @@
-- ===
--
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatching_For_Ship.JPG
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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.
@@ -46,15 +48,20 @@
--
-- ## 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
-- 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
-- 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.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI.
--- **AI** - Taking the lead of AI escorting your flight or of other AI.
--
-- ===
--
@@ -19,12 +19,14 @@
--
-- ## Missions:
--
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
--
-- ===
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
@@ -147,8 +149,8 @@
-- @image Escorting.JPG
--- @type AI_ESCORT
---
-- @type AI_ESCORT
-- @extends AI.AI_Formation#AI_FORMATION
@@ -168,10 +170,17 @@
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
-- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_ESCORT
AI_ESCORT = {
@@ -189,16 +198,9 @@ AI_ESCORT = {
TaskPoints = {}
}
--- @field Functional.Detection#DETECTION_AREAS
-- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT class constructor for an AI group
-- @param #AI_ESCORT self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
@@ -211,10 +213,14 @@ AI_ESCORT.Detection = nil
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
-- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
--
function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
local self = BASE:Inherit( self, AI_FORMATION:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT
@@ -227,10 +233,17 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
self.EscortGroupSet = EscortGroupSet
self.EscortGroupSet:SetSomeIteratorLimit( 8 )
self.EscortBriefing = EscortBriefing
self.Menu = {}
self.Menu.HoldAtEscortPosition = self.Menu.HoldAtEscortPosition or {}
self.Menu.HoldAtLeaderPosition = self.Menu.HoldAtLeaderPosition or {}
self.Menu.Flare = self.Menu.Flare or {}
self.Menu.Smoke = self.Menu.Smoke or {}
self.Menu.Targets = self.Menu.Targets or {}
self.Menu.ROE = self.Menu.ROE or {}
self.Menu.ROT = self.Menu.ROT or {}
-- if not EscortBriefing then
-- EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
@@ -250,7 +263,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
-- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then
@@ -325,14 +338,14 @@ function AI_ESCORT:_InitEscortRoute( EscortGroup )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT:onafterStart( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@@ -370,7 +383,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_InitEscortMenus( EscortGroup )
@@ -378,7 +391,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:SetFlightModeFormation( EscortGroup )
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } )
@@ -394,14 +407,14 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@@ -443,9 +456,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -493,9 +506,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -545,12 +558,12 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
if MenuFormation then
local Arguments = MenuFormation.Arguments
--self:I({Arguments=unpack(Arguments)})
--self:T({Arguments=unpack(Arguments)})
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then
self:E({FormationID=FormationID})
@@ -580,7 +593,7 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart )
@@ -594,7 +607,7 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace )
@@ -609,8 +622,8 @@ end
-- This menu will appear under **Formation**.
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace )
@@ -625,8 +638,8 @@ end
-- This menu will appear under **Formation**.
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace )
@@ -642,8 +655,8 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -659,8 +672,8 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -676,9 +689,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -694,9 +707,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -712,9 +725,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -764,7 +777,7 @@ end
function AI_ESCORT:SetFlightMenuHoldAtEscortPosition()
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {} ) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuHoldPosition = MENU_GROUP_COMMAND
@@ -785,7 +798,7 @@ end
function AI_ESCORT:SetEscortMenuHoldAtEscortPosition( EscortGroup )
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
local EscortMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", EscortGroup.EscortMenu )
@@ -853,7 +866,7 @@ end
function AI_ESCORT:SetFlightMenuHoldAtLeaderPosition()
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuHoldAtLeaderPosition = MENU_GROUP_COMMAND
@@ -874,7 +887,7 @@ end
function AI_ESCORT:SetEscortMenuHoldAtLeaderPosition( EscortGroup )
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -999,7 +1012,7 @@ end
function AI_ESCORT:SetFlightMenuFlare()
for _, MenuFlare in pairs( self.Menu.Flare) do
for _, MenuFlare in pairs( self.Menu.Flare or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuFlare = MENU_GROUP:New( self.PlayerGroup, MenuFlare.MenuText, FlightMenuReportNavigation )
@@ -1014,7 +1027,7 @@ end
function AI_ESCORT:SetEscortMenuFlare( EscortGroup )
for _, MenuFlare in pairs( self.Menu.Flare) do
for _, MenuFlare in pairs( self.Menu.Flare or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1059,7 +1072,7 @@ end
function AI_ESCORT:SetFlightMenuSmoke()
for _, MenuSmoke in pairs( self.Menu.Smoke) do
for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuSmoke = MENU_GROUP:New( self.PlayerGroup, MenuSmoke.MenuText, FlightMenuReportNavigation )
@@ -1076,7 +1089,7 @@ end
function AI_ESCORT:SetEscortMenuSmoke( EscortGroup )
for _, MenuSmoke in pairs( self.Menu.Smoke) do
for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1169,7 +1182,7 @@ function AI_ESCORT:SetFlightMenuTargets()
local FlightMenuAttackNearbyAir = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest airborne targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Air ):SetTag( "Attack" )
local FlightMenuAttackNearbyGround = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest ground targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Ground ):SetTag( "Attack" )
for _, MenuTargets in pairs( self.Menu.Targets) do
for _, MenuTargets in pairs( self.Menu.Targets or {}) do
MenuTargets.FlightReportTargetsScheduler = SCHEDULER:New( self, self._FlightReportTargetsScheduler, {}, MenuTargets.Interval, MenuTargets.Interval )
end
@@ -1179,7 +1192,7 @@ end
function AI_ESCORT:SetEscortMenuTargets( EscortGroup )
for _, MenuTargets in pairs( self.Menu.Targets) do
for _, MenuTargets in pairs( self.Menu.Targets or {} or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
--local EscortMenuReportTargets = MENU_GROUP:New( self.PlayerGroup, "Report targets", EscortGroup.EscortMenu )
@@ -1231,7 +1244,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F()
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if not EscortGroup:IsAir() then
-- Request assistance from other escorts.
@@ -1246,7 +1259,7 @@ end
function AI_ESCORT:SetFlightMenuROE()
for _, MenuROE in pairs( self.Menu.ROE) do
for _, MenuROE in pairs( self.Menu.ROE or {}) do
local FlightMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", self.FlightMenu )
local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._FlightROEHoldFire, self, "Holding weapons!" )
@@ -1261,7 +1274,7 @@ end
function AI_ESCORT:SetEscortMenuROE( EscortGroup )
for _, MenuROE in pairs( self.Menu.ROE) do
for _, MenuROE in pairs( self.Menu.ROE or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1302,7 +1315,7 @@ end
function AI_ESCORT:SetFlightMenuROT()
for _, MenuROT in pairs( self.Menu.ROT) do
for _, MenuROT in pairs( self.Menu.ROT or {}) do
local FlightMenuROT = MENU_GROUP:New( self.PlayerGroup, "Reaction On Threat", self.FlightMenu )
local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._FlightROTNoReaction, self, "Fighting until death!" )
@@ -1317,7 +1330,7 @@ end
function AI_ESCORT:SetEscortMenuROT( EscortGroup )
for _, MenuROT in pairs( self.Menu.ROT) do
for _, MenuROT in pairs( self.Menu.ROT or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1375,7 +1388,7 @@ function AI_ESCORT:SetEscortMenuResumeMission( EscortGroup )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP OrbitGroup
-- @param Wrapper.Group#GROUP EscortGroup
-- @param #number OrbitHeight
@@ -1419,7 +1432,7 @@ function AI_ESCORT:_HoldPosition( OrbitGroup, EscortGroup, OrbitHeight, OrbitSec
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP OrbitGroup
-- @param #number OrbitHeight
-- @param #number OrbitSeconds
@@ -1428,7 +1441,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then
if OrbitGroup == nil then
@@ -1456,7 +1469,7 @@ end
function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup )
@@ -1471,7 +1484,7 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_ESCORT
function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1483,7 +1496,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1510,7 +1523,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@@ -1533,7 +1546,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message )
@@ -1556,7 +1569,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message )
@@ -1587,7 +1600,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@@ -1679,7 +1692,7 @@ function AI_ESCORT:_ScanTargets( ScanDuration )
end
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
-- @param #AI_ESCORT self
function AI_ESCORT.___Resume( EscortGroup, self )
@@ -1701,7 +1714,7 @@ function AI_ESCORT.___Resume( EscortGroup, self )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup
-- @param #number WayPoint
function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
@@ -1723,7 +1736,7 @@ function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
@@ -1743,7 +1756,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local AttackUnitTasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
AttackUnitTasks[#AttackUnitTasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
@@ -1767,7 +1780,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -1795,7 +1808,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem )
@@ -1842,7 +1855,7 @@ end
---
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
@@ -1854,7 +1867,7 @@ function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -1881,7 +1894,7 @@ end
function AI_ESCORT:_FlightROEHoldFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEHoldFire, EscortROEMessage )
end
@@ -1890,7 +1903,7 @@ end
function AI_ESCORT:_FlightROEOpenFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEOpenFire, EscortROEMessage )
end
@@ -1899,7 +1912,7 @@ end
function AI_ESCORT:_FlightROEReturnFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEReturnFire, EscortROEMessage )
end
@@ -1908,7 +1921,7 @@ end
function AI_ESCORT:_FlightROEWeaponFree( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEWeaponFree, EscortROEMessage )
end
@@ -1924,7 +1937,7 @@ end
function AI_ESCORT:_FlightROTNoReaction( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTNoReaction, EscortROTMessage )
end
@@ -1933,7 +1946,7 @@ end
function AI_ESCORT:_FlightROTPassiveDefense( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTPassiveDefense, EscortROTMessage )
end
@@ -1942,7 +1955,7 @@ end
function AI_ESCORT:_FlightROTEvadeFire( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTEvadeFire, EscortROTMessage )
end
@@ -1951,7 +1964,7 @@ end
function AI_ESCORT:_FlightROTVertical( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTVertical, EscortROTMessage )
end
@@ -2178,5 +2191,3 @@ function AI_ESCORT:_FlightReportTargetsScheduler()
return false
end

View File

@@ -15,12 +15,19 @@
-- @image MOOSE.JPG
--- @type AI_ESCORT_DISPATCHER
-- @type AI_ESCORT_DISPATCHER
-- @extends Core.Fsm#FSM
--- Models the automatic assignment of AI escorts to player flights.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER
@@ -28,7 +35,7 @@ AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER",
}
--- @field #list
-- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {}
@@ -97,7 +104,7 @@ function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
end
--- @param #AI_ESCORT_DISPATCHER self
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
@@ -105,11 +112,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:I({EscortAirbase= self.EscortAirbase } )
self:I({PlayerGroupName = PlayerGroupName } )
self:I({PlayerGroup = PlayerGroup})
self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then
@@ -120,7 +127,7 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
end
--- @param #AI_ESCORT_DISPATCHER self
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
@@ -128,17 +135,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:I({EscortAirbase= self.EscortAirbase } )
self:I({PlayerGroupName = PlayerGroupName } )
self:I({PlayerGroup = PlayerGroup})
self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:I({EscortGroup = EscortGroup})
self:T({EscortGroup = EscortGroup})
self:ScheduleOnce( 1,
function( EscortGroup )

View File

@@ -11,7 +11,7 @@
--
-- ===
--
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
-- @module AI.AI_Escort_Dispatcher_Request
-- @image MOOSE.JPG
@@ -20,7 +20,14 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER_REQUEST

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
--- **AI** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
--
-- ===
--
@@ -19,12 +19,14 @@
--
-- ## Missions:
--
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
--
-- ===
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
@@ -137,13 +139,18 @@
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ===
--
-- @module AI.AI_Escort
-- @module AI.AI_Escort_Request
-- @image Escorting.JPG
@@ -292,7 +299,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()

View File

@@ -1,4 +1,4 @@
--- **AI** -- Build large airborne formations of aircraft.
--- **AI** - Build large airborne formations of aircraft.
--
-- **Features:**
--
@@ -7,13 +7,13 @@
-- * Assign a group leader that will guide the large formation path.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
--
--
-- ## Additional Material:
--
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Formation)
-- * **YouTube videos:** [Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
-- * **Guides:** None
--
-- ===
--
-- ### Author: **FlightControl**
@@ -31,17 +31,19 @@
-- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to:
--
@@ -92,7 +94,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 )
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
@@ -153,21 +160,11 @@ AI_FORMATION.__Enum.Mode = {
-- @field #number GroundRadar
-- @field #number Ground
AI_FORMATION.__Enum.ReportType = {
Airborne = "*",
Airborne = "A",
GroundRadar = "R",
Ground = "G",
}
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
@@ -729,7 +726,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
PointVec3:SetX( XStart + i * XSpace )
PointVec3:SetY( YStart + i * YSpace )
PointVec3:SetZ( ZStart + i * ZSpace )
@@ -881,7 +878,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
local Side = ( i % 2 == 0 ) and 1 or -1
local Row = i / 2 + 1
@@ -940,7 +937,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
local ZIndex = i % ZLevels
local XIndex = math.floor( i / ZLevels )
@@ -1000,7 +997,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1024,7 +1021,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1048,7 +1045,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
@@ -1140,8 +1137,8 @@ end
-- @param DCS#Vec3 CV2 Vec3
function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation and not self:Is("Stopped") then
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
FollowGroup:OptionROTEvadeFire()
@@ -1226,7 +1223,6 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}

View File

@@ -1,10 +1,10 @@
--- **AI** -- Perform Air Patrolling for airplanes.
--- **AI** - Perform Air Patrolling for airplanes.
--
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Manage a fuel threshold to RTB on time.
--
-- ===
--
@@ -16,7 +16,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Patrol)
--
-- ===
--
@@ -27,8 +27,8 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **Pikey**: Testing and API concept review.
--
-- ===
--
@@ -38,7 +38,7 @@
--- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -46,7 +46,9 @@
-- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
@@ -72,8 +74,8 @@
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
@@ -101,7 +103,7 @@
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
@@ -133,18 +135,23 @@
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
--
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_PATROL_ZONE
@@ -154,7 +161,7 @@ AI_PATROL_ZONE = {
--- Creates a new AI_PATROL_ZONE object
-- @param #AI_PATROL_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -170,27 +177,27 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO"
self:SetRefreshTimeInterval( 30 )
self.CheckStatus = true
self:ManageFuel( .2, 60 )
self:ManageDamage( 1 )
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
self:SetStartState( "None" )
self:AddTransition( "*", "Stop", "Stopped" )
@@ -228,7 +235,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] Stop
-- @param #AI_PATROL_ZONE self
@@ -256,7 +263,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Start.
-- @function [parent=#AI_PATROL_ZONE] Start
-- @param #AI_PATROL_ZONE self
@@ -329,7 +336,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_PATROL_ZONE] Status
-- @param #AI_PATROL_ZONE self
@@ -413,7 +420,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] RTB
-- @param #AI_PATROL_ZONE self
@@ -441,11 +448,11 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string To The To State string.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" )
return self
end
@@ -459,7 +466,7 @@ end
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
@@ -473,7 +480,7 @@ end
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
@@ -581,56 +588,56 @@ function AI_PATROL_ZONE:ClearDetectedUnits()
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self:F2()
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
self:__Status( 60 ) -- Check status status every 30 seconds.
self:SetDetectionActivated()
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
@@ -647,15 +654,15 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
end
--- @param #AI_PATROL_ZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectOn and self.DetectActivated
end
--- @param #AI_PATROL_ZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
local Detected = false
@@ -667,12 +674,12 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
local TargetUnit = UNIT:Find( TargetObject )
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
if TargetUnit and TargetUnit:IsAlive() then
local TargetUnitName = TargetUnit:GetName()
if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } )
@@ -687,21 +694,21 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end
Detected = true
end
end
end
end
self:__Detect( -self.DetectInterval )
if Detected == true then
self:__Detected( 1.5 )
end
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -710,7 +717,7 @@ function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -725,11 +732,11 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
return
end
if self.Controllable:IsAlive() then
local life = self.Controllable:GetLife() or 0
if self.Controllable:IsAlive() and life > 1 then
-- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
local PatrolRoute = {}
-- Calculate the current route point of the controllable as the start point of the route.
@@ -743,14 +750,15 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:InAir() == false then
self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea,
COORDINATE.WaypointType.TakeOffParking,
COORDINATE.WaypointAction.FromParkingArea,
ToPatrolZoneSpeed,
true
)
@@ -758,14 +766,15 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
else
self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
@@ -773,7 +782,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
@@ -785,13 +794,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
@@ -815,13 +824,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStatus()
self:F2()
@@ -831,7 +840,7 @@ function AI_PATROL_ZONE:onafterStatus()
local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -839,16 +848,25 @@ function AI_PATROL_ZONE:onafterStatus()
OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true
else
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageThreshold then
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
local arelevant = rockets+bombs
if arelevant == 0 or missiles == 0 then
RTB = true
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
end
end
if RTB == true then
self:RTB()
else
@@ -857,7 +875,7 @@ function AI_PATROL_ZONE:onafterStatus()
end
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterRTB()
self:F2()
@@ -870,15 +888,16 @@ function AI_PATROL_ZONE:onafterRTB()
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
@@ -895,13 +914,13 @@ function AI_PATROL_ZONE:onafterRTB()
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterDead()
self:SetDetectionOff()
self:SetStatusOff()
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnCrash( EventData )
@@ -912,7 +931,7 @@ function AI_PATROL_ZONE:OnCrash( EventData )
end
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnEjection( EventData )
@@ -921,7 +940,7 @@ function AI_PATROL_ZONE:OnEjection( EventData )
end
end
--- @param #AI_PATROL_ZONE self
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnPilotDead( EventData )

View File

@@ -1,16 +1,18 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- ===
--
-- @module Actions.Account
-- @module Actions.Act_Account
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@@ -20,7 +22,7 @@ do -- ACT_ACCOUNT
--
-- ### ACT_ACCOUNT States
--
-- * **Asigned**: The player is assigned.
-- * **Assigned**: The player is assigned.
-- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting.
-- * **Account**: Account for an event.
@@ -54,6 +56,11 @@ do -- ACT_ACCOUNT
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @type ACT_ACCOUNT
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
@@ -104,7 +111,6 @@ do -- ACT_ACCOUNT
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -129,7 +135,7 @@ do -- ACT_ACCOUNT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 )
end
@@ -138,10 +144,10 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
@@ -157,7 +163,6 @@ do -- ACT_ACCOUNT_DEADS
ClassName = "ACT_ACCOUNT_DEADS",
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Set#SET_UNIT TargetSetUnit
@@ -195,7 +200,6 @@ do -- ACT_ACCOUNT_DEADS
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -270,7 +274,6 @@ do -- ACT_ACCOUNT_DEADS
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self

View File

@@ -1,6 +1,8 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
@@ -52,9 +54,14 @@
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
@@ -64,7 +71,7 @@
--
-- ===
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
@@ -77,7 +84,7 @@
--
-- ===
--
-- @module Actions.Assign
-- @module Actions.Act_Assign
-- @image MOOSE.JPG

View File

@@ -1,5 +1,6 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@@ -48,9 +49,9 @@
--
-- ===
--
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
--
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked.
--
@@ -58,9 +59,14 @@
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Assist
-- @module Actions.Act_Assist
-- @image MOOSE.JPG

View File

@@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:
@@ -60,9 +62,9 @@
--
-- ===
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
@@ -70,9 +72,14 @@
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Route
-- @module Actions.Act_Route
-- @image MOOSE.JPG
@@ -190,7 +197,7 @@ do -- ACT_ROUTE
self:F( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
self:F( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
--- **Cargo** - Management of single cargo crates, which are based on a STATIC object.
--
-- ===
--
@@ -22,6 +22,9 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
---
-- ![Banner Image](..\Images\deprecated.png)
--
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
@@ -36,7 +39,12 @@ do -- CARGO_CRATE
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_CRATE
@@ -54,7 +62,7 @@ do -- CARGO_CRATE
-- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
self:F( { Type, Name, NearRadius } )
self:T( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
@@ -109,9 +117,9 @@ do -- CARGO_CRATE
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#COORDINATE
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:F( { ToPointVec2, From, Event, To } )
--self:T( { ToPointVec2, From, Event, To } )
local Angle = 180
local Speed = 10
@@ -148,7 +156,7 @@ do -- CARGO_CRATE
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
--self:F( { From, Event, To, CargoCarrier } )
--self:T( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier
@@ -185,7 +193,7 @@ do -- CARGO_CRATE
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_CRATE:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
--self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
@@ -205,7 +213,7 @@ do -- CARGO_CRATE
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Crate is within the loading radius.
function CARGO_CRATE:IsInLoadRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.NearRadius } )
--self:T( { Coordinate, LoadRadius = self.NearRadius } )
local Distance = 0
if self:IsUnLoaded() then
@@ -226,7 +234,7 @@ do -- CARGO_CRATE
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_CRATE:GetCoordinate()
--self:F()
--self:T()
return self.CargoObject:GetCoordinate()
end
@@ -256,7 +264,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_CRATE:RouteTo( Coordinate )
self:F( {Coordinate = Coordinate } )
self:T( {Coordinate = Coordinate } )
end
@@ -269,7 +277,7 @@ do -- CARGO_CRATE
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } )
self:T( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
@@ -278,7 +286,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self
function CARGO_CRATE:Respawn()
self:F( { "Respawning crate " .. self:GetName() } )
self:T( { "Respawning crate " .. self:GetName() } )
-- Respawn the group...
@@ -295,7 +303,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self
function CARGO_CRATE:onafterReset()
self:F( { "Reset crate " .. self:GetName() } )
self:T( { "Reset crate " .. self:GetName() } )
-- Respawn the group...

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 GROUP object.
--
-- ===
--
@@ -22,9 +22,12 @@ do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup.
-- @field Wrapper.Group#GROUÜ CargoCarrier The carrier group.
-- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--
-- ![Banner Image](..\Images\deprecated.png)
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
@@ -38,7 +41,12 @@ do -- CARGO_GROUP
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #CARGO_GROUP CARGO_GROUP
--
CARGO_GROUP = {
@@ -47,7 +55,7 @@ do -- CARGO_GROUP
--- CARGO_GROUP constructor.
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
-- It will "ungroup" the group object within the sim, and will create a @{Core.Set} of individual Unit objects.
-- @param #CARGO_GROUP self
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
@@ -59,7 +67,7 @@ do -- CARGO_GROUP
-- Inherit CAROG_REPORTABLE
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, LoadRadius } )
self:T( { Type, Name, LoadRadius } )
self.CargoSet = SET_CARGO:New()
self.CargoGroup = CargoGroup
@@ -141,7 +149,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self
function CARGO_GROUP:Respawn()
self:F( { "Respawning" } )
self:T( { "Respawning" } )
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO
@@ -222,7 +230,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self
function CARGO_GROUP:Regroup()
self:F("Regroup")
self:T("Regroup")
if self.Grouped == false then
@@ -236,7 +244,7 @@ do -- CARGO_GROUP
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
self:T( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
if CargoUnit:IsUnLoaded() then
@@ -253,7 +261,7 @@ do -- CARGO_GROUP
-- Then we register the new group in the database
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
self:F( { "Regroup", GroupTemplate } )
self:T( { "Regroup", GroupTemplate } )
-- Now we spawn the new group based on the template created.
self.CargoObject = _DATABASE:Spawn( GroupTemplate )
@@ -266,7 +274,7 @@ do -- CARGO_GROUP
-- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData )
self:E(EventData)
self:T(EventData)
local Destroyed = false
@@ -291,7 +299,7 @@ do -- CARGO_GROUP
if Destroyed then
self:Destroyed()
self:E( { "Cargo group destroyed" } )
self:T( { "Cargo group destroyed" } )
end
end
@@ -304,14 +312,14 @@ do -- CARGO_GROUP
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
self:T( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
NearRadius = NearRadius or self.NearRadius
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach(
function( Cargo, ... )
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
self:T( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
CargoGroup:OptionAlarmStateGreen()
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
@@ -329,7 +337,7 @@ do -- CARGO_GROUP
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
--self:F( { From, Event, To, CargoCarrier, ...} )
--self:T( { From, Event, To, CargoCarrier, ...} )
if From == "UnLoaded" then
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
@@ -354,7 +362,7 @@ do -- CARGO_GROUP
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
--self:F( { CargoCarrier.UnitName, From, Event, To } )
--self:T( { CargoCarrier.UnitName, From, Event, To } )
local Boarded = true
local Cancelled = false
@@ -388,7 +396,7 @@ do -- CARGO_GROUP
if not Boarded then
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
else
self:F("Group Cargo is loaded")
self:T("Group Cargo is loaded")
self:__Load( 1, CargoCarrier, ... )
end
else
@@ -405,10 +413,10 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:F( {From, Event, To, ToPointVec2, NearRadius } )
self:T( {From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25
@@ -448,10 +456,10 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
--self:T( { From, Event, To, ToPointVec2, NearRadius } )
--local NearRadius = NearRadius or 25
@@ -486,9 +494,9 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:F( { From, Event, To, ToPointVec2 } )
--self:T( { From, Event, To, ToPointVec2 } )
if From == "Loaded" then
@@ -606,7 +614,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_GROUP:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } )
--self:T( {Coordinate = Coordinate } )
-- For each Cargo within the CargoSet, route each object to the Coordinate
self.CargoSet:ForEach(
@@ -624,13 +632,13 @@ do -- CARGO_GROUP
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } )
self:T( {NearRadius = NearRadius } )
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
self:F( "Near" )
self:T( "Near" )
return true
end
end
@@ -644,7 +652,7 @@ do -- CARGO_GROUP
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Group is within the load radius.
function CARGO_GROUP:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } )
--self:T( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
@@ -664,7 +672,7 @@ do -- CARGO_GROUP
return false
end
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } )
self:T( { Distance = Distance, LoadRadius = self.LoadRadius } )
if Distance <= self.LoadRadius then
return true
else
@@ -682,12 +690,12 @@ do -- CARGO_GROUP
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Group is within the report radius.
function CARGO_GROUP:IsInReportRadius( Coordinate )
--self:F( { Coordinate } )
--self:T( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then
self:F( { Cargo } )
self:T( { Cargo } )
local Distance = 0
if Cargo:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
@@ -727,13 +735,13 @@ do -- CARGO_GROUP
end
end
--- Check if the first element of the CargoGroup is the given @{Zone}.
--- Check if the first element of the CargoGroup is the given @{Core.Zone}.
-- @param #CARGO_GROUP self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
function CARGO_GROUP:IsInZone( Zone )
--self:F( { Zone } )
--self:T( { Zone } )
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
@@ -766,3 +774,4 @@ do -- CARGO_GROUP
end -- CARGO_GROUP

View File

@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
--- **Cargo** - Management of single cargo crates, which are based on a STATIC object. The cargo can only be slingloaded.
--
-- ===
--
@@ -29,7 +29,14 @@ do -- CARGO_SLINGLOAD
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_SLINGLOAD
@@ -47,7 +54,7 @@ do -- CARGO_SLINGLOAD
-- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } )
self:T( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic
@@ -125,7 +132,7 @@ do -- CARGO_SLINGLOAD
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
--self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
@@ -144,7 +151,7 @@ do -- CARGO_SLINGLOAD
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Slingload is within the loading radius.
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } )
--self:T( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
@@ -164,7 +171,7 @@ do -- CARGO_SLINGLOAD
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_SLINGLOAD:GetCoordinate()
--self:F()
--self:T()
return self.CargoObject:GetCoordinate()
end
@@ -194,7 +201,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_SLINGLOAD:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } )
--self:T( {Coordinate = Coordinate } )
end
@@ -207,7 +214,7 @@ do -- CARGO_SLINGLOAD
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
--self:F( {NearRadius = NearRadius } )
--self:T( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
@@ -217,7 +224,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn()
--self:F( { "Respawning slingload " .. self:GetName() } )
--self:T( { "Respawning slingload " .. self:GetName() } )
-- Respawn the group...
@@ -234,7 +241,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:onafterReset()
--self:F( { "Reset slingload " .. self:GetName() } )
--self:T( { "Reset slingload " .. self:GetName() } )
-- Respawn the group...

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 UNIT object.
--
-- ===
--
@@ -27,7 +27,14 @@ do -- CARGO_UNIT
-- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.
--
-- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_UNIT CARGO_UNIT
@@ -67,10 +74,10 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180
local Speed = 60
@@ -109,7 +116,7 @@ do -- CARGO_UNIT
else
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
end
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self:T( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self.CargoCarrier = nil
local Points = {}
@@ -140,10 +147,10 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180
local Speed = 10
@@ -166,10 +173,10 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
self.CargoInAir = self.CargoObject:InAir()
@@ -192,9 +199,9 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#COORDINATE
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:F( { ToPointVec2, From, Event, To } )
self:T( { ToPointVec2, From, Event, To } )
local Angle = 180
local Speed = 10
@@ -231,7 +238,7 @@ do -- CARGO_UNIT
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
self:T( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
self.CargoInAir = self.CargoObject:InAir()
@@ -239,7 +246,7 @@ do -- CARGO_UNIT
local MaxSpeed = Desc.speedMaxOffRoad
local TypeName = Desc.typeName
--self:F({Unit=self.CargoObject:GetName()})
--self:T({Unit=self.CargoObject:GetName()})
-- A cargo unit can only be boarded if it is not dead
@@ -293,9 +300,9 @@ do -- CARGO_UNIT
-- @param Wrapper.Client#CLIENT CargoCarrier
-- @param #number NearRadius Default 25 m.
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
self:T( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
self:F( { IsAlive=self.CargoObject:IsAlive() } )
self:T( { IsAlive=self.CargoObject:IsAlive() } )
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
@@ -316,7 +323,7 @@ do -- CARGO_UNIT
local Angle = 180
local Distance = 0
--self:F({Unit=self.CargoObject:GetName()})
--self:T({Unit=self.CargoObject:GetName()})
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
@@ -343,7 +350,7 @@ do -- CARGO_UNIT
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
end
else
self:E("Something is wrong")
self:T("Something is wrong")
end
end
@@ -356,11 +363,11 @@ do -- CARGO_UNIT
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
self:F( { From, Event, To, CargoCarrier } )
self:T( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier
--self:F({Unit=self.CargoObject:GetName()})
--self:T({Unit=self.CargoObject:GetName()})
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then

View File

@@ -0,0 +1,943 @@
--- **Core** - A* Pathfinding.
--
-- **Main Features:**
--
-- * Find path from A to B.
-- * Pre-defined as well as custom valid neighbour functions.
-- * Pre-defined as well as custom cost functions.
-- * Easy rectangular grid setup.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Astar
-- @image CORE_Astar.png
--- ASTAR class.
-- @type ASTAR
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table nodes Table of nodes.
-- @field #number counter Node counter.
-- @field #number Nnodes Number of nodes.
-- @field #number nvalid Number of nvalid calls.
-- @field #number nvalidcache Number of cached valid evals.
-- @field #number ncost Number of cost evaluations.
-- @field #number ncostcache Number of cached cost evals.
-- @field #ASTAR.Node startNode Start node.
-- @field #ASTAR.Node endNode End node.
-- @field Core.Point#COORDINATE startCoord Start coordinate.
-- @field Core.Point#COORDINATE endCoord End coordinate.
-- @field #function ValidNeighbourFunc Function to check if a node is valid.
-- @field #table ValidNeighbourArg Optional arguments passed to the valid neighbour function.
-- @field #function CostFunc Function to calculate the heuristic "cost" to go from one node to another.
-- @field #table CostArg Optional arguments passed to the cost function.
-- @extends Core.Base#BASE
--- *When nothing goes right... Go left!*
--
-- ===
--
-- # The ASTAR Concept
--
-- Pathfinding algorithm.
--
--
-- # Start and Goal
--
-- The first thing we need to define is obviously the place where we want to start and where we want to go eventually.
--
-- ## Start
--
-- The start
--
-- ## Goal
--
--
-- # Nodes
--
-- ## Rectangular Grid
--
-- A rectangular grid can be created using the @{#ASTAR.CreateGrid}(*ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid*), where
--
-- * *ValidSurfaceTypes* is a table of valid surface types. By default all surface types are valid.
-- * *BoxXY* is the width of the grid perpendicular the the line between start and end node. Default is 40,000 meters (40 km).
-- * *SpaceX* is the additional space behind the start and end nodes. Default is 20,000 meters (20 km).
-- * *deltaX* is the grid spacing between nodes in the direction of start and end node. Default is 2,000 meters (2 km).
-- * *deltaY* is the grid spacing perpendicular to the direction of start and end node. Default is the same as *deltaX*.
-- * *MarkGrid* If set to *true*, this places marker on the F10 map on each grid node. Note that this can stall DCS if too many nodes are created.
--
-- ## Valid Surfaces
--
-- Certain unit types can only travel on certain surfaces types, for example
--
-- * Naval units can only travel on water (that also excludes shallow water in DCS currently),
-- * Ground units can only traval on land.
--
-- By restricting the surface type in the grid construction, we also reduce the number of nodes, which makes the algorithm more efficient.
--
-- ## Box Width (BoxHY)
--
-- The box width needs to be large enough to capture all paths you want to consider.
--
-- ## Space in X
--
-- The space in X value is important if the algorithm needs to to backwards from the start node or needs to extend even further than the end node.
--
-- ## Grid Spacing
--
-- The grid spacing is an important factor as it determines the number of nodes and hence the performance of the algorithm. It should be as large as possible.
-- However, if the value is too large, the algorithm might fail to get a valid path.
--
-- A good estimate of the grid spacing is to set it to be smaller (~ half the size) of the smallest gap you need to path.
--
-- # Valid Neighbours
--
-- The A* algorithm needs to know if a transition from one node to another is allowed or not. By default, hopping from one node to another is always possible.
--
-- ## Line of Sight
--
-- For naval
--
--
-- # Heuristic Cost
--
-- In order to determine the optimal path, the pathfinding algorithm needs to know, how costly it is to go from one node to another.
-- Often, this can simply be determined by the distance between two nodes. Therefore, the default cost function is set to be the 2D distance between two nodes.
--
--
-- # Calculate the Path
--
-- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node.
--
-- By default, the start and end node are include in the table that is returned.
--
-- Note that a valid path must not always exist. So you should check if the function returns *nil*.
--
-- Common reasons that a path cannot be found are:
--
-- * The grid is too small ==> increase grid size, e.g. *BoxHY* and/or *SpaceX* if you use a rectangular grid.
-- * The grid spacing is too large ==> decrease *deltaX* and/or *deltaY*
-- * There simply is no valid path ==> you are screwed :(
--
--
-- # Examples
--
-- ## Strait of Hormuz
--
-- Carrier Group finds its way through the Stait of Hormuz.
--
-- ##
--
--
--
-- @field #ASTAR
ASTAR = {
ClassName = "ASTAR",
Debug = nil,
lid = nil,
nodes = {},
counter = 1,
Nnodes = 0,
ncost = 0,
ncostcache = 0,
nvalid = 0,
nvalidcache = 0,
}
--- Node data.
-- @type ASTAR.Node
-- @field #number id Node id.
-- @field Core.Point#COORDINATE coordinate Coordinate of the node.
-- @field #number surfacetype Surface type.
-- @field #table valid Cached valid/invalid nodes.
-- @field #table cost Cached cost.
--- ASTAR infinity.
-- @field #number INF
ASTAR.INF=1/0
--- ASTAR class version.
-- @field #string version
ASTAR.version="0.4.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add more valid neighbour functions.
-- TODO: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new ASTAR object.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#ASTAR
self.lid="ASTAR | "
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set coordinate from where to start.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate Start coordinate.
-- @return #ASTAR self
function ASTAR:SetStartCoordinate(Coordinate)
self.startCoord=Coordinate
return self
end
--- Set coordinate where you want to go.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate end coordinate.
-- @return #ASTAR self
function ASTAR:SetEndCoordinate(Coordinate)
self.endCoord=Coordinate
return self
end
--- Create a node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to create the node.
-- @return #ASTAR.Node The node.
function ASTAR:GetNodeFromCoordinate(Coordinate)
local node={} --#ASTAR.Node
node.coordinate=Coordinate
node.surfacetype=Coordinate:GetSurfaceType()
node.id=self.counter
node.valid={}
node.cost={}
self.counter=self.counter+1
return node
end
--- Add a node to the table of grid nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
-- @return #ASTAR self
function ASTAR:AddNode(Node)
self.nodes[Node.id]=Node
self.Nnodes=self.Nnodes+1
return self
end
--- Add a node to the table of grid nodes specifying its coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate The coordinate where the node is created.
-- @return #ASTAR.Node The node.
function ASTAR:AddNodeFromCoordinate(Coordinate)
local node=self:GetNodeFromCoordinate(Coordinate)
self:AddNode(node)
return node
end
--- Check if the coordinate of a node has is at a valid surface type.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
-- @param #table SurfaceTypes Surface types, for example `{land.SurfaceType.WATER}`. By default all surface types are valid.
-- @return #boolean If true, surface type of node is valid.
function ASTAR:CheckValidSurfaceType(Node, SurfaceTypes)
if SurfaceTypes then
if type(SurfaceTypes)~="table" then
SurfaceTypes={SurfaceTypes}
end
for _,surface in pairs(SurfaceTypes) do
if surface==Node.surfacetype then
return true
end
end
return false
else
return true
end
end
--- Add a function to determine if a neighbour of a node is valid.
-- @param #ASTAR self
-- @param #function NeighbourFunction Function that needs to return *true* for a neighbour to be valid.
-- @param ... Condition function arguments if any.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourFunction(NeighbourFunction, ...)
self.ValidNeighbourFunc=NeighbourFunction
self.ValidNeighbourArg={}
if arg then
self.ValidNeighbourArg=arg
end
return self
end
--- Set valid neighbours to require line of sight between two nodes.
-- @param #ASTAR self
-- @param #number CorridorWidth Width of LoS corridor in meters.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourLoS(CorridorWidth)
self:SetValidNeighbourFunction(ASTAR.LoS, CorridorWidth)
return self
end
--- Set valid neighbours to be in a certain distance.
-- @param #ASTAR self
-- @param #number MaxDistance Max distance between nodes in meters. Default is 2000 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourDistance(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.DistMax, MaxDistance)
return self
end
--- Set valid neighbours to be in a certain distance.
-- @param #ASTAR self
-- @param #number MaxDistance Max distance between nodes in meters. Default is 2000 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourRoad(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.Road, MaxDistance)
return self
end
--- Set the function which calculates the "cost" to go from one to another node.
-- The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments.
-- Very often the distance between nodes is a good measure for the cost.
-- @param #ASTAR self
-- @param #function CostFunction Function that returns the "cost".
-- @param ... Condition function arguments if any.
-- @return #ASTAR self
function ASTAR:SetCostFunction(CostFunction, ...)
self.CostFunc=CostFunction
self.CostArg={}
if arg then
self.CostArg=arg
end
return self
end
--- Set heuristic cost to go from one node to another to be their 2D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostDist2D()
self:SetCostFunction(ASTAR.Dist2D)
return self
end
--- Set heuristic cost to go from one node to another to be their 3D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostDist3D()
self:SetCostFunction(ASTAR.Dist3D)
return self
end
--- Set heuristic cost to go from one node to another to be their 3D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostRoad()
self:SetCostFunction(ASTAR)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Grid functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a rectangular grid of nodes between star and end coordinate.
-- The coordinate system is oriented along the line between start and end point.
-- @param #ASTAR self
-- @param #table ValidSurfaceTypes Valid surface types. By default is all surfaces are allowed.
-- @param #number BoxHY Box "height" in meters along the y-coordinate. Default 40000 meters (40 km).
-- @param #number SpaceX Additional space in meters before start and after end coordinate. Default 10000 meters (10 km).
-- @param #number deltaX Increment in the direction of start to end coordinate in meters. Default 2000 meters.
-- @param #number deltaY Increment perpendicular to the direction of start to end coordinate in meters. Default is same as deltaX.
-- @param #boolean MarkGrid If true, create F10 map markers at grid nodes.
-- @return #ASTAR self
function ASTAR:CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid)
-- Note that internally
-- x coordinate is z: x-->z Line from start to end
-- y coordinate is x: y-->x Perpendicular
-- Grid length and width.
local Dz=SpaceX or 10000
local Dx=BoxHY and BoxHY/2 or 20000
-- Increments.
local dz=deltaX or 2000
local dx=deltaY or dz
-- Heading from start to end coordinate.
local angle=self.startCoord:HeadingTo(self.endCoord)
--Distance between start and end.
local dist=self.startCoord:Get2DDistance(self.endCoord)+2*Dz
-- Origin of map. Needed to translate back to wanted position.
local co=COORDINATE:New(0, 0, 0)
local do1=co:Get2DDistance(self.startCoord)
local ho1=co:HeadingTo(self.startCoord)
-- Start of grid.
local xmin=-Dx
local zmin=-Dz
-- Number of grid points.
local nz=dist/dz+1
local nx=2*Dx/dx+1
-- Debug info.
local text=string.format("Building grid with nx=%d ny=%d => total=%d nodes", nx, nz, nx*nz)
self:T(self.lid..text)
-- Loop over x and z coordinate to create a 2D grid.
for i=1,nx do
-- x coordinate perpendicular to z.
local x=xmin+dx*(i-1)
for j=1,nz do
-- z coordinate connecting start and end.
local z=zmin+dz*(j-1)
-- Rotate 2D.
local vec3=UTILS.Rotate2D({x=x, y=0, z=z}, angle)
-- Coordinate of the node.
local c=COORDINATE:New(vec3.z, vec3.y, vec3.x):Translate(do1, ho1, true)
-- Create a node at this coordinate.
local node=self:GetNodeFromCoordinate(c)
-- Check if node has valid surface type.
if self:CheckValidSurfaceType(node, ValidSurfaceTypes) then
if MarkGrid then
c:MarkToAll(string.format("i=%d, j=%d surface=%d", i, j, node.surfacetype))
end
-- Add node to grid.
self:AddNode(node)
end
end
end
-- Debug info.
local text=string.format("Done building grid!")
self:T2(self.lid..text)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Valid neighbour functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function to check if two nodes have line of sight (LoS).
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number corridor (Optional) Width of corridor in meters.
-- @return #boolean If true, two nodes have LoS.
function ASTAR.LoS(nodeA, nodeB, corridor)
local offset=1
local dx=corridor and corridor/2 or nil
local dy=dx
local cA=nodeA.coordinate:GetVec3()
local cB=nodeB.coordinate:GetVec3()
cA.y=offset
cB.y=offset
local los=land.isVisible(cA, cB)
if los and corridor then
-- Heading from A to B.
local heading=nodeA.coordinate:HeadingTo(nodeB.coordinate)
local Ap=UTILS.VecTranslate(cA, dx, heading+90)
local Bp=UTILS.VecTranslate(cB, dx, heading+90)
los=land.isVisible(Ap, Bp)
if los then
local Am=UTILS.VecTranslate(cA, dx, heading-90)
local Bm=UTILS.VecTranslate(cB, dx, heading-90)
los=land.isVisible(Am, Bm)
end
end
return los
end
--- Function to check if two nodes have a road connection.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #boolean If true, two nodes are connected via a road.
function ASTAR.Road(nodeA, nodeB)
local path=land.findPathOnRoads("roads", nodeA.coordinate.x, nodeA.coordinate.z, nodeB.coordinate.x, nodeB.coordinate.z)
if path then
return true
else
return false
end
end
--- Function to check if distance between two nodes is less than a threshold distance.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number distmax Max distance in meters. Default is 2000 m.
-- @return #boolean If true, distance between the two nodes is below threshold.
function ASTAR.DistMax(nodeA, nodeB, distmax)
distmax=distmax or 2000
local dist=nodeA.coordinate:Get2DDistance(nodeB.coordinate)
return dist<=distmax
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Heuristic cost functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Heuristic cost is given by the 2D distance between the nodes.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist2D(nodeA, nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB)
return dist
end
--- Heuristic cost is given by the 3D distance between the nodes.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist3D(nodeA, nodeB)
local dist=nodeA.coordinate:Get3DDistance(nodeB.coordinate)
return dist
end
--- Heuristic cost is given by the distance between the nodes on road.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.DistRoad(nodeA, nodeB)
-- Get the path.
local path=land.findPathOnRoads("roads", nodeA.coordinate.x, nodeA.coordinate.z, nodeB.coordinate.x, nodeB.coordinate.z)
if path then
local dist=0
for i=2,#path do
local b=path[i] --DCS#Vec2
local a=path[i-1] --DCS#Vec2
dist=dist+UTILS.VecDist2D(a,b)
end
return dist
end
return math.huge
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find the closest node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate.
-- @return #ASTAR.Node Cloest node to the coordinate.
-- @return #number Distance to closest node in meters.
function ASTAR:FindClosestNode(Coordinate)
local distMin=math.huge
local closeNode=nil
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
local dist=node.coordinate:Get2DDistance(Coordinate)
if dist<distMin then
distMin=dist
closeNode=node
end
end
return closeNode, distMin
end
--- Find the start node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindStartNode()
local node, dist=self:FindClosestNode(self.startCoord)
self.startNode=node
if dist>1000 then
self:T(self.lid.."Adding start node to node grid!")
self:AddNode(node)
end
return self
end
--- Add a node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindEndNode()
local node, dist=self:FindClosestNode(self.endCoord)
self.endNode=node
if dist>1000 then
self:T(self.lid.."Adding end node to node grid!")
self:AddNode(node)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Main A* pathfinding function
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
-- @param #ASTAR self
-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
-- @return #table Table of nodes from start to finish.
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
self:FindStartNode()
self:FindEndNode()
local nodes=self.nodes
local start=self.startNode
local goal=self.endNode
-- Sets.
local openset = {}
local closedset = {}
local came_from = {}
local g_score = {}
local f_score = {}
openset[start.id]=true
local Nopen=1
-- Initial scores.
g_score[start.id]=0
f_score[start.id]=g_score[start.id]+self:_HeuristicCost(start, goal)
-- Set start time.
local T0=timer.getAbsTime()
-- Debug message.
local text=string.format("Starting A* pathfinding with %d Nodes", self.Nnodes)
self:T(self.lid..text)
local Tstart=UTILS.GetOSTime()
-- Loop while we still have an open set.
while Nopen > 0 do
-- Get current node.
local current=self:_LowestFscore(openset, f_score)
-- Check if we are at the end node.
if current.id==goal.id then
local path=self:_UnwindPath({}, came_from, goal)
if not ExcludeEndNode then
table.insert(path, goal)
end
if ExcludeStartNode then
table.remove(path, 1)
end
local Tstop=UTILS.GetOSTime()
local dT=nil
if Tstart and Tstop then
dT=Tstop-Tstart
end
-- Debug message.
local text=string.format("Found path with %d nodes (%d total)", #path, self.Nnodes)
if dT then
text=text..string.format(", OS Time %.6f sec", dT)
end
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
self:T(self.lid..text)
return path
end
-- Move Node from open to closed set.
openset[current.id]=nil
Nopen=Nopen-1
closedset[current.id]=true
-- Get neighbour nodes.
local neighbors=self:_NeighbourNodes(current, nodes)
-- Loop over neighbours.
for _,neighbor in pairs(neighbors) do
if self:_NotIn(closedset, neighbor.id) then
local tentative_g_score=g_score[current.id]+self:_DistNodes(current, neighbor)
if self:_NotIn(openset, neighbor.id) or tentative_g_score < g_score[neighbor.id] then
came_from[neighbor]=current
g_score[neighbor.id]=tentative_g_score
f_score[neighbor.id]=g_score[neighbor.id]+self:_HeuristicCost(neighbor, goal)
if self:_NotIn(openset, neighbor.id) then
-- Add to open set.
openset[neighbor.id]=true
Nopen=Nopen+1
end
end
end
end
end
-- Debug message.
local text=string.format("WARNING: Could NOT find valid path!")
self:E(self.lid..text)
MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
return nil -- no valid path
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- A* pathfinding helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Heuristic "cost" function to go from node A to node B. Default is the distance between the nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node nodeA Node A.
-- @param #ASTAR.Node nodeB Node B.
-- @return #number "Cost" to go from node A to node B.
function ASTAR:_HeuristicCost(nodeA, nodeB)
-- Counter.
self.ncost=self.ncost+1
-- Get chached cost if available.
local cost=nodeA.cost[nodeB.id]
if cost~=nil then
self.ncostcache=self.ncostcache+1
return cost
end
local cost=nil
if self.CostFunc then
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
else
cost=self:_DistNodes(nodeA, nodeB)
end
nodeA.cost[nodeB.id]=cost
nodeB.cost[nodeA.id]=cost -- Symmetric problem.
return cost
end
--- Check if going from a node to a neighbour is possible.
-- @param #ASTAR self
-- @param #ASTAR.Node node A node.
-- @param #ASTAR.Node neighbor Neighbour node.
-- @return #boolean If true, transition between nodes is possible.
function ASTAR:_IsValidNeighbour(node, neighbor)
-- Counter.
self.nvalid=self.nvalid+1
local valid=node.valid[neighbor.id]
if valid~=nil then
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id))
self.nvalidcache=self.nvalidcache+1
return valid
end
local valid=nil
if self.ValidNeighbourFunc then
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
else
valid=true
end
node.valid[neighbor.id]=valid
neighbor.valid[node.id]=valid -- Symmetric problem.
return valid
end
--- Calculate 2D distance between two nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node nodeA Node A.
-- @param #ASTAR.Node nodeB Node B.
-- @return #number Distance between nodes in meters.
function ASTAR:_DistNodes(nodeA, nodeB)
return nodeA.coordinate:Get2DDistance(nodeB.coordinate)
end
--- Function that calculates the lowest F score.
-- @param #ASTAR self
-- @param #table set The set of nodes IDs.
-- @param #number f_score F score.
-- @return #ASTAR.Node Best node.
function ASTAR:_LowestFscore(set, f_score)
local lowest, bestNode = ASTAR.INF, nil
for nid,node in pairs(set) do
local score=f_score[nid]
if score<lowest then
lowest, bestNode = score, nid
end
end
return self.nodes[bestNode]
end
--- Function to get valid neighbours of a node.
-- @param #ASTAR self
-- @param #ASTAR.Node theNode The node.
-- @param #table nodes Possible neighbours.
-- @param #table Valid neighbour nodes.
function ASTAR:_NeighbourNodes(theNode, nodes)
local neighbors = {}
for _,node in pairs(nodes) do
if theNode.id~=node.id then
local isvalid=self:_IsValidNeighbour(theNode, node)
if isvalid then
table.insert(neighbors, node)
end
end
end
return neighbors
end
--- Function to check if a node is not in a set.
-- @param #ASTAR self
-- @param #table set Set of nodes.
-- @param #ASTAR.Node theNode The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_NotIn(set, theNode)
return set[theNode]==nil
end
--- Unwind path function.
-- @param #ASTAR self
-- @param #table flat_path Flat path.
-- @param #table map Map.
-- @param #ASTAR.Node current_node The current node.
-- @return #table Unwinded path.
function ASTAR:_UnwindPath( flat_path, map, current_node )
if map [current_node] then
table.insert (flat_path, 1, map[current_node])
return self:_UnwindPath(flat_path, map, map[current_node])
else
return flat_path
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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--- **Core** - TACAN and other beacons.
--
-- ===
--
-- ## Features:
--
-- * Provide beacon functionality to assist pilots.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Beacon
-- @image Core_Radio.JPG
--- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon
--
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very useful to simulate the battery time if your BEACON is
-- attach to a cargo crate, for example.
--
-- ## Aircraft TACAN Beacon usage
--
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON.ActivateTACAN}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON.RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @field #number UniqueName Counter to make the unique naming work.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name = nil,
UniqueName = 0,
}
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN TACtical Air Navigation system.
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number PRMG_LOCALIZER
-- @field #number PRMG_GLIDESLOPE
-- @field #number ICLS Same as ICLS glideslope.
-- @field #number ICLS_LOCALIZER
-- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
BEACON.Type={
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
PRMG_GLIDESLOPE = 33280,
ICLS = 131584, --leaving this in here but it is the same as ICLS_GLIDESLOPE
ICLS_LOCALIZER = 131328,
ICLS_GLIDESLOPE = 131584,
NAUTICAL_HOMER = 65536,
}
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
-- @type BEACON.System
-- @field #number PAR_10 ?
-- @field #number RSBN_5 Russian VOR/DME system.
-- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omni-directional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
-- @field #number ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10,
BROADCAST_STATION = 11,
VORTAC = 12,
TACAN_AA_MODE_X = 13,
TACAN_AA_MODE_Y = 14,
VORDME = 15,
ICLS_LOCALIZER = 16,
ICLS_GLIDESLOPE = 17,
}
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Wrapper.Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F(Positionable)
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
self.name=Positionable:GetName()
self:I(string.format("New BEACON %s", tostring(self.name)))
return self
end
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
Mode=Mode or "Y"
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- Beacon type.
local Type=BEACON.Type.TACAN
-- Beacon system.
local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode=="X" then
--self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y!", self.Positionable})
System=BEACON.System.TACAN_TANKER_X
else
System=BEACON.System.TACAN_TANKER_Y
end
end
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug.
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop scheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates a LINK4 BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Frequency LINK4 FRequency in MHz, eg 336.
-- @param #string Morse The ID that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateLink4(Frequency, Morse, Duration)
self:F({Frequency=Frequency, Morse=Morse, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"LINK4 BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateLink4(Frequency,UnitID,Morse)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:CommandDeactivateLink4(Duration)
end
return self
end
--- DEPRECATED: Please use @{#BEACON.ActivateTACAN}() instead.
-- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
-- @param #boolean Bearing Can the BEACON be homed on ?
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
local IsValid = true
if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false
end
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false
end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not
local System
if Bearing then
System = BEACON.System.TACAN_TANKER_Y
else
System = BEACON.System.TACAN_AA_MODE_Y
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = BEACON.Type.TACAN,
system = System,
callsign = Message,
AA = true,
frequency = Frequency,
bearing = Bearing,
modeChannel = "Y",
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
-- The following e.g. can home in on these specific frequencies :
-- * **Mi8**
-- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
-- * ARK9 -> 150-1300KHz
-- * **Huey**
-- * AN/ARC-131 -> 30-76 Mhz FM
-- @param #BEACON self
-- @param #string FileName The name of the audio file
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a beacon for a unit in distress.
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- -- The beacon they use is battery-powered, and only lasts for 5 min
-- local UnitInDistress = UNIT:FindByName("Unit1")
-- local UnitBeacon = UnitInDistress:GetBeacon()
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
Modulation = Modulation or radio.modulation.AM
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension? ", FileName})
end
-- Check the Frequency
if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency})
IsValid = false
end
Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false
end
-- Check the Power
if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power})
IsValid = false
end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
BEACON.UniqueName = BEACON.UniqueName + 1
self.BeaconName = "MooseBeacon"..tostring(BEACON.UniqueName)
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, self.BeaconName)
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
function()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the Radio Beacon
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(self.BeaconName)
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end

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@@ -0,0 +1,464 @@
--- **Core** - Define any or all conditions to be evaluated.
--
-- **Main Features:**
--
-- * Add arbitrary numbers of conditon functions
-- * Evaluate *any* or *all* conditions
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Condition
-- @image MOOSE.JPG
--- CONDITON class.
-- @type CONDITION
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the condition.
-- @field #boolean isAny General functions are evaluated as any condition.
-- @field #boolean negateResult Negate result of evaluation.
-- @field #boolean noneResult Boolean that is returned if no condition functions at all were specified.
-- @field #table functionsGen General condition functions.
-- @field #table functionsAny Any condition functions.
-- @field #table functionsAll All condition functions.
-- @field #number functionCounter Running number to determine the unique ID of condition functions.
-- @field #boolean defaultPersist Default persistence of condition functions.
--
-- @extends Core.Base#BASE
--- *Better three hours too soon than a minute too late.* - William Shakespeare
--
-- ===
--
-- # The CONDITION Concept
--
--
--
-- @field #CONDITION
CONDITION = {
ClassName = "CONDITION",
lid = nil,
functionsGen = {},
functionsAny = {},
functionsAll = {},
functionCounter = 0,
defaultPersist = false,
}
--- Condition function.
-- @type CONDITION.Function
-- @field #number uid Unique ID of the condition function.
-- @field #string type Type of the condition function: "gen", "any", "all".
-- @field #boolean persistence If `true`, this is persistent.
-- @field #function func Callback function to check for a condition. Must return a `#boolean`.
-- @field #table arg (Optional) Arguments passed to the condition callback function if any.
--- CONDITION class version.
-- @field #string version
CONDITION.version="0.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Make FSM. No sure if really necessary.
-- DONE: Option to remove condition functions.
-- DONE: Persistence option for condition functions.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new CONDITION object.
-- @param #CONDITION self
-- @param #string Name (Optional) Name used in the logs.
-- @return #CONDITION self
function CONDITION:New(Name)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#CONDITION
self.name=Name or "Condition X"
self:SetNoneResult(false)
self.lid=string.format("%s | ", self.name)
return self
end
--- Set that general condition functions return `true` if `any` function returns `true`. Default is that *all* functions must return `true`.
-- @param #CONDITION self
-- @param #boolean Any If `true`, *any* condition can be true. Else *all* conditions must result `true`.
-- @return #CONDITION self
function CONDITION:SetAny(Any)
self.isAny=Any
return self
end
--- Negate result.
-- @param #CONDITION self
-- @param #boolean Negate If `true`, result is negated else not.
-- @return #CONDITION self
function CONDITION:SetNegateResult(Negate)
self.negateResult=Negate
return self
end
--- Set whether `true` or `false` is returned, if no conditions at all were specified. By default `false` is returned.
-- @param #CONDITION self
-- @param #boolean ReturnValue Returns this boolean.
-- @return #CONDITION self
function CONDITION:SetNoneResult(ReturnValue)
if not ReturnValue then
self.noneResult=false
else
self.noneResult=true
end
return self
end
--- Set whether condition functions are persistent, *i.e.* are removed.
-- @param #CONDITION self
-- @param #boolean IsPersistent If `true`, condition functions are persistent.
-- @return #CONDITION self
function CONDITION:SetDefaultPersistence(IsPersistent)
self.defaultPersist=IsPersistent
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
--
-- @usage
-- local function isAequalB(a, b)
-- return a==b
-- end
--
-- myCondition:AddFunction(isAequalB, a, b)
--
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunction(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(0, Function, ...)
-- Add to table.
table.insert(self.functionsGen, condition)
return condition
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAny(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(1, Function, ...)
-- Add to table.
table.insert(self.functionsAny, condition)
return condition
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAll(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(2, Function, ...)
-- Add to table.
table.insert(self.functionsAll, condition)
return condition
end
--- Remove a condition function.
-- @param #CONDITION self
-- @param #CONDITION.Function ConditionFunction The condition function to be removed.
-- @return #CONDITION self
function CONDITION:RemoveFunction(ConditionFunction)
if ConditionFunction then
local data=nil
if ConditionFunction.type==0 then
data=self.functionsGen
elseif ConditionFunction.type==1 then
data=self.functionsAny
elseif ConditionFunction.type==2 then
data=self.functionsAll
end
if data then
for i=#data,1,-1 do
local cf=data[i] --#CONDITION.Function
if cf.uid==ConditionFunction.uid then
self:T(self.lid..string.format("Removed ConditionFunction UID=%d", cf.uid))
table.remove(data, i)
return self
end
end
end
end
return self
end
--- Remove all non-persistant condition functions.
-- @param #CONDITION self
-- @return #CONDITION self
function CONDITION:RemoveNonPersistant()
for i=#self.functionsGen,1,-1 do
local cf=self.functionsGen[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsGen, i)
end
end
for i=#self.functionsAll,1,-1 do
local cf=self.functionsAll[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAll, i)
end
end
for i=#self.functionsAny,1,-1 do
local cf=self.functionsAny[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAny, i)
end
end
return self
end
--- Evaluate conditon functions.
-- @param #CONDITION self
-- @param #boolean AnyTrue If `true`, evaluation return `true` if *any* condition function returns `true`. By default, *all* condition functions must return true.
-- @return #boolean Result of condition functions.
function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
return self.noneResult
end
-- Any condition for gen.
local evalAny=self.isAny
if AnyTrue~=nil then
evalAny=AnyTrue
end
local isGen=nil
if evalAny then
isGen=self:_EvalConditionsAny(self.functionsGen)
else
isGen=self:_EvalConditionsAll(self.functionsGen)
end
-- Is any?
local isAny=self:_EvalConditionsAny(self.functionsAny)
-- Is all?
local isAll=self:_EvalConditionsAll(self.functionsAll)
-- Result.
local result=isGen and isAny and isAll
-- Negate result.
if self.negateResult then
result=not result
end
-- Debug message.
self:T(self.lid..string.format("Evaluate: isGen=%s, isAny=%s, isAll=%s (negate=%s) ==> result=%s", tostring(isGen), tostring(isAny), tostring(isAll), tostring(self.negateResult), tostring(result)))
return result
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if all given condition are true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
-- @return #boolean If true, all conditions were true (or functions was empty/nil). Returns false if at least one condition returned false.
function CONDITION:_EvalConditionsAll(functions)
-- At least one condition?
local gotone=false
-- Any stop condition must be true.
for _,_condition in pairs(functions or {}) do
local condition=_condition --#CONDITION.Function
-- At least one condition was defined.
gotone=true
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any false will return false.
if not istrue then
return false
end
end
-- All conditions were true.
return true
end
--- Check if any of the given conditions is true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
-- @return #boolean If true, at least one condition is true (or functions was emtpy/nil).
function CONDITION:_EvalConditionsAny(functions)
-- At least one condition?
local gotone=false
-- Any stop condition must be true.
for _,_condition in pairs(functions or {}) do
local condition=_condition --#CONDITION.Function
-- At least one condition was defined.
gotone=true
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any true will return true.
if istrue then
return true
end
end
-- No condition was true.
if gotone then
return false
else
-- No functions passed.
return true
end
end
--- Create conditon function object.
-- @param #CONDITION self
-- @param #number Ftype Function type: 0=Gen, 1=All, 2=Any.
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function.
function CONDITION:_CreateCondition(Ftype, Function, ...)
-- Increase counter.
self.functionCounter=self.functionCounter+1
local condition={} --#CONDITION.Function
condition.uid=self.functionCounter
condition.type=Ftype or 0
condition.persistence=self.defaultPersist
condition.func=Function
condition.arg={}
if arg then
condition.arg=arg
end
return condition
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Global Condition Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Condition to check if time is greater than a given threshold time.
-- @param #number Time Time in seconds.
-- @param #boolean Absolute If `true`, abs. mission time from `timer.getAbsTime()` is checked. Default is relative mission time from `timer.getTime()`.
-- @return #boolean Returns `true` if time is greater than give the time.
function CONDITION.IsTimeGreater(Time, Absolute)
local Tnow=nil
if Absolute then
Tnow=timer.getAbsTime()
else
Tnow=timer.getTime()
end
if Tnow>Time then
return true
else
return false
end
return nil
end
--- Function that returns `true` (success) with a certain probability. For example, if you specify `Probability=80` there is an 80% chance that `true` is returned.
-- Technically, a random number between 0 and 100 is created. If the given success probability is less then this number, `true` is returned.
-- @param #number Probability Success probability in percent. Default 50 %.
-- @return #boolean Returns `true` for success and `false` otherwise.
function CONDITION.IsRandomSuccess(Probability)
Probability=Probability or 50
-- Create some randomness.
math.random()
math.random()
math.random()
-- Number between 0 and 100.
local N=math.random()*100
if N<Probability then
return true
else
return false
end
end
--- Function that returns always `true`
-- @return #boolean Returns `true` unconditionally.
function CONDITION.ReturnTrue()
return true
end
--- Function that returns always `false`
-- @return #boolean Returns `false` unconditionally.
function CONDITION.ReturnFalse()
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -1,89 +1,87 @@
--- **Core** - Models the process to achieve goal(s).
--
-- ===
--
--
-- ## Features:
--
--
-- * Define the goal.
-- * Monitor the goal achievement.
-- * Manage goal contribution by players.
--
--
-- ===
--
--
-- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.Goal
-- @image Core_Goal.JPG
do -- Goal
--- @type GOAL
-- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
--
-- # 1. GOAL constructor
--
--
-- * @{#GOAL.New}(): Creates a new GOAL object.
--
--
-- # 2. GOAL is a finite state machine (FSM).
--
--
-- ## 2.1. GOAL States
--
--
-- * **Pending**: The goal object is in progress.
-- * **Achieved**: The goal objective is Achieved.
--
--
-- ## 2.2. GOAL Events
--
--
-- * **Achieved**: Set the goal objective to Achieved.
--
--
-- # 3. Player contributions.
--
--
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement.
-- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal.
-- The player contributions are based on a points system, an internal counter per player.
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}().
-- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
--
--
-- # 4. Goal achievement.
--
--
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event.
-- The underlying 2 examples will achieve the goals for the `Goal` object:
--
--
-- Goal:Achieved() -- Achieve the goal immediately.
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
--
--
-- # 5. Check goal achievement.
--
--
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed).
-- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
--
--
-- @field #GOAL
GOAL = {
ClassName = "GOAL",
}
--- @field #table GOAL.Players
GOAL.Players = {}
--- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0
--- GOAL Constructor.
-- @param #GOAL self
-- @return #GOAL
function GOAL:New()
local self = BASE:Inherit( self, FSM:New() ) -- #GOAL
self:F( {} )
@@ -104,11 +102,10 @@ do -- Goal
-- @param #string From
-- @param #string Event
-- @param #string To
self:SetStartState( "Pending" )
self:AddTransition( "*", "Achieved", "Achieved" )
self:AddTransition( "*", "Achieved", "Achieved" )
--- Achieved Handler OnBefore for GOAL
-- @function [parent=#GOAL] OnBeforeAchieved
-- @param #GOAL self
@@ -116,47 +113,44 @@ do -- Goal
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Achieved Handler OnAfter for GOAL
-- @function [parent=#GOAL] OnAfterAchieved
-- @param #GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Achieved Trigger for GOAL
-- @function [parent=#GOAL] Achieved
-- @param #GOAL self
--- Achieved Asynchronous Trigger for GOAL
-- @function [parent=#GOAL] __Achieved
-- @param #GOAL self
-- @param #number Delay
self:SetEventPriority( 5 )
return self
end
--- Add a new contribution by a player.
-- @param #GOAL self
-- @param #string PlayerName The name of the player.
function GOAL:AddPlayerContribution( PlayerName )
self:F({PlayerName})
self:F( { PlayerName } )
self.Players[PlayerName] = self.Players[PlayerName] or 0
self.Players[PlayerName] = self.Players[PlayerName] + 1
self.TotalContributions = self.TotalContributions + 1
end
--- @param #GOAL self
-- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0
return self.Players[PlayerName] or 0
end
--- Get the players who contributed to achieve the goal.
-- The result is a list of players, sorted by the name of the players.
-- @param #GOAL self
@@ -165,7 +159,6 @@ do -- Goal
return self.Players or {}
end
--- Gets the total contributions that happened to achieve the goal.
-- The result is a number.
-- @param #GOAL self
@@ -173,9 +166,7 @@ do -- Goal
function GOAL:GetTotalContributions()
return self.TotalContributions or 0
end
--- Validates if the goal is achieved.
-- @param #GOAL self
-- @return #boolean true if the goal is achieved.
@@ -183,4 +174,4 @@ do -- Goal
return self:Is( "Achieved" )
end
end
end

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@@ -0,0 +1,286 @@
--- **Core** - Tap into markers added to the F10 map by users.
--
-- **Main Features:**
--
-- * Create an easy way to tap into markers added to the F10 map by users.
-- * Recognize own tag and list of keywords.
-- * Matched keywords are handed down to functions.
-- ##Listen for your tag
-- myMarker = MARKEROPS_BASE:New("tag", {}, false)
-- function myMarker:OnAfterMarkChanged(From, Event, To, Text, Keywords, Coord, idx)
--
-- end
-- Make sure to use the "MarkChanged" event as "MarkAdded" comes in right after the user places a blank marker and your callback will never be called.
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Mar 2023
--
-- ===
---
-- @module Core.MarkerOps_Base
-- @image MOOSE_Core.JPG
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition.
--------------------------------------------------------------------------
--- MARKEROPS_BASE class.
-- @type MARKEROPS_BASE
-- @field #string ClassName Name of the class.
-- @field #string Tag Tag to identify commands.
-- @field #table Keywords Table of keywords to recognize.
-- @field #string version Version of #MARKEROPS_BASE.
-- @field #boolean Casesensitive Enforce case when identifying the Tag, i.e. tag ~= Tag
-- @extends Core.Fsm#FSM
--- *Fiat lux.* -- Latin proverb.
--
-- ===
--
-- # The MARKEROPS_BASE Concept
--
-- This class enable scripting text-based actions from markers.
--
-- @field #MARKEROPS_BASE
MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.3",
debug = false,
Casesensitive = true,
}
--- Function to instantiate a new #MARKEROPS_BASE object.
-- @param #MARKEROPS_BASE self
-- @param #string Tagname Name to identify us from the event text.
-- @param #table Keywords Table of keywords recognized from the event text.
-- @param #boolean Casesensitive (Optional) Switch case sensitive identification of Tagname. Defaults to true.
-- @return #MARKEROPS_BASE self
function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- Inherit FSM
local self=BASE:Inherit(self, FSM:New()) -- #MARKEROPS_BASE
-- Set some string id for output to DCS.log file.
self.lid=string.format("MARKEROPS_BASE %s | ", tostring(self.version))
self.Tag = Tagname or "mytag"-- #string
self.Keywords = Keywords or {} -- #table - might want to use lua regex here, too
self.debug = false
self.Casesensitive = true
if Casesensitive and Casesensitive == false then
self.Casesensitive = false
end
-----------------------
--- FSM Transitions ---
-----------------------
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start the FSM.
self:AddTransition("*", "MarkAdded", "*") -- Start the FSM.
self:AddTransition("*", "MarkChanged", "*") -- Start the FSM.
self:AddTransition("*", "MarkDeleted", "*") -- Start the FSM.
self:AddTransition("Running", "Stop", "Stopped") -- Stop the FSM.
self:HandleEvent(EVENTS.MarkAdded, self.OnEventMark)
self:HandleEvent(EVENTS.MarkChange, self.OnEventMark)
self:HandleEvent(EVENTS.MarkRemoved, self.OnEventMark)
-- start
self:I(self.lid..string.format("started for %s",self.Tag))
self:__Start(1)
return self
-------------------
-- PSEUDO Functions
-------------------
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
-- @param #MARKEROPS_BASE self
-- @param #string From The From state.
-- @param #string Event The Event called.
-- @param #string To The To state.
-- @param #string Text The text on the marker.
-- @param #table Keywords Table of matching keywords found in the Event text.
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table.
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
-- @param #MARKEROPS_BASE self
-- @param #string From The From state.
-- @param #string Event The Event called.
-- @param #string To The To state.
-- @param #string Text The text on the marker.
-- @param #table Keywords Table of matching keywords found in the Event text.
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop
end
--- (internal) Handle events.
-- @param #MARKEROPS_BASE self
-- @param Core.Event#EVENTDATA Event
function MARKEROPS_BASE:OnEventMark(Event)
self:T({Event})
if Event == nil or Event.idx == nil then
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos})
-- Handle event
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos})
-- Handle event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos})
-- Hande event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
self:MarkDeleted()
end
end
end
end
--- (internal) Match tag.
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #boolean
function MARKEROPS_BASE:_MatchTag(Eventtext)
local matches = false
if not self.Casesensitive then
local type = string.lower(self.Tag) -- #string
if string.find(string.lower(Eventtext),type) then
matches = true --event text contains tag
end
else
local type = self.Tag -- #string
if string.find(Eventtext,type) then
matches = true --event text contains tag
end
end
return matches
end
--- (internal) Match keywords table.
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #table
function MARKEROPS_BASE:_MatchKeywords(Eventtext)
local matchtable = {}
local keytable = self.Keywords
for _index,_word in pairs (keytable) do
if string.find(string.lower(Eventtext),string.lower(_word))then
table.insert(matchtable,_word)
end
end
return matchtable
end
--- On before "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
--- On before "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
--- On before "MarkDeleted" event. Triggered when a Marker is removed from the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
function MARKEROPS_BASE:onbeforeMarkDeleted(From,Event,To)
self:T({self.lid,From,Event,To})
end
--- On enter "Stopped" event. Unsubscribe events.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
function MARKEROPS_BASE:onenterStopped(From,Event,To)
self:T({self.lid,From,Event,To})
-- unsubscribe from events
self:UnHandleEvent(EVENTS.MarkAdded)
self:UnHandleEvent(EVENTS.MarkChange)
self:UnHandleEvent(EVENTS.MarkRemoved)
end
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition End.
--------------------------------------------------------------------------

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@@ -1,18 +1,19 @@
--- **Core** - Informs the players using messages during a simulation.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * A more advanced messaging system using the DCS message system.
-- * Time messages.
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS.
-- * Send message to all players.
-- * Send messages to a coalition.
-- * Send messages to a specific group.
-- * Send messages to a specific unit or client.
--
-- ===
--
--
-- @module Core.Message
-- @image Core_Message.JPG
@@ -23,42 +24,43 @@
--- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message.
--
--
-- ## MESSAGE construction
--
--
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
--
-- ## Send messages to an audience
--
--
-- Messages are sent:
--
-- * To a @{Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}().
-- * To the red coalition using @{#MESSAGE.ToRed}().
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
-- * To all Players using @{#MESSAGE.ToAll}().
--
--
-- ## Send conditionally to an audience
--
--
-- Messages can be sent conditionally to an audience (when a condition is true):
--
--
-- * To all players using @{#MESSAGE.ToAllIf}().
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ### Contributions: **Applevangelist**
--
-- ===
--
--
-- @field #MESSAGE
MESSAGE = {
ClassName = "MESSAGE",
MessageCategory = 0,
MessageID = 0,
ClassName = "MESSAGE",
MessageCategory = 0,
MessageID = 0,
}
--- Message Types
@@ -68,224 +70,279 @@ MESSAGE.Type = {
Information = "Information",
Briefing = "Briefing Report",
Overview = "Overview Report",
Detailed = "Detailed Report"
Detailed = "Detailed Report",
}
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #string Text is the text of the Message.
-- @param #number Duration Duration in seconds how long the message text is shown.
-- @param #string Category (Optional) String expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE
-- @return #MESSAGE self
-- @usage
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
--
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
function MESSAGE:New( Text, Duration, Category, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { Text, Duration, Category } )
self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub(-1) ~= "\n" then
self.MessageCategory = MessageCategory .. ": "
-- When no MessageCategory is given, we don't show it as a title...
if Category and Category ~= "" then
if Category:sub( -1 ) ~= "\n" then
self.MessageCategory = Category .. ": "
else
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
self.MessageCategory = Category:sub( 1, -2 ) .. ":\n"
end
else
self.MessageCategory = ""
end
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
self.ClearScreen = false
if ClearScreen ~= nil then
self.ClearScreen = ClearScreen
end
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
self.MessageDuration = Duration or 5
self.MessageTime = timer.getTime()
self.MessageText = Text:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
return self
end
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #MESSAGE.Type MessageType The type of the message.
-- @param #boolean ClearScreen (optional) Clear all previous messages.
-- @return #MESSAGE
-- @usage
--
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
--
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText } )
self.MessageType = MessageType
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
self.ClearScreen = false
if ClearScreen ~= nil then
self.ClearScreen = ClearScreen
end
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self
end
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
-- @param #MESSAGE self
-- @return #MESSAGE
function MESSAGE:Clear()
self:F()
self.ClearScreen=true
self.ClearScreen = true
return self
end
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message.
-- @param Core.Settings#SETTINGS Settings used to display the message.
-- @return #MESSAGE
-- @usage
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- Client = CLIENT:FindByName("NameOfClientUnit")
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ):ToClient( Client )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score" ):ToClient( Client )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score"):ToClient( Client )
-- MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score"):ToClient( Client )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score")
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
-- MessageClient1:ToClient( Client )
-- MessageClient2:ToClient( Client )
--
function MESSAGE:ToClient( Client, Settings )
self:F( Client )
self:F( Client )
self:ToUnit(Client,Settings)
return self
end
if Client and Client:GetClientGroupID() then
--- Sends a MESSAGE to a Group.
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group and Group:IsAlive() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Group.
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Group then
if Unit and Unit:IsAlive() then
if self.MessageType then
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
local ID = Unit:GetID()
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountry( Country, Settings )
self:F(Country )
if Country then
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCountry( Country, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, , e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountryIf( Country, Condition, Settings )
self:F(Country )
if Country and Condition == true then
self:ToCountry( Country, Settings )
end
return self
end
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageBLUE:ToBlue()
--
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageBLUE:ToBlue()
--
function MESSAGE:ToBlue()
self:F()
self:F()
self:ToCoalition( coalition.side.BLUE )
return self
self:ToCoalition( coalition.side.BLUE )
return self
end
--- Sends a MESSAGE to the Red Coalition.
--- Sends a MESSAGE to the Red Coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToRed()
function MESSAGE:ToRed( )
self:F()
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageRED:ToRed()
--
function MESSAGE:ToRed()
self:F()
self:ToCoalition( coalition.side.RED )
return self
self:ToCoalition( coalition.side.RED )
return self
end
--- Sends a MESSAGE to a Coalition.
--- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings )
self:F( CoalitionSide )
self:F( CoalitionSide )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
@@ -293,20 +350,22 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if CoalitionSide then
if CoalitionSide then
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
self.CoalitionSide = CoalitionSide
return self
end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide )
@@ -314,42 +373,51 @@ function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
if Condition and Condition == true then
self:ToCoalition( CoalitionSide )
end
return self
end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`).
-- @return #MESSAGE self
-- @usage
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
function MESSAGE:ToAll(Settings)
--
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission")
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings, Delay )
self:F()
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0)
else
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self
-- @param #boolean Condition
-- @return #MESSAGE
function MESSAGE:ToAllIf( Condition )
@@ -357,5 +425,197 @@ function MESSAGE:ToAllIf( Condition )
self:ToAll()
end
return self
return self
end
--- Sends a MESSAGE to DCS log file.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLog()
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
return self
end
--- Sends a MESSAGE to DCS log file if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLogIf( Condition )
if Condition and Condition == true then
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
end
return self
end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female" or your configuration file setting.
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB" or your configuration file setting.
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
_MESSAGESRS.MSRS = MSRS:New(_MESSAGESRS.PathToSRS,_MESSAGESRS.frequency, _MESSAGESRS.modulation)
_MESSAGESRS.coalition = Coalition or MSRS.coalition or coalition.side.NEUTRAL
_MESSAGESRS.MSRS:SetCoalition(_MESSAGESRS.coalition)
_MESSAGESRS.coordinate = Coordinate
if Coordinate then
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end
if Backend then
_MESSAGESRS.MSRS:SetBackend(Backend)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture)
_MESSAGESRS.Gender = Gender or MSRS.gender or "female"
_MESSAGESRS.MSRS:SetGender(Gender)
if PathToCredentials then
_MESSAGESRS.MSRS:SetProviderOptionsGoogle(PathToCredentials)
_MESSAGESRS.MSRS:SetProvider(MSRS.Provider.GOOGLE)
end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label)
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port)
_MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end
_MESSAGESRS.voice = Voice or MSRS.voice --or MSRS.Voices.Microsoft.Hedda
_MESSAGESRS.SRSQ = MSRSQUEUE:New(_MESSAGESRS.label)
end
--- Sends a message via SRS. `ToSRS()` will try to use as many attributes configured with @{Core.Message#MESSAGE.SetMSRS}() and @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate)
local tgender = gender or _MESSAGESRS.Gender
if _MESSAGESRS.SRSQ then
if voice then
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.voice)
end
if coordinate then
_MESSAGESRS.MSRS:SetCoordinate(coordinate)
end
local category = string.gsub(self.MessageCategory,":","")
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,0.5,1,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate)
end
return self
end
--- Sends a message via SRS on the blue coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
function MESSAGE:ToSRSBlue(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.BLUE,volume,coordinate)
return self
end
--- Sends a message via SRS on the red coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
function MESSAGE:ToSRSRed(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.RED,volume,coordinate)
return self
end
--- Sends a message via SRS to all - via the neutral coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--
function MESSAGE:ToSRSAll(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.NEUTRAL,volume,coordinate)
return self
end

View File

@@ -0,0 +1,371 @@
--- **Core** - Path from A to B.
--
-- **Main Features:**
--
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
--- PATHLINE class.
-- @type PATHLINE
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes
--
-- ===
--
-- # The PATHLINE Concept
--
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
-- and the water depth (if over sea).
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
-- # Constructor
--
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
--
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
--
-- # Line Drawings
--
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
-- you specify in the draw panel.
--
-- # Mark on F10 map
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
--
-- @field #PATHLINE
PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
}
--- Point of line.
-- @type PATHLINE.Point
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PATHLINE object. Points need to be added later.
-- @param #PATHLINE self
-- @param #string Name Name of the path.
-- @return #PATHLINE self
function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
return self
end
--- Create a new PATHLINE object from a given list of 2D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec2Array List of DCS#Vec2 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec2Array(Name, Vec2Array)
local self=PATHLINE:New(Name)
for i=1,#Vec2Array do
self:AddPointFromVec2(Vec2Array[i])
end
return self
end
--- Create a new PATHLINE object from a given list of 3D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec3Array List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec3Array(Name, Vec3Array)
local self=PATHLINE:New(Name)
for i=1,#Vec3Array do
self:AddPointFromVec3(Vec3Array[i])
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find a pathline in the database.
-- @param #PATHLINE self
-- @param #string Name The name of the pathline.
-- @return #PATHLINE self
function PATHLINE:FindByName(Name)
local pathline = _DATABASE:FindPathline(Name)
return pathline
end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
if Vec2 then
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
end
return self
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
return self.name
end
--- Get number of points.
-- @param #PATHLINE self
-- @return #number Number of points.
function PATHLINE:GetNumberOfPoints()
local N=#self.points
return N
end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
end
return vecs
end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
end
return vecs
end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinates()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
end
return vecs
end
--- Get the n-th point of the pathline.
-- @param #PATHLINE self
-- @param #number n The index of the point. Default is the first point.
-- @return #PATHLINE.Point Point.
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.points[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
return point
end
--- Get the 3D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC3 Position in 3D.
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
--- Get the 2D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC2 Position in 3D.
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -1,832 +0,0 @@
--- **Core** - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.
--
-- ===
--
-- ## Features:
--
-- * Provide radio functionality to broadcast radio transmissions.
-- * Provide beacon functionality to assist pilots.
--
-- The Radio contains 2 classes : RADIO and BEACON
--
-- What are radio communications in DCS?
--
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
--
-- How to supply DCS my own Sound Files?
--
-- * Your sound files need to be encoded in **.ogg** or .wav,
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicity sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
-- If an FC3 aircraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircraft isn't compatible,
-- you won't hear/be able to use the TACAN beacon informations.
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Radio
-- @image Core_Radio.JPG
--- Models the radio capability.
--
-- ## RADIO usage
--
-- There are 3 steps to a successful radio transmission.
--
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
-- Additional Methods to set relevant parameters if the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
--
-- Additional Methods to set relevant parameters if the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
--
-- What is this power thing?
--
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmitter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
-- * For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
--
-- @type RADIO
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will transmit the radio calls.
-- @field #string FileName Name of the sound file played.
-- @field #number Frequency Frequency of the transmission in Hz.
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).
-- @field #string Subtitle Subtitle of the transmission.
-- @field #number SubtitleDuration Duration of the Subtitle in seconds.
-- @field #number Power Power of the antenna is Watts.
-- @field #boolean Loop Transmission is repeated (default true).
-- @field #string alias Name of the radio transmitter.
-- @extends Core.Base#BASE
RADIO = {
ClassName = "RADIO",
FileName = "",
Frequency = 0,
Modulation = radio.modulation.AM,
Subtitle = "",
SubtitleDuration = 0,
Power = 100,
Loop = false,
alias=nil,
}
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead.
-- @param #RADIO self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #RADIO The RADIO object or #nil if Positionable is invalid.
function RADIO:New(Positionable)
-- Inherit base
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
self:F(Positionable)
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
return self
end
self:E({error="The passed positionable is invalid, no RADIO created!", positionable=Positionable})
return nil
end
--- Set alias of the transmitter.
-- @param #RADIO self
-- @param #string alias Name of the radio transmitter.
-- @return #RADIO self
function RADIO:SetAlias(alias)
self.alias=tostring(alias)
return self
end
--- Get alias of the transmitter.
-- @param #RADIO self
-- @return #string Name of the transmitter.
function RADIO:GetAlias()
return tostring(self.alias)
end
--- Set the file name for the radio transmission.
-- @param #RADIO self
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
-- @return #RADIO self
function RADIO:SetFileName(FileName)
self:F2(FileName)
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
self.FileName = FileName
return self
end
end
self:E({"File name invalid. Maybe something wrong with the extension?", FileName})
return self
end
--- Set the frequency for the radio transmission.
-- If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.
-- @param #RADIO self
-- @param #number Frequency Frequency in MHz. Ranges allowed for radio transmissions in DCS : 30-87.995 / 108-173.995 / 225-399.975MHz.
-- @return #RADIO self
function RADIO:SetFrequency(Frequency)
self:F2(Frequency)
if type(Frequency) == "number" then
-- If frequency is in range
if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
-- Convert frequency from MHz to Hz
self.Frequency = Frequency * 1000000
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
local commandSetFrequency={
id = "SetFrequency",
params = {
frequency = self.Frequency,
modulation = self.Modulation,
}
}
self:T2(commandSetFrequency)
self.Positionable:SetCommand(commandSetFrequency)
end
return self
end
end
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", Frequency})
return self
end
--- Set AM or FM modulation of the radio transmitter.
-- @param #RADIO self
-- @param #number Modulation Modulation is either radio.modulation.AM or radio.modulation.FM.
-- @return #RADIO self
function RADIO:SetModulation(Modulation)
self:F2(Modulation)
if type(Modulation) == "number" then
if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self.Modulation = Modulation
return self
end
end
self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation})
return self
end
--- Check validity of the power passed and sets RADIO.Power
-- @param #RADIO self
-- @param #number Power Power in W.
-- @return #RADIO self
function RADIO:SetPower(Power)
self:F2(Power)
if type(Power) == "number" then
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
else
self:E({"Power is invalid. Power unchanged.", self.Power})
end
return self
end
--- Set message looping on or off.
-- @param #RADIO self
-- @param #boolean Loop If true, message is repeated indefinitely.
-- @return #RADIO self
function RADIO:SetLoop(Loop)
self:F2(Loop)
if type(Loop) == "boolean" then
self.Loop = Loop
return self
end
self:E({"Loop is invalid. Loop unchanged.", self.Loop})
return self
end
--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration
-- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration
-- @param #RADIO self
-- @param #string Subtitle
-- @param #number SubtitleDuration in s
-- @return #RADIO self
-- @usage
-- -- create the broadcaster and attaches it a RADIO
-- local MyUnit = UNIT:FindByName("MyUnit")
-- local MyUnitRadio = MyUnit:GetRadio()
--
-- -- add a subtitle for the next transmission, which will be up for 10s
-- MyUnitRadio:SetSubtitle("My Subtitle, 10)
function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
self:F2({Subtitle, SubtitleDuration})
if type(Subtitle) == "string" then
self.Subtitle = Subtitle
else
self.Subtitle = ""
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
end
if type(SubtitleDuration) == "number" then
self.SubtitleDuration = SubtitleDuration
else
self.SubtitleDuration = 0
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
end
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP,
-- but it will work with a UNIT or a GROUP anyway.
-- Only the #RADIO and the Filename are mandatory
-- @param #RADIO self
-- @param #string FileName Name of the sound file that will be transmitted.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation of frequency, which is either radio.modulation.AM or radio.modulation.FM.
-- @param #number Power Power in W.
-- @return #RADIO self
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
self:F({FileName, Frequency, Modulation, Power})
self:SetFileName(FileName)
if Frequency then self:SetFrequency(Frequency) end
if Modulation then self:SetModulation(Modulation) end
if Power then self:SetPower(Power) end
if Loop then self:SetLoop(Loop) end
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
-- Only the RADIO and the Filename are mandatory.
-- @param #RADIO self
-- @param #string FileName Name of sound file.
-- @param #string Subtitle Subtitle to be displayed with sound file.
-- @param #number SubtitleDuration Duration of subtitle display in seconds.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation which can be either radio.modulation.AM or radio.modulation.FM
-- @param #boolean Loop If true, loop message.
-- @return #RADIO self
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
-- Set file name.
self:SetFileName(FileName)
-- Set modulation AM/FM.
if Modulation then
self:SetModulation(Modulation)
end
-- Set frequency.
if Frequency then
self:SetFrequency(Frequency)
end
-- Set subtitle.
if Subtitle then
self:SetSubtitle(Subtitle, SubtitleDuration or 0)
end
-- Set Looping.
if Loop then
self:SetLoop(Loop)
end
return self
end
--- Broadcast the transmission.
-- * The Radio has to be populated with the new transmission before broadcasting.
-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission}
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
-- @param #RADIO self
-- @param #boolean viatrigger Use trigger.action.radioTransmission() in any case, i.e. also for UNITS and GROUPS.
-- @return #RADIO self
function RADIO:Broadcast(viatrigger)
self:F({viatrigger=viatrigger})
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system.
if (self.Positionable.ClassName=="UNIT" or self.Positionable.ClassName=="GROUP") and (not viatrigger) then
self:T("Broadcasting from a UNIT or a GROUP")
local commandTransmitMessage={
id = "TransmitMessage",
params = {
file = self.FileName,
duration = self.SubtitleDuration,
subtitle = self.Subtitle,
loop = self.Loop,
}}
self:T3(commandTransmitMessage)
self.Positionable:SetCommand(commandTransmitMessage)
else
-- If the POSITIONABLE is anything else, we revert to the general singleton function
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
self:T("Broadcasting from a POSITIONABLE")
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
end
return self
end
--- Stops a transmission
-- This function is especially usefull to stop the broadcast of looped transmissions
-- @param #RADIO self
-- @return #RADIO self
function RADIO:StopBroadcast()
self:F()
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
local commandStopTransmission={id="StopTransmission", params={}}
self.Positionable:SetCommand(commandStopTransmission)
else
-- Else, we use the appropriate singleton funciton
trigger.action.stopRadioTransmission(tostring(self.ID))
end
return self
end
--- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name=nil,
}
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN TACtical Air Navigation system.
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number PRMG_LOCALIZER
-- @field #number PRMG_GLIDESLOPE
-- @field #number ICLS Same as ICLS glideslope.
-- @field #number ICLS_LOCALIZER
-- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
BEACON.Type={
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
PRMG_GLIDESLOPE = 33280,
ICLS = 131584, --leaving this in here but it is the same as ICLS_GLIDESLOPE
ICLS_LOCALIZER = 131328,
ICLS_GLIDESLOPE = 131584,
NAUTICAL_HOMER = 65536,
}
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
-- @type BEACON.System
-- @field #number PAR_10 ?
-- @field #number RSBN_5 Russian VOR/DME system.
-- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glideslope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
-- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
-- @field #number ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10,
BROADCAST_STATION = 11,
VORTAC = 12,
TACAN_AA_MODE_X = 13,
TACAN_AA_MODE_Y = 14,
VORDME = 15,
ICLS_LOCALIZER = 16,
ICLS_GLIDESLOPE = 17,
}
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F(Positionable)
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
self.name=Positionable:GetName()
self:I(string.format("New BEACON %s", tostring(self.name)))
return self
end
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- Beacon type.
local Type=BEACON.Type.TACAN
-- Beacon system.
local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode~="Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
end
end
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug.
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
-- @param #boolean Bearing Can the BEACON be homed on ?
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
local IsValid = true
if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false
end
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false
end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing
-- or 14 (TACAN_AA_MODE_Y) if it does not
local System
if Bearing then
System = 5
else
System = 14
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = 4,
system = System,
callsign = Message,
frequency = Frequency,
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- Activates a general pupose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
-- They can home in on these specific frequencies :
-- * **Mi8**
-- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
-- * ARK9 -> 150-1300KHz
-- * **Huey**
-- * AN/ARC-131 -> 30-76 Mhz FM
-- @param #BEACON self
-- @param #string FileName The name of the audio file
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a beacon for a unit in distress.
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- -- The beacon they use is battery-powered, and only lasts for 5 min
-- local UnitInDistress = UNIT:FindByName("Unit1")
-- local UnitBeacon = UnitInDistress:GetBeacon()
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end
-- Check the Frequency
if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency})
IsValid = false
end
Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false
end
-- Check the Power
if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power})
IsValid = false
end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
function()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end

View File

@@ -1,13 +1,13 @@
--- **Core** - Provides a handy means to create messages and reports.
--
-- ===
--
--
-- ## Features:
--
--
-- * Create text blocks that are formatted.
-- * Create automatic indents.
-- * Variate the delimiters between reporting lines.
--
--
-- ===
--
-- ### Authors: FlightControl : Design & Programming
@@ -15,7 +15,6 @@
-- @module Core.Report
-- @image Core_Report.JPG
--- @type REPORT
-- @extends Core.Base#BASE
@@ -36,7 +35,7 @@ function REPORT:New( Title )
self.Report = {}
self:SetTitle( Title or "" )
self:SetTitle( Title or "" )
self:SetIndent( 3 )
return self
@@ -45,28 +44,26 @@ end
--- Has the REPORT Text?
-- @param #REPORT self
-- @return #boolean
function REPORT:HasText() --R2.1
function REPORT:HasText() -- R2.1
return #self.Report > 0
end
--- Set indent of a REPORT.
-- @param #REPORT self
-- @param #number Indent
-- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1
function REPORT:SetIndent( Indent ) -- R2.1
self.Indent = Indent
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:Add( Text )
self.Report[#self.Report+1] = Text
self.Report[#self.Report + 1] = Text
return self
end
@@ -76,17 +73,17 @@ end
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
-- @return #REPORT
function REPORT:AddIndent( Text, Separator )
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
self.Report[#self.Report + 1] = ((Separator and Separator .. string.rep( " ", self.Indent - 1 )) or string.rep( " ", self.Indent )) .. Text:gsub( "\n", "\n" .. string.rep( " ", self.Indent ) )
return self
end
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
--- Produces the text of the report, taking into account an optional delimiter, which is \n by default.
-- @param #REPORT self
-- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text.
function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n"
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
local ReportText = (self.Title ~= "" and self.Title .. Delimiter or self.Title) .. table.concat( self.Report, Delimiter ) or ""
return ReportText
end
@@ -95,7 +92,7 @@ end
-- @param #string Title The title of the report.
-- @return #REPORT
function REPORT:SetTitle( Title )
self.Title = Title
self.Title = Title
return self
end

View File

@@ -1,36 +1,36 @@
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
--
--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
--
-- ===
--
--
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
--
--
-- This class is tricky and needs some thorough explanation.
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
-- The SCHEDULEDISPATCHER class ensures that:
--
--
-- - Scheduled functions are planned according the SCHEDULER object parameters.
-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
--
--
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
--
--
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
--
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
--
-- The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
--
--
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
--
--
-- ===
--
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
--
-- @module Core.ScheduleDispatcher
-- @image Core_Schedule_Dispatcher.JPG
@@ -38,7 +38,7 @@
-- @type SCHEDULEDISPATCHER
-- @field #string ClassName Name of the class.
-- @field #number CallID Call ID counter.
-- @field #table PersistentSchedulers Persistant schedulers.
-- @field #table PersistentSchedulers Persistent schedulers.
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
-- @extends Core.Base#BASE
@@ -46,11 +46,11 @@
--- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
}
--- Player data table holding all important parameters of each player.
@@ -58,7 +58,7 @@ SCHEDULEDISPATCHER = {
-- @field #function Function The schedule function to be called.
-- @field #table Arguments Schedule function arguments.
-- @field #number Start Start time in seconds.
-- @field #number Repeat Repeat time intervall in seconds.
-- @field #number Repeat Repeat time interval in seconds.
-- @field #number Randomize Randomization factor [0,1].
-- @field #number Stop Stop time in seconds.
-- @field #number StartTime Time in seconds when the scheduler is created.
@@ -77,7 +77,7 @@ end
--- Add a Schedule to the ScheduleDispatcher.
-- The development of this method was really tidy.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil.
-- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
@@ -85,7 +85,7 @@ end
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
-- @param #number Start Start time in seconds.
-- @param #number Repeat Repeat interval in seconds.
-- @param #number Randomize Radomization factor [0,1].
-- @param #number Randomize Randomization factor [0,1].
-- @param #number Stop Stop time in seconds.
-- @param #number TraceLevel Trace level [0,3].
-- @param Core.Fsm#FSM Fsm Finite state model.
@@ -95,39 +95,40 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Increase counter.
self.CallID = self.CallID + 1
-- Create ID.
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID))
local CallID = self.CallID .. "#" .. (Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "") or ""
self:T2( string.format( "Adding schedule #%d CallID=%s", self.CallID, CallID ) )
-- Initialize PersistentSchedulers
self.PersistentSchedulers = self.PersistentSchedulers or {}
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
if Scheduler.MasterObject then
--env.info("FF Object Scheduler")
self.ObjectSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
self:F3( { CallID = CallID, ObjectScheduler = tostring( self.ObjectSchedulers[CallID] ), MasterObject = tostring( Scheduler.MasterObject ) } )
else
--env.info("FF Persistent Scheduler")
self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID] = {} -- #SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][CallID].Start = Start + 0.1
self.Schedule[Scheduler][CallID].Start = Start + 0.001
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
-- This section handles the tracing of the scheduled calls.
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
@@ -149,10 +150,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often.
-- So this little piece of code does its magic wonderfully, performance overhead is negligible, as scheduled calls don't happen that often.
local Info = {}
if debug then
TraceLevel = TraceLevel or 2
Info = debug.getinfo( TraceLevel, "nlS" )
@@ -166,7 +167,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
--- Function passed to the DCS timer.scheduleFunction()
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
local CallID = Params.CallID
local Info = Params.Info or {}
local Source = Info.source or "?"
@@ -180,27 +181,27 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
end
return errmsg
end
-- Get object or persistant scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER
-- Get object or persistent scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] -- Core.Scheduler#SCHEDULER
if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID]
end
--self:T3( { Scheduler = Scheduler } )
-- self:T3( { Scheduler = Scheduler } )
if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject)
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
--self:T3( { Schedule = Schedule } )
local MasterObject = tostring( Scheduler.MasterObject )
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object?
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- self:T3( { Schedule = Schedule } )
local SchedulerObject = Scheduler.MasterObject -- Scheduler.SchedulerObject Now is this the Master or Scheduler object?
local ShowTrace = Scheduler.ShowTrace
local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments or {}
local Start = Schedule.Start
@@ -208,17 +209,17 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
local Prefix = (Repeat == 0) and "--->" or "+++>"
local Status, Result
--self:E( { SchedulerObject = SchedulerObject } )
-- self:E( { SchedulerObject = SchedulerObject } )
if SchedulerObject then
local function Timer()
if ShowTrace then
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
-- The master object is passed as first parameter. A few :Schedule() calls in MOOSE expect this currently. But in principle it should be removed.
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
@@ -227,40 +228,39 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if ShowTrace then
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
return ScheduleFunction( unpack( ScheduleArguments ) )
return ScheduleFunction( unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
end
local CurrentTime = timer.getTime()
local StartTime = Schedule.StartTime
-- Debug info.
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
self:F3( { CallID = CallID, ScheduleID = ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and ((Result == nil) or (Result and Result ~= false)) then
if Repeat ~= 0 and ((Stop == 0) or (Stop ~= 0 and CurrentTime <= StartTime + Stop)) then
local ScheduleTime = CurrentTime + Repeat + math.random( -(Randomize * Repeat / 2), (Randomize * Repeat / 2) ) + 0.0001 -- Accuracy
-- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
end
else
self:Stop( Scheduler, CallID )
end
else
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
return nil
end
self:Start( Scheduler, CallID, Info )
return CallID
end
@@ -284,67 +284,67 @@ end
-- @param #string Info (Optional) Debug info.
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
self:F2( { Start = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule.ScheduleID then
-- Current time in seconds.
local Tnow=timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
local Tnow = timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start)
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
Schedule.ScheduleID = timer.scheduleFunction( Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start )
self:T( string.format( "Starting SCHEDULEDISPATCHER Call ID=%s ==> Schedule ID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
end
else
-- Recursive.
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Start( Scheduler, CallID, Info ) -- Recursive
end
end
end
--- Stop dispatcher.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #table CallID Call ID.
-- @param #string CallID (Optional) Scheduler Call ID. If nil, all pending schedules are stopped recursively.
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
timer.removeFunction(Schedule.ScheduleID)
timer.removeFunction( Schedule.ScheduleID )
Schedule.ScheduleID = nil
else
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID)))
self:T( string.format( "Error no ScheduleID for CallID=%s", tostring( CallID ) ) )
end
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end
end
@@ -359,7 +359,7 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
end
end
--- Shopw tracing info.
--- Show tracing info.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:ShowTrace( Scheduler )

View File

@@ -3,39 +3,35 @@
-- ===
--
-- ## Features:
--
--
-- * Schedule functions over time,
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
--
-- ===
--
--
-- # Demo Missions
--
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
--
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
-- ### [SCHEDULER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Scheduler)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
--
-- # YouTube Channel
--
-- ### [SCHEDULER YouTube Channel (none)]()
--
--
-- ### None
--
-- ===
--
-- ### Contributions:
--
-- ### Contributions:
--
-- * FlightControl : Concept & Testing
--
-- ### Authors:
--
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
--
-- ===
--
-- @module Core.Scheduler
@@ -48,62 +44,61 @@
-- @field #boolean ShowTrace Trace info if true.
-- @extends Core.Base#BASE
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
--
--
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
--
-- ## SCHEDULER constructor
--
--
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
--
--
-- The @{#SCHEDULER.New}() method returns 2 variables:
--
--
-- 1. The SCHEDULER object reference.
-- 2. The first schedule planned in the SCHEDULER object.
--
--
-- To clarify the different appliances, lets have a look at the following examples:
--
--
-- ### Construct a SCHEDULER object without a persistent schedule.
--
--
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
--
--
-- MasterObject = SCHEDULER:New()
-- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
--
--
-- The above example creates a new MasterObject, but does not schedule anything.
-- A separate schedule is created by using the MasterObject using the method :Schedule..., which returns a ScheduleID
--
--
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
--
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
--
--
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject )
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
--
-- The above example creates a new MasterObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
-- A separate schedule is created by using the MasterObject using the method :Schedule()..., which returns a ScheduleID
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel any planned schedule.
--
--
-- ### Construct a SCHEDULER object with a persistent schedule.
--
--
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
--
--
-- MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
--
--
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
--
--
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
--
--
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
--
-- ZoneObject = ZONE:New( "ZoneName" )
@@ -112,13 +107,13 @@
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
--
-- The above example creates a new MasterObject, and schedules a method call (ScheduleFunction),
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
-- Both a MasterObject and a SchedulerID variable are returned.
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel the planned schedule.
--
--
-- ## SCHEDULER timer stopping and (re-)starting.
--
-- The SCHEDULER can be stopped and restarted with the following methods:
@@ -133,70 +128,70 @@
-- MasterObject:Stop( SchedulerID )
-- ...
-- MasterObject:Start( SchedulerID )
--
--
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
-- ## Create a new schedule
--
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
--
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
-- This method is used by the :New() constructor when a new schedule is planned.
--
--
-- Consider the following code fragment of the SCHEDULER object creation.
--
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject )
--
-- Several parameters can be specified that influence the behaviour of a Schedule.
--
--
-- Several parameters can be specified that influence the behavior of a Schedule.
--
-- ### A single schedule, immediately executed
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
--
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...
--
-- ### A single schedule, planned over time
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
--
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
--
--
-- ### A schedule with a repeating time interval, planned over time
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- and repeating 60 every seconds ...
--
--
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- and repeating 60 seconds, with a 50% time interval randomization ...
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- which is in this example between **30** and **90** seconds.
--
--
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- The schedule will repeat every 60 seconds.
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- which is in this example between **30** and **90** seconds.
-- The schedule will stop after **300** seconds.
--
--
-- @field #SCHEDULER
SCHEDULER = {
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
}
--- SCHEDULER constructor.
@@ -209,17 +204,17 @@ SCHEDULER = {
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @return #SCHEDULER self.
-- @return #table The ScheduleID of the planned schedule.
-- @return #string The ScheduleID of the planned schedule.
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil
self.MasterObject = MasterObject
self.ShowTrace = false
if SchedulerFunction then
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
end
@@ -235,48 +230,47 @@ end
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
-- @param #number Stop Time interval in seconds after which the scheduler will be stopped.
-- @param #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #table The ScheduleID of the planned schedule.
-- @return #string The Schedule ID of the planned schedule.
function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
self:T3( { SchedulerArguments } )
-- Debug info.
local ObjectName = "-"
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
ObjectName = MasterObject.ClassName .. MasterObject.ClassID
end
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
-- Set master object.
self.MasterObject = MasterObject
-- Add schedule.
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
SchedulerArguments,
Start,
Repeat,
RandomizeFactor,
Stop,
TraceLevel or 3,
Fsm
)
self.Schedules[#self.Schedules+1] = ScheduleID
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( self,
SchedulerFunction,
SchedulerArguments,
Start,
Repeat,
RandomizeFactor,
Stop,
TraceLevel or 3,
Fsm
)
self.Schedules[#self.Schedules + 1] = ScheduleID
return ScheduleID
end
--- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
-- @param #SCHEDULER self
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
-- @param #string ScheduleID (Optional) The Schedule ID of the planned (repeating) schedule.
function SCHEDULER:Start( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Starting scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
end
@@ -285,7 +279,7 @@ end
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Stop( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Stopping scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
end
@@ -294,15 +288,15 @@ end
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Remove( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Removing scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
end
--- Clears all pending schedules.
-- @param #SCHEDULER self
function SCHEDULER:Clear()
self:F3( )
self:T(string.format("Clearing scheduler"))
self:F3()
self:T( string.format( "Clearing scheduler" ) )
_SCHEDULEDISPATCHER:Clear( self )
end

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@@ -1,4 +1,4 @@
--- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions.
--- **Core** - Manages various settings for missions, providing a menu for players to tweak settings in running missions.
--
-- ===
--
@@ -30,14 +30,15 @@
-- @image Core_Settings.JPG
--- @type SETTINGS
---
-- @type SETTINGS
-- @extends Core.Base#BASE
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
--
-- ===
--
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
-- The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
-- SETTINGS can work on 2 levels:
--
-- - **Default settings**: A running mission has **Default settings**.
@@ -59,7 +60,7 @@
--
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
-- Note that the **Default settings** will only be used when a player has not chosen its own settings.
--
-- ## 2.2) Player settings menu
--
@@ -69,7 +70,7 @@
--
-- ## 2.3) Show or Hide the Player Setting menus
--
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Of course, it may be required not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
-- Note that when this method is used, any player already in a slot will not have its menus visibility changed.
-- The option will only have effect when a player enters a new slot or changes a slot.
@@ -92,10 +93,10 @@
--
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
--
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
--
-- ### 3.1.2) A2G coordinates setting **menu**
--
@@ -106,9 +107,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
--
-- ### 3.1.4) A2G coordinates setting - additional notes
--
@@ -121,7 +122,7 @@
--
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
--
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -136,9 +137,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
--
-- ### 3.2.4) A2A coordinates settings - additional notes
@@ -183,7 +184,7 @@
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- Each Message Type has specific timings that will be applied when the message is displayed.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen.
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
-- Note that **Update** messages can be chosen not to be displayed at all!
--
@@ -191,12 +192,12 @@
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
--
-- ## 3.5) **Era** of the battle
--
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare.
-- Therefore, there are 4 era that are defined within the settings:
--
-- - **WWII** era: Use for warfare with equipment during the world war II time.
@@ -213,13 +214,14 @@
SETTINGS = {
ClassName = "SETTINGS",
ShowPlayerMenu = true,
MenuShort = false,
MenuStatic = false,
MenuShort = false,
MenuStatic = false,
}
SETTINGS.__Enum = {}
--- @type SETTINGS.__Enum.Era
---
-- @type SETTINGS.__Enum.Era
-- @field #number WWII
-- @field #number Korea
-- @field #number Cold
@@ -231,11 +233,11 @@ SETTINGS.__Enum.Era = {
Modern = 4,
}
do -- SETTINGS
--- SETTINGS constructor.
-- @param #SETTINGS self
-- @param #string PlayerName (Optional) Set settings for this player.
-- @return #SETTINGS
function SETTINGS:Set( PlayerName )
@@ -252,6 +254,7 @@ do -- SETTINGS
self:SetMessageTime( MESSAGE.Type.Overview, 60 )
self:SetMessageTime( MESSAGE.Type.Update, 15 )
self:SetEraModern()
self:SetLocale("en")
return self
else
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
@@ -267,14 +270,14 @@ do -- SETTINGS
-- Short text are better suited for, e.g., VR.
-- @param #SETTINGS self
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default).
function SETTINGS:SetMenutextShort(onoff)
function SETTINGS:SetMenutextShort( onoff )
_SETTINGS.MenuShort = onoff
end
--- Set menu to be static.
-- @param #SETTINGS self
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default).
function SETTINGS:SetMenuStatic(onoff)
function SETTINGS:SetMenuStatic( onoff )
_SETTINGS.MenuStatic = onoff
end
@@ -284,11 +287,25 @@ do -- SETTINGS
self.Metric = true
end
--- Sets the SETTINGS default text locale.
-- @param #SETTINGS self
-- @param #string Locale
function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en"
end
--- Gets the SETTINGS text locale.
-- @param #SETTINGS self
-- @return #string
function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale()
end
--- Gets if the SETTINGS is metric.
-- @param #SETTINGS self
-- @return #boolean true if metric.
function SETTINGS:IsMetric()
return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
return (self.Metric ~= nil and self.Metric == true) or (self.Metric == nil and _SETTINGS:IsMetric())
end
--- Sets the SETTINGS imperial.
@@ -301,7 +318,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if imperial.
function SETTINGS:IsImperial()
return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
return (self.Metric ~= nil and self.Metric == false) or (self.Metric == nil and _SETTINGS:IsImperial())
end
--- Sets the SETTINGS LL accuracy.
@@ -321,7 +338,7 @@ do -- SETTINGS
--- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @param #number MGRS_Accuracy
-- @param #number MGRS_Accuracy 0 to 5
-- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
@@ -343,13 +360,12 @@ do -- SETTINGS
self.MessageTypeTimings[MessageType] = MessageTime
end
--- Gets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message.
-- @return #number
function SETTINGS:GetMessageTime( MessageType )
return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType )
return (self.MessageTypeTimings and self.MessageTypeTimings[MessageType]) or _SETTINGS:GetMessageTime( MessageType )
end
--- Sets A2G LL DMS
@@ -370,14 +386,14 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2G_LL_DMS()
return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() )
return (self.A2GSystem and self.A2GSystem == "LL DMS") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS())
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2G_LL_DDM()
return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() )
return (self.A2GSystem and self.A2GSystem == "LL DDM") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM())
end
--- Sets A2G MGRS
@@ -391,7 +407,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2G_MGRS()
return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() )
return (self.A2GSystem and self.A2GSystem == "MGRS") or (not self.A2GSystem and _SETTINGS:IsA2G_MGRS())
end
--- Sets A2G BRA
@@ -405,7 +421,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2G_BR()
return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() )
return (self.A2GSystem and self.A2GSystem == "BR") or (not self.A2GSystem and _SETTINGS:IsA2G_BR())
end
--- Sets A2A BRA
@@ -419,7 +435,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2A_BRAA()
return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() )
return (self.A2ASystem and self.A2ASystem == "BRAA") or (not self.A2ASystem and _SETTINGS:IsA2A_BRAA())
end
--- Sets A2A BULLS
@@ -433,7 +449,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BULLS
function SETTINGS:IsA2A_BULLS()
return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() )
return (self.A2ASystem and self.A2ASystem == "BULLS") or (not self.A2ASystem and _SETTINGS:IsA2A_BULLS())
end
--- Sets A2A LL DMS
@@ -454,14 +470,14 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2A_LL_DMS()
return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() )
return (self.A2ASystem and self.A2ASystem == "LL DMS") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS())
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2A_LL_DDM()
return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() )
return (self.A2ASystem and self.A2ASystem == "LL DDM") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM())
end
--- Sets A2A MGRS
@@ -475,7 +491,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2A_MGRS()
return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() )
return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
end
--- @param #SETTINGS self
@@ -494,37 +510,37 @@ do -- SETTINGS
-- A2G Coordinate System
-------
local text="A2G Coordinate System"
local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then
text="A2G Coordinates"
text = "A2G Coordinates"
end
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
-- Set LL DMS
if not self:IsA2G_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="LL DMS"
text = "LL DMS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
-- Set LL DDM
if not self:IsA2G_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="LL DDM"
text = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
-- Set LL DMS accuracy.
if self:IsA2G_LL_DDM() then
local text1="LL DDM Accuracy 1"
local text2="LL DDM Accuracy 2"
local text3="LL DDM Accuracy 3"
local text1 = "LL DDM Accuracy 1"
local text2 = "LL DDM Accuracy 2"
local text3 = "LL DDM Accuracy 3"
if _SETTINGS.MenuShort then
text1="LL DDM"
text1 = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
@@ -533,18 +549,18 @@ do -- SETTINGS
-- Set BR.
if not self:IsA2G_BR() then
local text="Bearing, Range (BR)"
local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then
text="BR"
text = "BR"
end
MENU_GROUP_COMMAND:New( MenuGroup, text , A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
end
-- Set MGRS.
if not self:IsA2G_MGRS() then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="MGRS"
text = "MGRS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
@@ -562,24 +578,24 @@ do -- SETTINGS
-- A2A Coordinate System
-------
local text="A2A Coordinate System"
local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then
text="A2A Coordinates"
text = "A2A Coordinates"
end
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if not self:IsA2A_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="LL DMS"
text = "LL DMS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
if not self:IsA2A_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="LL DDM"
text = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
@@ -592,25 +608,25 @@ do -- SETTINGS
end
if not self:IsA2A_BULLS() then
local text="Bullseye (BULLS)"
local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then
text="Bulls"
text = "Bulls"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
end
if not self:IsA2A_BRAA() then
local text="Bearing Range Altitude Aspect (BRAA)"
local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then
text="BRAA"
text = "BRAA"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
end
if not self:IsA2A_MGRS() then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="MGRS"
text = "MGRS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
@@ -623,31 +639,31 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end
local text="Measures and Weights System"
local text = "Measures and Weights System"
if _SETTINGS.MenuShort then
text="Unit System"
text = "Unit System"
end
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if self:IsMetric() then
local text="Imperial (Miles,Feet)"
local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then
text="Imperial"
text = "Imperial"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
end
if self:IsImperial() then
local text="Metric (Kilometers,Meters)"
local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then
text="Metric"
text = "Metric"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
end
local text="Messages and Reports"
local text = "Messages and Reports"
if _SETTINGS.MenuShort then
text="Messages & Reports"
text = "Messages & Reports"
end
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
@@ -688,7 +704,6 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
SettingsMenu:Remove( MenuTime )
return self
@@ -725,18 +740,18 @@ do -- SETTINGS
if _SETTINGS.ShowPlayerMenu == true then
local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName()
local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerName = PlayerUnit:GetPlayerName() or "None"
--local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )
self.PlayerMenu = PlayerMenu
self:I(string.format("Setting menu for player %s", tostring(PlayerName)))
self:T( string.format( "Setting menu for player %s", tostring( PlayerName ) ) )
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
@@ -753,40 +768,40 @@ do -- SETTINGS
-- A2G Coordinate System
------
local text="A2G Coordinate System"
local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then
text="A2G Coordinates"
text = "A2G Coordinates"
end
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="A2G LL DMS"
text = "A2G LL DMS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="A2G LL DDM"
text = "A2G LL DDM"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
local text="Bearing, Range (BR)"
local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then
text="A2G BR"
text = "A2G BR"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
end
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="A2G MGRS"
text = "A2G MGRS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
@@ -795,49 +810,48 @@ do -- SETTINGS
-- A2A Coordinates Menu
------
local text="A2A Coordinate System"
local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then
text="A2A Coordinates"
text = "A2A Coordinates"
end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="A2A LL DMS"
text = "A2A LL DMS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="A2A LL DDM"
text = "A2A LL DDM"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
local text="Bullseye (BULLS)"
local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then
text="A2A BULLS"
text = "A2A BULLS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then
local text="Bearing Range Altitude Aspect (BRAA)"
local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then
text="A2A BRAA"
text = "A2A BRAA"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
end
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="A2A MGRS"
text = "A2A MGRS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
@@ -846,24 +860,24 @@ do -- SETTINGS
-- Unit system
---
local text="Measures and Weights System"
local text = "Measures and Weights System"
if _SETTINGS.MenuShort then
text="Unit System"
text = "Unit System"
end
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if self:IsMetric() or _SETTINGS.MenuStatic then
local text="Imperial (Miles,Feet)"
local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then
text="Imperial"
text = "Imperial"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
end
if self:IsImperial() or _SETTINGS.MenuStatic then
local text="Metric (Kilometers,Meters)"
local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then
text="Metric"
text = "Metric"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
end
@@ -872,9 +886,9 @@ do -- SETTINGS
-- Messages and Reports
---
local text="Messages and Reports"
local text = "Messages and Reports"
if _SETTINGS.MenuShort then
text="Messages & Reports"
text = "Messages & Reports"
end
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
@@ -934,39 +948,38 @@ do -- SETTINGS
return self
end
--- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW
MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
@@ -979,12 +992,12 @@ do -- SETTINGS
do
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
--BASE:E( {PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -992,9 +1005,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1002,9 +1015,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1012,9 +1025,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1022,9 +1035,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1054,7 +1067,6 @@ do -- SETTINGS
end
--- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self
-- @return #SETTINGS self
@@ -1064,7 +1076,6 @@ do -- SETTINGS
end
--- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self
-- @return #SETTINGS self
@@ -1074,7 +1085,4 @@ do -- SETTINGS
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,36 +1,36 @@
--- **Core** - Spawn statics.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Spawn new statics from a static already defined in the mission editor.
-- * Spawn new statics from a given template.
-- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location.
-- * Spawn within a zone.
-- * Spawn statics linked to units, .e.g on aircraft carriers.
--
-- ===
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
--
--
-- ===
--
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
--
--
-- ===
--
-- # YouTube Channel
--
-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!]
--
--
-- ## No videos yet!
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG
@@ -46,49 +46,49 @@
-- @field #number InitOffsetAngle Link offset angle in degrees.
-- @field #number InitStaticHeading Heading of the static.
-- @field #string InitStaticLivery Livery for aircraft.
-- @field #string InitStaticShape Shape of teh static.
-- @field #string InitStaticShape Shape of the static.
-- @field #string InitStaticType Type of the static.
-- @field #string InitStaticCategory Categrory of the static.
-- @field #string InitStaticName Name of the static.
-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn the static.
-- @field #boolean InitDead Set static to be dead if true.
-- @field #boolean InitCargo If true, static can act as cargo.
-- @field #number InitCargoMass Mass of cargo in kg.
-- @field #boolean InitStaticDead Set static to be dead if true.
-- @field #boolean InitStaticCargo If true, static can act as cargo.
-- @field #number InitStaticCargoMass Mass of cargo in kg.
-- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Static}s into your mission.
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
--
-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Static}s will follow a naming convention at run-time:
--
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
--
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
-- # SPAWNSTATIC Constructors
--
--
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
--
--
-- ## Use another Static
--
--
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
-- from the static.
--
--
-- ## From a Template
--
--
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
--
--
-- ## From a Type
--
--
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
--
--
-- # Setting Parameters
--
--
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
--
--
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
@@ -99,17 +99,17 @@
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
--
-- # Spawning the Statics
--
--
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
-- such as position and heading.
--
--
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a COORDINATE coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
--
SPAWNSTATIC = {
ClassName = "SPAWNSTATIC",
SpawnIndex = 0,
@@ -131,34 +131,34 @@ SPAWNSTATIC = {
-- @field #number mass Cargo mass in kg.
-- @field #boolean canCargo Static can be a cargo.
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
--- Creates the main object to spawn a @{Wrapper.Static} defined in the mission editor (ME).
-- @param #SPAWNSTATIC self
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
self:SetEventPriority( 5 )
return self
return self
end
--- Creates the main object to spawn a @{Static} given a template table.
--- Creates the main object to spawn a @{Wrapper.Static} given a template table.
-- @param #SPAWNSTATIC self
-- @param #table SpawnTemplate Template used for spawning.
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
@@ -166,15 +166,15 @@ end
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
self.SpawnTemplatePrefix = SpawnTemplate.name
self.CountryID = CountryID or country.id.USA
return self
end
--- Creates the main object to spawn a @{Static} from a given type.
--- Creates the main object to spawn a @{Wrapper.Static} from a given type.
-- NOTE that you have to init many other parameters as spawn coordinate etc.
-- @param #SPAWNSTATIC self
-- @param #string StaticType Type of the static.
@@ -189,13 +189,69 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType
self.TemplateStaticUnit = {}
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0
return self
end
--- (Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
-- NOTE that you have to init many other parameters as the resources.
-- @param #SPAWNSTATIC self
-- @param #number CombinedWeight The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:_InitResourceTable(CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self.TemplateStaticUnit.resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
}
end
self:InitCargo(true)
self:InitCargoMass(CombinedWeight or 1)
return self
end
--- (User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- @param #SPAWNSTATIC self
-- @param #string Type Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
-- @param #string Name Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`. Aircraft go by their typename.
-- @param #number Amount of tons (liquids) or number (everything else) to add.
-- @param #number CombinedWeight Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:AddCargoResource(Type,Name,Amount,CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self:_InitResourceTable(CombinedWeight)
end
if Type == STORAGE.Type.LIQUIDS and type(Name) == "string" then
self.TemplateStaticUnit.resourcePayload[Name] = Amount
else
self.TemplateStaticUnit.resourcePayload[Type] = {
[Name] = {
["amount"] = Amount,
}
}
end
UTILS.PrintTableToLog(self.TemplateStaticUnit)
return self
end
--- (User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- Handy if you spawn from cargo statics which have resources already set.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:ResetCargoResources()
self.TemplateStaticUnit.resourcePayload = nil
self:_InitResourceTable()
return self
end
--- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
@@ -260,7 +316,7 @@ end
-- @param #number Mass Mass of the cargo in kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargoMass(Mass)
self.InitCargoMass=Mass
self.InitStaticCargoMass=Mass
return self
end
@@ -269,7 +325,16 @@ end
-- @param #boolean IsCargo If true, this static can act as cargo.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargo(IsCargo)
self.InitCargo=IsCargo
self.InitStaticCargo=IsCargo
return self
end
--- Initialize as dead.
-- @param #SPAWNSTATIC self
-- @param #boolean IsDead If true, this static is dead.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead
return self
end
@@ -282,7 +347,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
return self
end
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
-- @param #SPAWNSTATIC self
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
-- @return #SPAWNSTATIC self
@@ -308,6 +373,25 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self
end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
-- @param #SPAWNSTATIC self
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:OnSpawnStatic( SpawnCallBackFunction, ... )
self:F( "OnSpawnStatic" )
self.SpawnFunctionHook = SpawnCallBackFunction
self.SpawnFunctionArguments = {}
if arg then
self.SpawnFunctionArguments = arg
end
return self
end
--- Spawn a new STATIC object.
-- @param #SPAWNSTATIC self
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
@@ -318,18 +402,18 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
end
--- Creates a new @{Static} from a POINT_VEC2.
--- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param Core.Point#COORDINATE PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
@@ -338,12 +422,12 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
local Coordinate=COORDINATE:NewFromVec2(vec2)
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
--- Creates a new @{Static} from a COORDINATE.
--- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
@@ -353,11 +437,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
-- Set up coordinate.
self.InitStaticCoordinate=Coordinate
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
@@ -366,7 +450,7 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
--- Creates a new @{Static} from a @{Zone}.
--- Creates a new @{Wrapper.Static} from a @{Core.Zone}.
-- @param #SPAWNSTATIC self
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
@@ -376,7 +460,7 @@ function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static
end
@@ -390,41 +474,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template=Template or {}
local CountryID=CountryID or self.CountryID
if self.InitStaticType then
Template.type=self.InitStaticType
end
if self.InitStaticCategory then
Template.category=self.InitStaticCategory
end
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
Template.y = self.InitStaticCoordinate.z
Template.alt = self.InitStaticCoordinate.y
Template.alt = self.InitStaticCoordinate.y
end
if self.InitStaticHeading then
Template.heading = math.rad(self.InitStaticHeading)
Template.heading = math.rad(self.InitStaticHeading)
end
if self.InitStaticShape then
Template.shape_name=self.InitStaticShape
end
if self.InitStaticLivery then
Template.livery_id=self.InitStaticLivery
end
if self.InitDead~=nil then
Template.dead=self.InitDead
if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead
end
if self.InitCargo~=nil then
Template.isCargo=self.InitCargo
if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo
end
if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass
end
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
@@ -433,50 +521,79 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.offsets.x=self.InitOffsetX
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end
if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil
end
-- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=nil
local Static=nil --DCS#StaticObject
if self.InitFarp then
local TemplateGroup={}
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("Spawning FARP")
self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
time = timer.getTime(),
initiator = Static
}
-- Create BIRTH event.
world.onEvent(Event)
else
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
end
if Static then
self:T(string.format("Succesfully spawned static object \"%s\" ID=%d", Static:getName(), Static:getID()))
--[[
local static=StaticObject.getByName(Static:getName())
if static then
env.info(string.format("FF got static from StaticObject.getByName"))
else
env.error(string.format("FF error did NOT get static from StaticObject.getByName"))
end ]]
else
self:E(string.format("ERROR: DCS static object \"%s\" is nil!", tostring(Template.name)))
end
end
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end
return mystatic
end

View File

@@ -5,7 +5,7 @@
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--
-- * Spot for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets.
-- * Updates of laser spot position every 0.2 seconds for moving targets.
-- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
@@ -13,27 +13,17 @@
-- ===
--
-- # Demo Missions
--
-- ### [SPOT Demo Missions source code]()
--
-- ### [SPOT Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [SPOT YouTube Channel]()
-- ### [Demo Missions on GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * **EasyEB**: Ideas and Beta Testing
-- * **Wingthor**: Beta Testing
--
-- ===
--
@@ -43,21 +33,22 @@
do
--- @type SPOT
---
-- @type SPOT
-- @extends Core.Fsm#FSM
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
--
-- * Mark targets for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets.
-- * Updates of laser spot position every 0.25 seconds for moving targets.
-- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
--
-- ## 1. SPOT constructor
--
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.
-- * @{#SPOT.New}(): Creates a new SPOT object.
--
-- ## 2. SPOT is a FSM
--
@@ -217,6 +208,8 @@ do
self.Recce = Recce
self.RecceName = self.Recce:GetName()
self.LaseScheduler = SCHEDULER:New( self )
@@ -236,21 +229,27 @@ do
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
self:F( { "LaseOn", Target, LaserCode, Duration } )
self:T({From, Event, To})
self:T2( { "LaseOn", Target, LaserCode, Duration } )
local function StopLase( self )
self:LaseOff()
end
self.Target = Target
self.TargetName = Target:GetName()
self.LaserCode = LaserCode
self.Lasing = true
local RecceDcsUnit = self.Recce:GetDCSObject()
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
local relativespot = self.relstartpos or { x = 0, y = 2, z = 0 }
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser = Spot.createLaser( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
if Duration then
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
@@ -259,6 +258,8 @@ do
self:HandleEvent( EVENTS.Dead )
self:__Lasing( -1 )
return self
end
@@ -271,7 +272,7 @@ do
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
self:T2( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
local function StopLase( self )
self:LaseOff()
@@ -293,55 +294,72 @@ do
end
self:__Lasing(-1)
return self
end
--- @param #SPOT self
---
-- @param #SPOT self
-- @param Core.Event#EVENTDATA EventData
function SPOT:OnEventDead(EventData)
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
self:T2( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
if self.Target then
if EventData.IniDCSUnitName == self.Target:GetName() then
self:F( {"Target dead ", self.Target:GetName() } )
if EventData.IniDCSUnitName == self.TargetName then
self:F( {"Target dead ", self.TargetName } )
self:Destroyed()
self:LaseOff()
end
end
if self.Recce then
if EventData.IniDCSUnitName == self.RecceName then
self:F( {"Recce dead ", self.RecceName } )
self:LaseOff()
end
end
return self
end
--- @param #SPOT self
---
-- @param #SPOT self
-- @param From
-- @param Event
-- @param To
function SPOT:onafterLasing( From, Event, To )
if self.Target and self.Target:IsAlive() then
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing( -0.2 )
elseif self.TargetCoord then
self:T({From, Event, To})
-- Wiggle the IR spot a bit.
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
if self.Lasing then
if self.Target and self.Target:IsAlive() then
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/200):AddX(math.random(-100,100)/200):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing(0.2)
elseif self.TargetCoord then
self.SpotIR:setPoint(irvec3)
self.SpotLaser:setPoint(lsvec3)
self:__Lasing(-0.25)
else
self:F( { "Target is not alive", self.Target:IsAlive() } )
-- Wiggle the IR spot a bit.
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/200, y=self.TargetCoord.y+math.random(-100,100)/200, z=self.TargetCoord.z} --#DCS.Vec3
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
self.SpotIR:setPoint(irvec3)
self.SpotLaser:setPoint(lsvec3)
self:__Lasing(0.2)
else
self:F( { "Target is not alive", self.Target:IsAlive() } )
end
end
return self
end
--- @param #SPOT self
---
-- @param #SPOT self
-- @param From
-- @param Event
-- @param To
-- @return #SPOT
function SPOT:onafterLaseOff( From, Event, To )
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self:T({From, Event, To})
self:T2( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self.Lasing = false
@@ -368,4 +386,16 @@ do
return self.Lasing
end
end
--- Set laser start position relative to the lasing unit.
-- @param #SPOT self
-- @param #table position Start position of the laser relative to the lasing unit. Default is { x = 0, y = 2, z = 0 }
-- @return #SPOT self
-- @usage
-- -- Set lasing position to be the position of the optics of the Gazelle M:
-- myspot:SetRelativeStartPosition({ x = 1.7, y = 1.2, z = 0 })
function SPOT:SetRelativeStartPosition(position)
self.relstartpos = position or { x = 0, y = 2, z = 0 }
return self
end
end

View File

@@ -0,0 +1,202 @@
--- **Core** - A Moose GetText system.
--
-- ===
--
-- ## Main Features:
--
-- * A GetText for Moose
-- * Build a set of localized text entries, alongside their sounds and subtitles
-- * Aimed at class developers to offer localizable language support
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/).
--
-- ===
--
-- ### Author: **applevangelist**
-- ## Date: April 2022
--
-- ===
--
-- @module Core.TextAndSound
-- @image MOOSE.JPG
--- Text and Sound class.
-- @type TEXTANDSOUND
-- @field #string ClassName Name of this class.
-- @field #string version Versioning.
-- @field #string lid LID for log entries.
-- @field #string locale Default locale of this object.
-- @field #table entries Table of entries.
-- @field #string textclass Name of the class the texts belong to.
-- @extends Core.Base#BASE
---
--
-- @field #TEXTANDSOUND
TEXTANDSOUND = {
ClassName = "TEXTANDSOUND",
version = "0.0.1",
lid = "",
locale = "en",
entries = {},
textclass = "",
}
--- Text and Sound entry.
-- @type TEXTANDSOUND.Entry
-- @field #string Classname Name of the class this entry is for.
-- @field #string Locale Locale of this entry, defaults to "en".
-- @field #table Data The list of entries.
--- Text and Sound data
-- @type TEXTANDSOUND.Data
-- @field #string ID ID of this entry for retrieval.
-- @field #string Text Text of this entry.
-- @field #string Soundfile (optional) Soundfile File name of the corresponding sound file.
-- @field #number Soundlength (optional) Length of the sound file in seconds.
-- @field #string Subtitle (optional) Subtitle for the sound file.
--- Instantiate a new object
-- @param #TEXTANDSOUND self
-- @param #string ClassName Name of the class this instance is providing texts for.
-- @param #string Defaultlocale (Optional) Default locale of this instance, defaults to "en".
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:New(ClassName,Defaultlocale)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New())
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", self.ClassName, self.version)
self.locale = Defaultlocale or (_SETTINGS:GetLocale() or "en")
self.textclass = ClassName or "none"
self.entries = {}
local initentry = {} -- #TEXTANDSOUND.Entry
initentry.Classname = ClassName
initentry.Data = {}
initentry.Locale = self.locale
self.entries[self.locale] = initentry
self:I(self.lid .. "Instantiated.")
self:T({self.entries[self.locale]})
return self
end
--- Add an entry
-- @param #TEXTANDSOUND self
-- @param #string Locale Locale to set for this entry, e.g. "de".
-- @param #string ID Unique(!) ID of this entry under this locale (i.e. use the same ID to get localized text for the entry in another language).
-- @param #string Text Text for this entry.
-- @param #string Soundfile (Optional) Sound file name for this entry.
-- @param #number Soundlength (Optional) Length of the sound file in seconds.
-- @param #string Subtitle (Optional) Subtitle to be used alongside the sound file.
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:AddEntry(Locale,ID,Text,Soundfile,Soundlength,Subtitle)
self:T(self.lid .. "AddEntry")
local locale = Locale or self.locale
local dataentry = {} -- #TEXTANDSOUND.Data
dataentry.ID = ID or "1"
dataentry.Text = Text or "none"
dataentry.Soundfile = Soundfile
dataentry.Soundlength = Soundlength or 0
dataentry.Subtitle = Subtitle
if not self.entries[locale] then
local initentry = {} -- #TEXTANDSOUND.Entry
initentry.Classname = self.textclass -- class name entry
initentry.Data = {} -- data array
initentry.Locale = locale -- default locale
self.entries[locale] = initentry
end
self.entries[locale].Data[ID] = dataentry
self:T({self.entries[locale].Data})
return self
end
--- Get an entry
-- @param #TEXTANDSOUND self
-- @param #string ID The unique ID of the data to be retrieved.
-- @param #string Locale (Optional) The locale of the text to be retrieved - defauls to default locale set with `New()`.
-- @return #string Text Text or nil if not found and no fallback.
-- @return #string Soundfile Filename or nil if not found and no fallback.
-- @return #string Soundlength Length of the sound or 0 if not found and no fallback.
-- @return #string Subtitle Text for subtitle or nil if not found and no fallback.
function TEXTANDSOUND:GetEntry(ID,Locale)
self:T(self.lid .. "GetEntry")
local locale = Locale or self.locale
if not self.entries[locale] then
-- fall back to default "en"
locale = self.locale
end
local Text,Soundfile,Soundlength,Subtitle = nil, nil, 0, nil
if self.entries[locale] then
if self.entries[locale].Data then
local data = self.entries[locale].Data[ID] -- #TEXTANDSOUND.Data
if data then
Text = data.Text
Soundfile = data.Soundfile
Soundlength = data.Soundlength
Subtitle = data.Subtitle
elseif self.entries[self.locale].Data[ID] then
-- no matching entry, try default
local data = self.entries[self.locale].Data[ID]
Text = data.Text
Soundfile = data.Soundfile
Soundlength = data.Soundlength
Subtitle = data.Subtitle
end
end
else
return nil, nil, 0, nil
end
return Text,Soundfile,Soundlength,Subtitle
end
--- Get the default locale of this object
-- @param #TEXTANDSOUND self
-- @return #string locale
function TEXTANDSOUND:GetDefaultLocale()
self:T(self.lid .. "GetDefaultLocale")
return self.locale
end
--- Set default locale of this object
-- @param #TEXTANDSOUND self
-- @param #string locale
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:SetDefaultLocale(locale)
self:T(self.lid .. "SetDefaultLocale")
self.locale = locale or "en"
return self
end
--- Check if a locale exists
-- @param #TEXTANDSOUND self
-- @return #boolean outcome
function TEXTANDSOUND:HasLocale(Locale)
self:T(self.lid .. "HasLocale")
return self.entries[Locale] and true or false
end
--- Flush all entries to the log
-- @param #TEXTANDSOUND self
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:FlushToLog()
self:I(self.lid .. "Flushing entries:")
local text = string.format("Textclass: %s | Default Locale: %s",self.textclass, self.locale)
for _,_entry in pairs(self.entries) do
local entry = _entry -- #TEXTANDSOUND.Entry
local text = string.format("Textclassname: %s | Locale: %s",entry.Classname, entry.Locale)
self:I(text)
for _ID,_data in pairs(entry.Data) do
local data = _data -- #TEXTANDSOUND.Data
local text = string.format("ID: %s\nText: %s\nSoundfile: %s With length: %d\nSubtitle: %s",tostring(_ID), data.Text or "none",data.Soundfile or "none",data.Soundlength or 0,data.Subtitle or "none")
self:I(text)
end
end
return self
end
----------------------------------------------------------------
-- End TextAndSound
----------------------------------------------------------------

View File

@@ -34,8 +34,6 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\Timer\TIMER_Main.jpg)
--
-- # The TIMER Concept
--
-- The TIMER class is the little sister of the @{Core.Scheduler#SCHEDULER} class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
@@ -107,19 +105,17 @@ TIMER = {
--- Timer ID.
_TIMERID=0
--- Timer data base.
--_TIMERDB={}
--- TIMER class version.
-- @field #string version
TIMER.version="0.1.1"
TIMER.version="0.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-- TODO: Write docs.
-- TODO: Randomization.
-- TODO: Pause/unpause.
-- DONE: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -156,13 +152,10 @@ function TIMER:New(Function, ...)
-- Log id.
self.lid=string.format("TIMER UID=%d | ", self.uid)
-- Add to DB.
--_TIMERDB[self.uid]=self
return self
end
--- Create a new TIMER object.
--- Start TIMER object.
-- @param #TIMER self
-- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
@@ -174,7 +167,7 @@ function TIMER:Start(Tstart, dT, Duration)
local Tnow=timer.getTime()
-- Start time in sec.
self.Tstart=Tstart and Tnow+Tstart or Tnow+0.001 -- one millisecond delay if Tstart=nil
self.Tstart=Tstart and Tnow+math.max(Tstart, 0.001) or Tnow+0.001 -- one millisecond delay if Tstart=nil
-- Set time interval.
self.dT=dT
@@ -199,6 +192,20 @@ function TIMER:Start(Tstart, dT, Duration)
return self
end
--- Start TIMER object if a condition is met. Useful for e.g. debugging.
-- @param #TIMER self
-- @param #boolean Condition Must be true for the TIMER to start
-- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
-- @param #number Duration Time in seconds for how long the timer is running. If not specified `nil`, the timer runs forever or until stopped manually by the `TIMER:Stop()` function.
-- @return #TIMER self
function TIMER:StartIf(Condition,Tstart, dT, Duration)
if Condition then
self:Start(Tstart, dT, Duration)
end
return self
end
--- Stop the timer by removing the timer function.
-- @param #TIMER self
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
@@ -215,14 +222,24 @@ function TIMER:Stop(Delay)
-- Remove timer function.
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
timer.removeFunction(self.tid)
-- We use a pcall here because if the DCS timer does not exist any more, it crashes the whole script!
local status=pcall(
function ()
timer.removeFunction(self.tid)
end
)
-- Debug messages.
if status then
self:T2(self.lid..string.format("Stopped timer!"))
else
self:E(self.lid..string.format("WARNING: Could not remove timer function! isrunning=%s", tostring(self.isrunning)))
end
-- Not running any more.
self.isrunning=false
-- Remove DB entry.
--_TIMERDB[self.uid]=nil
end
end
@@ -239,6 +256,15 @@ function TIMER:SetMaxFunctionCalls(Nmax)
return self
end
--- Set time interval. Can also be set when the timer is already running and is applied after the next function call.
-- @param #TIMER self
-- @param #number dT Time interval in seconds.
-- @return #TIMER self
function TIMER:SetTimeInterval(dT)
self.dT=dT
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.

View File

@@ -35,13 +35,13 @@ do -- UserFlag
ClassName = "USERFLAG",
UserFlagName = nil,
}
--- USERFLAG Constructor.
-- @param #USERFLAG self
-- @param #string UserFlagName The name of the userflag, which is a free text string.
-- @return #USERFLAG
function USERFLAG:New( UserFlagName ) --R2.3
local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG
self.UserFlagName = UserFlagName
@@ -52,13 +52,13 @@ do -- UserFlag
--- Get the userflag name.
-- @param #USERFLAG self
-- @return #string Name of the user flag.
function USERFLAG:GetName()
function USERFLAG:GetName()
return self.UserFlagName
end
--- Set the userflag to a given Number.
-- @param #USERFLAG self
-- @param #number Number The number value to be checked if it is the same as the userflag.
-- @param #number Number The number value to set the flag to.
-- @param #number Delay Delay in seconds, before the flag is set.
-- @return #USERFLAG The userflag instance.
-- @usage
@@ -66,18 +66,17 @@ do -- UserFlag
-- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100.
--
function USERFLAG:Set( Number, Delay ) --R2.3
if Delay and Delay>0 then
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
else
--env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime()))
trigger.action.setUserFlag( self.UserFlagName, Number )
end
return self
end
return self
end
--- Get the userflag Number.
-- @param #USERFLAG self
-- @return #number Number The number value to be checked if it is the same as the userflag.
@@ -86,12 +85,10 @@ do -- UserFlag
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
--
function USERFLAG:Get() --R2.3
return trigger.misc.getUserFlag( self.UserFlagName )
end
return trigger.misc.getUserFlag( self.UserFlagName )
end
--- Check if the userflag has a value of Number.
-- @param #USERFLAG self
-- @param #number Number The number value to be checked if it is the same as the userflag.
@@ -102,9 +99,9 @@ do -- UserFlag
-- return "Blue has won"
-- end
function USERFLAG:Is( Number ) --R2.3
return trigger.misc.getUserFlag( self.UserFlagName ) == Number
end
end
return trigger.misc.getUserFlag( self.UserFlagName ) == Number
end
end

View File

@@ -54,7 +54,7 @@ do -- Velocity
self.Velocity = VelocityMps
return self
end
--- Get the velocity in Mps (meters per second).
-- @param #VELOCITY self
-- @return #number The velocity in meters per second.
@@ -70,12 +70,12 @@ do -- Velocity
self.Velocity = UTILS.KmphToMps( VelocityKmph )
return self
end
--- Get the velocity in Kmph (kilometers per hour).
-- @param #VELOCITY self
-- @return #number The velocity in kilometers per hour.
function VELOCITY:GetKmph()
return UTILS.MpsToKmph( self.Velocity )
end
@@ -87,7 +87,7 @@ do -- Velocity
self.Velocity = UTILS.MiphToMps( VelocityMiph )
return self
end
--- Get the velocity in Miph (miles per hour).
-- @param #VELOCITY self
-- @return #number The velocity in miles per hour.
@@ -95,8 +95,7 @@ do -- Velocity
return UTILS.MpsToMiph( self.Velocity )
end
--- Get the velocity in text, according the player @{Settings}.
--- Get the velocity in text, according the player @{Core.Settings}.
-- @param #VELOCITY self
-- @param Core.Settings#SETTINGS Settings
-- @return #string The velocity in text.
@@ -113,11 +112,11 @@ do -- Velocity
end
end
--- Get the velocity in text, according the player or default @{Settings}.
--- Get the velocity in text, according the player or default @{Core.Settings}.
-- @param #VELOCITY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @return #string The velocity in text according the player or default @{Settings}
-- @return #string The velocity in text according the player or default @{Core.Settings}
function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3
self:F( { Group = VelocityGroup and VelocityGroup:GetName() } )
local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS
@@ -134,7 +133,7 @@ do -- VELOCITY_POSITIONABLE
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
--
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
-- @{#VELOCITY_POSITIONABLE} monitors the speed of a @{Wrapper.Positionable#POSITIONABLE} in the simulation, which can be expressed in various formats according the Settings.
--
-- ## 1. VELOCITY_POSITIONABLE constructor
--
@@ -167,7 +166,7 @@ do -- VELOCITY_POSITIONABLE
-- @param #VELOCITY_POSITIONABLE self
-- @return #number The velocity in kilometers per hour.
function VELOCITY_POSITIONABLE:GetKmph()
return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0)
end
@@ -178,9 +177,9 @@ do -- VELOCITY_POSITIONABLE
return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 )
end
--- Get the velocity in text, according the player or default @{Settings}.
--- Get the velocity in text, according the player or default @{Core.Settings}.
-- @param #VELOCITY_POSITIONABLE self
-- @return #string The velocity in text according the player or default @{Settings}
-- @return #string The velocity in text according the player or default @{Core.Settings}
function VELOCITY_POSITIONABLE:ToString() -- R2.3
self:F( { Group = self.Positionable and self.Positionable:GetName() } )
local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,8 @@
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
---
-- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone.
@@ -29,7 +32,7 @@ function ZONE_DETECTION:New( ZoneName, Detection, Radius )
self.Detection = Detection
self.Radius = Radius
return self
end
@@ -48,15 +51,14 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
local Angle
local RadialBase = math.pi*2
--
for Angle = 0, 360, (360 / Points ) do
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local Tire = {
["country"] = CountryName,
["category"] = "Fortifications",
@@ -105,7 +107,7 @@ function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
COORDINATE:New( Point.x, AddHeight, Point.y):Smoke( SmokeColor )
end
return self
@@ -136,7 +138,7 @@ function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end
return self
@@ -200,4 +202,3 @@ function ZONE_DETECTION:IsVec3InZone( Vec3 )
return InZone
end

View File

@@ -1,4 +1,6 @@
--- **DCS API** Prototypes
--- **DCS API** Prototypes.
--
-- ===
--
-- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
--
@@ -12,6 +14,7 @@ do -- world
-- @field #world.event event [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @field #world.BirthPlace BirthPlace The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @field #world.VolumeType VolumeType The volumeType enumerator defines the types of 3d geometery used within the [world.searchObjects](https://wiki.hoggitworld.com/view/DCS_func_searchObjects) function.
-- @field #world.weather weather Weather functions for fog etc.
--- The world singleton contains functions centered around two different but extremely useful functions.
-- * Events and event handlers are all governed within world.
@@ -23,38 +26,68 @@ do -- world
--- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type world.event
-- @field S_EVENT_INVALID
-- @field S_EVENT_SHOT [https://wiki.hoggitworld.com/view/DCS_event_shot](https://wiki.hoggitworld.com/view/DCS_event_shot)
-- @field S_EVENT_HIT [https://wiki.hoggitworld.com/view/DCS_event_hit](https://wiki.hoggitworld.com/view/DCS_event_hit)
-- @field S_EVENT_TAKEOFF [https://wiki.hoggitworld.com/view/DCS_event_takeoff](https://wiki.hoggitworld.com/view/DCS_event_takeoff)
-- @field S_EVENT_LAND [https://wiki.hoggitworld.com/view/DCS_event_land](https://wiki.hoggitworld.com/view/DCS_event_land)
-- @field S_EVENT_CRASH [https://wiki.hoggitworld.com/view/DCS_event_crash](https://wiki.hoggitworld.com/view/DCS_event_crash)
-- @field S_EVENT_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_ejection](https://wiki.hoggitworld.com/view/DCS_event_ejection)
-- @field S_EVENT_REFUELING [https://wiki.hoggitworld.com/view/DCS_event_refueling](https://wiki.hoggitworld.com/view/DCS_event_refueling)
-- @field S_EVENT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_dead](https://wiki.hoggitworld.com/view/DCS_event_dead)
-- @field S_EVENT_PILOT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_pilot_dead](https://wiki.hoggitworld.com/view/DCS_event_pilot_dead)
-- @field S_EVENT_BASE_CAPTURED [https://wiki.hoggitworld.com/view/DCS_event_base_captured](https://wiki.hoggitworld.com/view/DCS_event_base_captured)
-- @field S_EVENT_MISSION_START [https://wiki.hoggitworld.com/view/DCS_event_mission_start](https://wiki.hoggitworld.com/view/DCS_event_mission_start)
-- @field S_EVENT_MISSION_END [https://wiki.hoggitworld.com/view/DCS_event_mission_end](https://wiki.hoggitworld.com/view/DCS_event_mission_end)
-- @field S_EVENT_TOOK_CONTROL
-- @field S_EVENT_REFUELING_STOP [https://wiki.hoggitworld.com/view/DCS_event_refueling_stop](https://wiki.hoggitworld.com/view/DCS_event_refueling_stop)
-- @field S_EVENT_BIRTH [https://wiki.hoggitworld.com/view/DCS_event_birth](https://wiki.hoggitworld.com/view/DCS_event_birth)
-- @field S_EVENT_HUMAN_FAILURE [https://wiki.hoggitworld.com/view/DCS_event_human_failure](https://wiki.hoggitworld.com/view/DCS_event_human_failure)
-- @field S_EVENT_ENGINE_STARTUP [https://wiki.hoggitworld.com/view/DCS_event_engine_startup](https://wiki.hoggitworld.com/view/DCS_event_engine_startup)
-- @field S_EVENT_ENGINE_SHUTDOWN [https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown](https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown)
-- @field S_EVENT_PLAYER_ENTER_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit](https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit)
-- @field S_EVENT_PLAYER_LEAVE_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit](https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit)
-- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
-- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
-- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
-- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
-- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
-- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
-- @field S_EVENT_MAX
-- @field S_EVENT_INVALID = 0
-- @field S_EVENT_SHOT = 1
-- @field S_EVENT_HIT = 2
-- @field S_EVENT_TAKEOFF = 3
-- @field S_EVENT_LAND = 4
-- @field S_EVENT_CRASH = 5
-- @field S_EVENT_EJECTION = 6
-- @field S_EVENT_REFUELING = 7
-- @field S_EVENT_DEAD = 8
-- @field S_EVENT_PILOT_DEAD = 9
-- @field S_EVENT_BASE_CAPTURED = 10
-- @field S_EVENT_MISSION_START = 11
-- @field S_EVENT_MISSION_END = 12
-- @field S_EVENT_TOOK_CONTROL = 13
-- @field S_EVENT_REFUELING_STOP = 14
-- @field S_EVENT_BIRTH = 15
-- @field S_EVENT_HUMAN_FAILURE = 16
-- @field S_EVENT_DETAILED_FAILURE = 17
-- @field S_EVENT_ENGINE_STARTUP = 18
-- @field S_EVENT_ENGINE_SHUTDOWN = 19
-- @field S_EVENT_PLAYER_ENTER_UNIT = 20
-- @field S_EVENT_PLAYER_LEAVE_UNIT = 21
-- @field S_EVENT_PLAYER_COMMENT = 22
-- @field S_EVENT_SHOOTING_START = 23
-- @field S_EVENT_SHOOTING_END = 24
-- @field S_EVENT_MARK_ADDED = 25
-- @field S_EVENT_MARK_CHANGE = 26
-- @field S_EVENT_MARK_REMOVED = 27
-- @field S_EVENT_KILL = 28
-- @field S_EVENT_SCORE = 29
-- @field S_EVENT_UNIT_LOST = 30
-- @field S_EVENT_LANDING_AFTER_EJECTION = 31
-- @field S_EVENT_PARATROOPER_LENDING = 32 -- who's lending whom what? ;)
-- @field S_EVENT_DISCARD_CHAIR_AFTER_EJECTION = 33
-- @field S_EVENT_WEAPON_ADD = 34
-- @field S_EVENT_TRIGGER_ZONE = 35
-- @field S_EVENT_LANDING_QUALITY_MARK = 36
-- @field S_EVENT_BDA = 37 -- battle damage assessment
-- @field S_EVENT_AI_ABORT_MISSION = 38
-- @field S_EVENT_DAYNIGHT = 39
-- @field S_EVENT_FLIGHT_TIME = 40
-- @field S_EVENT_PLAYER_SELF_KILL_PILOT = 41
-- @field S_EVENT_PLAYER_CAPTURE_AIRFIELD = 42
-- @field S_EVENT_EMERGENCY_LANDING = 43
-- @field S_EVENT_UNIT_CREATE_TASK = 44
-- @field S_EVENT_UNIT_DELETE_TASK = 45
-- @field S_EVENT_SIMULATION_START = 46
-- @field S_EVENT_WEAPON_REARM = 47
-- @field S_EVENT_WEAPON_DROP = 48
-- @field S_EVENT_UNIT_TASK_COMPLETE = 49
-- @field S_EVENT_UNIT_TASK_STAGE = 50
-- @field S_EVENT_MAC_EXTRA_SCORE= 51 -- not sure what this is
-- @field S_EVENT_MISSION_RESTART= 52
-- @field S_EVENT_MISSION_WINNER = 53
-- @field S_EVENT_RUNWAY_TAKEOFF= 54
-- @field S_EVENT_RUNWAY_TOUCH= 55
-- @field S_EVENT_MAC_LMS_RESTART= 56 -- not sure what this is
-- @field S_EVENT_SIMULATION_FREEZE = 57
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
-- @field S_EVENT_MAX = 61
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace
@@ -100,6 +133,36 @@ do -- world
-- @function [parent=#world] getAirbases
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
-- @return #table Table of DCS airbase objects.
--- Weather functions.
-- @type world.weather
--- Fog animation data structure.
-- @type world.FogAnimation
-- @field #number time
-- @field #number visibility
-- @field #number thickness
--- Returns the current fog thickness.
-- @function [parent=#world.weather] getFogThickness Returns the fog thickness.
-- @return #number Fog thickness in meters. If there is no fog, zero is returned.
--- Sets the fog thickness instantly. Any current fog animation is discarded.
-- @function [parent=#world.weather] setFogThickness
-- @param #number thickness Fog thickness in meters. Set to zero to disable fog.
--- Returns the current fog visibility distance.
-- @function [parent=#world.weather] getFogVisibilityDistance Returns the current maximum visibility distance in meters. Returns zero if fog is not present.
--- Instantly sets the maximum visibility distance of fog at sea level when looking at the horizon. Any current fog animation is discarded. Set zero to disable the fog.
-- @function [parent=#world.weather] setFogVisibilityDistance
-- @param #number visibility Max fog visibility in meters. Set to zero to disable fog.
--- Sets fog animation keys. Time is set in seconds and relative to the current simulation time, where time=0 is the current moment.
-- Time must be increasing. Previous animation is always discarded despite the data being correct.
-- @function [parent=#world.weather] setFogAnimation
-- @param #world.FogAnimation animation List of fog animations
end -- world
@@ -133,6 +196,22 @@ do -- env
end -- env
do -- radio
--@type radio
-- @field #radio.modulation modulation
---
-- @type radio.modulation
-- @field AM
-- @field FM
radio = {}
radio.modulation = {}
radio.modulation.AM = 0
radio.modulation.FM = 1
end
do -- timer
@@ -191,21 +270,29 @@ do -- land
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
-- @type land.SurfaceType
-- @field LAND
-- @field SHALLOW_WATER
-- @field WATER
-- @field ROAD
-- @field RUNWAY
-- @field LAND Land=1
-- @field SHALLOW_WATER Shallow water=2
-- @field WATER Water=3
-- @field ROAD Road=4
-- @field RUNWAY Runway=5
--- Returns altitude MSL of the point.
--- Returns the distance from sea level (y-axis) of a given vec2 point.
-- @function [parent=#land] getHeight
-- @param #Vec2 point point on the ground.
-- @return #Distance
-- @param #Vec2 point Point on the ground.
-- @return #number Height in meters.
--- Returns the surface height and depth of a point. Useful for checking if the path is deep enough to support a given ship.
-- Both values are positive. When checked over water at sea level the first value is always zero.
-- When checked over water at altitude, for example the reservoir of the Inguri Dam, the first value is the corresponding altitude the water level is at.
-- @function [parent=#land] getSurfaceHeightWithSeabed
-- @param #Vec2 point Position where to check.
-- @return #number Height in meters.
-- @return #number Depth in meters.
--- returns surface type at the given point.
--- Returns surface type at the given point.
-- @function [parent=#land] getSurfaceType
-- @param #Vec2 point Point on the land.
-- @return #land.SurfaceType
-- @return #number Enumerator value from `land.SurfaceType` (LAND=1, SHALLOW_WATER=2, WATER=3, ROAD=4, RUNWAY=5)
--- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land)
land = {} --#land
@@ -295,6 +382,22 @@ do -- country
-- @field QATAR
-- @field OMAN
-- @field UNITED_ARAB_EMIRATES
-- @field SOUTH_AFRICA
-- @field CUBA
-- @field PORTUGAL
-- @field GDR
-- @field LEBANON
-- @field CJTF_BLUE
-- @field CJTF_RED
-- @field UN_PEACEKEEPERS
-- @field Argentinia
-- @field Cyprus
-- @field Slovenia
-- @field BOLIVIA
-- @field GHANA
-- @field NIGERIA
-- @field PERU
-- @field ECUADOR
country = {} --#country
@@ -303,11 +406,11 @@ end -- country
do -- Command
--- @type Command
-- @type Command
-- @field #string id
-- @field #Command.params params
--- @type Command.params
-- @type Command.params
end -- Command
@@ -323,9 +426,23 @@ do -- coalition
-- @field RED
-- @field BLUE
--- @function [parent=#coalition] getCountryCoalition
-- @param #number countryId
-- @return #number coalitionId
--- Get country coalition.
-- @function [parent=#coalition] getCountryCoalition
-- @param #number countryId Country ID.
-- @return #number coalitionId Coalition ID.
--- Dynamically spawns a group. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addGroup
-- @param #number countryId Id of the country.
-- @param #number groupCategory Group category. Set -1 for spawning FARPS.
-- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addStaticObject)
-- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country.
-- @param #table groupData Group data table.
-- @return DCS#Static The spawned static object.
coalition = {} -- #coalition
@@ -334,7 +451,8 @@ end -- coalition
do -- Types
--- @type Desc
--- Descriptors.
-- @type Desc
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg.
-- @field #number tankerType Type of refueling system: 0=boom, 1=probe.
@@ -395,8 +513,8 @@ do -- Types
--- Vec3 type is a 3D-vector.
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
-- @type Vec3
-- @field #Distance x is directed to the north
-- @field #Distance z is directed to the east
-- @field #Distance x is directed to the North
-- @field #Distance z is directed to the East
-- @field #Distance y is directed up
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
@@ -431,16 +549,16 @@ do -- Types
-- @type AttributeNameArray
-- @list <#AttributeName>
--- @type Zone
-- @type Zone
-- @field DCSVec3#Vec3 point
-- @field #number radius
Zone = {}
--- @type ModelTime
-- @type ModelTime
-- @extends #number
--- @type Time
-- @type Time
-- @extends #number
--- A task descriptor (internal structure for DCS World). See [https://wiki.hoggitworld.com/view/Category:Tasks](https://wiki.hoggitworld.com/view/Category:Tasks).
@@ -449,7 +567,7 @@ do -- Types
-- @field #string id
-- @field #Task.param param
--- @type Task.param
-- @type Task.param
--- List of @{#Task}
-- @type TaskArray
@@ -460,6 +578,22 @@ do -- Types
--@field #boolean lateActivated
--@field #boolean uncontrolled
--- DCS template data structure.
-- @type Template
-- @field #boolean uncontrolled Aircraft is uncontrolled.
-- @field #boolean lateActivation Group is late activated.
-- @field #number x 2D Position on x-axis in meters.
-- @field #number y 2D Position on y-axis in meters.
-- @field #table units Unit list.
--
--- Unit data structure.
--@type Template.Unit
--@field #string name Name of the unit.
--@field #number x
--@field #number y
--@field #number alt
end --
@@ -476,10 +610,11 @@ do -- Object
-- @field UNIT
-- @field WEAPON
-- @field STATIC
-- @field SCENERY
-- @field BASE
-- @field SCENERY
-- @field CARGO
--- @type Object.Desc
-- @type Object.Desc
-- @extends #Desc
-- @field #number life initial life level
-- @field #Box3 box bounding box of collision geometry
@@ -487,13 +622,21 @@ do -- Object
--- @function [parent=#Object] isExist
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] isActive
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] destroy
-- @param #Object self
--- @function [parent=#Object] getCategory
--- Returns an enumerator of the category for the specific object.
-- The enumerator returned is dependent on the category of the object and how the function is called.
-- As of DCS 2.9.2 when this function is called on an Object, Unit, Weapon, or Airbase a 2nd value will be returned which details the object sub-category value.
-- @function [parent=#Object] getCategory
-- @param #Object self
-- @return #Object.Category
-- @return #Object.Category The object category (1=UNIT, 2=WEAPON, 3=STATIC, 4=BASE, 5=SCENERY, 6=Cargo)
-- @return #number The subcategory of the passed object, e.g. Unit.Category if a unit object was passed.
--- Returns type name of the Object.
-- @function [parent=#Object] getTypeName
@@ -626,10 +769,11 @@ do -- Weapon
--- Weapon.Category enum that stores weapon categories.
-- @type Weapon.Category
-- @field SHELL
-- @field MISSILE
-- @field ROCKET
-- @field BOMB
-- @field #number SHELL Shell.
-- @field #number MISSILE Missile
-- @field #number ROCKET Rocket.
-- @field #number BOMB Bomb.
-- @field #number TORPEDO Torpedo.
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
@@ -731,22 +875,190 @@ do -- Airbase
-- @function [parent=#Airbase] getDesc
-- @param self
-- @return #Airbase.Desc
--- Returns the warehouse object associated with the airbase object. Can then be used to call the warehouse class functions to modify the contents of the warehouse.
-- @function [parent=#Airbase] getWarehouse
-- @param self
-- @return #Warehouse The DCS warehouse object of this airbase.
--- Enables or disables the airbase and FARP auto capture game mechanic where ownership of a base can change based on the presence of ground forces or the
-- default setting assigned in the editor.
-- @function [parent=#Airbase] autoCapture
-- @param self
-- @param #boolean setting `true` : enables autoCapture behavior, `false` : disables autoCapture behavior
--- Returns the current autoCapture setting for the passed base.
-- @function [parent=#Airbase] autoCaptureIsOn
-- @param self
-- @return #boolean `true` if autoCapture behavior is enabled and `false` otherwise.
--- Changes the passed airbase object's coalition to the set value. Must be used with Airbase.autoCapture to disable auto capturing of the base,
-- otherwise the base can revert back to a different coalition depending on the situation and built in game capture rules.
-- @function [parent=#Airbase] setCoalition
-- @param self
-- @param #number coa The new owner coalition: 0=neutra, 1=red, 2=blue.
--- Returns the wsType of every object that exists in DCS. A wsType is a table consisting of 4 entries indexed numerically.
-- It can be used to broadly categorize object types. The table can be broken down as: {mainCategory, subCat1, subCat2, index}
-- @function [parent=#Airbase] getResourceMap
-- @param self
-- @return #table wsType of every object that exists in DCS.
Airbase = {} --#Airbase
end -- Airbase
do -- Warehouse
--- [DCS Class Warehouse](https://wiki.hoggitworld.com/view/DCS_Class_Warehouse)
-- The warehouse class gives control over warehouses that exist in airbase objects. These warehouses can limit the aircraft, munitions, and fuel available to coalition aircraft.
-- @type Warehouse
--- Get a warehouse by passing its name.
-- @function [parent=#Warehouse] getByName
-- @param #string Name Name of the warehouse.
-- @return #Warehouse The warehouse object.
--- Adds the passed amount of a given item to the warehouse.
-- itemName is the typeName associated with the item: "weapons.missiles.AIM_54C_Mk47"
-- A wsType table can also be used, however the last digit with wsTypes has been known to change. {4, 4, 7, 322}
-- @function [parent=#Warehouse] addItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to add.
--- Returns the number of the passed type of item currently in a warehouse object.
-- @function [parent=#Warehouse] getItemCount
-- @param self
-- @param #string itemName Name of the item.
--- Sets the passed amount of a given item to the warehouse.
-- @function [parent=#Warehouse] setItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to add.
--- Removes the amount of the passed item from the warehouse.
-- @function [parent=#Warehouse] removeItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to be removed.
--- Adds the passed amount of a liquid fuel into the warehouse inventory.
-- @function [parent=#Warehouse] addLiquid
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid to add.
--- Returns the amount of the passed liquid type within a given warehouse.
-- @function [parent=#Warehouse] getLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @return #number Amount of liquid.
--- Sets the passed amount of a liquid fuel into the warehouse inventory.
-- @function [parent=#Warehouse] setLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid.
--- Removes the set amount of liquid from the inventory in a warehouse.
-- @function [parent=#Warehouse] setLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid.
--- Returns the airbase object associated with the warehouse object.
-- @function [parent=#Warehouse] getOwner
-- @param self
-- @return #Airbase The airbase object owning this warehouse.
--- Returns a full itemized list of everything currently in a warehouse. If a category is set to unlimited then the table will be returned empty.
-- Aircraft and weapons are indexed by strings. Liquids are indexed by number.
-- @function [parent=#Warehouse] getInventory
-- @param self
-- @param #string itemName Name of the item.
-- @return #table Itemized list of everything currently in a warehouse
Warehouse = {} --#Warehouse
end
do -- Spot
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
-- Represents a spot from laser or IR-pointer.
-- @type Spot
-- @field #Spot.Category Category enum that stores spot categories.
--- Enum that stores spot categories.
-- @type Spot.Category
-- @field #string INFRA_RED
-- @field #string LASER
--- Creates a laser ray emanating from the given object to a point in 3d space.
-- @function [parent=#Spot] createLaser
-- @param DCS#Object Source The source object of the laser.
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
-- @param #number LaserCode Any 4 digit number between 1111 and 1788.
-- @return #Spot
--- Creates an infrared ray emanating from the given object to a point in 3d space. Can be seen with night vision goggles.
-- @function [parent=#Spot] createInfraRed
-- @param DCS#Object Source Source position of the IR ray.
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
-- @return #Spot
--- Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin.
-- @function [parent=#Spot] getPoint
-- @param #Spot self
-- @return DCS#Vec3 Point in 3D, where the beam is pointing at.
--- Sets the destination point from which the source of the spot is drawn toward.
-- @function [parent=#Spot] setPoint
-- @param #Spot self
-- @param DCS#Vec3 Vec3 Point in 3D, where the beam is pointing at.
--- Returns the number that is used to define the laser code for which laser designation can track.
-- @function [parent=#Spot] getCode
-- @param #Spot self
-- @return #number Code The laser code used.
--- Sets the number that is used to define the laser code for which laser designation can track.
-- @function [parent=#Spot] setCode
-- @param #Spot self
-- @param #number Code The laser code. Default value is 1688.
--- Destroys the spot.
-- @function [parent=#Spot] destroy
-- @param #Spot self
--- Gets the category of the spot (laser or IR).
-- @function [parent=#Spot] getCategory
-- @param #Spot self
-- @return #string Category.
Spot = {} --#Spot
end -- Spot
do -- Controller
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--
-- This class has 2 types of functions:
--
-- * Tasks
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
--
-- @type Controller
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
--- Enables and disables the controller.
-- Note: Now it works only for ground / naval groups!
@@ -805,18 +1117,18 @@ do -- Controller
-- Detection
--- Enum contains identifiers of surface types.
--- Enum containing detection types.
-- @type Controller.Detection
-- @field VISUAL
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
-- @field DLINK
-- @field #number VISUAL Visual detection. Numeric value 1.
-- @field #number OPTIC Optical detection. Numeric value 2.
-- @field #number RADAR Radar detection. Numeric value 4.
-- @field #number IRST Infra-red search and track detection. Numeric value 8.
-- @field #number RWR Radar Warning Receiver detection. Numeric value 16.
-- @field #number DLINK Data link detection. Numeric value 32.
--- Detected target.
-- @type DetectedTarget
-- @field Wrapper.Object#Object object The target
-- @type Controller.DetectedTarget
-- @field DCS#Object object The target
-- @field #boolean visible The target is visible
-- @field #boolean type The target type is known
-- @field #boolean distance Distance to the target is known
@@ -829,9 +1141,9 @@ do -- Controller
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #boolean detected True if the target is detected.
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
@@ -857,7 +1169,8 @@ end -- Controller
do -- Unit
--- @type Unit
--- Unit.
-- @type Unit
-- @extends #CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
-- @field #Unit.Category Category
@@ -889,8 +1202,8 @@ do -- Unit
--- Enum that stores aircraft refueling system types.
-- @type Unit.RefuelingSystem
-- @field BOOM_AND_RECEPTACLE
-- @field PROBE_AND_DROGUE
-- @field BOOM_AND_RECEPTACLE Tanker with a boom.
-- @field PROBE_AND_DROGUE Tanker with a probe.
--- Enum that stores sensor types.
-- @type Unit.SensorType
@@ -972,15 +1285,18 @@ do -- Unit
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
--- @type Unit.Radar.detectionDistanceAir
--- A radar.
-- @type Unit.Radar.detectionDistanceAir
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
--- A radar.
-- @type Unit.Radar.detectionDistanceAir.upperHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
--- A radar.
-- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
@@ -1060,6 +1376,11 @@ do -- Unit
-- @function [parent=#Unit] getAmmo
-- @param #Unit self
-- @return #Unit.Ammo
--- Returns the number of infantry that can be embark onto the aircraft. Only returns a value if run on airplanes or helicopters. Returns nil if run on ground or ship units.
-- @function [parent=#Unit] getDescentCapacity
-- @param #Unit self
-- @return #number Number of soldiers that embark.
--- Returns the unit sensors.
-- @function [parent=#Unit] getSensors
@@ -1093,6 +1414,10 @@ do -- Unit
-- @param #Unit self
-- @return #Unit.Desc
--- GROUND - Switch on/off radar emissions
-- @function [parent=#Unit] enableEmission
-- @param #Unit self
-- @param #boolean switch
Unit = {} --#Unit
@@ -1163,7 +1488,7 @@ do -- Group
-- @param #Group self
-- @return #number
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed; Initial size limits the unitNumber parameter for Group.getUnit() function.
-- @function [parent=#Group] getInitialSize
-- @param #Group self
-- @return #number
@@ -1178,10 +1503,51 @@ do -- Group
-- @param #Group self
-- @return #Controller
--- GROUND - Switch on/off radar emissions
-- @function [parent=#Group] enableEmission
-- @param #Group self
-- @param #boolean switch
Group = {} --#Group
end -- Group
do -- StaticObject
--- Represents a static object.
-- @type StaticObject
-- @extends DCS#Object
--- Returns the static object.
-- @function [parent=#StaticObject] getByName
-- @param #string name Name of the static object.
-- @return #StaticObject
StaticObject = {} --#StaticObject
end
do --Event
--- Event structure. Note that present fields depend on type of event.
-- @type Event
-- @field #number id Event ID.
-- @field #number time Mission time in seconds.
-- @field DCS#Unit initiator Unit initiating the event.
-- @field DCS#Unit target Target unit.
-- @field DCS#Airbase place Airbase.
-- @field number subPlace Subplace. Unknown and often just 0.
-- @field #string weapon_name Weapoin name.
-- @field #number idx Mark ID.
-- @field #number coalition Coalition ID.
-- @field #number groupID Group ID, *e.g.* of group that added mark point.
-- @field #string text Text, *e.g.* of mark point.
-- @field DCS#Vec3 pos Position vector, *e.g.* of mark point.
-- @field #string comment Comment, *e.g.* LSO score.
Event={} --#Event
end
do -- AI
@@ -1232,22 +1598,26 @@ do -- AI
-- @field IR_POINTER
-- @field LASER
--- @type AI.Task.WaypointType
---
-- @type AI.Task.WaypointType
-- @field TAKEOFF
-- @field TAKEOFF_PARKING
-- @field TURNING_POINT
-- @field TAKEOFF_PARKING_HOT
-- @field LAND
--- @type AI.Task.TurnMethod
---
-- @type AI.Task.TurnMethod
-- @field FLY_OVER_POINT
-- @field FIN_POINT
--- @type AI.Task.AltitudeType
---
-- @type AI.Task.AltitudeType
-- @field BARO
-- @field RADIO
--- @type AI.Task.VehicleFormation
---
-- @type AI.Task.VehicleFormation
-- @field OFF_ROAD
-- @field ON_ROAD
-- @field RANK
@@ -1257,25 +1627,30 @@ do -- AI
-- @field ECHELON_LEFT
-- @field ECHELON_RIGHT
--- @type AI.Option
---
-- @type AI.Option
-- @field #AI.Option.Air Air
-- @field #AI.Option.Ground Ground
-- @field #AI.Option.Naval Naval
--- @type AI.Option.Air
---
-- @type AI.Option.Air
-- @field #AI.Option.Air.id id
-- @field #AI.Option.Air.val val
--- @type AI.Option.Ground
---
-- @type AI.Option.Ground
-- @field #AI.Option.Ground.id id
-- @field #AI.Option.Ground.val val
--- @type AI.Option.Naval
-- @field #AI.Option.Ground.mid mid
-- @field #AI.Option.Ground.mval mval
--
-- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val
--- @type AI.Option.Air.id
---
-- @type AI.Option.Air.id
-- @field NO_OPTION
-- @field ROE
-- @field REACTION_ON_THREAT
@@ -1292,105 +1667,124 @@ do -- AI
-- @field PROHIBIT_AG
-- @field MISSILE_ATTACK
-- @field PROHIBIT_WP_PASS_REPORT
--- @type AI.Option.Air.id.FORMATION
-- @field LINE_ABREAST
-- @field TRAIL
-- @field WEDGE
-- @field ECHELON_RIGHT
-- @field ECHELON_LEFT
-- @field FINGER_FOUR
-- @field SPREAD_FOUR
-- @field WW2_BOMBER_ELEMENT
-- @field WW2_BOMBER_ELEMENT_HEIGHT
-- @field WW2_FIGHTER_VIC
-- @field HEL_WEDGE
-- @field HEL_ECHELON
-- @field HEL_FRONT
-- @field HEL_COLUMN
-- @field COMBAT_BOX
-- @field JAVELIN_DOWN
-- @field OPTION_RADIO_USAGE_CONTACT
-- @field OPTION_RADIO_USAGE_ENGAGE
-- @field OPTION_RADIO_USAGE_KILL
-- @field JETT_TANKS_IF_EMPTY
-- @field FORCED_ATTACK
--- @type AI.Option.Air.val
---
-- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
--- @type AI.Option.Air.val.ROE
---
-- @type AI.Option.Air.val.ROE
-- @field WEAPON_FREE
-- @field OPEN_FIRE_WEAPON_FREE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Air.val.REACTION_ON_THREAT
---
-- @type AI.Option.Air.val.REACTION_ON_THREAT
-- @field NO_REACTION
-- @field PASSIVE_DEFENCE
-- @field EVADE_FIRE
-- @field BYPASS_AND_ESCAPE
-- @field ALLOW_ABORT_MISSION
--- @type AI.Option.Air.val.RADAR_USING
---
-- @type AI.Option.Air.val.RADAR_USING
-- @field NEVER
-- @field FOR_ATTACK_ONLY
-- @field FOR_SEARCH_IF_REQUIRED
-- @field FOR_CONTINUOUS_SEARCH
--- @type AI.Option.Air.val.FLARE_USING
---
-- @type AI.Option.Air.val.FLARE_USING
-- @field NEVER
-- @field AGAINST_FIRED_MISSILE
-- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Air.val.ECM_USING
---
-- @type AI.Option.Air.val.ECM_USING
-- @field NEVER_USE
-- @field USE_IF_ONLY_LOCK_BY_RADAR
-- @field USE_IF_DETECTED_LOCK_BY_RADAR
-- @field ALWAYS_USE
--- @type AI.Option.Air.val.MISSILE_ATTACK
---
-- @type AI.Option.Air.val.MISSILE_ATTACK
-- @field MAX_RANGE
-- @field NEZ_RANGE
-- @field HALF_WAY_RMAX_NEZ
-- @field TARGET_THREAT_EST
-- @field RANDOM_RANGE
--- @type AI.Option.Ground.id
---
-- @type AI.Option.Ground.id
-- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field FORMATION
-- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
-- @field EVASION_OF_ARM
--- @type AI.Option.Ground.val
---
-- @type AI.Option.Ground.mid -- Moose added
-- @field RESTRICT_AAA_MIN 27
-- @field RESTRICT_AAA_MAX 29
-- @field RESTRICT_TARGETS @{#AI.Option.Ground.mval.ENGAGE_TARGETS} 28
---
-- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
-- @field #AI.Option.Ground.val.ENGAGE_TARGETS RESTRICT_TARGETS
--- @type AI.Option.Ground.val.ROE
---
-- @type AI.Option.Ground.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Ground.val.ALARM_STATE
---
-- @type AI.Option.Ground.mval -- Moose added
-- @field #AI.Option.Ground.mval.ENGAGE_TARGETS ENGAGE_TARGETS
---
-- @type AI.Option.Ground.mval.ENGAGE_TARGETS -- Moose added
-- @field ANY_TARGET -- 0
-- @field AIR_UNITS_ONLY -- 1
-- @field GROUND_UNITS_ONLY -- 2
---
-- @type AI.Option.Ground.val.ALARM_STATE
-- @field AUTO
-- @field GREEN
-- @field RED
--- @type AI.Option.Naval.id
---
-- @type AI.Option.Naval.id
-- @field NO_OPTION
-- @field ROE
--- @type AI.Option.Naval.val
---
-- @type AI.Option.Naval.val
-- @field #AI.Option.Naval.val.ROE ROE
--- @type AI.Option.Naval.val.ROE
---
-- @type AI.Option.Naval.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
AI = {} --#AI
end -- AI
end -- AI

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@@ -25,12 +25,12 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ====
-- @module Functional.Arty
-- @module Functional.Artillery
-- @image Artillery.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -45,6 +45,7 @@
-- @field #table currentMove Holds the current commanded move, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Narty0 Initial amount of artillery shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
@@ -73,7 +74,7 @@
-- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there.
-- @field #boolean RearmingArtyOnRoad If true, ARTY group will move to rearming place using mainly roads. Default false.
-- @field Core.Point#COORDINATE InitialCoord Initial coordinates of the ARTY group.
-- @field #boolean report Arty group sends messages about their current state or target to its coaliton.
-- @field #boolean report Arty group sends messages about their current state or target to its coalition.
-- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells.
-- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets.
-- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles.
@@ -103,12 +104,13 @@
-- @field #number coalition The coalition of the arty group.
-- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
-- @field #number respawndelay Respawn delay in seconds.
-- @field #number dtTrack Time interval in seconds for weapon tracking.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
-- interact with the process at certain events or states.
--
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor.
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) constructor.
-- The parameter *group* has to be a MOOSE Group object and defines ARTY group.
--
-- The ARTY FSM process can be started by the @{#ARTY.Start}() command.
@@ -146,7 +148,7 @@
-- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered.
--
-- ## Assigning Targets
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue.
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultaneously and are put into a queue.
-- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit.
--
-- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used.
@@ -161,7 +163,7 @@
-- * *maxengage*: Number of times a target is engaged.
-- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds.
-- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denotes the following day.
-- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day.
-- Of course, later days are also possible by appending "+2", "+3", etc.
-- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important.
@@ -179,7 +181,7 @@
-- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil).
-- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked.
-- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets
-- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times.
-- have been engaged equally often, the target with the higher priority is engaged again. This continues until a target has engaged three times.
-- Once the maximum number of engagements is reached, the target is deleted from the queue.
--
-- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with
@@ -190,7 +192,7 @@
-- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter.
--
-- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specified time.
-- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above).
--
-- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack.
@@ -201,7 +203,7 @@
--
-- ## Determining the Amount of Ammo
--
-- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- In order to determine when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition.
--
-- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types
@@ -217,7 +219,7 @@
-- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types.
-- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor.
--
-- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- One way to determine which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file.
--
-- ## Employing Selected Weapons
@@ -274,7 +276,7 @@
--
-- ## Simulated Weapons
--
-- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
-- In addition to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
--
-- ### Tactical Nukes
--
@@ -283,30 +285,30 @@
--
-- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used.
-- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry.
-- Note that the group must always have convenctional shells left in order to fire a nuclear shell.
-- Note that the group must always have conventional shells left in order to fire a nuclear shell.
--
-- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
-- The default explosion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
--
-- ### Illumination Shells
--
-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
-- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
--
-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
-- @{#ARTY.AssignTargetCoord}() function.
--
-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
-- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
--
-- ### Smoke Shells
--
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The number of smoke shells the group has available is set by the function
-- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red.
--
-- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*.
--
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position.
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the specified color is triggered at that position.
--
--
-- ## Assignments via Markers on F10 Map
@@ -320,15 +322,15 @@
-- ### Target Assignments
-- A new target can be assigned by writing **arty engage** in the marker text.
-- This is followed by a **comma separated list** of (optional) keywords and parameters.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numerous ways. The keywords are *battery*, *alias*, *cluster*.
-- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously.
-- **Note that**, if no battery is assigned nothing will happen.
--
-- * *everyone* or *allbatteries* The target is assigned to all batteries.
-- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible.
-- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority.
-- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5.
@@ -353,8 +355,8 @@
-- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15
-- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E
--
-- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script.
-- Note that the keywords and parameters are *case insensitive*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the groups defined in the mission editor or the aliases and cluster names defined in the script.
--
-- ### Relocation Assignments
--
@@ -363,11 +365,11 @@
-- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible.
-- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed.
-- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate.
-- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over.
-- * *canceltarget* Group will cancel all running firing engagements and immediately start to move. Default is that group will wait until is current assignment is over.
-- * *battery* Name of the ARTY group that the relocation is assigned to.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword.
-- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below.
-- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker.
@@ -410,12 +412,12 @@
--
-- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery.
--
-- To set the reamring place of a group at the marker position type
-- To set the rearming place of a group at the marker position type
-- arty set, battery "Paladin Alpha", rearming place
--
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor.
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939"
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
--
-- ## Transporting
--
@@ -452,7 +454,7 @@
-- -- Creat a new ARTY object from a Paladin group.
-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
--
-- -- Define a rearming group. This is a Transport M818 truck.
-- -- Define a rearming group. This is a Transport M939 truck.
-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
--
-- -- Set the max firing range. A Paladin unit has a range of 20 km.
@@ -617,63 +619,148 @@ ARTY.WeaponType={
}
--- Database of common artillery unit properties.
-- @type ARTY.dbitem
-- @field #string displayname Name displayed in ME.
-- @field #number minrange Minimum firing range in meters.
-- @field #number maxrange Maximum firing range in meters.
-- @field #number reloadtime Reload time in seconds.
--- Database of common artillery unit properties.
-- Table key is the "type name" and table value is and `ARTY.dbitem`.
-- @type ARTY.db
ARTY.db={
["2B11 mortar"] = { -- type "2B11 mortar"
minrange = 500, -- correct?
maxrange = 7000, -- 7 km
reloadtime = 30, -- 30 sec
["LeFH_18-40-105"] = {
displayname = "FH LeFH-18 105mm", -- name displayed in the ME
minrange = 500, -- min range (green circle) in meters
maxrange = 10500, -- max range (red circle) in meters
reloadtime = nil, -- reload time in seconds
},
["SPH 2S1 Gvozdika"] = { -- type "SAU Gvozdika"
minrange = 300, -- correct?
maxrange = 15000, -- 15 km
reloadtime = nil, -- unknown
["M2A1-105"] = {
displayname = "FH M2A1 105mm",
minrange = 500,
maxrange = 11500,
reloadtime = nil,
},
["SPH 2S19 Msta"] = { --type "SAU Msta", alias "2S19 Msta"
minrange = 300, -- correct?
maxrange = 23500, -- 23.5 km
reloadtime = nil, -- unknown
["Pak40"] = {
displayname = "FH Pak 40 75mm",
minrange = 500,
maxrange = 3000,
reloadtime = nil,
},
["L118_Unit"] = {
displayname = "L118 Light Artillery Gun",
minrange = 500,
maxrange = 17500,
reloadtime = nil,
},
["SPH 2S3 Akatsia"] = { -- type "SAU Akatsia", alias "2S3 Akatsia"
minrange = 300, -- correct?
maxrange = 17000, -- 17 km
reloadtime = nil, -- unknown
["Smerch"] = {
displayname = "MLRS 9A52 Smerch CM 300mm",
minrange = 20000,
maxrange = 70000,
reloadtime = 2160,
},
["SPH 2S9 Nona"] = { --type "SAU 2-C9"
minrange = 500, -- correct?
maxrange = 7000, -- 7 km
reloadtime = nil, -- unknown
["Smerch_HE"] = {
displayname = "MLRS 9A52 Smerch HE 300mm",
minrange = 20000,
maxrange = 70000,
reloadtime = 2160,
},
["SPH M109 Paladin"] = { -- type "M-109", alias "M109"
minrange = 300, -- correct?
maxrange = 22000, -- 22 km
reloadtime = nil, -- unknown
["Uragan_BM-27"] = {
displayname = "MLRS 9K57 Uragan BM-27 220mm",
minrange = 11500,
maxrange = 35800,
reloadtime = 840,
},
["SpGH Dana"] = { -- type "SpGH_Dana"
minrange = 300, -- correct?
maxrange = 18700, -- 18.7 km
reloadtime = nil, -- unknown
["Grad-URAL"] = {
displayname = "MLRS BM-21 Grad 122mm",
minrange = 5000,
maxrange = 19000,
reloadtime = 420,
},
["MLRS BM-21 Grad"] = { --type "Grad-URAL", alias "MLRS BM-21 Grad"
minrange = 5000, -- 5 km
maxrange = 19000, -- 19 km
reloadtime = 420, -- 7 min
["HL_B8M1"] = {
displayname = "MLRS HL with B8M1 80mm",
minrange = 500,
maxrange = 5000,
reloadtime = nil,
},
["MLRS 9K57 Uragan BM-27"] = { -- type "Uragan_BM-27"
minrange = 11500, -- 11.5 km
maxrange = 35800, -- 35.8 km
reloadtime = 840, -- 14 min
["tt_B8M1"] = {
displayname = "MLRS LC with B8M1 80mm",
minrange = 500,
maxrange = 5000,
reloadtime = nil,
},
["MLRS 9A52 Smerch"] = { -- type "Smerch"
minrange = 20000, -- 20 km
maxrange = 70000, -- 70 km
reloadtime = 2160, -- 36 min
["MLRS"] = {
displayname = "MLRS M270 227mm",
minrange = 10000,
maxrange = 32000,
reloadtime = 540,
},
["MLRS M270"] = { --type "MRLS", alias "M270 MRLS"
minrange = 10000, -- 10 km
maxrange = 32000, -- 32 km
reloadtime = 540, -- 9 min
["2B11 mortar"] = {
displayname = "Mortar 2B11 120mm",
minrange = 500,
maxrange = 7000,
reloadtime = 30,
},
["PLZ05"] = {
displayname = "PLZ-05",
minrange = 500,
maxrange = 23500,
reloadtime = nil,
},
["SAU Gvozdika"] = {
displayname = "SPH 2S1 Gvozdika 122mm",
minrange = 300,
maxrange = 15000,
reloadtime = nil,
},
["SAU Msta"] = {
displayname = "SPH 2S19 Msta 152mm",
minrange = 300,
maxrange = 23500,
reloadtime = nil,
},
["SAU Akatsia"] = {
displayname = "SPH 2S3 Akatsia 152mm",
minrange = 300,
maxrange = 17000,
reloadtime = nil,
},
["SpGH_Dana"] = {
displayname = "SPH Dana vz77 152mm",
minrange = 300,
maxrange = 18700,
reloadtime = nil,
},
["M-109"] = {
displayname = "SPH M109 Paladin 155mm",
minrange = 300,
maxrange = 22000,
reloadtime = nil,
},
["M12_GMC"] = {
displayname = "SPH M12 GMC 155mm",
minrange = 300,
maxrange = 18200,
reloadtime = nil,
},
["Wespe124"] = {
displayname = "SPH Sd.Kfz.124 Wespe 105mm",
minrange = 300,
maxrange = 7000,
reloadtime = nil,
},
["T155_Firtina"] = {
displayname = "SPH T155 Firtina 155mm",
minrange = 300,
maxrange = 41000,
reloadtime = nil,
},
["SAU 2-C9"] = {
displayname = "SPM 2S9 Nona 120mm M",
minrange = 500,
maxrange = 7000,
reloadtime = nil,
},
}
--- Target.
@@ -693,7 +780,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.2.0"
ARTY.version="1.3.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -706,7 +793,7 @@ ARTY.version="1.2.0"
-- DONE: Add user defined rearm weapon types.
-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
-- DONE: Make ARTY move to rearming position.
-- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check if ARTY group is still alive.
-- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
@@ -795,12 +882,15 @@ function ARTY:New(group, alias)
-- Maximum speed in km/h.
self.SpeedMax=group:GetSpeedMax()
-- Group is mobile or not (e.g. mortars).
if self.SpeedMax>1 then
-- Group is mobile or not (e.g. mortars). Some immobile units have a speed of 1 m/s = 3.6 km/h. So we check this number.
if self.SpeedMax>3.6 then
self.ismobile=true
else
self.ismobile=false
end
-- Set track time interval.
self.dtTrack=0.2
-- Set speed to 0.7 of maximum.
self.Speed=self.SpeedMax * 0.7
@@ -1497,6 +1587,15 @@ function ARTY:SetStatusInterval(interval)
return self
end
--- Set time interval for weapon tracking.
-- @param #ARTY self
-- @param #number interval Time interval in seconds. Default 0.2 seconds.
-- @return self
function ARTY:SetTrackInterval(interval)
self.dtTrack=interval or 0.2
return self
end
--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
-- @param #ARTY self
-- @param #number waittime Time in seconds. Default 300 seconds.
@@ -1519,7 +1618,7 @@ end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self
function ARTY:SetRearmingGroup(group)
self:F({group=group})
@@ -1874,7 +1973,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug)
-- Init nuclear explosion parameters if they were not set by user.
if self.nukerange==nil then
@@ -1909,7 +2008,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
end
-- Check if we have and arty type that is in the DB.
local _dbproperties=self:_CheckDB(self.DisplayName)
local _dbproperties=self:_CheckDB(self.Type)
self:T({dbproperties=_dbproperties})
if _dbproperties~=nil then
for property,value in pairs(_dbproperties) do
@@ -1955,8 +2054,8 @@ function ARTY:onafterStart(Controllable, From, Event, To)
text=text..string.format("Type = %s\n", self.Type)
text=text..string.format("Display Name = %s\n", self.DisplayName)
text=text..string.format("Number of units = %d\n", self.IniGroupStrength)
text=text..string.format("Speed max = %d km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %d km/h\n", self.Speed)
text=text..string.format("Speed max = %.1f km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %.1f km/h\n", self.Speed)
text=text..string.format("Is mobile = %s\n", tostring(self.ismobile))
text=text..string.format("Is cargo = %s\n", tostring(self.iscargo))
text=text..string.format("Min range = %.1f km\n", self.minrange/1000)
@@ -2080,7 +2179,7 @@ function ARTY:_StatusReport(display)
end
-- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local Nnukes=self.Nukes
local Nillu=self.Nillu
local Nsmoke=self.Nsmoke
@@ -2093,7 +2192,7 @@ function ARTY:_StatusReport(display)
text=text..string.format("Clock = %s\n", Clock)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of shells = %d\n", Narty)
text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles)
text=text..string.format("Number of nukes = %d\n", Nnukes)
@@ -2129,6 +2228,95 @@ end
-- Event Handling
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function called during tracking of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncTrack(weapon, self, target)
-- Coordinate and distance to target.
local _coord=weapon.coordinate
local _dist=_coord:Get2DDistance(target.coord)
local _destroyweapon=false
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=target.coord:GetRandomCoordinateInRadius(target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
weapon:Destroy()
-- No more tracking.
weapon.tracking=false
end
end
--- Function called after impact of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncImpact(weapon, self, target)
-- Debug info.
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Get impact coordinate.
local _impactcoord=weapon:GetImpactCoordinate()
-- Create a "nuclear" explosion and blast at the impact point.
if target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
--SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
self:ScheduleOnce(1.0, ARTY._NuclearBlast, self, _impactcoord)
end
end
--- Eventhandler for shot event.
-- @param #ARTY self
-- @param Core.Event#EVENTDATA EventData
@@ -2162,132 +2350,36 @@ function ARTY:OnEventShot(EventData)
self:T(self.lid..text)
MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug)
-- Last known position of the weapon fired.
local _lastpos={x=0, y=0, z=0}
--- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell.
-- @param #table _weapon
local function _TrackWeapon(_data)
-- When the pcall status returns false the weapon has hit.
local _weaponalive,_currpos = pcall(
function()
return _data.weapon:getPoint()
end)
-- Debug
self:T3(self.lid..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive)))
-- Destroy weapon before impact.
local _destroyweapon=false
if _weaponalive then
-- Update last position.
_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
-- Coordinate and distance to target.
local _coord=COORDINATE:NewFromVec3(_lastpos)
local _dist=_coord:Get2DDistance(_data.target.coord)
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<_data.target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<_data.target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
_data.weapon:destroy()
return nil
else
-- TODO: Make dt input parameter.
local dt=0.02
self:T3(self.lid..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt))
-- Check again in 0.05 seconds.
return timer.getTime() + dt
end
else
-- Get impact coordinate.
local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Create a "nuclear" explosion and blast at the impact point.
if _data.target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
end
-- Stop timer.
return nil
end
end
-- Start track the shell if we want to model a tactical nuke.
local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0
local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0
local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
if _tracknuke or _trackillu or _tracksmoke then
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
local _peter={}
_peter.weapon=EventData.weapon
_peter.target=UTILS.DeepCopy(self.currentTarget)
timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0)
-- Debug info.
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
-- Create a weapon object.
local weapon=WEAPON:New(EventData.weapon)
-- Set time step for tracking.
weapon:SetTimeStepTrack(self.dtTrack)
-- Copy target. We need a copy because it might already be overwritten with the next target during flight of weapon.
local target=UTILS.DeepCopy(self.currentTarget)
-- Set callback functions.
weapon:SetFuncTrack(ARTY._FuncTrack, self, target)
weapon:SetFuncImpact(ARTY._FuncImpact, self, target)
-- Start tracking in 2 sec (arty ammo should fly a bit).
weapon:StartTrack(2)
end
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
-- Decrease available nukes because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
@@ -2317,7 +2409,7 @@ function ARTY:OnEventShot(EventData)
-- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
-- Default switches for cease fire and relocation.
@@ -2765,7 +2857,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo.
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then
@@ -2782,7 +2874,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- 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, nammo, 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, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
@@ -2865,20 +2957,19 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
if self.currentTarget then
self:CeaseFire(self.currentTarget)
end
-- Open fire on timed target.
self:OpenFire(_timedTarget)
if self:is("CombatReady") then
-- Open fire on timed target.
self:OpenFire(_timedTarget)
end
elseif _normalTarget then
-- Open fire on normal target.
self:OpenFire(_normalTarget)
if self:is("CombatReady") then
-- Open fire on normal target.
self:OpenFire(_normalTarget)
end
end
-- Get ammo.
--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
if #self.targets>0 then
@@ -3039,14 +3130,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Get ammo.
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local nfire=Nammo
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local nfire=Narty
local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo
nfire=Nammo -- We take everything that is available
_type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Nshells
nfire=Narty
_type="shells"
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
@@ -3064,6 +3155,8 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
nfire=Nmissiles
_type="cruise missiles"
end
--env.info(string.format("FF type=%s, Nrockets=%d, Nfire=%d target.nshells=%d", _type, Nrockets, nfire, target.nshells))
-- Adjust if less than requested ammo is left.
target.nshells=math.min(target.nshells, nfire)
@@ -3331,7 +3424,7 @@ function ARTY:_CheckRearmed()
self:F2()
-- Get current ammo.
local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo()
-- Number of units still alive.
local units=self.Controllable:GetUnits()
@@ -3422,7 +3515,7 @@ function ARTY:onafterMove(Controllable, From, Event, To, move)
-- Set current move.
self.currentMove=move
-- Route group to coodinate.
-- Route group to coordinate.
self:_Move(self.Controllable, move.coord, move.speed, move.onroad)
end
@@ -3540,9 +3633,7 @@ end
-- @param #string To To state.
function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To)
env.info("FF Respawning arty group")
self:I("Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group.
@@ -3599,7 +3690,11 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@@ -3610,7 +3705,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task.
group:SetTask(fire)
group:SetTask(fire,1)
end
--- Set task for attacking a group.
@@ -3627,7 +3722,11 @@ function ARTY:_AttackGroup(target)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@@ -3638,7 +3737,7 @@ function ARTY:_AttackGroup(target)
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
-- Execute task.
group:SetTask(fire)
group:SetTask(fire,1)
end
@@ -3911,6 +4010,7 @@ end
-- @return #number Number of shells the group has left.
-- @return #number Number of rockets the group has left.
-- @return #number Number of missiles the group has left.
-- @return #number Number of artillery shells the group has left.
function ARTY:GetAmmo(display)
self:F3({display=display})
@@ -3924,6 +4024,7 @@ function ARTY:GetAmmo(display)
local nshells=0
local nrockets=0
local nmissiles=0
local nartyshells=0
-- Get all units.
local units=self.Controllable:GetUnits()
@@ -3931,9 +4032,10 @@ function ARTY:GetAmmo(display)
return nammo, nshells, nrockets, nmissiles
end
for _,unit in pairs(units) do
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
if unit then
-- Output.
local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())
@@ -4025,7 +4127,8 @@ function ARTY:GetAmmo(display)
-- Add up all shells.
nshells=nshells+Nammo
local _,_,_,_,_,shells = unit:GetAmmunition()
nartyshells=nartyshells+shells
-- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
@@ -4071,7 +4174,7 @@ function ARTY:GetAmmo(display)
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles
return nammo, nshells, nrockets, nmissiles, nartyshells
end
--- Returns a name of a missile category.
@@ -4822,7 +4925,10 @@ function ARTY:_CheckShootingStarted()
-- Check if we waited long enough and no shot was fired.
--if dt > self.WaitForShotTime and self.Nshots==0 then
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
@@ -4884,7 +4990,7 @@ end
function ARTY:_CheckOutOfAmmo(targets)
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
-- Special weapon type requested ==> Check if corresponding ammo is empty.
local _partlyoutofammo=false
@@ -4896,7 +5002,7 @@ function ARTY:_CheckOutOfAmmo(targets)
self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
_partlyoutofammo=true
elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then
self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
_partlyoutofammo=true
@@ -4940,14 +5046,14 @@ end
function ARTY:_CheckWeaponTypeAvailable(target)
-- Get current ammo of group.
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
-- Check if enough ammo is there for the selected weapon type.
local nfire=Nammo
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Nshells
nfire=Narty
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
elseif target.weapontype==ARTY.WeaponType.IlluminationShells then

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--
-- ===
--
@@ -14,7 +14,7 @@
--
-- ## Missions:
--
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/CleanUp)
--
-- ===
--
@@ -354,7 +354,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
self:F({Event})
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if Event.IniDCSUnit and Event.IniUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
@@ -362,7 +362,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
end
end
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if Event.TgtDCSUnit and Event.TgtUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
@@ -384,7 +384,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit:IsAlive() ~= nil then
if CleanUpUnit and CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
@@ -411,7 +411,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
end
end
-- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
if CleanUpUnit and (CleanUpUnit.GetPlayerName == nil or not CleanUpUnit:GetPlayerName()) then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then
if CleanUpListData.CleanUpMoved then

View File

@@ -0,0 +1,687 @@
--- **Functional** - Manage and track client slots easily to add your own client-based menus and modules to.
--
-- The @{#CLIENTWATCH} class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.
--
-- ===
--
-- ## Features:
--
-- * Find clients by prefixes or by providing a Wrapper.CLIENT object
-- * Trigger functions when the client spawns and despawns
-- * Create multiple client instances without overwriting event handlers between instances
-- * More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
-- * Easily manage clients spawned in dynamic slots
--
-- ====
--
-- ### Author: **Statua**
--
-- ### Contributions: **FlightControl**: Wrapper.CLIENT
--
-- ====
-- @module Functional.ClientWatch
-- @image clientwatch.jpg
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- CLIENTWATCH class
-- @type CLIENTWATCH
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
-- @field #string lid String for DCS log file.
-- @field #number FilterCoalition If not nil, will only activate for aircraft of the given coalition value.
-- @field #number FilterCategory If not nil, will only activate for aircraft of the given category value.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Manage and track client slots easily to add your own client-based menus and modules to.
--
-- ## Creating a new instance
--
-- To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class.
-- **This will not work if the client aircraft is alive!**
--
-- ### Examples
--
-- -- Create an instance with a Wrapper.Client#CLIENT object
-- local heliClient = CLIENT:FindByName('Rotary1-1')
-- local clientInstance = CLIENTWATCH:New(heliClient)
--
-- -- Create an instance with part of the unit name in the Mission Editor
-- local clientInstance = CLIENTWATCH:New("Rotary")
--
-- -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
-- local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})
--
-- ## Applying functions and methods to client aircraft when they spawn
--
-- Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method @{#CLIENTWATCH:OnAfterSpawn}() can be used to apply functions and methods to the client object.
--
-- In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:
--
-- * **ClientObject.Unit**: The Moose @{Wrapper.Unit#UNIT} of the client aircraft
-- * **ClientObject.Group**: The Moose @{Wrapper.Group#GRUP} of the client aircraft
-- * **ClientObject.Client**: The Moose @{Wrapper.Client#CLIENT} of the client aircraft
-- * **ClientObject.PlayerName**: A #string of the player controlling the aircraft
-- * **ClientObject.UnitName**: A #string of the client aircraft unit.
-- * **ClientObject.GroupName**: A #string of the client aircraft group.
--
-- ### Examples
--
-- -- Create an instance with a client unit prefix and send them a message when they spawn
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
-- end
--
-- ## Using event callbacks
--
-- In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.
--
-- The following event callbacks can be used inside the OnAfterSpawn() callback:
--
-- * **:OnAfterDespawn(From,Event,To)**: Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
-- * **:OnAfterHit(From,Event,To,EventData)**: Triggers every time the aircraft takes damage or is struck by a weapon/explosion
-- * **:OnAfterKill(From,Event,To,EventData)**: Triggers after the aircraft kills something with its weapons
-- * **:OnAfterScore(From,Event,To,EventData)**: Triggers after accumulating score
-- * **:OnAfterShot(From,Event,To,EventData)**: Triggers after a single-shot weapon is released
-- * **:OnAfterShootingStart(From,Event,To,EventData)**: Triggers when an automatic weapon begins firing
-- * **:OnAfterShootingEnd(From,Event,To,EventData)**: Triggers when an automatic weapon stops firing
-- * **:OnAfterLand(From,Event,To,EventData)**: Triggers when an aircraft transitions from being airborne to on the ground
-- * **:OnAfterTakeoff(From,Event,To,EventData)**: Triggers when an aircraft transitions from being on the ground to airborne
-- * **:OnAfterRunwayTakeoff(From,Event,To,EventData)**: Triggers after lifting off from a runway
-- * **:OnAfterRunwayTouch(From,Event,To,EventData)**: Triggers when an aircraft's gear makes contact with a runway
-- * **:OnAfterRefueling(From,Event,To,EventData)**: Triggers when an aircraft begins taking on fuel
-- * **:OnAfterRefuelingStop(From,Event,To,EventData)**: Triggers when an aircraft stops taking on fuel
-- * **:OnAfterPlayerLeaveUnit(From,Event,To,EventData)**: Triggers when a player leaves an operational aircraft
-- * **:OnAfterCrash(From,Event,To,EventData)**: Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
-- * **:OnAfterDead(From,Event,To,EventData)**: Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterPilotDead(From,Event,To,EventData)**: Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterUnitLost(From,Event,To,EventData)**: Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterEjection(From,Event,To,EventData)**: Triggers when a pilot ejects from an aircraft
-- * **:OnAfterHumanFailure(From,Event,To,EventData)**: Triggers when an aircraft or system is damaged from any source or action by the player
-- * **:OnAfterHumanAircraftRepairStart(From,Event,To,EventData)**: Triggers when an aircraft repair is started
-- * **:OnAfterHumanAircraftRepairFinish(From,Event,To,EventData)**: Triggers when an aircraft repair is completed
-- * **:OnAfterEngineStartup(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
-- * **:OnAfterEngineShutdown(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
-- * **:OnAfterWeaponAdd(From,Event,To,EventData)**: Triggers when an item is added to an aircraft's payload
-- * **:OnAfterWeaponDrop(From,Event,To,EventData)**: Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
-- * **:OnAfterWeaponRearm(From,Event,To,EventData)**: Triggers when an item with internal supply is restored (unconfirmed)
--
-- ### Examples
--
-- -- Show a message to player when they take damage from a weapon
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- function ClientObject:OnAfterHit(From,Event,To,EventData)
-- local typeShooter = EventData.IniTypeName
-- local nameWeapon = EventData.weapon_name
-- MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
-- end
-- end
--
-- @field #CLIENTWATCH
CLIENTWATCH = {}
CLIENTWATCH.ClassName = "CLIENTWATCH"
CLIENTWATCH.Debug = false
CLIENTWATCH.DebugEventData = false
CLIENTWATCH.lid = nil
-- @type CLIENTWATCHTools
-- @field #table Unit Wrapper.UNIT of the cient object
-- @field #table Group Wrapper.GROUP of the cient object
-- @field #table Client Wrapper.CLIENT of the cient object
-- @field #string PlayerName Name of the player controlling the client object
-- @field #string UnitName Name of the unit that is the client object
-- @field #string GroupName Name of the group the client object belongs to
CLIENTWATCHTools = {}
--- CLIENTWATCH version
-- @field #string version
CLIENTWATCH.version="1.0.1"
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Creates a new instance of CLIENTWATCH to add scripts to. Can be used multiple times with the same client/prefixes if you need it for multiple scripts.
-- @param #CLIENTWATCH self
-- @param #string Will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix.
-- @param #table Put strings in a table to use multiple prefixes for the above method.
-- @param Wrapper.Client#CLIENT Provide a Moose CLIENT object to apply to that specific aircraft slot (static slots only!)
-- @param #nil Leave blank to activate for ALL CLIENTS
-- @return #CLIENTWATCH self
function CLIENTWATCH:New(client)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Idle" )
self:AddTransition( "*", "Spawn", "*" )
self.FilterCoalition = nil
self.FilterCategory = nil
--- User function for OnAfter "Spawn" event.
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
-- @param #CLIENTWATCH self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table clientObject Custom object that handles events and stores Moose object data. See top documentation for more details.
-- @param #table eventdata Data from EVENTS.Birth.
--Set up spawn tracking
if not client then
if self.Debug then self:I({"New client instance created. ClientType = All clients"}) end
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
elseif type(client) == "table" or type(client) == "string" then
if type(client) == "table" then
--CLIENT TABLE
if client.ClassName == "CLIENT" then
if self.Debug then self:I({"New client instance created. ClientType = Wrapper.CLIENT",client}) end
self.ClientName = client:GetName()
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.ClientName == eventdata.IniUnitName then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
--STRING TABLE
else
if self.Debug then self:I({"New client instance created. ClientType = Multiple Prefixes",client}) end
local tableValid = true
for _,entry in pairs(client) do
if type(entry) ~= "string" then
tableValid = false
self:E({"The base handler failed to start because at least one entry in param1's table is not a string!",InvalidEntry = entry})
return nil
end
end
if tableValid then
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
for _,entry in pairs(client) do
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
break
end
end
end
end
end
end
else
if self.Debug then self:I({"New client instance created. ClientType = Single Prefix",client}) end
--SOLO STRING
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
end
else
self:E({"The base handler failed to start because param1 is not a CLIENT object or a prefix string!",param1 = client})
return nil
end
return self
end
--- Filter out all clients not belonging to the provided coalition
-- @param #CLIENTWATCH self
-- @param #number Coalition number (1 = red, 2 = blue)
-- @param #string Coalition string ('red' or 'blue')
function CLIENTWATCH:FilterByCoalition(value)
if value == 1 or value == "red" then
self.FilterCoalition = 1
else
self.FilterCoalition = 2
end
return self
end
--- Filter out all clients that are not of the given category
-- @param #CLIENTWATCH self
-- @param #number Category number (0 = airplane, 1 = helicopter)
-- @param #string Category string ('airplane' or 'helicopter')
function CLIENTWATCH:FilterByCategory(value)
if value == 1 or value == "helicopter" then
self.FilterCategory = 1
else
self.FilterCategory = 0
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Internal function for creating a new client on birth. Do not use!!!.
-- @param #CLIENTWATCHTools self
-- @param #EVENTS.Birth EventData
-- @return #CLIENTWATCHTools self
function CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Alive" )
self:AddTransition( "Alive", "Despawn", "Dead" )
self.Unit = eventdata.IniUnit
self.Group = self.Unit:GetGroup()
self.Client = self.Unit:GetClient()
self.PlayerName = self.Unit:GetPlayerName()
self.UnitName = self.Unit:GetName()
self.GroupName = self.Group:GetName()
--Event events
self:AddTransition( "*", "Hit", "*" )
self:AddTransition( "*", "Kill", "*" )
self:AddTransition( "*", "Score", "*" )
self:AddTransition( "*", "Shot", "*" )
self:AddTransition( "*", "ShootingStart", "*" )
self:AddTransition( "*", "ShootingEnd", "*" )
self:AddTransition( "*", "Land", "*" )
self:AddTransition( "*", "Takeoff", "*" )
self:AddTransition( "*", "RunwayTakeoff", "*" )
self:AddTransition( "*", "RunwayTouch", "*" )
self:AddTransition( "*", "Refueling", "*" )
self:AddTransition( "*", "RefuelingStop", "*" )
self:AddTransition( "*", "PlayerLeaveUnit", "*" )
self:AddTransition( "*", "Crash", "*" )
self:AddTransition( "*", "Dead", "*" )
self:AddTransition( "*", "PilotDead", "*" )
self:AddTransition( "*", "UnitLost", "*" )
self:AddTransition( "*", "Ejection", "*" )
self:AddTransition( "*", "HumanFailure", "*" )
self:AddTransition( "*", "HumanAircraftRepairFinish", "*" )
self:AddTransition( "*", "HumanAircraftRepairStart", "*" )
self:AddTransition( "*", "EngineShutdown", "*" )
self:AddTransition( "*", "EngineStartup", "*" )
self:AddTransition( "*", "WeaponAdd", "*" )
self:AddTransition( "*", "WeaponDrop", "*" )
self:AddTransition( "*", "WeaponRearm", "*" )
--Event Handlers
self:HandleEvent( EVENTS.Hit )
self:HandleEvent( EVENTS.Kill )
self:HandleEvent( EVENTS.Score )
self:HandleEvent( EVENTS.Shot )
self:HandleEvent( EVENTS.ShootingStart )
self:HandleEvent( EVENTS.ShootingEnd )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.Takeoff )
self:HandleEvent( EVENTS.RunwayTakeoff )
self:HandleEvent( EVENTS.RunwayTouch )
self:HandleEvent( EVENTS.Refueling )
self:HandleEvent( EVENTS.RefuelingStop )
self:HandleEvent( EVENTS.PlayerLeaveUnit )
self:HandleEvent( EVENTS.Crash )
self:HandleEvent( EVENTS.Dead )
self:HandleEvent( EVENTS.PilotDead )
self:HandleEvent( EVENTS.UnitLost )
self:HandleEvent( EVENTS.Ejection )
self:HandleEvent( EVENTS.HumanFailure )
self:HandleEvent( EVENTS.HumanAircraftRepairFinish )
self:HandleEvent( EVENTS.HumanAircraftRepairStart )
self:HandleEvent( EVENTS.EngineShutdown )
self:HandleEvent( EVENTS.EngineStartup )
self:HandleEvent( EVENTS.WeaponAdd )
self:HandleEvent( EVENTS.WeaponDrop )
self:HandleEvent( EVENTS.WeaponRearm )
function self:OnEventHit(EventData)
if EventData.TgtUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered hit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Hit(EventData)
end
end
function self:OnEventKill(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered kill event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Kill(EventData)
end
end
function self:OnEventScore(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered score event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Score(EventData)
end
end
function self:OnEventShot(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shot event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Shot(EventData)
end
end
function self:OnEventShootingStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingStart(EventData)
end
end
function self:OnEventShootingEnd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting end event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingEnd(EventData)
end
end
function self:OnEventLand(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered land event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Land(EventData)
end
end
function self:OnEventTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Takeoff(EventData)
end
end
function self:OnEventRunwayTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTakeoff(EventData)
end
end
function self:OnEventRunwayTouch(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway touch event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTouch(EventData)
end
end
function self:OnEventRefueling(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Refueling(EventData)
end
end
function self:OnEventRefuelingStop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RefuelingStop(EventData)
end
end
function self:OnEventPlayerLeaveUnit(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered leave unit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PlayerLeaveUnit(EventData)
self._deadRoutine()
end
end
function self:OnEventCrash(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered crash event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Crash(EventData)
self._deadRoutine()
end
end
function self:OnEventDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Dead(EventData)
self._deadRoutine()
end
end
function self:OnEventPilotDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered pilot dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PilotDead(EventData)
self._deadRoutine()
end
end
function self:OnEventUnitLost(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered unit lost event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:UnitLost(EventData)
self._deadRoutine()
end
end
function self:OnEventEjection(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered ejection event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Ejection(EventData)
self._deadRoutine()
end
end
function self:OnEventHumanFailure(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered human failure event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanFailure(EventData)
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end
end
function self:OnEventHumanAircraftRepairFinish(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair finished event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairFinish(EventData)
end
end
function self:OnEventHumanAircraftRepairStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairStart(EventData)
end
end
function self:OnEventEngineShutdown(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine shutdown event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineShutdown(EventData)
end
end
function self:OnEventEngineStartup(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine startup event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineStartup(EventData)
end
end
function self:OnEventWeaponAdd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon add event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponAdd(EventData)
end
end
function self:OnEventWeaponDrop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon drop event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponDrop(EventData)
end
end
function self:OnEventWeaponRearm(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon rearm event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponRearm(EventData)
end
end
--Fallback timer
self.FallbackTimer = TIMER:New(function()
if not self.Unit:IsAlive() then
if clientWatchDebug then
self:I({"Client is registered as dead without an event trigger. Running fallback dead routine.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self._deadRoutine()
end
end)
self.FallbackTimer:Start(5,5)
--Stop event handlers and trigger Despawn
function self._deadRoutine()
if clientWatchDebug then self:I({"Client dead routine triggered. Shutting down tracking...",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName}) end
self:UnHandleEvent( EVENTS.Hit )
self:UnHandleEvent( EVENTS.Kill )
self:UnHandleEvent( EVENTS.Score )
self:UnHandleEvent( EVENTS.Shot )
self:UnHandleEvent( EVENTS.ShootingStart )
self:UnHandleEvent( EVENTS.ShootingEnd )
self:UnHandleEvent( EVENTS.Land )
self:UnHandleEvent( EVENTS.Takeoff )
self:UnHandleEvent( EVENTS.RunwayTakeoff )
self:UnHandleEvent( EVENTS.RunwayTouch )
self:UnHandleEvent( EVENTS.Refueling )
self:UnHandleEvent( EVENTS.RefuelingStop )
self:UnHandleEvent( EVENTS.PlayerLeaveUnit )
self:UnHandleEvent( EVENTS.Crash )
self:UnHandleEvent( EVENTS.Dead )
self:UnHandleEvent( EVENTS.PilotDead )
self:UnHandleEvent( EVENTS.UnitLost )
self:UnHandleEvent( EVENTS.Ejection )
self:UnHandleEvent( EVENTS.HumanFailure )
self:UnHandleEvent( EVENTS.HumanAircraftRepairFinish )
self:UnHandleEvent( EVENTS.HumanAircraftRepairStart )
self:UnHandleEvent( EVENTS.EngineShutdown )
self:UnHandleEvent( EVENTS.EngineStartup )
self:UnHandleEvent( EVENTS.WeaponAdd )
self:UnHandleEvent( EVENTS.WeaponDrop )
self:UnHandleEvent( EVENTS.WeaponRearm )
self.FallbackTimer:Stop()
self:Despawn()
end
self:I({"Detected client spawn and applied internal functions and events.", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
return self
end

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets.
--
-- ===
--
@@ -15,10 +15,12 @@
--
-- ===
--
-- ## Missions:
--
-- [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation)
--
-- ## Additional Material:
--
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Designate)
-- * **YouTube videos:** None
-- * **Guides:** None
--
-- ===
--
-- Targets detected by recce will be communicated to a group of attacking players.
@@ -48,7 +50,7 @@
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
-- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
@@ -167,9 +169,9 @@
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * **EasyEB**: Ideas and Beta Testing
-- * **Wingthor**: Beta Testing
--
-- ### Authors:
--
@@ -182,7 +184,7 @@
do -- DESIGNATE
--- @type DESIGNATE
-- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets.
@@ -213,7 +215,7 @@ do -- DESIGNATE
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
--
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations (target groups) put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- # 4. Laser codes
@@ -276,7 +278,7 @@ do -- DESIGNATE
-- # 7. Designate Menu Location for a Mission
--
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
--
-- # 8. Status Report
--
@@ -523,7 +525,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
-- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu
end
@@ -552,7 +554,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
-- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end
@@ -562,7 +564,8 @@ do -- DESIGNATE
end
--- Set the maximum amount of designations.
--- Set the maximum amount of designations (target groups). This will put a limit on the amount of designations in scope.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
-- @param #DESIGNATE self
-- @param #number MaximumDesignations
-- @return #DESIGNATE
@@ -602,7 +605,7 @@ do -- DESIGNATE
end
--- Set the maximum amount of markings FACs will do, per designated target group.
--- Set the maximum amount of markings FACs will do, per designated target group. This will limit the number of parallelly marked units of a target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
@@ -823,7 +826,7 @@ do -- DESIGNATE
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
-- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
@@ -900,7 +903,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
-- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
@@ -911,8 +914,8 @@ do -- DESIGNATE
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) )
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup, nil, true ):Text( ", " )
DetectedReport:Add( string.rep( "-", 40 ) )
DetectedReport:Add( " - " .. Report )
if string.find( Designating, "L" ) then
DetectedReport:Add( " - " .. "Lasing Targets" )
@@ -1001,7 +1004,13 @@ do -- DESIGNATE
local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
MenuText = string.format( "(%3s) %s", Designating, MenuText )
-- Use injected MenuName from TaskA2GDispatcher if using same Detection Object
if DetectedItem.DesignateMenuName then
MenuText = string.format( "(%3s) %s", Designating, DetectedItem.DesignateMenuName )
else
MenuText = string.format( "(%3s) %s", Designating, MenuText )
end
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
-- Build the Lasing menu.
@@ -1051,7 +1060,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
-- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
@@ -1186,10 +1195,10 @@ do -- DESIGNATE
local MarkingCount = 0
local MarkedTypes = {}
local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New()
--local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush( self )
--TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do
@@ -1220,10 +1229,12 @@ do -- DESIGNATE
end
end
if TargetSetUnit == nil then return end
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
-- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } )
@@ -1237,14 +1248,14 @@ do -- DESIGNATE
if not Recce then
self:F( "Lasing..." )
self.RecceSet:Flush( self)
--self.RecceSet:Flush( self)
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )x
if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
@@ -1266,9 +1277,10 @@ do -- DESIGNATE
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
local DesignateName = self.DesignateName
local typename = TargetUnit:GetTypeName()
function Spot:OnAfterDestroyed( From, Event, To )
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
self.Recce:MessageToSetGroup( "Target " ..typename .. " destroyed. " .. TargetSetUnit:CountAlive() .. " targets left.",
5, AttackSet, self.DesignateName )
end
@@ -1276,13 +1288,13 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
--RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
-- 5, self.AttackSet, DesignateName )
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnitType .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
--ReportLaserCodes:Add(RecceUnit.LaserCode)
return
end
else
@@ -1297,16 +1309,16 @@ do -- DESIGNATE
if Recce then
Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 10, self.AttackSet, self.DesignateName )
end
else
--MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
--ReportLaserCodes:Add(RecceUnit.LaserCode)
end
end
end
@@ -1316,19 +1328,19 @@ do -- DESIGNATE
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(Recce.LaserCode)
--Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
--ReportLaserCodes:Add(Recce.LaserCode)
Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 10, self.AttackSet )
end
end
end
end
)
local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
--local MarkedTypesText = ReportTypes:Text(', ')
--local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
--self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )
@@ -1383,7 +1395,7 @@ do -- DESIGNATE
local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
-- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then
@@ -1448,9 +1460,10 @@ do -- DESIGNATE
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
if self.Designating[Index] ~= nil then
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
end
end
--- DoneIlluminating
@@ -1463,5 +1476,3 @@ do -- DESIGNATE
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,8 +1,12 @@
--- **Functional** - Captures the class DETECTION_ZONES.
-- @module Functional.DetectionZones
-- @image MOOSE.JPG
do -- DETECTION_ZONES
--- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
--- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s),
@@ -17,7 +21,7 @@ do -- DETECTION_ZONES
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- Retrieve the formed @{Core.Zone#ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
@@ -40,27 +44,27 @@ do -- DETECTION_ZONES
ClassName = "DETECTION_ZONES",
DetectionZoneRange = nil,
}
--- DETECTION_ZONES constructor.
-- @param #DETECTION_ZONES self
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
-- @return #DETECTION_ZONES
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
self.DetectionCoalition = DetectionCoalition
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self._BoundDetectedZones = false
return self
end

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight.
--- **Functional** - Taking the lead of AI escorting your flight.
--
-- ===
--
@@ -16,11 +16,13 @@
-- * Escort tactical situation reporting.
--
-- ===
--
-- ## Missions:
--
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
--
--
-- ## Additional Material:
--
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Escort)
-- * **YouTube videos:** None
-- * **Guides:** None
--
-- ===
--
-- Allows you to interact with escorting AI on your flight and take the lead.
@@ -108,8 +110,8 @@
-- @image Escorting.JPG
--- @type ESCORT
---
-- @type ESCORT
-- @extends Core.Base#BASE
-- @field Wrapper.Client#CLIENT EscortClient
-- @field Wrapper.Group#GROUP EscortGroup
@@ -252,7 +254,7 @@ end
--- Set a Detection method for the EscortClient to be reported upon.
-- Detection methods are based on the derived classes from DETECTION_BASE.
-- @param #ESCORT self
-- @param Function.Detection#DETECTION_BASE Detection
-- @param Functional.Detection#DETECTION_BASE Detection
function ESCORT:SetDetection( Detection )
self.Detection = Detection
@@ -600,7 +602,7 @@ function ESCORT:MenuReportTargets( Seconds )
self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu )
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
self.ReportTargetsScheduler, self.ReportTargetsSchedulerID = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
return self
end
@@ -693,7 +695,7 @@ function ESCORT:MenuResumeMission()
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortGroup = self.EscortGroup
@@ -733,7 +735,7 @@ function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_JoinUpAndFollow( Distance )
local EscortGroup = self.EscortGroup
@@ -766,7 +768,7 @@ function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_Flare( Color, Message )
local EscortGroup = self.EscortGroup
@@ -776,7 +778,7 @@ function ESCORT:_Flare( Color, Message )
EscortGroup:MessageToClient( Message, 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_Smoke( Color, Message )
local EscortGroup = self.EscortGroup
@@ -787,7 +789,7 @@ function ESCORT:_Smoke( Color, Message )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ReportNearbyTargetsNow()
local EscortGroup = self.EscortGroup
@@ -809,12 +811,12 @@ function ESCORT:_SwitchReportNearbyTargets( ReportTargets )
self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 )
end
else
routines.removeFunction( self.ReportTargetsScheduler )
self.ReportTargetsScheduler:Remove(self.ReportTargetsSchedulerID)
self.ReportTargetsScheduler = nil
end
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ScanTargets( ScanDuration )
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
@@ -844,7 +846,7 @@ function ESCORT:_ScanTargets( ScanDuration )
end
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function _Resume( EscortGroup )
env.info( '_Resume' )
@@ -856,7 +858,7 @@ function _Resume( EscortGroup )
end
--- @param #ESCORT self
-- @param #ESCORT self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AttackTarget( DetectedItem )
@@ -877,7 +879,7 @@ function ESCORT:_AttackTarget( DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
@@ -900,7 +902,7 @@ function ESCORT:_AttackTarget( DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -921,7 +923,7 @@ function ESCORT:_AttackTarget( DetectedItem )
end
---
--- @param #ESCORT self
-- @param #ESCORT self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
@@ -939,7 +941,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit )
@@ -961,7 +963,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -981,7 +983,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
local EscortGroup = self.EscortGroup
@@ -991,7 +993,7 @@ function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
local EscortGroup = self.EscortGroup
@@ -1001,7 +1003,7 @@ function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ResumeMission( WayPoint )
local EscortGroup = self.EscortGroup
@@ -1036,7 +1038,7 @@ function ESCORT:RegisterRoute()
return TaskPoints
end
--- @param Functional.Escort#ESCORT self
-- @param Functional.Escort#ESCORT self
function ESCORT:_FollowScheduler()
self:F( { self.FollowDistance } )
@@ -1152,8 +1154,6 @@ function ESCORT:_ReportTargetsScheduler()
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
if true then
local EscortGroupName = self.EscortGroup:GetName()
self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
@@ -1224,177 +1224,6 @@ function ESCORT:_ReportTargetsScheduler()
end
return true
else
-- local EscortGroupName = self.EscortGroup:GetName()
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
--
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
--
-- local EscortTargetMessages = ""
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
-- local EscortObject = EscortTarget.object
-- self:T( EscortObject )
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
--
-- local EscortTargetUnit = UNIT:Find( EscortObject )
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
--
--
--
-- -- local EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
-- --
-- -- self:T( { EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity } )
--
--
-- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
--
-- if Distance <= 15 then
--
-- if not ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = {}
-- end
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
-- else
-- if ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = nil
-- end
-- end
-- end
-- end
--
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
--
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
--
-- if self.EscortMenuTargetAssistance then
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
-- end
--
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
-- --end
--
--
-- if ClientEscortTargets then
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
--
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
--
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
--
-- local EscortTargetMessage = ""
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
-- if ClientEscortTargetData.type then
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
-- else
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
-- end
--
-- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
-- if ClientEscortTargetData.visible == false then
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
-- else
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
-- end
--
-- if ClientEscortTargetData.visible then
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
-- end
--
-- if ClientEscortGroupName == EscortGroupName then
--
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- self.EscortMenuAttackNearbyTargets,
-- ESCORT._AttackTarget,
-- { ParamSelf = self,
-- ParamUnit = ClientEscortTargetData.AttackUnit
-- }
-- )
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
-- else
-- if self.EscortMenuTargetAssistance then
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- MenuTargetAssistance,
-- ESCORT._AssistTarget,
-- self,
-- EscortGroupData.EscortGroup,
-- ClientEscortTargetData.AttackUnit
-- )
-- end
-- end
-- else
-- ClientEscortTargetData = nil
-- end
-- end
-- end
--
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
-- else
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
-- end
-- end
--
-- if self.EscortMenuResumeMission then
-- self.EscortMenuResumeMission:RemoveSubMenus()
--
-- -- if self.EscortMenuResumeWayPoints then
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
-- -- end
-- -- end
--
-- local TaskPoints = self:RegisterRoute()
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
-- ( WayPoint.y - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
-- end
-- end
--
-- return true
end
end
return false

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@@ -1,41 +1,41 @@
--- **Functional** -- Train missile defence and deflection.
--
--- **Functional** - Train missile defence and deflection.
--
-- ===
--
-- ## Features:
--
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
--
-- ===
--
--
-- ## Missions:
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
--
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/MissileTrainer)
--
-- ===
--
--
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
--
--
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
--
--
-- * **Messages**: Menu to configure all messages.
-- * **Messages On**: Show all messages.
-- * **Messages Off**: Disable all messages.
-- * **Tracking**: Menu to configure missile tracking messages.
-- * **To All**: Shows missile tracking messages to all players.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
-- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
-- * **Hits On**: Show missile hit alert messages.
-- * **Hits Off**: Disable missile hit alert messages.
-- * **Launches On**: Show missile launch messages.
@@ -45,30 +45,37 @@
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- ===
--
--
-- ### Authors: **FlightControl**
--
--
-- ### Contributions:
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
-- * **132nd Squadron**: Testing and optimizing the logic.
--
--
-- ===
--
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
--- @type MISSILETRAINER
---
-- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE
@@ -76,7 +83,7 @@
---
--
-- # Constructor:
--
--
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
@@ -84,11 +91,11 @@
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- # Initialization:
--
--
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
@@ -97,8 +104,13 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- # Developer Note
--
-- @field #MISSILETRAINER
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
ClassName = "MISSILETRAINER",
TrackingMissiles = {},
@@ -167,7 +179,7 @@ end
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance, Briefing )
local self = BASE:Inherit( self, BASE:New() )
@@ -194,8 +206,8 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self:F( "ForEach:" .. Client.UnitName )
-- Client:Alive( self._Alive, self )
-- end
--
self.DBClients:ForEachClient(
--
self.DBClients:ForEachClient(
function( Client )
self:F( "ForEach:" .. Client.UnitName )
Client:Alive( self._Alive, self )
@@ -205,11 +217,11 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient(
-- --- @param Wrapper.Client#CLIENT Client
-- -- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
--
-- ... actions ...
--
--
-- end
-- )
@@ -225,7 +237,7 @@ function MISSILETRAINER:New( Distance, Briefing )
self.DetailsRangeOnOff = true
self.DetailsBearingOnOff = true
self.MenusOnOff = true
self.TrackingMissiles = {}
@@ -256,7 +268,7 @@ function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
return self
end
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
--- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- @param #MISSILETRAINER self
-- @param #boolean TrackingToAll true or false
-- @return #MISSILETRAINER self
@@ -293,7 +305,7 @@ end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
@@ -478,30 +490,30 @@ function MISSILETRAINER:OnEventShot( EVentData )
if TrainerTargetDCSUnit then
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
self:T(TrainerTargetDCSUnitName )
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
if Client then
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
local Message = MESSAGE:New(
string.format( "%s launched a %s",
TrainerSourceUnit:GetTypeName(),
TrainerWeaponName
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
local ClientID = Client:GetID()
self:T( ClientID )
local MissileData = {}
@@ -555,7 +567,7 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi
end
@@ -579,52 +591,52 @@ function MISSILETRAINER:_TrackMissiles()
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
if Client and Client:IsAlive() then
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
@@ -639,7 +651,7 @@ function MISSILETRAINER:_TrackMissiles()
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
@@ -660,41 +672,41 @@ function MISSILETRAINER:_TrackMissiles()
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
--self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
--self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
@@ -712,7 +724,7 @@ function MISSILETRAINER:_TrackMissiles()
end
end
end
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Limit the movement of simulaneous moving ground vehicles.
--- **Functional** - Limit the movement of simulaneous moving ground vehicles.
--
-- ===
--
@@ -10,7 +10,8 @@
-- @module Functional.Movement
-- @image MOOSE.JPG
--- @type MOVEMENT
---
-- @type MOVEMENT
-- @extends Core.Base#BASE
---
@@ -30,23 +31,23 @@ MOVEMENT = {
function MOVEMENT:New( MovePrefixes, MoveMaximum )
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
self:F( { MovePrefixes, MoveMaximum } )
if type( MovePrefixes ) == 'table' then
self.MovePrefixes = MovePrefixes
else
self.MovePrefixes = { MovePrefixes }
end
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self.MoveCount = 0 -- The internal counter of the amount of Moving the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move.
self.AliveUnits = 0 -- Contains the counter how many units are currently alive.
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self:HandleEvent( EVENTS.Birth )
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
--
-- self:EnableEvents()
self:ScheduleStart()
return self
@@ -55,7 +56,6 @@ end
--- Call this function to start the MOVEMENT scheduling.
function MOVEMENT:ScheduleStart()
self:F()
--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
end
@@ -67,7 +67,7 @@ function MOVEMENT:ScheduleStop()
end
--- Captures the birth events when new Units were spawned.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
-- @param #MOVEMENT self
-- @param Core.Event#EVENTDATA self
function MOVEMENT:OnEventBirth( EventData )
@@ -86,14 +86,14 @@ function MOVEMENT:OnEventBirth( EventData )
end
end
end
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
end
end
--- Captures the Dead or Crash events when Units crash or are destroyed.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
function MOVEMENT:OnDeadOrCrash( Event )
self:F( { Event } )

View File

@@ -1,4 +1,4 @@
--- **Functional** - Rudimentary ATC.
--- **Functional** - Basic ATC.
--
-- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg)
--
@@ -26,9 +26,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl, Applevangelist
--
-- ====
-- @module Functional.PseudoATC
@@ -44,7 +44,8 @@
-- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec.
-- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec.
-- @field #boolean chatty Display some messages on events like take-off and touchdown.
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean eventsmoose [Deprecated] If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean reportplayername If true, use playername not callsign on callouts
-- @extends Core.Base#BASE
--- Adds some rudimentary ATC functionality via the radio menu.
@@ -88,6 +89,7 @@ PSEUDOATC={
talt=3,
chatty=true,
eventsmoose=true,
reportplayername = false,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -98,13 +100,14 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version.
-- @field #number version
PSEUDOATC.version="0.9.2"
PSEUDOATC.version="0.10.5"
-----------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-- DONE: Add takeoff event.
-- DONE: Add user functions.
-- DONE: Refactor to use Moose event handling only
-----------------------------------------------------------------------------------------------------------------------------------------
@@ -129,23 +132,14 @@ function PSEUDOATC:Start()
self:F()
-- Debug info
self:E(PSEUDOATC.id.."Starting PseudoATC")
self:I(PSEUDOATC.id.."Starting PseudoATC")
-- Handle events.
if self.eventsmoose then
self:T(PSEUDOATC.id.."Events are handled by MOOSE.")
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
--self:HandleEvent(EVENTS.Ejection, self._PlayerLeft)
--self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft)
else
self:T(PSEUDOATC.id.."Events are handled by DCS.")
-- Events are handled directly by DCS.
world.addEventHandler(self)
end
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
end
@@ -183,6 +177,13 @@ function PSEUDOATC:SetMessageDuration(duration)
self.mdur=duration or 30
end
--- Use player name, not call sign, in callouts
-- @param #PSEUDOATC self
function PSEUDOATC:SetReportPlayername()
self.reportplayername = true
return self
end
--- Set time interval after which the F10 radio menu is refreshed.
-- @param #PSEUDOATC self
-- @param #number interval Interval in seconds. Default is every 120 sec.
@@ -190,7 +191,7 @@ function PSEUDOATC:SetMenuRefresh(interval)
self.mrefresh=interval or 120
end
--- Enable/disable event handling by MOOSE or DCS.
--- [Deprecated] Enable/disable event handling by MOOSE or DCS.
-- @param #PSEUDOATC self
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
function PSEUDOATC:SetEventsMoose(switch)
@@ -207,84 +208,6 @@ end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Event Handling
--- Event handler for suppressed groups.
--@param #PSEUDOATC self
--@param #table Event Event data table. Holds event.id, event.initiator and event.target etc.
function PSEUDOATC:onEvent(Event)
if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then
return true
end
local DCSiniunit = Event.initiator
local DCSplace = Event.place
local DCSsubplace = Event.subplace
local EventData={}
local _playerunit=nil
local _playername=nil
if Event.initiator then
EventData.IniUnitName = Event.initiator:getName()
EventData.IniDCSGroup = Event.initiator:getGroup()
EventData.IniGroupName = Event.initiator:getGroup():getName()
-- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in.
_playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName)
end
if Event.place then
EventData.Place=Event.place
EventData.PlaceName=Event.place:getName()
end
if Event.subplace then
EventData.SubPlace=Event.subplace
EventData.SubPlaceName=Event.subplace:getName()
end
-- Event info.
self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername)))
self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName)))
self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName)))
-- Event birth.
if Event.id == world.event.S_EVENT_BIRTH and _playername then
self:_OnBirth(EventData)
end
-- Event takeoff.
if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then
self:_PlayerTakeOff(EventData)
end
-- Event land.
if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then
self:_PlayerLanded(EventData)
end
-- Event player left unit
if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then
self:_PlayerLeft(EventData)
end
-- Event crash ==> player left unit
if Event.id == world.event.S_EVENT_CRASH and _playername then
self:_PlayerLeft(EventData)
end
--[[
-- Event eject ==> player left unit
if Event.id == world.event.S_EVENT_EJECTION and _playername then
self:_PlayerLeft(EventData)
end
-- Event pilot dead ==> player left unit
if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then
self:_PlayerLeft(EventData)
end
]]
end
--- Function called my MOOSE event handler when a player enters a unit.
-- @param #PSEUDOATC self
@@ -294,7 +217,9 @@ function PSEUDOATC:_OnBirth(EventData)
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player entered.
if _unit and _playername then
@@ -311,7 +236,10 @@ function PSEUDOATC:_PlayerLeft(EventData)
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player left.
if _unit and _playername then
@@ -326,18 +254,16 @@ function PSEUDOATC:_PlayerLanded(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
_base=EventData.place
_baseName=EventData.place:getName()
end
-- if EventData.subplace then
-- local _subPlace=EventData.subplace
-- local _subPlaceName=EventData.subplace:getName()
-- end
-- Call landed function.
if _unit and _playername and _base then
@@ -352,8 +278,10 @@ function PSEUDOATC:_PlayerTakeOff(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
@@ -441,14 +369,15 @@ function PSEUDOATC:PlayerLanded(unit, place)
local group=unit:GetGroup()
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername
local UnitName=self.group[GID].player[UID].unitname
local GroupName=self.group[GID].player[UID].groupname
-- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, GID, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
if self.Debug then
-- Debug message.
local text=string.format("Player %s in unit %s of group %s landed at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Stop altitude reporting timer if its activated.
self:AltitudeTimerStop(GID,UID)
@@ -470,21 +399,22 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
-- Gather some information.
local group=unit:GetGroup()
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname
local GroupName=self.group[GID].player[UID].groupname
-- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, GID, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
local CallSign = unit:GetCallsign() or "Ghost11"
if self.Debug then
-- Debug message.
local text=string.format("Player %s in unit %s of group %s took off at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Bye-Bye message.
if place and self.chatty then
local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign)
if self.reportplayername then
text=string.format("%s, %s, you are airborne. Have a safe trip!", place, PlayerName)
end
MESSAGE:New(text, self.mdur):ToGroup(group)
end
@@ -501,7 +431,7 @@ function PSEUDOATC:PlayerLeft(unit)
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
if self.group[GID].player[UID] then
if self.group[GID] and self.group[GID].player and self.group[GID].player[UID] then
local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname
@@ -687,7 +617,9 @@ function PSEUDOATC:MenuWaypoints(GID, UID)
-- Position of Waypoint
local pos=COORDINATE:New(wp.x, wp.alt, wp.y)
local name=string.format("Waypoint %d", i-1)
if wp.name and wp.name ~= "" then
name = string.format("Waypoint %s",wp.name)
end
-- "F10/PseudoATC/Waypoints/Waypoint X"
local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints)
@@ -742,7 +674,7 @@ function PSEUDOATC:ReportWeather(GID, UID, position, location)
local T=position:GetTemperature()
-- Correct unit system.
local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T))
local _T=string.format('%d°F', UTILS.CelsiusToFahrenheit(T))
if settings:IsMetric() then
_T=string.format('%d°C', T)
end
@@ -844,7 +776,8 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
local position=unit:GetCoordinate()
local height=get_AGL(position)
local callsign=unit:GetCallsign()
local PlayerName=self.group[GID].player[UID].playername
-- Settings.
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
@@ -856,7 +789,9 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
-- Message text.
local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs)
if self.reportplayername then
_text=string.format("%s, your altitude is %s AGL.", PlayerName, Hs)
end
-- Append flight level.
if _clear==false then
_text=_text..string.format(" FL%03d.", position.y/30.48)
@@ -901,7 +836,7 @@ function PSEUDOATC:AltitudeTimeStart(GID, UID)
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
-- Start timer. Altitude is reported every ~3 seconds.
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 0.1, true}, 1, 3)
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 1, true}, 1, 3)
end
--- Stop/destroy DCS scheduler function for reporting altitude.
@@ -949,11 +884,14 @@ function PSEUDOATC:LocalAirports(GID, UID)
for _,airbase in pairs(airports) do
local name=airbase:getName()
local q=AIRBASE:FindByName(name):GetCoordinate()
local d=q:Get2DDistance(pos)
local a=AIRBASE:FindByName(name)
if a then
local q=a:GetCoordinate()
local d=q:Get2DDistance(pos)
-- Add to table.
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
-- Add to table.
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
end
end
end
@@ -1041,6 +979,3 @@ function PSEUDOATC:_myname(unitname)
return string.format("%s (%s)", csign, pname)
end

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@@ -1,91 +1,174 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--- **Functional** - Make SAM sites evasive and execute defensive behaviour when being fired upon.
--
-- ===
--
--
-- ## Features:
--
--
-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
--
-- * SEAD calculates the time it takes for a HARM to reach the target - and will attempt to minimize the shut-down time.
-- * Detection and evasion of shots has a random component based on the skill level of the SAM groups.
--
-- ===
--
--
-- ## Missions:
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
--
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Sead)
--
-- ===
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: Dec 2020
--
--
-- ### Authors: **applevangelist**, **FlightControl**
--
-- Last Update: Dec 2024
--
-- ===
--
--
-- @module Functional.Sead
-- @image SEAD.JPG
--- @type SEAD
---
-- @type SEAD
-- @field #string ClassName The Class Name.
-- @field #table TargetSkill Table of target skills.
-- @field #table SEADGroupPrefixes Table of SEAD prefixes.
-- @field #table SuppressedGroups Table of currently suppressed groups.
-- @field #number EngagementRange Engagement Range.
-- @field #number Padding Padding in seconds.
-- @field #function CallBack Callback function for suppression plans.
-- @field #boolean UseCallBack Switch for callback function to be used.
-- @field #boolean debug Debug switch.
-- @field #boolen WeaponTrack Track switch, if true track weapon speed for 30 secs.
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions.
--
-- # Constructor:
--
--
-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
--
--
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
--
--
-- @field #SEAD
SEAD = {
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75 -- default 75% engagement range Feature Request #1355
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 15,
CallBack = nil,
UseCallBack = false,
debug = false,
WeaponTrack = false,
}
--- Missile enumerators
-- @field Harms
SEAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["AGM_65"] = "AGM_65",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
}
--- Missile enumerators - from DCS ME and Wikipedia
-- @field HarmData
SEAD.HarmData = {
-- km and mach
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_65"] = { 16, 0.9},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2},
["LD-10"] = { 60, 4},
["X_58"] = { 70, 4},
["X_28"] = { 80, 2.5},
["X_25"] = { 25, 0.76},
["X_31"] = {150, 3},
["Kh25"] = {25, 0.8},
["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1},
["ADM_141A"] = {126,0.6},
}
--- 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 DCS mission editor on which evasive actions need to be taken.
-- @return SEAD
-- @param #SEAD self
-- @param #table SEADGroupPrefixes Table of #string entries or single #string, which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @param #number Padding (Optional) Extra number of seconds to add to radar switch-back-on time
-- @return #SEAD self
-- @usage
-- -- CCCP SEAD Defenses
-- -- Defends the Russian SA installations from SEAD attacks.
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
function SEAD:New( SEADGroupPrefixes )
function SEAD:New( SEADGroupPrefixes, Padding )
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
self:HandleEvent( EVENTS.Shot )
self:I("*** SEAD - Started Version 0.2.2")
return self
local self = BASE:Inherit( self, FSM:New() )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
self.UseEmissionsOnOff = true
self.debug = false
self.CallBack = nil
self.UseCallBack = false
self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
-- Start State.
self:SetStartState("Running")
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.9")
return self
end
--- Update the active SEAD Set
--- Update the active SEAD Set (while running)
-- @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 )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@@ -99,10 +182,10 @@ 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
-- @param #number range Set the engagement range in percent, e.g. 55 (default 75)
-- @return #SEAD self
function SEAD:SetEngagementRange(range)
self:F( { range } )
self:T( { range } )
range = range or 75
if range < 0 or range > 100 then
range = 75
@@ -112,110 +195,358 @@ function SEAD:SetEngagementRange(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:T( { EventData } )
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T({ SEADWeapon })
--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
or
SEADWeaponName == "weapons.missiles.X_25MP" --Kh-25MPU anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_28" --Kh-28 anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_31P" --Kh-31P anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_45A" --AGM-45A anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_45" --AGM-45B anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_88" --AGM-88C anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.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) -- 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( '*** SEAD - Group Found' )
break
end
end
if SEADGroupFound == true then -- yes we are being attacked
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
self:T( _targetskill )
if self.TargetSkill[_targetskill] then
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimcont= _targetMimgroup:getController()
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
--tracker ID table to switch groups off and on again
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local function SuppressionEnd(id) --switch group back on
local range = self.EngagementRange -- Feature Request #1355
self:T(string.format("*** SEAD - Engagement Range is %d", range))
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
local SuppressionEndTime = timer.getTime() + delay
--create entry
if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
self.SuppressedGroups[id.groupName] = {
SuppressionEndTime = delay
}
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
end
end
end
end
end
--- Set the padding in seconds, which extends the radar off time calculated by SEAD
-- @param #SEAD self
-- @param #number Padding Extra number of seconds to add for the switch-on (default 10 seconds)
-- @return #SEAD self
function SEAD:SetPadding(Padding)
self:T( { Padding } )
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
return self
end
--- Set SEAD to use emissions on/off in addition to alarm state.
-- @param #SEAD self
-- @param #boolean Switch True for on, false for off.
-- @return #SEAD self
function SEAD:SwitchEmissions(Switch)
self:T({Switch})
self.UseEmissionsOnOff = Switch
return self
end
--- Set an object to call back when going evasive.
-- @param #SEAD self
-- @param #table Object The object to call. Needs to have object functions as follows:
-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
-- `:SeadSuppressionStart(Group, Name)`,
-- `:SeadSuppressionEnd(Group, Name)`,
-- @return #SEAD self
function SEAD:AddCallBack(Object)
self:T({Class=Object.ClassName})
self.CallBack = Object
self.UseCallBack = true
return self
end
--- (Internal) Check if a known HARM was fired
-- @param #SEAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
-- @return #string name Name of hit in table
function SEAD:_CheckHarms(WeaponName)
self:T( { WeaponName } )
local hit = false
local name = ""
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1,true) then
hit = true
name = _name
break
end
end
return hit, name
end
--- (Internal) Return distance in meters between two coordinates or -1 on error.
-- @param #SEAD self
-- @param Core.Point#COORDINATE _point1 Coordinate one
-- @param Core.Point#COORDINATE _point2 Coordinate two
-- @return #number Distance in meters
function SEAD:_GetDistance(_point1, _point2)
self:T("_GetDistance")
if _point1 and _point2 then
local distance1 = _point1:Get2DDistance(_point2)
local distance2 = _point1:DistanceFromPointVec2(_point2)
--self:T({dist1=distance1, dist2=distance2})
if distance1 and type(distance1) == "number" then
return distance1
elseif distance2 and type(distance2) == "number" then
return distance2
else
self:E("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SEAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @param #string SEADWeaponName Weapon Name
-- @return #SEAD self
function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup,SEADWeaponName)
self:T("**** Calculating hit zone for " .. (SEADWeaponName or "None"))
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
if string.find(SEADWeaponName,"154",1) then
wpndata = SEAD.HarmData["AGM_154"]
end
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
end
--end
end
end
end
return self
end
--- (Internal) Handle Evasion
-- @param #SEAD self
-- @param #string _targetskill
-- @param Wrapper.Group#GROUP _targetgroup
-- @param Core.Point#COORDINATE SEADPlanePos
-- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc
-- @param Wrapper.Weapon#WEAPON Weapon
-- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset,Weapon)
local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
--self:T( _targetskill )
if self.TargetSkill[_targetskill] then
local _evade = math.random (1,100) -- random number for chance of evading action
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T("*** SEAD - Evading")
-- calculate distance of attacker
local _targetpos = _targetgroup:GetCoordinate()
local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
-- weapon speed
local hit, data = self:_CheckHarms(SEADWeaponName)
local wpnspeed = 666 -- ;)
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1.1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
if Weapon and Weapon:GetSpeed() > 0 then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
end
-- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
if _distance > 0 then
_distance = math.floor(_distance / 1000) -- km
else
_distance = 0
end
self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
if reach >= _distance then
self:T("*** SEAD - Shot in Reach")
local function SuppressionStart(args)
self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Name
local attacker = args[3] -- Wrapper.Group#GROUP
if self.UseEmissionsOnOff then
grp:EnableEmission(false)
end
grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond",true)
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker)
end
end
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Name
if self.UseEmissionsOnOff then
grp:EnableEmission(true)
end
grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[name] = false
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionEnd(grp,name)
end
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if delay > _tti then delay = delay / 2 end -- speed up
if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + delay + _tti + self.Padding + delay
local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
end
end
end
end
end
return self
end
--- (Internal) Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @param #SEAD self
-- @param Core.Event#EVENTDATA EventData
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } )
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName or "None" -- return weapon type
if self:_CheckHarms(SEADWeaponName) then
--UTILS.PrintTableToLog(EventData)
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
if not SEADPlane then return self end -- case IniUnit is empty
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local WeaponWrapper = WEAPON:New(EventData.Weapon) -- Wrapper.Weapon#WEAPON
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T( '*** SEAD - Weapon Match' )
if self.WeaponTrack == true then
WeaponWrapper:SetFuncTrack(function(weapon) env.info(string.format("*** Weapon Speed: %d m/s",weapon:GetSpeed() or -1)) end)
WeaponWrapper:StartTrack(0.1)
WeaponWrapper:StopTrack(30)
end
local _targetskill = "Random"
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
if not _target or self.debug then -- AGM-88 or 154 w/o target data
self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
self:T("**** Tracking AGM-88/154 with no target data.")
local pos0 = SEADPlane:GetCoordinate()
local fheight = SEADPlane:GetHeight()
self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
end
return self
end
local targetcat = Object.getCategory(_target) -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
self:T(string.format("*** Targetcat = %d",targetcat))
if targetcat == Object.Category.UNIT then -- UNIT
self:T("*** Target Category UNIT")
_targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
if _targetUnit and _targetUnit:IsAlive() then
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end
elseif targetcat == Object.Category.STATIC then
self:T("*** Target Category STATIC")
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterOnce()
local targetpoint = _target:getPoint() or {x=0,y=0,z=0}
local tgtcoord = COORDINATE:NewFromVec3(targetpoint)
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
end
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
self:T("Target = ".. _targetgroupname .. " | Prefix = " .. SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix,1,true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Match Found' )
break
end
end
if SEADGroupFound == true then -- yes we are being attacked
if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,2,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end
end
end
return self
end

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